Jiraiyas Jutsu Compendium
Jiraiyas Jutsu Compendium
ON THE COVER
This artwork of Jiraiya is from the Naruto Series written and
illustrated by the legendary Masashi Kishimoto. Being the
creator of such a work of art, I feel that his works of fiction
has inspired me to complete such a daunting task.
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1
TABLE OF CONTENTS
Credits ................................................................................ 1 D-Rank: .............................................................................. 161
C-Rank: ............................................................................. 185
Table of Contents............................................................... 1
B-Rank: ............................................................................ 200
Ninjutsu .............................................................................. 2 A-Rank: ............................................................................. 212
Non-Elemental .......................................................................... 2 S-Rank: ............................................................................. 217
E-Rank: ................................................................................. 2
D-Rank: ................................................................................ 4 Taijutsu ........................................................................... 221
C-Rank: ................................................................................ 17 D-Rank: ............................................................................. 221
C-Rank: ............................................................................. 231
B-Rank: ............................................................................... 28
B-Rank: ............................................................................. 241
A-Rank: ............................................................................... 37
S-Rank: ............................................................................... 43 A-Rank: ............................................................................ 249
Earth Release ........................................................................... 48 S-Rank: .............................................................................254
D-Rank: .............................................................................. 48 Bukijutsu........................................................................ 257
C-Rank: ............................................................................... 53 D-Rank: ............................................................................. 257
B-Rank: ............................................................................... 57 C-Rank: ............................................................................ 280
A-Rank: ................................................................................61 B-Rank: .............................................................................300
S-Rank: ............................................................................... 63 A-Rank: ............................................................................. 319
Wind Release ........................................................................... 65 S-Rank: ............................................................................. 332
D-Rank: .............................................................................. 65
C-Rank: ............................................................................... 70
B-Rank: ............................................................................... 74
A-Rank: ............................................................................... 77
S-Rank: ............................................................................... 79
Fire Release .............................................................................. 82
D-Rank: .............................................................................. 82
C-Rank: ............................................................................... 86
B-Rank: ................................................................................91
A-Rank: ............................................................................... 94
S-Rank: ............................................................................... 97
Water Release .......................................................................... 98
D-Rank: .............................................................................. 98
C-Rank: ..............................................................................103
B-Rank: ............................................................................. 108
A-Rank: ............................................................................... 111
S-Rank: .............................................................................. 114
Lightning Release .................................................................. 116
D-Rank: ............................................................................. 116
C-Rank: ............................................................................. 121
B-Rank: ............................................................................. 126
A-Rank: ............................................................................. 129
S-Rank: .............................................................................. 131
Summoning Jutsu .......................................................... 133
Bear ........................................................................................... 137
Boar .......................................................................................... 138
Deer .......................................................................................... 139
Dog/Wolf ................................................................................ 140
Fox ............................................................................................ 141
Hare/ Rabbit ........................................................................... 143
Hawk/ Predator Birds .......................................................... 144
Insect Swarm .......................................................................... 145
Lizard ...................................................................................... 146
Monkey/ Primate ................................................................... 147
Ox/Ram ................................................................................... 148
Rat ............................................................................................ 149
Shark/Predator Fish .............................................................. 150
Slug ........................................................................................... 151
Snake ........................................................................................ 152
Spider ....................................................................................... 153
Tiger/Lion ............................................................................... 154
Toad .......................................................................................... 155
Turtle ........................................................................................156
Weasel ...................................................................................... 157
Genjutsu ......................................................................... 157
E-Rank: ............................................................................. 158
1
NINJUTSU
NON-ELEMENTAL
Non-Elemental Ninjutsu are ninjutsu that do not require Nature Release mastery or investment. These jutsu are more
focused on versatility and chakra manipulation and control, such as increasing your movement speed by pooling chakra to
the soles of your feet before taking off. Although a lot of these techniques are not as complicated as using a nature
transformation, they are still extremely useful when on missions not requiring high level combat. There are Higher level
Non-Elemental Jutsu such as Rasengan, the pinnacle chakra molding without elemental chakra. Non-Elemental Ninjutsu
have no advantages or disadvantage against any other nature release.
E-RANK:
CHAKRA BLOW
CHAKRA HANDS Classification: Ninjutsu
Classification: Ninjutsu Rank: E-Rank
Rank: E-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Weapons Range
Range: 30 feet Duration: Instant
Duration: 1 Minute Components: HS, CM, W(any)
Components: CM Cost: 2 Chakra
Cost: 1 Chakra Keywords: Ninjutsu
Keywords: Ninjutsu Description: You cover your weapon with chakra. Make a
Description: A spectral, floating hand appears at a point you weapon attack against one creature within range.
choose within range. The hand lasts for the duration or until On a hit, the target suffers the attacks normal effects and
you dismiss it as an action. The hand vanishes if it is ever takes an additional 1d6 damage.
more than 30 feet away from you or if you dismiss the jutsu. At Higher Ranks: This Jutsu’s effectiveness increases
You can use your action to control the hand. by 1d6 at 5th level (2d6), 11th level (3d6), 17th level (4d6)
You can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an item from ENHANCED DEFENSE
an open container, or pour the contents out of a vial. You Classification: Ninjutsu
Rank: E-Rank
can move the hand up to 30 feet each time you use it. The
Casting Time: 1 Action
hand can’t attack, activate chakra items, or carry more than
Range: Self
10 pounds. Duration: Instant
Components: HS
CHAKRA MOVEMENT Cost: 2 Chakra
Classification: Ninjutsu
Keywords: Ninjutsu
Rank: E-Rank
Description: You focus chakra into the top layer of your
Casting Time: 1 Bonus Action
Range: Self skin, providing your Resistance to Bludgeoning,
Duration: Instant Piercing, and Slashing Damage until the start of your
Components: HS next turn.
Cost: 1 Chakra
Keywords: Ninjutsu ENHANCED RESISTANCE
Description: You transfer chakra to the bottom of your feet, Classification: Ninjutsu
Rank: E-Rank
creating a strong repulsive force upon release of this jutsu,
Casting Time: 1 Reaction, which you take when you
increasing your movement speed momentarily. Increase
make a Saving Throw
your movement speed by 10 until the end of your next turn.
Range: Self
At Higher Levels: This Jutsu’s movement speed boost Duration: Instant
increases by 5ft at 5th level (15ft), 11th level (20ft), 17th level Components: HS
(25ft)
Cost: 2 Chakra
2
ENHANCED SKILL FIRECRACKER FLASH
Classification: Ninjutsu Classification: Ninjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Reaction, which you take when you make Casting Time: 1 Action
a Skill Check using a physical Ability Score (Strength, Range: Touch
Dexterity or Constitution) Duration: Instant
Range: Self Components: NT
Duration: Instant Cost: 2 Chakra
Components: HS Keywords: Ninjutsu, Bukijutsu
Cost: 2 Chakra Description: You take a bundle of flash firecrackers, and
Keywords: Ninjutsu use your chakra to light the wicks of each one before
Description: You focus chakra toward different parts of throwing them in an arc in front of you. Creatures
your body to enhance your ability to complete different standing in front of you in a 15-foot-wide space must
tasks. You can add+3 to your Skill Check. Once you cast make a Wisdom Saving Throw, giving you advantage on
this jutsu, you cannot do so again for 10 minutes. your next attack against them and disadvantage on their
next attack on a failed save.
ESCAPE TECHNIQUE
Classification: Ninjutsu INVISIBILITY CLOAK
Rank: E-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: E-Rank
Range: Self Casting Time: 1 Action
Duration: Instant Range: Self
Components: HS Duration: Instant
Cost: 2 Chakra Components: NT
Keywords: Ninjutsu Cost: 1 Chakra
Description: You use chakra to feel the knots of ropes Keywords: Ninjutsu
chains, and other tools used to bind and restrain you. This Description: You quickly pull a chameleon cloak over
helps you figure out the best course of escape while yourself while against a wall or other standing surface.
trapped. While Restrained or Grappled, you can roll Roll a Stealth Check with a 1d4+1 bonus to the check.
Sleight of Hand in place of the normally required Skill
Check or Saving Throw at advantage. On a success, you LIGHT
are able to slip out of the grapple or Restrained position, Classification: Ninjutsu
freeing yourself. Rank: E-Rank
Casting Time: 1 Action
FINGER CARVING SEAL Range: Touch
Classification: Ninjutsu Duration: 1 Hour
Rank: E-Rank Components: CM
Casting Time: 1 Action. Cost: 1 Chakra
Range: Touch Keywords: Ninjutsu
Duration: Permanent Description: You touch one object that is no larger than
Components: CM, CS 10 feet in any dimension. Until the jutsu ends, the object
Cost: 1 Chakra sheds bright light in a 10-foot radius and dim light for an
Keywords: Ninjutsu, Fuinjutsu additional 10 feet, the light is a soft blue/ Completely
Description: You focus chakra into the tip of your finger covering the object with something opaque blocks the
and use the accumulated heat and energy to apply worlds, light. The jutsu ends if you cast it again or dismiss it as
letters and shapes of your choice, no longer than 20 words an action.
per action taken. These words can be applied to structures If you target an object held or worn by a hostile
and constructs and deal no damage. These words can be creature, that creature can must make a Dexterity Saving
applied to a willing creature, leaving a permanent scar in Throw to avoid the jutsu.
their skin with your writings.
MENDING
Classification: Ninjutsu
Rank: E-Rank
Casting Time: 1 Minute
Range: Touch
Duration: Instant
Components: CM
Cost: 1 Chakra
Keywords: Ninjutsu
Description: This jutsu repairs a single break or tear in
an object you touch, such as a broken chain link, two
halves of a broken key, a torn cloak, or a leaking
wineskin. As long as the break or tear is no larger than 1
foot, you mend it, leaving no trace of the former damage.
3
SEALING ART: STRING LIGHT FORMATION ALARMING TECHNIQUE
Classification: Ninjutsu Classification: Ninjutsu
Rank: E-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 30 Feet Cube
Duration: Concentration, up to 1 minute Duration: 8 Hours
Components: HS, CM Components: HS, CS
Cost: 2 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Fuinjutsu, Sensory
Description: You use your chakra to create a sealing Description: You set a chakra seal that expands 30 feet
formation stretching from yourself to a target creature you across the ground or surface it is placed on and it releases a
can see within range, in a straight line. The target creature very faint and mostly undetectable aura of chakra in a 30-
must make a Charisma Saving Throw, reducing both your foot cube. Until the Jutsu ends, an alarm alerts you
and the target’s movement speed to 0 on a failed save. This whenever a creature touches or enters the Seals area. When
can be used with others targeting the same creature, you set the seal, you can designate creatures that don’t set
increasing the Save DC by +1 for each additional user. At the off the alarm. You can also choose to make the alarm mental
end of the target creatures turn, they remake their save. or audible.
4
BEAST IMITATING ART: DEER BEAST IMITATING ART: PIDGEON
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: Up to 10 Minute
Range: 30 feet Range: Self
Duration: Instant Duration: 24 Hours
Components: HS, CM, CS, NT (Empty Scroll) Components: HS, CM, CS, NT (Empty Scroll)
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Fuinjutsu, Construct
Description: You draw an image of a herd of deer that Description: You write in your scroll a message of any
charge from your scroll towards your chosen target. length that you can conceivably write within a 10 minute
Make a Ranged Ninjutsu Attack. On a success, the target or less time span. Once complete, the writings manifest
creature takes 2d8 in Bludgeoning Damage and must into the form of a bird of your description and now carry
make a Strength Saving Throw, being knocked Prone on themselves. You can also cast this jutsu targeting a
a failed save. message already written of 25 words or less.
If this jutsu is cast targeting a Prone Creature, you do The bird you create has 1 hp and an AC of 15. You then
not roll disadvantage, instead rolling advantage and specify a location that you have previously visited and a
dealing an additional 2d6 Bludgeoning Damage. recipient who matches a general description. You can
At Higher Ranks: For each rank you cast this jutsu also then give the bird a letter, scroll, tag, or similarly
above D-Rank, increase the cost of this jutsu by 3 and small object to deliver to this creature. The construct
the damage by 1d8. travels for the duration of the jutsu towards the location,
covering no more than 50 miles per 24 hours.
BEAST IMITATING ART: LIZARD When the bird arrives, it turns back into the message
Classification: Ninjutsu when provided a scroll to be placed on and delivers any
Rank: D-Rank packages to the creature you described. The bird will
Casting Time: 1 Action only release the object to the creature you specified or if
Range: 30 feet
killed. The creature dissipates into non-staining ink
Duration: Concentration, Up to 1 minute
when the message is delivered or it is killed.
Components: HS, CM, CS, NT (Empty Scroll)
At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra
above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Ninjutsu, Fuinjutsu, Construct
duration increases by 24 hours. When casting this jutsu
Description: You summon an inky lizard in a space you
at B-Rank or Higher, the bird becomes large in size and
can see within range that can hold it. The lizard is a
is capable of carrying two medium size creatures on its
construct with the following statistics;
back.
• AC 12, 5d6 (20) Hit Points.
The lizard immediately after being summoned, BEAST IMITATING ART: RATS
Classification: Ninjutsu
screeches a menacing sound to those around it. All
Rank: D-Rank
creatures who begin their turn within 10 feet of the
Casting Time: 1 Minute
lizard excluding you, must make a Wisdom Saving Range: 1 Mile Radius
Throw. On a failed save they gain 1 rank of Fear. So long Duration: 10 Minutes
as a creature has ranks of fear gained as a result of this Components: HS, CM, CS, NT (Empty Scroll)
jutsu they cannot willingly approach the Lizard. Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Ninjutsu, Fuinjutsu, Sensory
above D-Rank, increase the cost of this jutsu by 3 and Description: When you cast this jutsu you draw a horde
the range of the lizards Screech by 5 feet. of rats into your scroll. After 1 minute the picture is
finished and the rats come to life scattering around.
After a 10-minute delay, you can make a Ninshou Check.
Based on your level of success, you become aware of a
variety of things within a 1-mile radius.
• DC 10: You become aware of structures that are
not hidden within range. This does not inform
you of their specific location or size, only their
general direction.
• DC 15: You become aware of any non-hidden
creatures within range. This does not inform
you of their specific location or even the type of
creature they are, only their general direction.
• DC 20: You become aware of hidden structures
within range.
• DC 25: You become aware of the size of
Structures and the types of creatures within
range.
• DC 30: You become aware of hidden creatures.
5
BEAST IMITATING ART: RETRIEVAL HAWK BODY FLICKER
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 120 feet Range: Self
Duration: Concentration, up to 1 minute Duration: 1 Round
Components: HS, CM, CS, NT (Empty Scroll) Components: HS, M
Cost: 3 Chakra Cost: 3 Chakra
Keywords: Ninjutsu, Fuinjutsu, Construct Keywords: Ninjutsu
Description: You hurriedly draw an image of a hawk to Description: You gain a mastery of movement, allowing
retrieve something for you. The hawk breaks out of your you to cover much greater distance in a shorter amount
scroll and attempts to retrieve an object no more than 10 of time. Until the end of your next turn, increase your
pounds and bring it to a destination of your choosing speed by 30 feet.
within range.
The hawk has a fly speed of 45ft, AC of 15 and 1 hp. The CALLING ON TEARS TECHNIQUE
hawk must stay within the range of this jutsu from the Classification: Ninjutsu
caster at all times and does not require the caster's Rank: D-Rank
actions to command aside from its initial creation. The Casting Time: 1 Action
Range: Self (30 Foot cone)
destination of delivery can be changed as a Bonus Action
Duration: Instant
on the casters turn.
Components: HS, 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, the
Keywords: Ninjutsu
hawks speed by 10 feet, the weight it can carry by 10
Description: You manifest chakra around your tongue
pounds and this jutsu’s range by 30 feet.
and throat as you use it to vibrate and magnify all sound
BEAST IMITATING ART: SNAKE escaping your mouth. You then release a stunning
scream in an attempt to incapacitate all that hear it.
Classification: Ninjutsu
Rank: D-Rank All creatures in a 30-foot cone originating from you
Casting Time: 1 Action must make a Wisdom Saving Throw, being Deafened and
Range: 60 Feet Dazed until the end of their next turn on a failed save.
Duration: Instant Additionally, any traps such as explosives, trap doors
Components: HS, CM, CS, NT (Empty Scroll) or pressure plates that are within this jutsu’s range are
Cost: 4 Chakra triggered.
Keywords: Ninjutsu, Fuinjutsu At Higher Ranks: For each rank you cast this jutsu
Description: When you cast this jutsu you draw an image above D-Rank, increase the cost of this jutsu by 3 and
of two snakes into your scroll infusing chakra into it the range by 5 feet.
making it come to life. You command the pair of snakes
to wrap around your enemies. Target up to two creatures CATAPULT TECHNIQUE
within range. Each creature must make a Strength Classification: Ninjutsu
Saving Throw. If any of the creatures are within 5 feet of Rank: D-Rank
each other they each make the save at disadvantage. Casting Time: 1 Action
Range: 90 feet
On a failed save, they are Restrained by the snakes as
Duration: Instant
they wrap around them.
Components: HS, CM
A creature Restrained by this jutsu, may attempt
Cost: 4 Chakra
another Strength Saving Throw to end this condition at
Keywords: Ninjutsu
the end of their turns. If affected creatures are within 5
Description: Choose one object weighing no more than 1
feet of each other, when one creature succeeds the
bulk within range, that isn’t being worn or carried. The
Restrained conditions ends on all creatures within 5 feet
object flies in a straight line up to 90 feet in a direction
of them.
you choose before falling to the ground, stopping early if
At Higher Ranks: For each rank you cast this jutsu
it impacts a solid surface. If the object would strike a
above D-Rank, increase the cost of this jutsu by 3 and
creature that creature must make a Dexterity Saving
the number of targets by +1.
Throw. On a failed save, the object strikes the target and
BODY CAMOUFLAGE stops moving. In either case, both the object and the
creature or solid surface takes 3d8 Bludgeoning Damage.
Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3 and the
Range: Self maximum bulk of the objects that this jutsu can use
Duration: 1 Minute increases by 1 bulk, and the maximum distance by 10ft.
Components: HS This jutsu’s damage also changes depending on the
Cost: 5 Chakra affected object’s bulk:
Keywords: Ninjutsu 1 Bulk or less: 3d8.
Description: You coat your body in chakra and begin to 2 Bulk: 4d8
imitate the color and texture of the area around you blending 3 Bulk: 5d8
in like a chameleon. For the duration, roll an additional +4 4 Bulk: 6d8
adding the result to your Stealth Checks. 5 Bulk: 7d8
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
you can target one additional creature for each rank and
they gain the benefits of this jutsu as well.
6
CHAKRA BOLT if another creature, construct or structure intercepts the
Classification: Ninjutsu attacks damage.
Rank: D-Rank While a creature, construct or structure is marked
Casting Time: 1 Action with this jutsu and is within 1 mile of you, you become
Range: 60 Feet aware of the existence of this seal, but not its immediate
Duration: Instant location. You gain a +4 bonus to all checks made to find
Components: HS, CM
or track the marked creature.
Cost: 4 Chakra
Additionally, if you can teleport you can choose to
Keywords: Ninjutsu, Clash
teleport to a marked creature, construct or structure so
Description: You manifest a 4-inch sphere of pure
long as they are within 1 mile of you. Once you teleport in
chakra at a creature you can see within range. Make a
this way, the mark vanishes, ending this jutsu.
Ranged Ninjutsu Attack. On a hit, the target takes 3d6
At Higher Ranks: For each rank you cast this jutsu
damage. If you have a nature release, this jutsu gains a
above D-Rank, increase the cost of this jutsu by 3. At C-
single nature release keyword that you can cast and it’s
Rank This jutsu’s Duration becomes 1 Hour. 8 Hours at B-
damage type becomes the corresponding nature releases
Rank, 24 Hours at A-Rank, Permanent at S-Rank.
damage type (Water = Cold). If you do not have a nature
release this jutsu instead deals Force Damage. CHAKRA SHIELD
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
the damage by 1d6. Additionally, you gain one of the Casting Time: 1 Reaction, which you take when you take
following benefits based on the Damage type of this damage.
jutsu. Range: Self
Duration: Instant
• Earth: The target must make a Strength Saving Throw
Components: HS, CM
being Bruised on a failed Save. Cost: 5 Chakra
• Wind: The target must make a Strength Saving Throw
Keywords: Ninjutsu, Clash
being pushed back 15 feet and being knocked Prone on Description: You manifest a swirling barrier of chakra
a failed save. around you protecting you from the triggering attack.
• Fire: Each creature within a 5-foot radius sphere of You gain 12 Temporary Hit Points. If you have a nature
the target creature must make a Dexterity Saving release, this jutsu gains a single nature release keyword
Throw, being Burned on a failed save. that you can cast, and additional effects base on the
• Cold: Each creature within a 5-foot radius sphere of Nature release. Your shield gains one of the following
the target creature must make a Constitution Saving benefits based on the chosen nature release. If you do
Throw, being Chilled on a failed save. not have a nature release this shield instead has 16
• Lightning: The target must make a Constitution Temporary Hit Points.
Saving Throw, being Shocked until the end of their
• Earth: This jutsu gains the Construct keyword. Your
next turn.
• Force: Changed damage die to d8. The target must shield has resistance to Cold Damage, vulnerability to
make a Dexterity Saving Throw being Dazed. Lightning Damage and once cast leaves behind an
Quake Shard in a 5ft cube within 5ft of you.
CHAKRA LEAPING • Wind: Your shield has resistance to Lightning
Classification: Ninjutsu Damage, vulnerability to Fire Damage and once cast all
Rank: D-Rank creatures of your choice within 5 feet of you gains 1
Casting Time: 1 Bonus Action rank of bleed.
Range: Self • Fire: Your shield has resistance to Wind Damage,
Duration: Instant Vulnerability to Cold Damage and all creatures within
Components: HS, M 10 feet of you takes Fire Damage equal to your
Cost: 3 Chakra Ninjutsu Ability Modifier.
Keywords: Ninjutsu • Water: Your shield has resistance to Fire Damage,
Description: You focus chakra into your legs, increasing your vulnerability to Earth Damage and if this jutsu is cast
jumping Strength astronomically. Until the end of this turn, near a sufficient source of water, reduce the cost of
Double your jumping height. this jutsu by -2.
At Higher Ranks: For each rank you cast this jutsu • Lightning: Your shield has resistance to Earth
above D-Rank, increase the cost of this jutsu by 3. If this Damage, vulnerability to Wind Damage and you gain a
jutsu is cast at B-Rank, the duration of this jutsu +2 to Dexterity Saving Throws until the beginning of
becomes 1 minute. If this jutsu is cast at S-Rank, the your next turn.
duration becomes 1 hour.
At Higher Ranks: For each rank you cast this jutsu
CHAKRA MARK above D-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu the Temporary Hit Points you gain by +6.
Rank: D-Rank
Casting Time: Special
Range: Touch
Duration: 10 Minute
Components: CS
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu, Sensory
Description: You create a chakra seal and attempt to place
it on a creature, structure or construct you are able to
touch. When you score a hit with a melee attack or a ranged
attack, you are able to mark a creature. This does not work
7
CHAKRA SKIN HOLLOW STARS
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 120 feet
Duration: Until Short Rest Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You coat yourself in a Protective aura of Description: You force your palms together before
chakra, protecting you from damage. When you cast this pointing them towards the sky, shooting our four bursts
jutsu, you lose the benefits of any Armor you are wearing, of chakra that take the shape of small stars before falling
utilizing this Jutsu’s AC calculation for its duration. to the ground in four different spaces of your choice
Your AC becomes 13 + your Intelligence Modifier + Half within range, dealing damage to objects, creatures and
of your proficiency Bonus. This jutsu ends if you dismiss it structures occupying the space.
as a Bonus action. Objects, creatures and structures in the selected
At Higher Ranks: For each rank you cast this jutsu spaces each take 1d4+1 damage. A creature, object or
above D-Rank, increase the cost of this jutsu by 3. If this structure in the area of more than one star, takes the
jutsu is cast at C-Rank or higher, you gain Temporary damage of each of these stars. If you have a nature
Hit Points equal to your Ninjutsu Ability Modifier. As a release, this jutsu gains a single nature release keyword
Bonus action on your turn, you can replenish these that you can cast and it’s damage type becomes the
Temporary Hit Points for 5 Chakra. If this jutsu is cast at corresponding nature releases damage type (Water =
B-Rank or higher, increase the AC this Jutsu grants by Cold). If you do not have a nature release this jutsu
+1. If this jutsu is cast at A-Rank or higher, the instead deals Force Damage. A creature can only ever be
Temporary Hit Points gained, is instead equal to half of affected by the following effects twice per casting.
the casters Ninjutsu Ability Score. If this jutsu is cast at • Earth: You create a 15-foot cube of difficult terrain,
S-Rank or higher, increase the AC this Jutsu grants by
centering on each space selected. This space remains
+2, instead of +1.
difficult terrain until cleared.
DARKVISION
• Wind: Each creature within 5 feet of the selected space
makes a Strength Saving Throw. On a failed save they
Classification: Ninjutsu
are thrown back 5 feet from the target space and
Rank: D-Rank
Casting Time: 1 Action falling Prone.
Range: Touch • Fire: Each creature within 5 feet of the selected space
Duration: 10 Minutes makes a Dexterity Saving Throw. On a failed save they
Components: HS, CM takes damage equal to the damage dealt to the target
Cost: 5 Chakra space.
Keywords: Ninjutsu, Sensory • Cold: Each creature within a 10-foot radius sphere of
Description: You touch a willing creature to grant it the the target space must make a Constitution Saving
ability to see in the dark. For the duration, that creature Throw, being Chilled on a failed save.
has Darkvision out to a range of 60 feet. • Lightning: If two or more selected spaces are within 15
At Higher Ranks: For each rank you cast this jutsu above feet of each other, lightning arcs between them in a
D-Rank, increase the cost of this jutsu by 3 and the number straight line so long as there are no obstructions.
of creatures you can affect with this jutsu by +1. Creatures in the Arcs path must make a Constitution
Saving Throw, being Shocked on a failed save
ENHANCED REACTIONS • Force: Damage die increases to a d8. Also, creatures
Classification: Ninjutsu occupying select spaces are Bruised.
Rank: D-Rank
Casting Time: 1 Action 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: 8 Hours the number of stars made by +1.
Components: HS
Cost: 3 Chakra
Keywords: Ninjutsu, Sensory
Description: You store chakra in pockets behind your eyes
and joints in preparation to move with a burst of speed at
any moment. The first time you would roll initiative for the
duration, you may add 1d4+1 to your roll. This jutsu then
ends.
8
INK CLONE MEDICAL RELEASE: ACID ARMOR
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: Self
Duration: 1 Minute Duration: 10 Minutes
Components: HS, CM, CS, NT (Vial of Ink) Components: HS, CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Medical
Description: You infuse chakra into the ink as you then Description: You manifest acidic chakra in the form of a
infuse a chakra seal into it. You conjure a clone of yourself highly dangerous aura of chakra that intercepts attacks
made of ink. They look, sound and act as you describe. The for you and harms those who would try to touch you.
cost of these clones cannot be reduced below half. You gain 14 Temporary Hit Points. Creatures who
An Ink clone has 1 Hit point and can be no farther than would deal damage with a melee attack take 2d6 Acid
90 feet from you. It can walk, talk and interact with things Damage each time they would deal damage to you while
but it cannot declare an attack. This clone acts at the end you have Temporary Hit Points granted by this jutsu.
of your turn. As a Bonus Action you can command the A creature who would strike you with a Weapon or
clone to attack. When you do it pretends to weave hand Unarmed Attack whose rank is equal to or less than the
seals to cast a jutsu targeting a single creature within 60 rank this jutsu was cast at has their weapon suffer a
feet of it. permanent -1 penalty until fixed by the Mending
The target creature makes a Wisdom (Insight) Check vs Ninjutsu. An Unarmed Attack such as your fists or legs
your Ninjutsu Save DC. On a failure, they become can be fixed with any jutsu with the medical keyword
distracted by the clones antics. A creature distracted in that restores Hit Points or removes conditions. A weapon
this manner grants the next attack targeting it advantage or limb which has reached a -5 penalty breaks, being
and they are treated as surprised against this attack. destroyed by all of the acid covering it.
At Higher Ranks: For each rank you cast this jutsu
LOCK/RELEASE above D-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu the Temporary Hit Points by 7 and the Acid Damage by
Rank: D-Rank d6.
Casting Time: 1 Action
Range: Touch
Duration: Until dispelled
MEDICAL RELEASE: ACID BEAM
Classification: Ninjutsu
Components: HS, CS
Rank: D-Rank
Cost: 3 Chakra Casting Time: 1 Action
Keywords: Ninjutsu, Fuinjutsu Range: Self (60-Foot line)
Description: You place a chakra seal on a closed door, Duration: Instant
window, gate, chest, or other entryway, and it becomes Components: HS, CM
locked for the duration. You and creatures you designate Cost: 5 Chakra
when the jutsu is used can open the object normally. You Keywords: Ninjutsu, Medical
can also set a password that when spoken within 5 feet Description: You manifest acidic chakra in the form of a
of the object releases the jutsu for 1 minute. powerful beam meant to melt through everything in its
This jutsu also works inversely allowing you to path.
attempt to lock pick using your chakra alone. Make an All creatures in a 60-foot long, 5-foot-wide line
Intelligence (Chakra Control) check vs the Locks DC as if originating from you must make a Dexterity Saving
you are picking a lock using a Security kit. Creatures Throw. On a failed save, you deal 3d6 Acid Damage and at
attempting to open the object you have locked with this the beginning of an affected creature’s next turn, they
jutsu must make an Athletics Check vs your Ninjutsu take 3d4 Acid Damage.
Save DC to force open the object. Constructs and structures made of earth, metal or
wood take double damage as the acid eats through them.
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 1d6 and 1d4.
9
MEDICAL RELEASE: ACID STRING MEDICAL RELEASE: ACIDIC CLEANSE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (25-foot cube) Range: Self (15 feet)
Duration: Concentration, up to 1 minute Duration: Special
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You manifest acidic chakra in the form of Description: You learn to bend acidic substances to your
barbed wires, enough to fill a 25-foot cube originating will, molding and manipulating them like puppets on a
from you. For the duration, creatures, excluding you, string.
who would begin their turn or enter for the first time on All creatures within 15 feet of you who are under the
their turn, the affected area, they take 2d6 Acid Damage effects of the Corroded condition has their condition
and an additional 2d6 Acid Damage for every 5 feet they ended, as you collect all of the left-over acid into a ball
would move through the affected area. A creature cannot above your head. The ball floats for up to 1 minute or
take damage from the same 5 by 5-foot square more until used.
than once per round. The next time you would cast a jutsu that would deal
At Higher Ranks: For each rank you cast this jutsu Acid Damage you can spend the ball of acid, upcasting
above D-Rank, increase the cost of this jutsu by 3 and the jutsu by 1 rank at no cost, ignoring upcasting
the damage by 1d6. If this jutsu is cast at B-Rank or limitations.
higher increase the size of the cube by 10 feet. If this
jutsu is cast at S-Rank increase the size of the cube by 10 MEDICAL RELEASE: BROKEN BODY
feet. Classification: Ninjutsu
Rank: D-Rank
MEDICAL RELEASE: ACID TAIL Casting Time: 1 Action
Classification: Ninjutsu Range: Touch
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: Self (15-foot cone) Cost: 5 Chakra
Duration: Instant Keywords: Ninjutsu, Medical
Components: HS, CM Description: You begin to generate a surge of twisted
Cost: 5 Chakra medical release chakra designed to shatter the bones and
Keywords: Ninjutsu, Medical splinter the muscles of your target.
Description: You manifest acidic chakra in the form of a A creature you can reach must make a Strength Saving
beast’s tail, be it a massive dragon tail, or large lions tail. Throw. On a failed save their bones twist and their
Make one Melee Ninjutsu Attack. Compare the result muscles spasm as they take 4d8 Necrotic Damage and
of your attack against all creatures in a 15-foot cone, they cannot use their arms to hold a weapon until the
originating from you. For each success, you deal 2d6 + end of their next turn.
1d6 Acid Damage, for each additional creature hit after At Higher Ranks: For each rank you cast this jutsu
the first. Additionally, all creatures you deal damage to above D-Rank, increase the cost of this jutsu by 3, the
must make a Strength Saving Throw. On a failed save, damage by 1d8.
creatures are knocked Prone and gain 1 rank of Corroded.
MEDICAL RELEASE: CORRUPT MISSILE
MEDICAL RELEASE: ACID WHIPS Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 60 feet
Range: 30 Feet Duration: Instant
Duration: Concentration, up to 1 minute Components: HS, CM, CS
Components: HS, CM Cost: 4 Chakra
Cost: 5 Chakra Keywords: Ninjutsu, Medical, Fuinjutsu
Keywords: Ninjutsu, Medical Description: You begin to generate a mass of twisted
Description: You manifest acidic chakra in the form of medical release chakra designed to be fired like a missile,
two whips of acid designed to grapple and melt into your bolt or beam.
foes. Make a Ranged Ninjutsu Attack targeting one creature
Make two Ranged Ninjutsu Attack, dealing 2d6 Acid you can see in range. On a hit you deal 2d8 + your
Damage on a hit. Additionally, creature you hit must Ninjutsu Ability Modifier Necrotic Damage.
make a Strength Saving Throw. On a failed save, they Additionally, the next time the affected creature would
become Grappled by you and your acid whips for the regain chakra within the next minute, they regain half of
duration. A creature Grappled by your acid whips takes the listed amount
1d6 Acid Damage at the beginning of each of their turns. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
above D-Rank, increase the cost of this jutsu by 3 and damage by 1d8.
the number of attacks you make by +1.
10
MEDICAL RELEASE: CORRUPTION MEDICAL RELEASE: GOODBERRY
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Touch
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM, CS Components: HS, M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu Keywords: Ninjutsu, Medical
Description: You begin to generate a surge of twisted Description: With fine chakra control, you can touch up
medical release chakra designed spread like a curse, to 5 fruits or nuts that are then infused with medical
draining all creatures in range. release chakra for the duration. A creature can use its
Select a space you can see within range. You manifest a 5- action to eat any of the 5 affected food items. Eating a
foot radius field of corruption. At the beginning of each of food infused with this jutsu restores 1 hit point and
your turns for the duration, the size of the field grows by 5 provides enough nourishment to sustain a creature for
feet, to a maximum of 60 feet. one day. A creature cannot benefit from this jutsu more
All creature who begins their turns within the affected than twice per long rest. The infused food loses its
area or first enter the affected area on their turns, must potency if they have not been consumed within 24 hours
make a Charisma Saving Throw. On a failed save creatures of casting this jutsu.
take 3d12 Necrotic Damage and no damage on a successful
save. MEDICAL RELEASE: GRIM MASK
At Higher Ranks: For each rank you cast this jutsu above Classification: Ninjutsu
D-Rank, increase the cost of this jutsu by 3, the damage by Rank: D-Rank
1d12. Casting Time: 1 Action
Range: Self
MEDICAL RELEASE: DETECT POISON AND Duration: Concentration, up to 1 minute
DISEASE Components: HS, CM, CS
Cost: 5 Chakra, 1 Hit Die
Classification: Ninjutsu
Rank: D-Rank Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
Casting Time: 1 Action Description: You weave summoning seals together and
Range: Self infuse them with medical release chakra manifesting the
Duration: 10 minute mask of the Reaper of death. The mask siphons a small
Components: HS, CM fraction of your life force to don it, but it grants you a great
Cost: 5 Chakra deal of power in return. You cannot lose concentration of
Keywords: Ninjutsu, Medical, Sensory this jutsu as a result of damage.
Description: For the duration, you can sense the presence Attacks you make deal an additional 1d4 Necrotic Damage
and location of poisons, poisonous creatures and diseases for the duration, twice per turn. If an attack you make or
within 30 feet of you. This jutsu can penetrate most jutsu you cast would deal Necrotic Damage as a part of its
barriers, but is blocked by 1 foot of stone, 1 inch of common casting or through its lingering effects, the additional
metal, a thin sheet of lead, or 3 feet of wood or dirt. damage instead becomes a 1d8.
Additionally, an attack you make that scores a critical hit
MEDICAL RELEASE: ENSNARING STRIKE or one where you roll the maximum damage possible on the
Classification: Ninjutsu die, if your target is classified as a player character, it loses 1
Rank: D-Rank hit die. If your target is classified as an Adversary, it loses 1
Casting Time: 1 Bonus Action Tenacity die.
Range: Self
Duration: 1 Round
Components: CM, M
Cost: 4 Chakra
Keywords: Ninjutsu, Medical
Description: The next time you hit a creature with a
melee or ranged weapon or unarmed attack before this
jutsu ends, you inject chakra into your enemy’s muscles
attempting to restrict their movements. The target must
make a Strength Saving Throw or be Restrained until the
end of their next turn. A large or larger creature has
advantage on the Saving Throw. While Restrained by this
jutsu, the target takes 1d8 Poison Damage at the start of
each of its 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 1d8
11
MEDICAL RELEASE: GRIM SIPHON MEDICAL RELEASE: HEALING ELIXIR
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Minute
Range: 60 feet Range: Touch
Duration: Instant Duration: 1 Hour
Components: HS, CM, CS Components: HS, CM, NT (Medicine Kit, 1 Charge)
Cost: 5 Chakra, 1 Hit Die Cost: 5 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Keywords: Ninjutsu, Medical
Description: You weave summoning seals together and Description: You use your Medicine Kit to assist in creating
infuse them with medical release chakra manifesting the a healing elixir which is contained in a simple vial that
hand of the Reaper of death. The hand siphons a small appears in your hand. The elixir retains its potency for the
fraction of your life force to summon it, but it grants you a duration or until its consumed.
great deal of power in return. As an action, a creature can drink the elixir or
Select one creature you can see within range, that administer it to another creature. The drinker regains
creature must make a Charisma Saving Throw, taking 2d8 4d6+6 Hit Points and immediately removes 2 ranks of
+ your Ninjutsu Ability Modifier Necrotic Damage, and the Bleeding or Envenomed condition.
depending on the targets classification different effects At Higher Ranks: For each rank you cast this jutsu above
would be applied to them. D-Rank, increase the cost of this jutsu by 3. When you cast
If the target is classified as a player character, they lose 1 this Jutsu at B-Rank, the drinker instead regains 4d8+12
hit die on a failed save or half as much damage and no hit Hit Points and immediately ends the Envenomed, Dazed or
die loss on a success. Another creature of your choice that Weakened conditions or removes 4 ranks of the Bleeding
it within 20 feet of your target regains Hit Points equal to condition. When cast at S-Rank, the drinker regains
the damage dealt. 4d12+24 and ends any single condition excluding
If the target is classified as an Adversary, they lose 1 Exhaustion, Prone, or Invisible.
Tenacity die, and you gain it for 1 minute, able to use it as a
bonus to one ability check, Skill Check or Saving Throw. MEDICAL RELEASE: ADEPT HEALING
At Higher Ranks: For each rank you cast this jutsu above Classification: Ninjutsu
D-Rank, increase the cost of this jutsu by 3 and the damage Rank: D-Rank
Casting Time: Special
by 1d8.
Range: Special
MEDICAL RELEASE: GRIM WEAPON Duration: Instant
Components: HS, CM
Classification: Ninjutsu
Cost: 5 Chakra
Rank: D-Rank
Casting Time: 1 Bonus Action Keywords: Ninjutsu, Medical
Range: Touch Description: You cover your hands in chakra that glows
Duration: Concentration, up to 1 minute with a warm green hue, reactivating a creature's cells
Components: HS, CM, W (Any) reproductive process closing their wounds. This jutsu is
Cost: 4 Chakra unique unto itself in that it can be cast in one of three
Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu variations with each taking more time to cast than the
Description: You weave summoning seals together, infusing last. This jutsu has no effect on Undead or constructs.
them into your weapon and medical release chakra that • 1 Action: When cast, this Jutsu's range becomes Touch
manifests as an echo of reaping black chakra enhances the and an affected creature regains a number of Hit
weapon you touch. You cannot lose concentration of this Points equal to 3d8.
jutsu as a result of damage. • 1 Bonus Action: When cast, this jutsu range becomes
For the duration, the weapon you affected by this jutsu Self (15-f00t radius) and all creatures of your choice in
is enhanced by the reaper’s black necrotic chakra. range regains 8 Hit Points.
Enhanced weapons deal an additional 1d6 Necrotic • 1 Full-Turn Action: When cast, this jutsu’s range
Damage, twice per turn. If the affected creature has becomes Self (30-f00t radius) and all creatures of your
regained Hit Points prior in this initiative roll, this choice in range regains 3d8+5 Hit Points
damage is increased to 1d12.
Once per round, creatures who take Necrotic Damage At Higher Ranks: For each rank you cast this jutsu above
from this enhanced weapon reduces the number of Hit D-Rank, increase the cost of this jutsu by 3 and healing
Points they regain by half. by +1 dice. If you do not roll dice for healing when
At Higher Ranks: For each rank you cast this jutsu casting this jutsu, you instead increase the healing by +4.
above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank or higher, increase the damage
this jutsu deals by 1d6 or 1d12 respectively. If this jutsu is
cast at S-Rank, creatures who take Necrotic Damage
from this enhanced weapon cannot regain Hit Points for
the duration of this jutsu.
12
MEDICAL RELEASE: HONEY BEE TECHNIQUE MEDICAL RELEASE: POISON STINGER
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, W (any thrown)
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You summon a large swarm of bees made of Description: You infused Medical Chakra on a thrown
poisonous medical release chakra that swarm and sting a weapon as you putrefy it. Make a Ranged Ninjutsu Attack
single target that you can see within range. Make a against a creature within range. On a hit, the target takes
Ranged Ninjutsu Attack. On a hit, you deal 2d6 Poison your weapons damage + 2d6 Poison Damage and must
Damage and the target must make a Constitution Saving make a Constitution Saving Throw. On a failed save they
Throw. On a failed save the targets joints begin to seize are Envenomed for 1 minute.
up for the next minute. At Higher Ranks: For each rank you cast this jutsu
At the beginning of the target creatures turn they roll above D-Rank, increase the cost of this jutsu by 3 and
1d12. On a roll of 1 or 2 the pain keeps them from moving the damage by 1d6.
Stunning them until the end of their turn. The target
remakes the Constitution Saving Throw at the end of MEDICAL RELEASE: POISONOUS BLAST
each of their turns ending this on a success. A Jutsu or Classification: Ninjutsu
effect that ends the Envenomed condition can also end Rank: D-Rank
this condition. Casting Time: 1 Action
Range: 60 feet
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above D-Rank, increase the cost of this jutsu by 3, the
Components: HS, CM
damage by 1d6 and the number of targets by +1.
Cost: 5 Chakra
13
MEDICAL RELEASE: TOXIC FANGS MEDICAL RELEASE: VENOMOUS SHARDS
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (15-foot cube)
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM, NT (Poison Kit, 1 Charge) Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You coat your hands in a poisonous liquid and Description: You mold medical release chakra in your
use your medical release chakra to maintain its viscosity hands to imitate the substance and structure of the earth
and lethality. For the duration, your hands, feet or teeth release nature transformation, before releasing it as a
are coated in a heavily poisonous substance, ready to be quake of sickly green or dark purple crystalline
used as striking instruments. structures from the ground itself.
For the duration, you can spend your action to make a All creatures in a 15-foot cube originating from you,
Melee Ninjutsu Attack. On a hit you deal 3d4 Poison must make a Constitution Saving Throw. On a failed
Damage and once per turn, you can force the target save, creatures take 2d12 Poison Damage and have their
creature to make a Constitution Saving Throw. On a failed movement speed reduced by 10 feet for the next minute.
save, the target gains 1 rank of Envenomed. On a successful save a creature takes half damage and no
At Higher Ranks: For each rank you cast this jutsu above further effect. A jutsu or effect that would end the
D-Rank, increase the cost of this jutsu by 3, the damage by Envenomed condition, can also remove this effect.
1d4. If this jutsu is cast at B-Rank the number of attacks At Higher Ranks: For each rank you cast this jutsu
you can make becomes two. If this jutsu is cast at S-Rank, above D-Rank, increase the cost of this jutsu by 3, the
the number of attacks you can make becomes three. damage by 1d12 and the size of the cube by 5 feet. If this
jutsu is cast at B-Rank and above on a failed save this
MEDICAL RELEASE: TWISTED HEALING jutsu also inflicts the Envenomed condition. If this jutsu
Classification: Ninjutsu is cast at A-Rank and above, on a failed save this jutsu
Rank: D-Rank also leaves the affected area as difficult terrain.
Casting Time: 1 Reaction, which you take when you see a
creature regain Hit Points.
Range: 60 Feet
MEDICAL RELEASE: WITHER AND BLOOM
Classification: Ninjutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 5 Chakra Range: 60 feet (10-foot radius sphere)
Keywords: Ninjutsu, Medical Duration: Instant
Description: You begin to generate a surge of twisted Components: HS, CM
medical release chakra designed to reverse the effects of Cost: 5 Chakra
healing, even making it detrimental to do so. Keywords: Ninjutsu, Medical
When you see a creature begin to mend their wounds, Description: You begin to generate a surge of twisted
or have their wounds mended by another within range, medical release chakra designed to invoke life and death.
you can swiftly prevent it. Roll 4d6, you reduce the All creature of your choice in a 10-foot radius sphere
amount of Hit Points regained by the result. centered on a point you can see within range, must make
At Higher Ranks: For each rank you cast this jutsu a Constitution Saving Throw. On a failed save they take
above D-Rank, increase the cost of this jutsu by 3, the 3d6 Necrotic Damage.
number of targets by +1, and the healing prevented by Additionally, one creature of your choice within the
1d6. chosen area regains 3d6 Hit Points.
At Higher Ranks: For each rank you cast this jutsu
MEDICAL RELEASE: VENOM SHOCK above D-Rank, increase the cost of this jutsu by 3, the
Classification: Ninjutsu damage by 1d6 and the Hit Points regained by 1d6.
Rank: D-Rank
Casting Time: 1 Action MEDICAL RELEASE: WOUNDS
Range: 30 Feet Classification: Ninjutsu
Duration: Instant. Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 5 Chakra Range: 30 Feet
Keywords: Ninjutsu, Medical Duration: Instant
Description: You generate a surge of medical release Components: HS, CM
chakra and imitate the violent and un controllable Cost: 5 Chakra
currents of lightning release nature transformations. Keywords: Ninjutsu, Medical
Select one creature you can see within range. The Description: You begin to generate a surge of twisted
target creature must make a Constitution Saving Throw. medical release chakra designed to tear open wounds
On a failed save, they take 3d8 Poison Damage and gain and rend the flesh.
the Envenomed condition or half as much on a Make a range ninjutsu attack against a creature you
successful save and no further effect. can see. On a hit, you deal 3d10 Necrotic Damage.
A creature Envenomed as a result of this jutsu suffers A creature who currently has ranks of Bleeding, has
a -1 penalty to Strength Saving Throws for each rank of one rank of Bleeding evolve into one rank of laceration.
Envenomed they have. At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu D-Rank, increase the cost of this jutsu by 3, the damage
above D-Rank, increase the cost of this jutsu by 3, the by 1d10.
damage by 1d8
14
OPPRESSIVE AURA SEALING ART: FRACTURE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 10 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You begin to exert chakra into an Description: You infuse chakra into a chakra seal as you
oppressive aura around yourself with enough intensity attempt to mark a person with the seal of descension and
to be seen by the naked eye and even move loose then shatter it causing a fracture in their internal
materials such as dirt, leaves, and water droplets. balance of Yin and Yang. A creature you can see within
Creatures who are within 10 feet of you upon activation range, must make a Charisma Saving Throw. On a failed
of this jutsu must make a Strength Saving Throw to not save the target creature takes 3d8 Force Damage and
be pushed to their knees and become Prone for the gains 1 rank of Sealed.
duration, becoming unable to stand while inside the A creature with 3 or more ranks of Sealed makes this
aura. Creatures knocked Prone by this jutsu remakes Saving Throw at disadvantage.
their Saving Throw at the beginning of their turn to end At Higher Ranks: For each rank you cast this jutsu
the effect. If a you, or an affected creature moves outside above D-Rank, increase the cost of this jutsu by 3 and
of the aura, the jutsu’s effect ends on them immediately. the damage by 1d8. If this jutsu is cast at B-Rank or
A creature affected by this jutsu, who ends or escapes its higher, increase the ranks of Sealed inflicted to 2.
effects, cannot be affected again until the end of their
next turn. SEALING ART: LOCK
Classification: Ninjutsu
SEALING ART: BIND Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 Feet
Casting Time: 1 Action Duration: Concentration, Up to 1 minute
Range: 60 feet Components: HS, CM, CS
Duration: Concentration, up to 1 minute Cost: 3 Chakra
Components: HS, CM, CS Keywords: Ninjutsu, Fuinjutsu
Cost: 5 Chakra Description: You infuse chakra into a chakra seal as you
Keywords: Ninjutsu, Fuinjutsu attempt to mark an object with a seal of objection. You
Description: You infuse chakra into a chakra seal as you must select either an unattended object or a creature you
attempt to mark a person with the seal of binding. A can see within range who is holding an item. If an
creature within range, must make a Charisma Saving unattended item it is instantly bound to the surface it is
Throw. On a failed save the target creature is Restrained currently resting on. If a creature holding an object, that
for the duration and gains 1 rank of Sealed. creature must make a Strength Saving Throw. On a failed
A creature Restrained by this jutsu remakes their save save the object the target is holding is Sealed and bound
at the end of each of their turns. to the nearest surface within range; be it the floor, a
At Higher Ranks: For each rank you cast this jutsu wall, or ceiling.
above D-Rank, increase the cost of this jutsu by 3 and the For the jutsu’s duration the item remains bound to
number of targets by +1. that surface unable to be moved by any means.
A creature within 5 feet of the Sealed object may
SEALING ART: BLOCK attempt to remove the seal by making an Intelligence
Classification: Ninjutsu (Ninshou) check vs your Ninjutsu Save DC. On a
Rank: D-Rank successful save they break the seal freeing the item.
Casting Time: 1 Reaction, which you make when you or a At Higher Ranks: For each rank you cast this jutsu
willing creature you can see are targeted or would make a
above D-Rank, increase the cost of this jutsu by 3 and
Saving Throw against a jutsu with the Fuinjutsu keyword
the range by 30 feet.
Range: 60 feet
Duration: 1 Round
Components: HS, CM, CS
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to manifest a seal of protection. When you or a
willing creature would be the target of, or would make a
Saving Throw or Skill Check against, any jutsu with the
Fuinjutsu keyword you enact a defensive ward meant to
protect until the beginning of your next turn. They gain a
+2 bonus to their AC, Saving Throws, and Ninshou Checks
against jutsu with the Fuinjutsu keyword.
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 or higher, increase your AC and
Saving Throw bonus to +3. If this jutsu is cast at S-Rank or
higher, increase your AC and Saving Throw bonus to +4.
15
SEALING ART: REVERBERATE At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the number of targets this jutsu affects by +1.
Casting Time: 1 Action
Range: Touch SUBSTITUTION TECHNIQUE
Duration: Concentration, up to 1 minute Classification: Ninjutsu
Components: HS, CM, CS, W (Any) Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Reaction, which you take when you
Keywords: Ninjutsu, Fuinjutsu would take damage.
Description: You infuse chakra into a chakra seal as you Range: Self
mark a weapon you touch with a seal of veneration. Duration: Instant
For the duration, this weapon’s Weapon Damage Dice Components: HS, M
is increased by +1, twice per turn. If the weapon already Cost: 5 Chakra
rolls more than one die when it deals damage, you Keywords: Ninjutsu
instead increase the Weapon Damage Dice by one step. Description: You quickly replace yourself with an object,
(d4>d6>d8>d10>d12) allowing you a swifter escape with smaller margins for
If this weapon scores a critical hit the seal shatters and error. When you would take damage, you may increase
you reroll any 1’s taking the second result. This jutsu your AC by +3 until the beginning of your next turn. If
then immediately ends. this bonus would cause the triggering attack to miss, you
may move up to half of your movement away. If you
SENSING TECHNIQUE activate this jutsu as a result of making a Saving Throw,
Classification: Ninjutsu you must still make the Saving Throw even if your
Rank: D-Rank movement would move you to the outside of its range.
Casting Time: Special
Range: Self SUMMONING TECHNIQUE
Duration: 10 Minutes Classification: Ninjutsu
Components: HS Rank: D-Rank
Cost: 5 Chakra Casting Time: Full Turn Action
Keywords: Ninjutsu, Sensory Range: 10 Feet
Description: You are able to knead chakra in such a way Duration: Instant
that you can begin to sense other creatures chakra Components: HS, CS, CM
signatures clearly when you try. You can only cast this Cost: Special (See Summoning Section for Jutsu
jutsu on your turn, and casting it does not cost action breakdown)
economy. When this jutsu is cast, for the duration, you Keywords: Ninjutsu, Fuinjutsu
gain access to a unique special action called Sense Description: You must have formed a Blood Contract
Chakra. This special action can be gained and used in with a Sage Tribe, such as one found in the Summoning
addition to other special actions you gain and use. This Jutsu section found at the end of the Ninjutsu chapter in
special action counts as a Skill-Action and both a order to successfully cast this jutsu. If a creature refuses
Constitution and Wisdom based skill. or cannot be summoned, You spend chakra according to
Sense Chakra. As a Bonus action, you can make a the rank this jutsu was cast.
Perception Check using either Constitution or Wisdom vs It appears where the user designates and can act as a
the Passive Chakra control (Chakra control bonus + 10) Bonus Action on the user's turn, on the user's initiative
of all creatures within 30 feet of you. On a success, you order. You can communicate with the creature and it will
gain the benefit of the Chakra Sensing special sense listen to you and only you in combat. You can direct it to
against them for the duration until they either have 0 perform the following actions: Attack (Unarmed, Weapon,
chakra or they make and succeed their Suppress Chakra or Jutsu), Dodge, and Help. The creature can perform an
skill action. Action and Move. The summoned creature must remain
At Higher Ranks: For each rank you cast this jutsu above within 120 feet of the summoner. All sage creatures can
D-Rank, increase the cost of this jutsu by 3 and the range speak common.
of the Sense Chakra skill action by 30ft. At Higher Ranks: For each rank you
cast this jutsu above D-Rank,
SHADOW SNAKE BITE you summon a
Classification: Ninjutsu corresponding creature
Rank: D-Rank equal in level and rank
Casting Time: 1 Action to the Rank used upon
Range: 15 Feet activation.
Duration: Instant
Components: HS, CS
Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You summon a snake formed from chakra
that originates from a location of your body, that reaches
out and attacks the target creature in range. Make a
Ninjutsu attack. Target creature takes 2d8 Poison
Damage and must make a Strength Saving Throw on a
Hit. On a failed Strength Saving Throw, the target
creature is Restrained by the snake. As an action on a
Restrained creatures turn, they can attempt another
Strength Saving Throw to end this condition on
themselves.
16
THUNDEROUS SCREECH BEAST SENSES
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15-foot cone) Range: Touch
Duration: Instant Duration: 1 Hour
Components: HS, CM Components: HS, CM, CS
Cost: 4 Chakra Cost: 6 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Sensory
Description: You create a focused high-pitched screech Description: You touch a willing beast. For the duration of
that affects creatures in the direct path of the sound the jutsu, you can use your action to temporarily gain the
waves. Creatures in the target area must make a special senses or sensory features of the beast you touch
Constitution Saving Throw. On a failed save their body is for up to 1 hour. After which this jutsu ends.
rocked by the thunderous shockwave of sound. They gain At Higher Ranks: For each rank you cast this jutsu
1 rank of Concussed and lose concentration on any one above C-Rank, increase the cost of this jutsu by 3 and the
Jutsu of equal rank or lower they were concentrating on. length of time you retain the special senses by 1 hour.
On a successful save they suffer no effects.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the cone size by +5ft.
C-RANK:
BEAST IMITATING ART: BEAR Medium Construct, unaligned
Classification: Ninjutsu
Rank: C-Rank
Armor Class 12 + Your Ninjutsu Ability Modifier
Casting Time: 1 Action
Range: Self Hit Points 45 (5d10 + 15)
Duration: Concentration, Up to 1 minute Speed 35 ft.
Components: HS, CM, CS, NT (Empty Scroll)
Cost: 7 Chakra STR DEX CON INT WIS CHA
Keywords: Ninjutsu, Fuinjutsu, Construct 19 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
Description: You draw a picture of a bear. Infusing
chakra into it as it exits your scroll and standing next to Condition Immunities Charmed, Chilled, Exhaustion, frightened,
you. Stunned, Envenomed.
You summon a construct Ink bear. The construct bear Senses Darkvision 30 ft., passive Perception 10
has the following Statistics;
You may command the Ink Bear as a Bonus Action on Immutable Form. The Ink Bear is immune to any Jutsu or effect that
your turn. The Ink bear may take an appropriate would alter its form.
Reaction if able, such as attack of opportunity. Inky Weapons. The Ink Bears attacks are chakra enhanced.
The Ink Bear uses your Ninjutsu Attack Bonus and
Save for all of its attacks and effect save DC’s
At Higher Ranks: For each rank you cast this jutsu Medium Construct,
Multiattack. unaligned
The Ink Bear can attack twice with their claws.
above C-Rank, increase the cost of this jutsu by 3 and the
Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit:
Ink Bears Hit Points by 2d10+6. Armor Class 12 + Your Ninjutsu Ability Modifier
1d12 + 4 Slashing Damage.
Hit Points 30 (5d8 + 5)
BEAST IMITATING ART: LION Body 40
Speed Block.
ft. The Ink Bear as a reaction may interpose an attack
Classification: Ninjutsu targeting an allied creature within 30 feet of it. When it does, the
Rank: C-Rank triggering DEX
STR attack is treated
CON as if it was targeting
INT WIS the InkCHABear .
Casting Time: 1 Action Charge! (Recharge 11-12): The Ink Bear dashes 70 feet in a(-5)
18 (+4) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 1 straight line.
Range: Self All creatures in its path must make a Strength Saving throw. On a failed
Duration: Concentration, Up to 1 minute
Condition Immunities
save, they Charmed, Chilled,
take 3d6 Bludgeoning Exhaustion,
Damage, frightened,
are knocked Stunned,
Prone and
Components: HS, CM, CS, NT (Empty Scroll)
Envenomed.
Dazed.
Cost: 9 Chakra
Senses Darkvision 30 ft., passive Perception 10
Keywords: Ninjutsu, Fuinjutsu, Construct
Description: You draw a picture of a lion. Infusing
Immutable Form. The Ink Lion is immune to any Jutsu or effect that
chakra into it as it exits your scroll and standing next to
would alter its form.
you.
You summon a construct Ink Lion. The construct Lion Inky Weapons. The Ink Lions attacks are chakra enhanced.
has the following Statistics;
You may command the Ink Lion as a Bonus Action on
your turn. The Ink Lion may take an appropriate Bonus Multiattack. The Ink Lion can attack twice with their claws.
Action if able. Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: 2d8
The Ink Lion uses your Ninjutsu Attack Bonus for all of + 4 Slashing Damage.
its attacks. Maul (Recharge 5-6). The Ink Lion as a bonus action, may enter a
At Higher Ranks: For each rank you cast this jutsu pouncing stance targeting a creature within 15 feet of it. When it
above C-Rank, increase the cost of this jutsu by 3 and the does, it leaps to maul the target creature. Until the end of this turn, its
Ink Lions Hit Points by 2d8+2. Claw attacks against the target creature are made at advantage.
17
CHAKRA SPHERE CHAKRA TENTACLES
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet. Range: 90 feet.
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 9 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu
Description: You create a 5-foot diameter floating Description: You create squirming tentacles of chakra
sphere of dense chakra in an unoccupied space you can that fill a 20-foot cube on a surface that you can see
see within range. within range. When a creature enters the affected area
As a Bonus Action on your turn, you can command the for the first time or starts its turn there, they must make
sphere to move up to 30 feet and make a single Melee a Strength Saving Throw. On a failed save they take 3d6
Ninjutsu Attack against a creature within 5 feet of it. On a Bludgeoning Damage and are Restrained for the
success, the target takes 2d8 damage. duration. A creature Restrained by this jutsu takes 3d6
If you have a nature release, this jutsu gains a single Bludgeoning Damage at the beginning of each of its
nature release keyword that you can cast and it’s damage turns. A creature Restrained by this jutsu can use its
type becomes the corresponding nature releases damage action to remake it’s Saving Throw. On a success, it
type (Water = Cold). If you do not have a nature release free’s itself.
this jutsu instead deals Force Damage. At Higher Ranks: For each rank you cast this jutsu
• Earth: As an action on your turn or when the jutsu above C-Rank, increase the cost of this jutsu by 3 the
damage by 1d6 and the cube size by 5ft.
ends, you can cause one or more spheres to explode.
18
HIDING IN SHADOW TECHNIQUE MEDICAL RELEASE: ACIDIC BLAST
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 feet Range: Self (30-foot-cone)
Duration: 10 Minutes Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 6 Chakra Cost: 7 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Medical
Description: As a part of the requirements to cast and Description: You begin to generate acidic medical chakra
maintain this jutsu a creature or object within range and release it into a spray of boiling acid.
must be casting a shadow. All creatures in range must make a Dexterity Saving
You select a creature, structure or objects shadow Throw, taking 6d6 Acid Damage on a failed save and half
within range. Stealthily slipping inside of it, and gaining as much on a successful save.
total concealment for this jutsu’s duration. A creature who fails their Saving Throw gains 1 rank of
For the duration of this jutsu, you can see and hear the Corroded condition.
from the shadow but cannot act, speak, or move. When At Higher Ranks: For each rank you cast this jutsu
the creatures shadow moves, you move along with it. above C-Rank, increase the cost of this jutsu by 3 and the
You may end this jutsu early as a Bonus Action damage by 1d6.
expelling yourself from the shadow appearing in the
closest space near the target that can hold you. MEDICAL RELEASE: ACIDIC BLOOD
If the target would lose their shadow by any means, Classification: Ninjutsu
this jutsu immediately ends as you appear in the closes Rank: C-Rank
space near the target that can hold you. Casting Time: 1 Reaction, which you take when a
creature other than yourself, within range would take
LIVING WEAPON Bludgeoning, Piercing or Slashing Damage from an
Classification: Ninjutsu attack.
Rank: C-Rank Range: 60 Feet
Casting Time: 1 Bonus Action Duration: 1 Round
Range: Touch (60 feet) Components: HS, CM
Duration: Concentration, up to 1 Minute Cost: 7 Chakra
Components: CM Keywords: Ninjutsu, Medical
Cost: 8 Chakra Description: You begin to generate acidic medical chakra
Keywords: Ninjutsu, Fuinjutsu and infuse it into a willing creature within range.
Description: You touch a weapon an imbue it with your When a willing creature would take Bludgeoning,
chakra and it begins to float within range and does so for piercing or Slashing Damage before the beginning of their
the duration or until you dismiss this jutsu. next turn, their body reacts by ejecting acidic blood. All
When you cast this jutsu you can move the weapon 30 creatures within 5 feet of the affected creature takes 3d6
feet an make a Melee Ninjutsu Attack against a creature Acid Damage, and must make a Constitution Saving
within 5 feet of the weapon. On a hit, the target takes the Throw, being Corroded on a fail.
2d8 + your Ninjutsu Ability Modifier of your weapon’s At Higher Ranks: For each rank you cast this jutsu
damage type. above C-Rank, increase the cost of this jutsu by 3 and the
As a Bonus Action on your turn, you can move the damage by 1d6.
weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. MEDICAL RELEASE: ACIDIC BOLT
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above C-Rank, increase the cost of this jutsu by 3 and the Rank: C-Rank
damage by 1d8. Casting Time: 1 Action
Range: 90 Feet
MEDICAL RELEASE: ACID SPRAY Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: C-Rank Cost: 6 Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Medical
Range: Self (30 Foot Line) Description: You begin to generate acidic medical chakra
Duration: Instant and mold it into an arrow, lance or bullet.
Components: HS, NT Make a Ranged Ninjutsu Attack against a creature in
Cost: 6 Chakra range. On a hit you deal 4d6 Acid Damage. All creatures in
Keywords: Ninjutsu, Medical a 15-foot cone originating from the target much make a
Description: You take a vial of poison ingesting and using Dexterity Saving Throw, being Corroded on a failed save.
your fine control of chakra, blend it with your stomach At Higher Ranks: For each rank you cast this jutsu
acid that you spray out like a jet in a straight line. above C-Rank, increase the cost of this jutsu by 3 and the
Creatures in range must make a Dexterity Saving Throw. number of creatures you can target by 1.
On a failed save, affected creatures take 6d4 Acid Damage
and gain 1 rank of Corroded and they take another 2d4
Acid Damage at the start of their next turn. On a success
the target takes half as much damage and suffer no
additional effects.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the initial
and delayed damage by 2d4.
19
MEDICAL RELEASE: AID MEDICAL RELEASE: CHAKRA NEEDLES
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 60 Feet
Duration: 1 Hour Duration: Instant
Components: HS, CM, CS Components: HS, W
Cost: 8 Chakra Cost: 7 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You imbue a chakra seal with medical release Description: You create needles formed from your chakra
chakra before placing it on up to three creatures within and launch them at a creature you can see within range.
range. Each target’s Maximum Hit Points increase by 15 Make a Ranged Ninjutsu check. Target creature takes 6d6
for the duration and they regain 15 Hit Points. Necrotic Damage on a hit and must make a Constitution
At Higher Ranks: For each rank you cast this jutsu Saving Throw, losing 10 movement speed until the end of
above C-Rank, increase the cost of this jutsu by 3 and a their next turn on a failed save.
target’s Maximum Hit Point increase and healing done At Higher Ranks: For each rank you cast this jutsu
by an additional 10. above C-Rank, increase the cost of this jutsu by 3,
damage by 1d6 and reduce target movement by 5.
MEDICAL RELEASE: AURA OF LIFE
Classification: Ninjutsu MEDICAL RELEASE: CHAKRA TRANSFER
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: Self (30-foot radius sphere) Casting Time: 1 Action
Duration: Concentration, up to 1 Minute Range: Touch
Components: HS, CM Duration: Instant
Cost: 7 Chakra Components: CM
Keywords: Ninjutsu, Medical Cost: Special
Description: You infuse medical chakra into yourself as Keywords: Ninjutsu, Medical
you release it as an aura of supporting energy. Description: You place your hand on a creature and share
your chakra with them, transferring it to them. Spend a
For this jutsu’s duration, anytime you or a non-
number of Chakra die up to your proficiency bonus. When
hostile creature in this jutsu’s radius would take damage
you do roll the spent die, recording the result and adding
from a hostile creature, they immediately regain 8 Hit
your Constitution modifier. Transfer the result to a
Points. A creature can only be healed by this jutsu 5 willing creature. Chakra die spent in this way cannot be
times per casting, after which this jutsu no longer affects regained until you complete a long rest. If the creature is
them. affected by a Genjutsu, they gain advantage on their next
At Higher Ranks: For each rank you cast this jutsu Saving Throw.
above C-Rank, increase the cost of this jutsu by 3 and the
maximum number of times a creature can be healed by MEDICAL RELEASE: CORRUPT WAVE
this jutsu by +2. Classification: Ninjutsu
Rank: C-Rank
MEDICAL RELEASE: AURA OF PURITY Casting Time: 1 Action
Classification: Ninjutsu Range: Self (30-foot line)
Rank: C-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: Self (30-foot radius sphere) Cost: 6 Chakra
Duration: Instant Keywords: Ninjutsu, Medical
Components: HS, CM, CS Description: You begin to generate corrupted medical
Cost: 9 Chakra chakra and release it as a destructive wave of desecrating
Keywords: Ninjutsu, Medical energy.
Description: You infuse medical chakra into yourself as All creatures in a 30-foot long, 10-foot-wide line
you release it as an aura of cleansing energy. originating from you, must make a Constitution Saving
You release a potent wave of medical release chakra. All Throw, taking 6d4 Necrotic Damage or half as much on a
creatures within range who are currently under the success. Creatures who failed, take 4d4 Necrotic Damage
effects of a Mental or Sensory conditions as a result of a at the beginning of their next turn.
jutsu of equal rank or lower, has all stacks (if any) of their At Higher Ranks: For each rank you cast this jutsu
condition removed, cleansing them. above C-Rank, increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu initial damage by 1d4.
above C-Rank, increase the cost of this jutsu by 3. Listed
conditions inflicted by jutsu of equal rank or lower are
removed.
20
MEDICAL RELEASE: ENCROACHING ENTROPY MEDICAL RELEASE: GRIM LEGION
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 90 feet
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM, CS
Cost: 8 Chakra Cost: 9 Chakra, 1 Hit Die
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
Description: You weave necrotic and decaying medical Description: You weave summoning seals together and
release chakra together and manifest it into a point you infuse them with medical release chakra and a portion of
can see within range. The point expands until it is your spirit, manifesting a summoning tag that you throw
occupying a 20-foot radius sphere, forcing all creatures into a space you can see within range. From the chakra
within its radius to make a Constitution Saving Throw. On seal an echoing call of shadowy figures of your choice
a failed save creatures take 3d8 Necrotic Damage and have begin to manifest filling a 15-foot cube, which counts as
their maximum Hit Points reduced by the same amount. difficult terrain. The creatures resemble once living
On a successful save they take half damage and suffer no entities you once knew. Whenever a creature starts its
further effects. turn inside the cube or enters the cube for the first time
A creature who’s hit point maximum is reduced as a on its turn, the conjured shadows all strike.
result of this jutsu, must make a Constitution Saving Affected creatures make a Strength Saving Throw,
Throw at the beginning of each of its turns, taking an taking 4d10 Necrotic Damage and dragging them 5 feet
additional 2d8 Necrotic Damage and having their towards the center of the cube and depending on the type
maximum Hit Points reduced by the same value, taking of creature that fails the save, the following happens. A
only no damage on a successful save. A creature whose creature affected by either of the following effects cannot
hit points have been reduced by this jutsu that passes be affected by it again, until the end of this casters next
their saving throw, has their hit point maximum turn;
restored after 10 minutes has passed. • If the creature is considered a player character,
At Higher Ranks: For each rank you cast this jutsu
it reduces the number of hit die it has by 1d4. If
above C-Rank, increase the cost of this jutsu by 3 and
a creature affected by this jutsu has 0 Hit die,
both instances of damage by 1d8.
they take additional Necrotic Damage equal to
21
MEDICAL RELEASE: METALLIC RUST MEDICAL RELEASE: POISON WEAPON
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: Touch
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM Components: HS, CM, W (Any)
Cost: 9 Chakra Cost: 7 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You begin to generate acidic medical chakra Description: You touch a weapon, coating it in a vile green
and attempt to press it onto a creature, object or item of glowing poison and enhancing its potency. Weapon and
your choice. Taijutsu attacks made with this weapon deals an additional
Make a Melee Ninjutsu Attack against a creature you 2d4 Poison Damage twice per turn. You cannot lose
can reach. On a hit, you deal 6d4 Acid Damage and the concentration of this jutsu as a result of damage.
target becomes covered in acid becoming Corroded. Once per turn, when you would deal Poison Damage
A creature wearing armor suffers a permanent -1 with this jutsu, the affected creature must make a
penalty to its AC bonus on a failed save. An Armor whose Constitution Saving Throw, gaining 1 rank of
AC bonus is reduced to 0 is destroyed. Armor whose AC is Envenomed on a failed save.
suffering a penalty can be fixed by casting the Mending At Higher Ranks: For each rank you cast this jutsu above
jutsu on it, removing all penalties or with 1 hour of work C-Rank, increase the cost of this jutsu by 3. If this jutsu is
with an Armorsmith Kit. cast at B-Rank or Higher, increase the number of ranks of
At Higher Ranks: For each rank you cast this jutsu Envenomed this jutsu inflicts by +1. If this jutsu is cast at A-
above C-Rank, increase the cost of this jutsu by 3 and the Rank or Higher, increase the damage by 1d4.
damage by 2d4.
MEDICAL RELEASE: RAY OF SICKNESS
MEDICAL RELEASE: PLAY DEAD Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 60 feet
Range: Touch Duration: Instant
Duration: 1 Hour Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 6 Chakra Keywords: Ninjutsu, Medical
Keywords: Ninjutsu, Medical Description: You collect medical release chakra into your
Description: You touch a willing creature putting it into a hands and fire a ray of sickening energy that lash out
cataleptic state that is indistinguishable from death. towards a creature within range. Make a Ranged
For the jutsu’s duration, or until you use an action to Ninjutsu Attack against a target within range, on a hit
touch the target and dismiss this jutsu, the target appears the target takes 3d8 Poison Damage and must make a
dead to all outward inspection and to jutsu used to Constitution Saving Throw. On a failed save it is also
determine the targets status. The target is Blinded and Envenomed for the next minute.
Incapacitated, and its speed drops to 0. The target has At Higher Ranks: For each rank you cast this jutsu
Resistance to all damage. If the target is Envenomed when above C-Rank, increase the cost of this jutsu by 3 and the
you cast this jutsu, or becomes Envenomed while under damage by 1d8.
this Jutsu's effect, the condition has no effect until this
jutsu ends. MEDICAL RELEASE: RESTORATIVE
Classification: Ninjutsu
MEDICAL RELEASE: POISON MIST TECHNIQUE Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: Touch
Casting Time: 1 Action Duration: Instant
Range: 60 Feet (30 Foot Cloud) Components: HS, CM
Duration: 1 Minute Cost: 8 Chakra
Components: HS, NT Keywords: Ninjutsu, Medical
Cost: 9 Chakra Description: Your hands glow with a warm blue hue as you
Keywords: Ninjutsu, Medical touch a willing creature filtering out impurities and fixing
Description: You ingest a vial of poison, and exhale it as a debilitating conditions, they are suffering from with precise
thick cloud of purple smoke that obscures vision up to 60 chakra control. Creatures suffering from an Elemental,
feet away that expands into a 15-foot radius sphere that Physical, Mental or Sensory condition from the use of a jutsu
spreads around corners. It lasts for the Duration. When a or effect of a rank, equal to or lower than what this jutsu was
creature enters the area for the first time on a turn or starts cast, are healed of one of those conditions, removing all
its turn there, the creature must make a Constitution Saving ranks, if any.
Throw taking 3d10 Poison Damage and gaining the At Higher Ranks: For each rank you cast this jutsu above
Envenomed condition on a failed save and half as much on a C-Rank, increase the cost of this jutsu by 3. The number of
successful one. Creatures are affected even if they hold their conditions with a different name removed increases by +1.
breath and don’t need to breathe.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage
by 1d10.
22
MEDICAL RELEASE: SPORE CALLER MEDICAL RELEASE: VAMPIRIC TOUCH
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15 Feet) Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 8 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You begin to generate poisonous medical Description: Your hands glow with a shadowy aura of
chakra and release it like an aura permeating from your chakra. Make a Melee Ninjutsu Attack against a creature
skin. within your reach. On a hit, the target takes 4d10
All creatures, excluding the caster, who would begin Necrotic Damage and you regain Hit Points equal to half
their turns in or first enter your, poisonous aura of the amount of Necrotic Damage dealt. Until the jutsu
spores, must make a Constitution Saving Throw taking ends, you can make the attack again on each of your
4d6 Poison Damage and having the spores nest in their turns as an action.
eyes blinding them until the end of their next turn. A At Higher Ranks: For each rank you cast this jutsu
creature who would be Blinded by this jutsu while above C-Rank, increase the cost of this jutsu by 3 and the
already Blinded has the duration of the Blinded damage by 1d10.
condition extended by 1 round.
At Higher Ranks: For each rank you cast this jutsu MEDICAL RELEASE: VENOMOUS HAZE
above C-Rank, increase the cost of this jutsu by 3 and the Classification: Ninjutsu
damage by 1d6. Rank: C-Rank
Casting Time: 1 Action
MEDICAL RELEASE: STINKING CLOUD Range: Self (35-foot cube)
Duration: Concentration, up to 1 minute
Classification: Ninjutsu
Components: HS, CM
Rank: C-Rank
Casting Time: 1 Action Cost: 8 Chakra
Range: 90 feet Keywords: Ninjutsu, Medical
Duration: 1 Minute Description: You begin to generate poisonous medical
Components: HS, CM, W chakra and release it, creating a poisonous haze, enough
Cost: 8 Chakra to fill a 35-foot cube originating from you.
Keywords: Ninjutsu, Medical All creatures within the haze who would suffer
Description: You create a 10-foot radius sphere of yellow damage of varying types also suffer additional effects
nauseating gas centered on a point within range. The cloud based on the damage taken.
spreads around corners, and its area is heavily obscured. Bludgeoning Damage. Once per turn, must make a
The cloud lingers in the air for the duration. Constitution Saving Throw, gaining the Envenomed
Each creature within the cloud at the start of its turn condition as they inhale a large breath of poison.
must make a Constitution Saving Throw. On a failed save Piercing Damage. Once per turn, must make a
the creature spends it action that turn retching and Constitution Saving Throw, gaining the Envenomed
reeling. Creatures that don’t need to breathe or are condition as poison is injected into them with each
immune to poison automatically succeed on this Saving strike.
Throw. A moderate wind (at least 10 miles per hour) Slashing Damage. They take an additional 1d6 Poison
disperses the cloud after 4 rounds. A strong wind (at Damage once per turn.
least 20 miles per hour) disperses it after 1 round. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3. If this
MEDICAL RELEASE: TRANSFER OF LIFE jutsu cast at A-Rank or higher, increase the size of the
Classification: Ninjutsu cube by 10 feet.
Rank: C-Rank
Casting Time: 1 Full Turn Action
Range: Touch
Duration: Instant
Components: HS, CM, CS
Cost: Special
Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
Description: You sacrifice your life for another. Select
one creature who has been dead for no longer than 10
Minutes whom you can reach. This jutsu cannot be used
by Clones, Constructs or Undead.
When you do, you begin transferring all of your life
energy into them. The creature regains all of its Hit
Points equal to your current Hit Points. A creature
revived as a result of this jutsu has all ranks of
Exhaustion removed from them.
Reduce your Maximum Hit Points to 0, which cannot
be increased by any means.
23
MEDICAL RELEASE: VENOMOUS REFLUX RASENGAN
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: 5 feet
Duration: Instant. Duration: Concentration, up to 1 Minute
Components: HS, CM Components: CM
Cost: 9 Chakra Cost: 8 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Clash
Description: You begin to generate poisonous medical Description: You collect chakra into your hand generating a
chakra and release it, causing it to erupt under a creature powerful sphere of spiraling chakra to strike an enemy with.
you can see within range. You do not spend chakra to maintain concentration on this
Select one creature you can see within range. The jutsu. Beginning at the start of your next turn, you can spend
target creature must make a Constitution Saving Throw your action to make a Melee Ninjutsu Attack against a
as poison erupts around them. On a failed save, they take creature within range. On a hit, you deal 5d8 Force Damage
3d8 Poison Damage and cannot take Reactions until the and the target makes a Strength Saving Throw. On a failed
end of their next turn as they are coughing and hacking save they are knocked back 30ft becoming Dazed and
the poisonous gas back up trying to eject it from their Concussed. This jutsu only ends on a successful hit. If a
bodies. On a successful save they take half damage and creature knocked back by this jutsu collides with a structure
no further effects. or construct, their movement stops, taking damage as if they
At Higher Ranks: For each rank you cast this jutsu had fallen an equal distance.
above C-Rank, increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank above C-Rank, increase the
number of creatures you can target by +1. cost by 3 and the damage by 3d8 and the knock back distance
by 10 feet. If this Jutsu is cast at B-Rank or higher, you can
MEDICAL RELEASE: WALL OF BEE’S make the Melee Ninjutsu Attack the turn you cast it. You may
Classification: Ninjutsu also add a nature release keyword, changing this jutsu’s
Rank: C-Rank damage type to match the nature release you currently can
Casting Time: 1 Action use. You gain the following benefits depending on the Nature
Range: 120 Feet Release chosen:
Duration: Concentration, up to 1 minute.
• Earth: The target takes Earth Damage is Bruised and
Components: HS, CM, CS
Cost: 9 Chakra gains the Weakened condition until the end of their
Keywords: Ninjutsu, Medical, Fuinjutsu next turn.
• Wind: The Rasengan gains a range of 60 Feet and
Description: You weave together a mixture of
summoning seals and summon forth a wall of angry, you can instead make a Ranged Ninjutsu Attack
irrational and non-compromising bees. targeting a creature within that range. On a hit, the
The wall is 5 feet thick, 15 feet high and up to 30 feet target takes Wind Damage and the Rasengan
long. The wall must be continuous and at least 5 feet expands. All Creatures, except the original target, in
thick along its entire length. You select where the wall of a 15-foot radius sphere centered on the original
bees appear and the entire length must be within your target must make a Dexterity Saving Throw, taking
line of sight and within this jutsu’s range from you. the damage of this jutsu as well on a failed save.
• Fire: The target takes Fire Damage and 1 rank of
A creature that starts within the bee’s wall or that gets
within 5 feet of the wall of bees agitates the insects and Burned, and all creatures in a 30-foot cone behind
are swarmed by them and must make a Constitution the target creature must make a Constitution Saving
Saving Throw against their assault. On a failed save they Throw, gaining the Burned condition on a failed
take 5d6 Poison Damage and are Incapacitated until the save.
• Water: Target creature takes Cold Damage and
end of the current turn. On a successful save they take
half damage and suffer no additional effects. makes their Saving Throw at disadvantage. On a
failed save, they are knocked back twice the
NEEDLE JIZO distance, taking falling damage if they hit a solid
Classification: Ninjutsu surface.
Rank: C-Rank • Lightning: The attack made has advantage and
Casting Time: 1 Reaction, which you take when you would on a hit, the target creature takes Lightning
take damage. Damage and gains the Shocked condition.
Range: Self
Duration: Concentration, up to 1 minute.
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu
Description: You activate the roots of your hair causing your
hair to grow at a heightened rate, while you control it to
wrap around your body and harden with spiked, needle like
hair protruding from it., For the duration, your movement
speed is reduced to 0, each time a creature makes a melee
attack against you while within 10 feet of you, they take 3d6
Piercing Damage, this includes the triggering attack.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6.
24
SEALING ART: SPLINTER SEALING ART: CURSE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Touch
Duration: Instant Duration: Concentration, Up to 10 minutes
Components: HS, CM, CS Components: HS, CM, CS
Cost: 7 Chakra Cost: 8 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you Description: You infuse chakra into a chakra seal as you
attempt to mark a person with the seal of prevention and attempt to mark a creature you can touch with the seal of
then shatter it causing a fracture in their internal balance pestilence. You do not need to spend chakra to maintain
of Yin and Yang. A creature you can see within range, must Concentration on this jutsu.
make a Charisma Saving Throw. On a failed save the target You touch a creature, and that creature must make a
creature takes 5d8 Chakra Damage, gains 1 rank of Sealed Charisma Saving Throw or become cursed for the
and is unable to make Hand Signs (HS) until the end of duration of the jutsu. When you cast this jutsu, choose
their next turn. the nature of the curse from the following options:
At Higher Ranks: For each rank you cast this jutsu above • Choose one Ability Score. While cursed, the
C-Rank, increase the cost of this jutsu by 3 and the damage
target has disadvantage on ability checks, Skill
by 1d8. If this jutsu is cast at A-Rank, increase the ranks of
Checks and Saving Throws made with that
Sealed to 2.
ability score.
25
SEALING ART: INANIMATE PUPPET
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Hour
Medium Construct, unaligned
Range: Touch
Duration: Instant
Components: HS, CM, CS Armor Class 13 + The Rank of the Jutsu. (Natural Armor)
Cost: 10 Chakra Hit Points 20 + 10 for each rank above C-Rank.
Keywords: Ninjutsu, Fuinjutsu, Construct Speed 30 ft.
Description: You infuse chakra into a chakra seal as you
attempt to mark an object you can see with the seal of STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
false life.
This jutsu creates false life. A creature from
nothingness. A servant formed from the world around Damage Immunities Necrotic, Poison
you. Choose a pile of rocks, dried bones, leaves, wood or Damage Resistances Bludgeoning
any other inanimate objects that you can reach while Damage Vulnerabilities Lightning
casting this jutsu. Temporarily reduce your Maximum Condition Immunities Charmed, Exhaustion, frightened, Stunned,
Chakra by 10 for each puppet you create. You cannot Envenomed.
reduce the cost of this jutsu by more than half. For each Senses passive Perception 10
puppet that dies, or you lose control of, you increase
your maximum chakra by 10, up to your original Unnatural Fortitude. The Inanimate Puppet makes Constitution Saving
maximum. Throws at advantage.
You place a seal on the objects as they conjoin to form
a mimicry of life, raising a construct creature. The
creature becomes a construct with the following Multiattack. The Inanimate Puppet can attack a number of times equal to
statistics (When a feature or ability asks for Rank of the jutsu’s rank with their slam attack.
jutsu use the following; C-Rank: 2, B-Rank: 3, A-Rank: 4, Slam. Melee Weapon Attack: + (5 + The Rank of the jutsu) to hit, reach 5 ft.,
S-Rank: 5) one creature. Hit: 1d8 + 4 Bludgeoning Damage.
On each of your turns, you can use a Bonus Action to SMASH (Recharge 11-12): The Inanimate Puppet slams the ground. All
mentally command any creature you’ve created with this creatures within 10 feet of it must make a DC (12 + The Rank of the Jutsu.)
jutsu if the creature is within 60 feet of you. You can Dexterity Saving throw. On a failed save, they take 3d8 Bludgeoning
control up to 4 Creatures at a time this way. (if you Damage, are knocked Prone and Dazed until the end of their next turn.
control multiple creatures, you can command any or all
of them at the same time, issuing the same command to
each one). You decide what action the creature will take
and where it will move during its next turn, or you can When you cast this jutsu select one creature or
issue a general command, such as to guard a particular location that you have seen or can clearly describe. When
chamber or corridor. If you issue no commands, the you do for the duration of this jutsu, you know the
creature only defends itself against hostile creatures. General direction of this creature or location so long as it
Once given an order, the creature continues to follow it is within your Jutsu’s radius. This seal does not give you
until its task is complete. absolute knowledge on the creatures or locations,
The creature is under your control for 24 hours, after coordinates, but only what direction they are in relation
which it stops obeying any command you’ve given it. To to you.
maintain the control of the creature for another 24 At Higher Ranks: For each rank you cast this jutsu
hours, you must cast this jutsu on the creature again above C-Rank, increase the cost of this jutsu by 3 and the
before the current 24-hour period ends. The use of the radius of this jutsu by 1 Mile
jutsu reasserts your control over up to four creatures you
have animated with this spell, rather than animating a SEALING ART: MOBILITY RESTRICTION
new one. Recasting the jutsu in this way on an already Classification: Ninjutsu
summoned construct does not reduce your maximum Rank: C-Rank
chakra a second time. Casting Time: 1 Reaction, which you take when you see a
At Higher Ranks: For each rank you cast this jutsu creature cast a Taijutsu or Bukijutsu.
Range: 30 feet
above C-Rank, increase the cost of this jutsu by 3 and the
Duration: Instant
number Hit Points your construct has by 10.
Components: HS, CM, CS
26
SHADOW CLONE TECHNIQUE SHATTER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 feet
Duration: 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special (6 Chakra) Cost: 8 Chakra
Keywords: Ninjutsu, Fuinjutsu, Clone Keywords: Ninjutsu
Description: An Advanced Version of the Clone Genjutsu Description: You place your hands on a solid surface within
that creates a solid clone out of thin air using only chakra range before your hand vibrates and releases a massive
called a Shadow Clone. When a Shadow Clone is killed, it surge of chakra creating a sudden loud ringing noise, that
sends its most recent experiences within the last minute as erupts from a point of your choice within range. Each
thoughts and images to its Summoner. A Shadow Clone creature excluding you, in a 15-foot radius sphere centered
presents itself as its own person. A creature looking at a on the point of your choice within range must make a
Shadow Clone with Chakra Sight cannot tell that it is not a Constitution Saving Throw, taking 4d6 Bludgeoning
real person unless otherwise specified. Damage and being Dazed on a failed save and half as much
This jutsu’s caster can further enhance its casting. By on a successful one. Constructs have disadvantage on the
doing this the caster can create up to 4 Shadow Clones at Saving Throw, takes double damage and cannot be resistant
once, each clone after the first costing 3 chakra. All Shadow or immune to this jutsu.
Clones act at once and attempt to perform the same At Higher Ranks: For each rank you cast this jutsu above
command given. If commanded to perform the help action, C-Rank, increase the cost of this jutsu by 3 and the damage
they can only help the Summoner. Shadow Clones do not by 1d6.
have Reactions and each clone has basic versions of your
melee or ranged weapons. Weapons your Shadow Clone is
summoned with that has the ammunition property cannot
be given to anyone.
Shadow Clones can only cast jutsu of C-Rank or lower. If
multiple shadow clones attack the same creature, you do
not make multiple attack rolls. You instead choose a lead
clone and it gains a +1d4 bonus to its damage roll(s), for
each additional clone that is aiding it.
At Higher Ranks: If this jutsu is cast at B-Rank or higher,
increase the number of clones you can create with this
jutsu by 2. If this jutsu is cast at A-Rank, Shadow Clones you
summon can cast jutsu of B-Rank or lower.
27
B-RANK:
BEAST IMITATING ART: TIGER
Classification: Ninjutsu Large Construct, unaligned
Rank: B-Rank
Casting Time: 1 Action
Armor Class 13 + Your Ninjutsu Ability Modifier
Range: Self
Hit Points 76 (8d10 + 32)
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS, NT (Empty Scroll) Speed 45 ft.
Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu, Construct STR DEX CON INT WIS CHA
Description: You draw a picture of a Tiger. Infusing 18 (+4) 18 (+4) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
chakra into it as it exits your scroll and standing next to
you. Condition Immunities Charmed, Chilled, Exhaustion, frightened, Stunned,
You summon a construct Ink Tiger. The construct Envenomed.
Tiger has the following Statistics, using your Ninjutsu Senses Darkvision 30 ft., passive Perception 10
Attack Bonus and Save DC for anything that requires an
attack or Saving Throw. Immutable Form. The Ink Tiger is immune to any Jutsu or effect that
You may command the Ink Tiger as a Bonus Action on would alter its form.
your turn. The Ink Tiger may take an appropriate Bonus Inky Weapons. The Ink Tiger attacks are chakra enhanced.
Action if able.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the Multiattack. The Ink Tiger can attack twice with their claws.
Ink Tiger Hit Points by 2d10. Claw. Melee Weapon Attack: reach 5 ft., one creature. Hit: 3d6 + 4
Slashing Damage. A creature who takes damage from this attack must
BESTIAL ART: LYCANTHROPE make a Constitution Saving Throw, gaining 2 ranks of the bleeding
Classification: Ninjutsu condition.
Rank: B-Rank
Casting Time: 1 Action Roar (Recharge 5-6). The Ink Tiger as a bonus action, may roar. All
Range: Self creatures of your choice within 20 feet of it must make a Charisma
Duration: Concentration, Up to 1 minute Saving Throw. On a failed save, they gain 3 ranks of Fear for the
Components: HS, CM, CS duration. At the end of a frightened creatures turn, they remake the
Cost: 14 Chakra Charisma Saving Throw to end the Fear condition.
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark yourself with the seal of wolves.
Your voice, figure, and temperament becomes bestial
EXPLOSIVE SUBSTITUTION TECHNIQUE
in nature. You grow fur of any color of your choice Classification: Ninjutsu
covering your arms, and your hands become large claws Rank: B-Rank
with iron like nails. Casting Time: 1 Reaction, which you take when you would
For this jutsu’s duration, you gain the following take damage.
benefits; Range: Self (30-foot radius sphere)
Duration: Instant
• Your Strength becomes 19 if it is not already 19 or
Components: HS, NT (Explosive Tools)
higher. If it is 19 or higher already, you instead
Cost: 13 Chakra
increase your Strength Score by +2.
Keywords: Ninjutsu
• Your Unarmed Damage is now 2d8, but you no longer
Description: An advanced version of the Substitution
add your ability modifier.
Technique, where in addition to avoiding damage, you leave
• You gain a +20 bonus to movement speed.
behind an explosive surprise. When you would take damage,
• Attacks of Opportunity you make are at advantage.
from an attack you may increase your AC by +5 against the
• When you take the attack action, you can make two triggering attack. Regardless if this would cause the attack
attacks instead of one, if you cannot already.
to miss or not, you move without provoking attacks of
opportunity up to your full movement +10 away. You then
leave behind a decoy with an Explosive tool attached to it,
which immediately explodes, catching all creatures in a 30-
foot radius sphere, centered on your location, before you
moved as a result of this jutsu. Each of these creatures must
make a Dexterity Saving Throw. On a failed save, they suffer
the effects of the explosive tool you left behind, or half as
much on a success. This does spend a use of the explosive
tool used.
28
KAGURA’S MIND EYE LIFE TRANSFERENCE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 14 Chakra Cost: 12 Chakra
Keywords: Ninjutsu, Sensory Keywords: Ninjutsu
Description: You force open your minds 3rd Eye greatly Description: You sacrifice some of your health to mend
increasing your perceptive abilities almost 10-fold. This other creatures’ injuries. Roll any number of d8s up to
jutsu does not cost chakra to maintain concentration. 6d8, you take that much in Necrotic Damage which can’t
When this jutsu is cast, for the duration, you gain be Reduced or Resisted or be made Immune to in any
access to a unique special action called Third Eye way, and one creature you can reach regains a number of
Opening. This special action can be gained and used in Hit Points equal to twice the Necrotic Damage you take.
addition to other special actions you gain and use. This At Higher Ranks: For each rank you cast this jutsu
special action counts as a Skill-Action and both a above B-Rank, increase the cost of this jutsu by 3 and the
Constitution and Wisdom based skill. maximum number of d8s you can roll by 2.
Third Eye Opening. As a Bonus action, you open your
metaphorical third eye gaining 120ft of Chakra sight and
Chakra Sensing. While gaining the benefit of these senses
as a result of this jutsu, you gain the following benefits;
You can identify if a creature, object or structure has
been affected by a jutsu within the last 24 hours, gain
advantage on checks made to see if a creature is lying,
and can see the echoes of chakra usage within the past
24 hours, while also being able to identify creatures and
jutsu based on these echo’s if you have sensed them
before. These echoes can be used to help track creatures
exclusively by their chakra alone.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, increase the range of Third Eye
Opening’s special senses to 1-Mile and the duration of
this jutsu becomes Concentration, up to 10 minutes. If this
jutsu is cast at S-Rank, it no longer requires
concentration.
29
LION MANE: HUNTING PREDATOR MEDICAL RELEASE: BLOOD ROT CURSE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM Components: CM, CS
Cost: 11 Chakra Cost: 14 Chakra, X Hit Dice. (You decide)
Keywords: Ninjutsu Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
Description: You activate the roots of your hair causing Description: You weave necrotic chakra into a special
your hair to grow at a heightened rate and granting you wavelength, invisible to even creatures with Chakra Sight.
full control over your hairs movements. When you cast this jutsu roll all spent Hit Dice, recording
For the duration of this jutsu you gain additional the result.
actions which you can take using your hair. For this You touch a creature who’s Hit Points are not full and
jutsu’s duration, when you would cast Needle Jizo, you bestow a curse. The cursed target must make a Charisma
may reduce Needle Jizo’s Cost by -5 or Lion Mane: Needle Saving Throw. You can attempt to bestow the curse in a
Hell, reducing its cost by -10. (Both Jutsu to a minimum concealed manner not revealing your intentions by
of 1) making a Stealth Check vs the target’s Passive Insight. On
1 Action. a success, the target is unaware of the curse you placed on
• Attack: You command your hair to lash out attacking a them.
creature you can see within 90 feet of you. Make a The curse takes effect immediately, for a number of
Melee Ninjutsu Attack. On a success you deal 3d10 days, equal to half result of your spent Hit Dice, the target
piercing and 3d10 Bludgeoning Damage as your hair cannot regain Hit Points except as a result of Long and
sharpens and slams into them. Full Rests, takes an additional 2d4 damage when they
• Wrap: You command your hair to lash out grabbing a take Acid, Poison or Necrotic Damage, twice per turn.
creature you can see within 90 feet of you. Make a Additionally, if a creature is Envenomed, they make Skill
Melee Ninjutsu Attack. On a success, you grapple and Checks, or Saving Throws to remove the chosen condition
restrain them. A Grappled creature makes a Strength at disadvantage.
(Athletics) or Dexterity (Acrobatics) check vs your Finally, this jutsu’s effect can only be removed by a
Ninjutsu Save DC to escape. On a failed check, they Ninjutsu with the Fuinjutsu keyword of B-Rank or higher
remain Grappled and Restrained by your hair. You can that Dispels jutsu based effects.
then move the Grappled creature anywhere within 90
feet of you as if you were dragging them. MEDICAL RELEASE: BODY PATHWAY
• Crush and Tear: You command your hair to crush and DERANGEMENT
tear into a creature currently Grappled by it. A creature Classification: Ninjutsu
Rank: B-Rank
Grappled by your hair takes 12d6 Slashing Damage as
Casting Time: 1 Action
it attempts to tear them apart. A Grappled creature
Range: Touch
immediately gets to attempt their checks to escape Duration: Up to 1 minute
after taking damage as a result of this action. Components: HS, CM, M
Cost: 12 Chakra
MEDICAL RELEASE: ACIDIC BLADE Keywords: Ninjutsu, Medical
Classification: Ninjutsu Description: You coat your fingertips in chakra and
Rank: B-Rank
attempt to strike an opponent at the nape of their neck
Casting Time: 1 Bonus Action
sending a surge of chakra through their central nervous
Range: Touch
Duration: Concentration, up to 1 minute system mixing up signals from their brain to the rest of
Components: HS, CM, W (Any) their bodies. Make a Melee Ninjutsu Attack. On a hit, the
Cost: 11 Chakra target creature must make a Constitution Saving Throw.
Keywords: Ninjutsu, Medical On a failed save, the target creature's speed is halved,
Description: You draw out acidic chakra and coat it over it takes a -2 Penalty to AC, automatically fails Dexterity
a weapon you can reach. When you do, for the duration, Saving Throws and cannot use Reactions. On its turn, it
twice per turn when a successful attack is made with the can either use an action or Bonus Action, not both.
weapon, it deals an additional 2d8 Acid Damage. You Regardless of the creature's abilities or jutsu
cannot lose concentration of this jutsu as a result of descriptions, it can’t make more than one attack during
damage. its turn. If the creature wants to use an action to make an
Once per turn, creatures who take Acid Damage as a ability save to end this effect, they must instead roll an
result of this jutsu, make a Constitution Saving Throw. Intelligence Saving Throw.
On a failed save, they gain 1 rank of the Corroded
Condition.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at S-Rank, increase the damage this jutsu
deals by 1d8.
30
MEDICAL RELEASE: CONTAGION personalities if you instead extend this jutsu’s casting
Classification: Ninjutsu time to 1 Week.
Rank: B-Rank The corpse cannot disobey you, and must not act in
Casting Time: 1 Action any way that would bring you harm. The corpse has 1 Hit
Range: Touch Points and calculates its AC as normal. It cannot cast
Duration: 1 Week jutsu, or use features by any means. The corpse remains
Components: HS, CM
active until you dismiss this jutsu as a Bonus Action or
Cost: 12 Chakra
begin concentrating on any other jutsu or feature. A
Keywords: Ninjutsu, Medical, Kinjutsu
corpse can only be temporarily be brought back this way
Description: You infuse putrefied Medical Chakra onto
once ever using this jutsu.
your hand as you become able to inflict disease from
touch alone. Make a Melee Ninjutsu Attack against a MEDICAL RELEASE: DEATH WARD
creature within your reach. On a hit the target is Classification: Ninjutsu
Envenomed. Rank: B-Rank
At the end of each of the Envenomed creatures turns, Casting Time: 1 Action
the target must make a Constitution Saving Throw. If the Range: Touch
target succeeds on three of these saves, it is no longer Duration: Until it triggers.
Envenomed and the jutsu ends. If the targets fails three Components: HS, CM, CS
of these saves, the target is no longer Envenomed, but Cost: 14 Chakra
choose one of the diseases below. The target is subjected Keywords: Ninjutsu, Medical, Fuinjutsu
to the chosen disease for the Jutsu’s duration. Description: You draw your chakra seal onto a talesman
Since this jutsu induces a natural disease in its target, or scroll and place it onto a creature granting it a
any effect that removes a disease or otherwise measure of protection from death. The first time the
ameliorates a diseases effects apply to it. target would drop to 0 Hit Points as a result of taking
damage, the target instead drops to 1 hit point, and the
• Blinding Sickness. Pain grips the creature’s mind, and
jutsu ends. If the jutsu is still in effect when the target is
its eyes turn milky white. The creature has
subjected to a hostile effect that would kill it instantly
disadvantage on Wisdom checks and Wisdom Saving
without dealing damage (Except Exhaustion), that effect
Throws and is Blinded.
is instead negated against the target, and the jutsu ends.
• Filth Fever. A raging fever sweeps through the
creature’s body. The creature has disadvantage on
MEDICAL RELEASE: GRIM CALLING
Strength checks, Strength Saving Throws, and attack Classification: Ninjutsu
rolls that use Strength. Rank: B-Rank
• Flesh Rot. The creature’s flesh decays. The creature Casting Time: 1 Action
has disadvantage on Charisma checks and Range: Self (30 feet)
vulnerability to all damage. Duration: Instant
• Mindfire. The creature’s mind becomes feverish. The Components: HS, CM, CS
creature has disadvantage on Intelligence checks and Cost: 14 Chakra, 2 Hit Die
Intelligence Saving Throws, and the creature becomes Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
Berserked for the duration. Description: You weave summoning seals together and
• Seizure. The creature is overcome with shaking. The infuse them with medical release chakra manifesting the
creature has disadvantage on Dexterity checks, head of the Reaper of death. His fangs bite into you and
Dexterity Saving Throws, and attack rolls that use draw out a fragment of your spirit turning it into a
Dexterity. temporary source of necrotic power.
• Slimy Doom. The creature begins to bleed It screeches a spectral wail that penetrates to the souls
uncontrollably. The creature has disadvantage on of most creatures, calling and pulling on their spiritual
Constitution checks and Constitution Saving Throws. selves. All creatures within range must make a Charisma
In addition, whenever the creature takes damage, it is Saving Throw. On a failed save, creatures take 6d8
Stunned until the end of its next turn. Necrotic Damage and depending on the classification of
the affected creature, alternative effects take place.
MEDICAL RELEASE: DEAD HEARTBEAT If the target is classified as a player character, it loses
TECHNIQUE 1d6 of its hits die. If a creature affected by this jutsu has 0
Classification: Ninjutsu Hit die, they take additional Necrotic Damage equal to
Rank: B-Rank your level on a failure.
Casting Time: 1 Day If the target is classified as an Adversary, it loses 2
Range: Touch Tenacity die. If the affected Adversary has 0 Tenacity die,
Duration: Special they take additional Necrotic Damage equal to your level
Components: HS, CM, CS
on a failure.
Cost: 14 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
above B-Rank, increase the cost of this jutsu by 3 chakra.
Description: When casting this jutsu, you must have
If this jutsu is cast at S-Rank, you spend 1 additional hit
fully intact corpse of a humanoid creature. You perform
die and increase the damage by 2d8, and the number of
a type of surgery designed to induce a false heartbeat. At
hit die lost to 1d8 or the number of Tenacity die lost to 4.
the conclusion of this jutsu’s casting, the corpse begins
to move at your behest. You must stay within 90 feet of
the corpse while facilitating its temporary revival.
All wounds, and damage the corpse had prior to this
jutsu’s casting remains. The corpse you use this on only
retains their memories. They can regain their
31
MEDICAL RELEASE: INVESTITURE OF ACID Restorative at A-Rank, Regenerate, Medical Aura and
Classification: Ninjutsu remain within the Aura for no less than 1 week straight,
Rank: B-Rank Medical Release: Heal or Reconstructive Hand on them
Casting Time: 1 Action no less than 3 times in an 8-hour period.
Range: Self
Duration: Concentration, up to 10 minutes MEDICAL RELEASE: REVIVAL
Components: HS, CM Classification: Ninjutsu
Cost: 13 Chakra Rank: B-Rank
Keywords: Ninjutsu, Medical Casting Time: 1 Action
Description: You draw out acidic chakra and infuse it Range: Touch
into yourself, coating your entire body like armor. The Duration: Instant
acid does not harm you. You cannot lose concentration Components: HS, CM
on this jutsu as a result of damage. For the duration, you Cost: 14 Chakra
gain the following benefits; Keywords: Ninjutsu, Medical
Description: You send a surge of healing chakra through
• You are immune to Acid, Poison, and Cold
a creature that has been dead for no more than 1 minute
Damage.
that didn’t die of old age, isn’t undead, and not missing
• You have resistance to Bludgeoning, Piercing
its head. You make a Medicine Skill Check vs DC (20 + 1
and Slashing Damage from weapons and
for every round the target has been dead.) The target
Bukijutsu that use weapons as a component.
returns to life with 1 Hit Point. Missing body parts are
• You have vulnerability to Earth and Fire
not returned. Internal organs are healed and
Damage.
regenerated. This jutsu cures all normal diseases
• You can move across difficult terrain on solid
affecting the creature when it dies. This jutsu does not
ground without spending any extra movement,
remove ranks of Exhaustion a creature has accumulated
as you melt the obstructions in your path.
prior to death.
• The ground in a 10-foot radius around you is
Once a creature has been revived in this way, they
covered in acid, counts as difficult terrain for
cannot be revived again in the same way for 30 days, as
creatures other than you, and moves with you.
their body simply cannot handle the strain of being
• You can use your action to blast a 15-foot cone forced back from the dead in such a fashion.
of acid from you in a direction you choose. Each
creature in the cone must make a Constitution MEDICAL RELEASE: SPORES OF RUIN
Saving Throw. A creature takes 4d8 Acid Classification: Ninjutsu
Damage and gains 1 rank of the Corroded Rank: B-Rank
condition on a failed save or half as much and Casting Time: 1 Action
no further effects on a successful one. Range: Self (30-foot cone)
Duration: Instant
MEDICAL RELEASE: RECONSTRUCTIVE Components: HS, CM
HAND Cost: 14 Chakra
Classification: Ninjutsu Keywords: Ninjutsu, Medical, Kinjutsu
Rank: B-Rank Description: You begin to generate poisonous medical
Casting Time: 1 Action chakra and release it, creating a massive wave of
Range: Touch infectious spores of your design.
Duration: Instant All creatures of your choice within range must make a
Components: HS, CM Constitution Saving Throw. On a failed save creatures
Cost: 14 Chakra take 5d8 Poison Damage and gains 2 ranks of
Keywords: Ninjutsu, Medical Envenomed. On a successful save creatures take half
Description: You coat your hand in cell manipulating damage and suffer no further effect.
Medical chakra. You can attempt to manipulate the Additionally, creatures who failed their save begin to
cellular integrity of a creatures cells. exhibit bouts of a terrifying disease of your making.
As an action on your turn, you can touch a willing Black fungus begins to grow from their skin. Black ooze
creature you can reach. When you do, you can jumpstart begins to leak from their eyes, mouth and ears. Creatures
their cellular regenerative process. The creature regains who would touch the affected creature also becomes
Hit Points equal to 3d8 + Your Ninjutsu Ability Modifier. exposed to this disease making a Constitution Saving
Afterwards, for the next minute, the creature regains 5 Throw, suffering the effects of this jutsu as normal.
Hit Points at the beginning of each of their turns. At the beginning and end of an Envenomed creatures
Alternatively, as an action you can attempt to touch a turn they suffer the effects of the Envenomed condition.
hostile creature you can reach. Make a Melee Ninjutsu Finally, a jutsu with the medical keyword that removes
Attack. On a successful hit, they take 5d10 Necrotic conditions of B-Rank or higher can end this effect. If the
Damage and become compromised. A compromised caster must touch or be in contact with the patient to
creature must make a Constitution Saving Throw at the cast the jutsu, then the caster must make a Saving Throw
beginning of each of their turns for the next minute. Any as they become exposed to the effects of this jutsu as
jutsu or affect that would remove conditions can end the well.
compromised condition on a creature. At Higher Ranks: For each rank you cast this jutsu
A compromised creature who succeeds three Saving above B-Rank, increase the cost of this jutsu by 3 and the
Throws first, ends this condition. A compromised damage by 1d8.
creature who fails three Saving Throws first, has their
cells begin to fail and rupture. They permanently gain
two ranks of Exhaustion and the Weakened, and Dazed
conditions. A creature who gains these conditions this
way can have them removed only be a casting of;
32
MEDICAL RELEASE: STRENGTH OF 100 At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above B-Rank, increase the cost of this jutsu by 3 and the
Rank: B-Rank initial damage by 2d4 and the lingering damage by 1d4.
Casting Time: 1 Bonus Action
Range: Self MEDICAL RELEASE: WATER TO ACID
Duration: Concentration, Up to 1 Minute Classification: Ninjutsu
Components: CM Rank: B-Rank
Cost: 14 Chakra Casting Time: 1 Action
Keywords: Ninjutsu, Medical Range: Touch
Description: You use finely controlled chakra across Duration: Concentration, up to 10 minutes
your body, granting you Strength of over 100 people. Components: HS, CM
Your Strength becomes 20 for the Duration. Your jump Cost: 13 Chakra
height and distance are doubled. You gain Advantage on Keywords: Ninjutsu, Medical
Strength & Constitution based ability checks, Skill Description: You draw out acidic chakra and infuse it
Checks, and saves. When you make an unarmed attack, into a body of water that you can see. You convert a 15-
you deal 3d10 Bludgeoning Damage. foot cubes worth of water, into pure acid for the
After you end this jutsu, you suffer the consequences duration. Jutsu with the Water release keyword that
of pushing your body to its limit. Your movement speed would require a source of water, cannot use this pool of
is halved, you gain disadvantage on Strength & acid. If you would convert a pool of water into acid and
Constitution ability and Skill Checks. These lasts until there is water outside of this jutsu’s area of effect, then
you take a short rest. creatures can still use water release ninjutsu that
At Higher Ranks: For each rank you cast this jutsu requires sources of water.
above B-Rank, increase the cost of this jutsu by 3 and the Any creature that is in contact with the water when it
damage by 1d10. turns to acid such as stand on top of it with the water
walking technique immediately sinks down into it.
MEDICAL RELEASE: VENOM SHOWER Creatures who would begin their turn submerged in the
Classification: Ninjutsu acid takes 7d4 Acid Damage and must make a
Rank: B-Rank Constitution Saving Throw, being Blinded and gaining
Casting Time: 1 Action the Corroded condition on a failed save.
Range: 120 Feet When this jutsu would end, the acid turns back into
Duration: Instant normal water.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 10 Chakra
above B-Rank, increase the cost of this jutsu by 3 and the
Keywords: Ninjutsu, Medical
size of the acid conversion doubles. (15>30>60)
Description: You begin to generate poisonous medical
chakra and release it, creating a rain of poisonous NON-DETECTION
needles. Classification: Ninjutsu
Select a space in the air that you can see. You create a Rank: B-Rank
poisonous gas cloud that begins to rain down poisonous Casting Time: 1 Action
needles filling a 20-foot radius, 50-foot-high cylinder. Range: Touch
Each creature in the cylinder must make a Dexterity Duration: Concentration, up to 8 hours.
Saving Throw. A creature takes 6d6 Poison Damage on a Components: CM
failed save and half as much on a successful save. Cost: 14 Chakra
The ground this area affects generates poisonous Keywords: Ninjutsu, Sensory
thorns on the ground that lasts for 1 minute. Creatures Description: For the duration, you suppress a creatures
who that enter the area of poisonous thorns takes 4d4 chakra which lowers their presence and hides them from
Poison Damage for each 5 feet they move through the all manner of sensory jutsu. The target can be a willing
affected area. Once a space has been moved through, the creature or an object. The target can’t be sensed or seen
thorns break becoming inert. by the Chakra Sight or Chakra Sensing special sense as a
At Higher Ranks: For each rank you cast this jutsu result of jutsu cast at an equal rank or lower. If a creature
above B-Rank, increase the cost of this jutsu by 3 and the would gain either of these senses as a result of a feature
damage by 1d6. or trait, this jutsu only works on creatures who is of a
level equal or lower than the casters.
MEDICAL RELEASE: VITRIOLIC SPHERE At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above B-Rank, increase the cost of this jutsu by 3. If this
Rank: B-Rank jutsu is cast at A-Rank, this jutsu can now affect
Casting Time: 1 Action structures and small locations no larger than 30 feet by
Range: 150 feet 30 feet. If this jutsu is cast at S-Rank, it can affect
Duration: Instant locations no larger than 100 feet by 100 feet.
Components: HS, CM
Cost: 11 Chakra
Keywords: Ninjutsu, Medical
Description: You point at a place within range, and
conjure a glowing 1-foot ball of bubbling acid that
streaks to the chosen location and explodes in a 15-foot
radius sphere. Each creature in that area must make a
Dexterity Saving Throw taking 10d4 Acid Damage and
5d4 Acid Damage at the end of its next turn and gains 1
rank of corrosion. On a successful save, a creature takes
half the initial damage and suffer no further effects.
33
SEALING ART: BANISHING SEAL interests, the DM may offer a short phrase as an answer
Classification: Ninjutsu instead.
Rank: B-Rank A spirit cannot be summoned this way more than once
Casting Time: 1 Action per month.
Range: 60 feet
Duration: Concentration, up to 1 minute SEALING ART: CURSE OF THE PREY
Components: HS, CM, CS Classification: Ninjutsu
Cost: 14 Chakra Rank: B-Rank
Keywords: Ninjutsu, Fuinjutsu Casting Time: 1 Action
Description: You infuse chakra into a chakra seal as you Range: Touch
attempt to send them away with the seal of banishment. Duration: Concentration, Up to 1 minute
Choose one creature you can see within range as you Components: HS, CM, CS
force them to make a Charisma Saving Throw or be sent Cost: 14 Chakra
to a pocket dimension of your creation. On a failed save Keywords: Ninjutsu, Fuinjutsu
they are banished to this pocket dimension. While Description: You attempt to impose the qualities of a
banished, they are Incapacitated and are unaware of any single weak bestial creature. Select one creature within
actions or happenings in the dimension they were just your reach. The target must make a Charisma Saving
banished from. When this jutsu ends, they are Throw. On a failed save, they gain one of the following
summoned back into the same space they were originally bestial qualities.
banished from and gain 2 ranks of Sealed. Swallows Endurance: The creatures bones begin to feel
At Higher Ranks: For each rank you cast this jutsu hollow and brittle as their heart begins to beat furiously
above B-Rank, increase the cost of this jutsu by 3 and the as their blood begins to thin. For the duration, they have
number of creatures you can target by +1. a -3 penalty on all Constitution Saving Throws, Skill
Checks and ability checks. Additionally, they cannot take
SEALING ART: CIRCLE OF AUTHORITY the Dash Action and cannot gain additional speed by any
Classification: Ninjutsu means.
Rank: B-Rank Mites Strength: The creatures muscles begin to grow
Casting Time: 1 Action weak and unable to carry weight. They gain a -4 Penalty
Range: Self (30-foot radius sphere) to their Strength ability score and disadvantage on
Duration: Concentration, up to 1 Minute Strength Saving Throws and attacks made with Strength.
Components: HS, CM, CS
Sloth’s Grace: The creatures reflexes are shot as they
Cost: 13 Chakra
become unable to move gracefully or even carry
Keywords: Ninjutsu, Fuinjutsu
themselves correctly. They gain a -4 penalty to their
Description: You infuse chakra into a chakra seal as you
Dexterity ability score and disadvantage on Dexterity
attempt to mark yourself with the seal of domination.
Saving Throws and ability checks. They also take double
You then exude a 30-foot radius sphere of authority that
damage from falling, and they spend their full
other creatures must abide by. This radius follows you.
movement trying to stand from Prone.
For this jutsu’s duration, anytime a hostile creature in
Rhinoceros Splendor: The creatures vision, auditory
this jutsu’s radius would make a Saving Throw against a
perception and sense of smell becomes dull and weak as
jutsu you or an allied creature cast, they immediately
they gain a -4 Penalty to their Wisdom ability score and
take a -2 Penalty to their roll.
disadvantage on Wisdom ability checks. Their visual
At Higher Ranks: For each rank you cast this jutsu
range is cut in half and they cannot hear things more
above B-Rank, increase the cost of this jutsu by 3 and the
than 30 feet away from them.
radius by 5 feet.
Turkey’s Cunning: The creatures ability to think
34
SEALING ART: DIMENSIONAL POCKET SEALING ART: DIVINATION TECHNIQUE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Month Casting Time: 1 Action
Range: Self Range: Self
Duration: Permanent Duration: Instant
Components: HS, CM, CS Components: HS, CM, CS
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you Description: You infuse chakra into a chakra seal as you
attempt to tear open a rift in the fabric of reality, attempt to peer through the fabric of time, diving future
marking out a small space in the void for yourself with events with the seal of perception.
the seal of distortion. You must ask a single question concerning a specific
As a part of the casting of this jutsu, you must mark a goal, event or activity to occur within 7 days. The DM
representative space no larger than a 20-foot cube with offers as truthful a reply as possible. The reply might be
chakra seals, doing this dictates the exact size of your a short phrase, a cryptic rhyme or an omen. You hear the
pocket dimension. aforementioned in your own voice as if you are speaking
If this jutsu casting time is interrupted, the jutsu ends to a future version of yourself.
and you must restart the process from scratch. This jutsu doesn’t take into account any possible
After successfully casting this jutsu, you create a room circumstances that might change the outcome, such as
in the void, unable to accessed without jutsu that can the casting of certain jutsu, or the loss or gain of a
traverse through dimensions or teleport ignoring space companion.
all together. You cannot peer into the future this way more than
This room is one of your design and can look however once per week.
you describe it. While inside this dimension, you are no
longer on the material plane. You are unaware of what’s SEALING ART: GIFT OF THE APEX
going on, on the material plane. You cannot Classification: Ninjutsu
communicate with or locate people on the material Rank: B-Rank
plane. If you exit your room, stepping into the void, you Casting Time: 1 Action
Range: Touch
are instantly shunted to a random location on the
Duration: Concentration, up to 1 minute.
material plane. This can be anywhere from another
Components: HS, CM, CS
country, to the bottom of the ocean, or even 10,000 feet
Cost: 14 Chakra
in the sky.
Keywords: Ninjutsu, Fuinjutsu
This room produces no sound and cannot be found by
Description: You begin to gain qualities of a single bestial
normal means. You can freely access your room, by
creature. Granting you chakra projections that enhance your
spending 10 minutes weaving handseals and
physical traits. Select one of the following beasts to gain
materializing a gate which takes you directly to this
traits from.
room. The room has 4 walls, and can only ever be 1 floor.
Bears Endurance: You gain a +4 Bonus to your
It has a single door, which cannot be locked by normal
Constitution ability score and advantage on Constitution
means, which leads to a short bridge feeding into a
Saving Throws.
chakra gate which takes you back to the material plane
Bull’s Strength: You gain a +4 Bonus to your Strength
from the exact location you entered to your room from
ability score and advantage on Strength Saving Throws.
originally.
You grow horns made of chakra. As an action you can
SEALING ART: DISPLACEMENT SEALING TRAP attempt to gore an enemy. Make a melee attack against a
creature within 5 feet of you dealing 2d12 + Strength
Classification: Ninjutsu
Rank: B-Rank Piercing Damage and knocking them Prone.
Casting Time: 1 Minute Cat’s Grace: You gain a +4 Bonus to your Dexterity
Range: 10 feet ability score and advantage on Dexterity Saving Throws.
Duration: Instant You grow cat like claws and can make melee attacks
Components: HS, CS using Dexterity instead of Strength for attack and
Cost: 14 Chakra damage rolls. You gain natural weapon claw attacks that
Keywords: Ninjutsu, Fuinjutsu deals 2d8 + Dexterity Slashing Damage. You can make
Description: You draw a circle up to a 10-foot diameter two attacks using this natural weapon.
circle on the ground inscribed with shinobi sigils that link Eagle’s Splendor: You gain a +4 Bonus to your Wisdom
your location to another location of which you’ve been too ability score and advantage on Wisdom Saving Throws.
or know its exact coordinates. Only you or a trigger you set Fox’s Cunning: You gain a +4 Bonus to your
can trigger this sealing circle. Once activated all creatures in intelligence ability score and advantage on Intelligence
the circle are immediately teleported to the exact location Saving Throws. You can concentrate on up to 3 Jutsu at
within 10 feet of its exact coordinates. once.
Lions Presence: You gain a +4 Bonus to your Charisma
ability score and advantage on Charisma Saving Throws.
You cannot gain ranks of Charm, Demoralized or Berserk.
35
SEALING ART: WARDING SEAL a Long Rest. If the Rashomon is summoned before its
Classification: Ninjutsu caster takes a Long Rest, it remains in the same
Rank: B-Rank condition it was in when it was unsummoned.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu above
Range: Touch B-Rank, increase the cost of this jutsu by 3 and
Duration: Instant Rashomon’s Hit Points by +25.
Components: HS, CM, CS
Cost: 14 Chakra THOUSAND-ARMED MURDER
Keywords: Ninjutsu, Fuinjutsu Classification: Ninjutsu
Description: When you cast this jutsu, you inscribe a Rank: B-Rank
harmful seal either on a surface (such as a section of Casting Time: 1 Action
floor, a wall, or a table) or within an object that can be Range: 5 Feet
closed to conceal the seal (such as a book, a scroll, or a Duration: Concentration, up to 1 minute
treasure chest). If you choose a surface, the seal can Components: HS, CM
cover an area of the surface no larger than 10 feet in Cost: 12 Chakra
diameter. If you choose an object, that object must Keywords: Ninjutsu
remain in its place; if the object is moved more than 10 Description: An Advanced version of the “Arms of
feet from where you cast this jutsu, the seal is broken Buddha” Ninjutsu. This advanced version keeps the
and this jutsu ends without being triggered. Golden Buddha materialized out of golden chakra. This
The seal is nearly invisible, requiring an Investigation Buddha stands behind its user with a calm and peaceful
or Ninshou Check vs your Ninjutsu Save DC to find it. face, however whenever the user gets angry or intends to
You decide what triggers the seal when you cast the attack, the spirit turns red and grows fangs and its
jutsu. For seals inscribed on a surface, the most typical appearance becomes akin to a demon and attacks its
triggers include touching or stepping on the seal, users’ enemies with its 1000 hands or protects its user
removing another object covering it, approaching within when attacked.
a certain distance of it, or manipulating the object that As a Bonus action, make a Melee Ninjutsu Attack
holds it. A creature cannot trigger more than one against a creature you have already made an attack
Warding Seal or Seal of Discord per turn. against this turn, no more than 10 feet away. On a hit,
You can further refine the trigger so the jutsu is the target creature takes 8d8 Bludgeoning Damage.
activated only under certain circumstances or according Alternatively, as a Reaction, when you are hit by an
to a creature’s physical characteristics (such as height or attack. Roll 2d12 + Ninjutsu Ability Modifier, reduce the
weight). You can also specify creatures that don’t trigger incoming damage you take by the result.
the seal, such as those who say a certain password. At Higher Ranks: For each rank you cast this jutsu
When you inscribe the seal, you can store a Ninjutsu or above B-Rank, increase the cost of this jutsu by 3.
Genjutsu of B-Rank or lower in the seal by casting it as Increase the damage by 2d8 and the Reaction roll by
part of creating the seal. The jutsu must target a single 2d12.
creature or an area. The jutsu being stored has no
immediate effect when cast in this way. When the seal is TOBIRAMA’S PRIVATE SANCTUM
triggered, the stored jutsu is cast. If the jutsu has a Classification: Ninjutsu
Rank: B-Rank
target, it targets the creature that triggered the seal. If
Casting Time: 1 Minute
the jutsu affects an area, the area is centered on that
Range: 120 feet
creature. If the jutsu summons hostile creatures or Duration: 24 Hours
creates harmful objects or traps, they appear as close as Components: HS, CM, CS
possible to the intrude and attack it. If the jutsu requires Cost: 14 Chakra
concentration, it lasts until the end of its full duration. Keywords: Ninjutsu, Fuinjutsu
At Higher Ranks: For each rank you cast this jutsu Description: You make an area within range secure. This
above B-Rank, increase the cost of this jutsu by 3 and the area is a cube that can be as small as 5 feet to as large as
rank of a Sealed Jutsu by 1. (B>A>S) 100 feet on each side. This jutsu lasts for the duration, or
until you use an action to dismiss it.
SUMMONING: RASHOMON When you cast this jutsu, you decide what sort of
Classification: Ninjutsu
security it provides, choosing no more than 2 of the
Rank: B-Rank
following;
Casting Time: 1 Reaction, which you take when you or an
allied creature would take damage or make a Saving • Sound can’t pass through the barrier at the
Throw. edge of the warded area.
Range: 30 Feet • The barrier of the warded area appears dark and
Duration: Instant foggy, preventing vision (including Darkvision)
Components: HS, CS
through it.
Cost: 12 Chakra • Sensors created by Jutsu with the Sensory
Keywords: Ninjutsu, Fuinjutsu, Construct
Keyword can’t appear inside the protected area
Description: You bite your finger drawing blood before
or pass through the barrier at its perimeter.
using it as a catalyst to summon Rashomon, a 60 feet tall, • Nothing can teleport into or out of the warded
30 feet wide, and 5 feet thick gate made of iron, brick,
area.
chakra and other materials. This wall is erected standing • Dimensional travel is blocked within the
straight upward. If you are in an area that cannot fit
warded area.
Rashomon, this jutsu will fail. Rashomon has 100 Hit
Points.
The Rashomon unsummons itself after 1 minute, or if
this Jutsu is cast again, whichever comes first. The
Rashomon regains all of its Hit Points over the course of
36
Large Construct, unaligned
A-RANK:
Armor Class 15 + Your Ninjutsu Ability Modifier
ANIMATE OBJECTS Hit Points 113 (5d12 + 78)
Classification: Ninjutsu Speed 45 ft.
Rank: A-Rank
Casting Time: 1 Action STR DEX CON INT WIS CHA
Range: Touch 24 (+7) 14 (+2) 22 (+6) 1 (-5) 10 (+0) 1 (-5)
Duration: Concentration, up to 1 minutes
Components: HS, CM
Cost: 19 Chakra Condition Immunities Charmed, Chilled, Exhaustion, frightened,
Keywords: Ninjutsu, Construct Stunned, Envenomed.
Description: Objects come to life at your command. Senses Darkvision 30 ft., passive Perception 10
Choose up to ten objects within range that are not being
worn or carried. Tiny targets count as one object, Immutable Form. The Ink Oni is immune to any Jutsu or effect
medium targets count as two, large targets count as that would alter its form.
four, huge targets count as ten. You can’t animate any Inky Weapons. The Ink Oni attacks are chakra enhanced.
object larger than Huge. Each target animates and
becomes a creature under your control until the jutsu
ends or until reduced to 0 Hit Points. Guard. The Ink Oni can, as a reaction raise its guard protecting all
As a Bonus Action, you can mentally command any creatures within 5 feet of it. Until the beginning of your next turn,
creature you made with this jutsu if the creature is all attacks that would target a creature within 5 feet of the Oni,
within 500 feet of you (if you control multiple creatures, instead targets the Oni.
you can command any or all of them at the same time,
issuing the same command to each one). You decide
what action the creature will take and where it will move Multiattack. The Ink Oni can attack twice with their Mauls.
during its next turn, or you can issue a general Maul. Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d10 +
command, such as to guard a particular chamber or 7 Bludgeoning Damage. A creature who takes damage from
corridor. If you issue no commands, the creature only this attack twice must make a Constitution Saving Throw,
defends itself against hostile creatures. Once given an being Dazed until the end of their next turn.
order, the creature continues to follow it until its task is
Twin Oni Slam (Recharge 11-12). The Ink Oni as an action, may
complete.
withhold its action. If both Ink Oni withhold their action, on
A NIMATED O BJECT S TATISTICS the following turn, you may command them to perform a Twin
Oni Slam on a creature they are both within 10 feet of. One
Size HP AC DR Attack Oni of your choice makes 3 Maul attacks at advantage. Each
Tiny 20 21 0 +12 to hit, 1d4+5 successful hit increases the damage by 1d10. Once used, both
Small 30 20 0 +11 to hit, 1d6+4 Oni must recharge to be able to perform this attack.
Oni Focus (Recharge 7-8). The Oni, as a bonus action may focus.
Medium 40 19 5 +10 to hit, 2d6+2
Until the end of your turn, the Oni’s next Maul attack scores a
Large 50 20 8 +11 to hit, 2d8+4 critical hit on a roll of 19 or 20.
Huge 75 21 10 +12 to hit, 2d10+5
An animated object is a construct with AC, Hit Points,
attacks, DR (Damage reduction), and damage determine
by its size. Its speed is 30 feet; if the objects lack legs or BEAST IMITATING ART: ONI TWINS
other appendages it can use for locomotion, it instead Classification: Ninjutsu
has a flying speed of 30 feet and can hover. If the object Rank: A-Rank
Casting Time: 1 Action
is securely attached to a surface or larger object, such as
Range: Self
a chain bolted to a wall, its speed is 0. It has blindsight
Duration: Concentration, Up to 1 minute
with a radius of 30 feet and is blind beyond that distance. Components: HS, CM, CS, NT (Empty Scroll)
When the animated object drops to 0 Hit Points, it Cost: 20 Chakra
reverts to its original object form, and any remaining Keywords: Ninjutsu, Fuinjutsu, Construct
damage carries over to its original object form. Description: You draw a picture of two Oni, Demons of
If you command an object to attack, it can make a your description. Infusing chakra into it as it exits your
single melee attack against a creature within 5 feet of it. scroll and standing next to you.
It makes a slam attack with an attack bonus and You summon two construct Ink Oni’s. The Ink Oni’s
Bludgeoning Damage determine by its size. The DM has the following Statistics using your Ninjutsu Attack
might rule that a specific object inflicts slashing or Bonus and Save DC for anything that requires an attack
Piercing Damage based on its form. or Saving Throw;
You may command both Ink Oni’s as a Bonus Action
on your turn. Each Ink Oni may be commanded to
perform different actions. The Ink Oni’s may take an
appropriate Bonus Actions or Reactions if able.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
number of Oni’s you summon by +1.
37
BESTIAL ART: PREDATOR EXCELLENT CHAKRA SPEARS
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (60-foot cone)
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 18 Chakra Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu
Description: You infuse chakra into a chakra seal as you Description: You create eight spears of highly condensed
attempt to mark yourself with the seal of Predation. You chakra that you then launch simultaneously. All
cannot reduce the cost of this jutsu by any means. creatures in a 60-foot cone originating from you, must
Your eyes become beast like with your iris looking make a Dexterity Saving Throw, taking 10d6 damage on
more feline than human. Your muscles grow stronger a failed save or half as much on a successful one.
and leaner, as you encompass a wolves physicality. Your If you have a nature release, this jutsu gains a single
senses grow sharper as you can tell the exact distribution nature release keyword that you can cast and it’s damage
of water in the air if you so choose. type becomes the corresponding nature releases damage
For this jutsu’s duration, you gain the following type (Water = Cold). If you do not have a nature release
benefits; this jutsu instead deals Force Damage. All effects
• imparted by the different nature releases can only be
Your Strength, Dexterity and Wisdom becomes
removed by a Jutsu that removes conditions of B-Rank
19 if it is not already 19 or higher. If a score is 19
or higher.
or higher already, you instead increase it by +2.
• You cannot be seen with Chakra sight. • Force: The damage die increases to a d10.
• You gain a bonus to movement speed equal to • Earth: On a failed save, a creature gains 2 ranks of
10 times your Strength Modifier. Bruised.
• Your jump distance and height are doubled. • Wind: On a failed save, a creature gains 2 rank of
• Your Unarmed Damage is now 2d6+Str Mod + Lacerated.
Dex Mod, Piercing or Slashing Damage. • Fire: On a failed save, a creature gains 2 ranks of
• Attacks of Opportunity you make are at Burned.
advantage. • Water: On a failed save, a creature gains 2 ranks of
• When you take the Attack Action, you can make Chilled.
an additional attack, up to a maximum of three. • Lightning: On a failed save, a creature gains 2 ranks of
Shocked.
CROWN OF STARS
Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: HS, CM
Cost: 18 Chakra
Keywords: Ninjutsu
Description: You Create 8 Globes of light, that split
into groups of 4 as they circle your wrists or ankles.
You can use a Bonus Action to send one of the globes
streaking toward one creature or object within 60
Feet of you. When you do, make a Ranged Ninjutsu
Attack. On a hit the target takes 4d12 Force Damage.
Whether you hit or miss you spend one globe and it
vanishes after use. The Jutsu ends early if you expend
the last globe or fall unconscious. If you have 4 or
more globes, they shed a bright light in a 30-foot
radius and dim light for an additional 30 feet. If you
have less than 4, the remaining globes shed dim light
in a 30-foot radius.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
the motes’ damage by 1d12.
38
FISSION TECHNIQUE A seal created by this jutsu can only be teleported to up
Classification: Ninjutsu to 5 times before the seal is eroded forcing you to redo the
Rank: A-Rank sealing process. Others who have this jutsu, with whom
Casting Time: 1 Action you share this jutsu’s network with, can use your seal to
Range: Self teleport to other marked locations that you made that bear
Duration: 1 Minute your seal so long as they know the location of the target
Components: CM
seal's destination and you have opened your next work to
Cost: 20 Chakra
them.
Keywords: Ninjutsu, Kinjutsu
At Higher Ranks: When you would upcast this jutsu,
Description: The Fission Technique is a highly advanced
Beginning at S-Rank; You are able to mark a single object,
ninjutsu which allows you to split your own body into two
surface, or a weapon within 5 feet as a Bonus Action at the
identical — yet entirely independent — duplicates of
cost of 10 chakra. You also multiply your teleportation
yourself. You cannot reduce the cost of this jutsu by any
distance by 10 by increasing the cost to teleport by 10.
means.
Unlike clone techniques that only appear to be similar, LION MANE: NEEDLE HELL
the ability is instead a physical separation and so does not Classification: Ninjutsu
require hand seals to activate, making it faster in Rank: A-Rank
comparison as a result. Casting Time: 1 Reaction, which you take when you are
You may make an exact copy of yourself, you cut your targeted for an attack or Jutsu.
current and maximum hit and Chakra Points in half and Range: Self
your clone gains that much, this clone is an exact copy of Duration: 1 Round
yourself being able to use your Class and Clan features & Components: HS, CM
jutsu. Cost: 15 Chakra
If you have an expendable feature such as combo points Keywords: Ninjutsu
or superiority die the clone gains half the amount you had Description: An advanced version of the “Needle Jizo”
when you casted this jutsu. The clone acts at the end of your Ninjutsu. You create a much thicker and much denser
turn. shield of hair that covers your entire body that also
At the end of this jutsu’s duration you fuse back together, shoots your hair like needles outwards in a 360-degree
regaining any hit and Chakra Points the clone had, restoring area around you with enough force to tear boulders
your maximum hit and Chakra Points back to normal, and apart. You gain +4 AC for the duration of this jutsu and
gaining any conditions, poisons or diseases the clone may all creatures in a 15 Foot-radius sphere centered on you,
have had. must make a Dexterity Saving Throw, taking 8d8
If the clones body is destroyed, not whole, transformed Piercing Damage on a failed save, or half as much on a
(such as Petrified) or not on the same plane of existence successful one.
before refusing back together with you, you do not regain At Higher Ranks: For each rank you cast this jutsu
any hit or Chakra Points and your maximum hit and Chakra above A-Rank, increase the cost of this jutsu by 3 and the
Points are permanently cut in half. If you can find your damage by 1d8
clones body and recast this jutsu while touching it, you
refuse with it as normal. MEDICAL RELEASE: AURA OF POWER
Classification: Ninjutsu
FLYING THUNDER GOD Rank: A-Rank
Casting Time: 1 Action
Classification: Ninjutsu
Range: Self
Rank: A-Rank
Duration: Concentration, up to 1 minute
Casting Time: Special
Components: HS, CM
Range: Special
Cost: 20 Chakra
Duration: Special
Components: HS, CM, CS, NT, W Keywords: Ninjutsu, Medical
Cost: Special Description: Intense chakra lashes out from you and
Keywords: Ninjutsu, Fuinjutsu coalesces in a soft radiance of blue light in a 30-foot radius
Description: Using a Chakra Seal you are able to imprint a around you. Allied creatures of your choice in the radius
personally made seal upon any weapon, surface, or object. when you cast this jutsu have advantage on all Saving
This process takes 1 Hour. Spending this time allows you to Throws against Ninjutsu. Hostile creatures within this
mark as many objects, weapons, or surfaces within 30 feet radius have disadvantage on Saving Throws against
of you. Ninjutsu cast from within this jutsu’s radius.
Alternatively, as an Action, you may spend 5 Chakra to Also, when an affected hostile creature hits an affected
make a Melee Ninjutsu Attack against a creature within 5 allied creature with a melee attack, the attacker must make
feet, marking the creature on a hit. a Strength Saving Throw or be Incapacitated until the end of
You can have up to 10 markings active at once. If you their next turn.
make a 11th mark then one of the previous seals vanish.
As a Bonus Action on your turn, you are able to spend 5
Chakra to teleport yourself and up to one willing creature
within 5 feet of you, up to 1 mile from your current position
towards either a Chakra seal made by this jutsu or the
Chakra Mark ninjutsu, appearing within 5 feet of your
selected seal in a space that can hold you. If you appear
within 5 feet of a hostile creature, you have advantage on
the next attack roll made against the creature until the end
of your next turn.
39
MEDICAL RELEASE: CASUALTY PUPPET MEDICAL RELEASE: GRIM REALITY
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Minute Casting Time: 1 Action
Range: Touch Range: Self
Duration: 10 Minutes Duration: Concentration, up to 1 Minute
Components: HS, CM, CS Components: HS, CM, CS
Cost: 20 Chakra Cost: Special (20 Chakra), 5 Hit Die
Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu Keywords: Ninjutsu, Medical, Fuinjutsu, Kinjutsu
Description: As a part of the casting of this jutsu, you Description: You weave summoning seals together and
must have a creature who has been dead no longer than infuse them with medical release chakra manifesting the
10 minutes available to you. You place a chakra seal onto cloak, weapon and presence of the Reaper of death. He
the corpses body. When you do you perform a ritual demands a large payment for you borrowing his power, so
absorbing its memories fully into the seal, then placing he takes it by stripping you of a large portion of your life
the chakra seal on yourself. force.
For this jutsu’s duration, you gain access to all of the You cannot lose concentration on this jutsu as a result of
memories and Jutsu, that the creature knew. While you damage and you cannot end concentration of this jutsu on
have the chakra seal attached to you, you cannot end this other creatures turn, instead only being able to end it, at the
jutsu early. Your mind begins to feel hazy and clouded. At end of one of your own turns. Additionally, this jutsu cannot
the beginning of each of your turns while in combat, or be dispelled or interrupted by another creatures jutsu, by
every minute while not in combat. You must make a any means, except by a jutsu of S-Rank. At the beginning of
Charisma Saving Throw vs a DC (Original Creatures Level each of your turns, instead of spending chakra to maintain
+ Their Proficiency Bonus). On a failed save, you act as concentration, you must spend a Hit die.
they would until the end of their turn. You don the cloak, and blade of the reaper. The Cloak of
the reaper grants you an AC equal to your Ninjutsu Save DC
MEDICAL RELEASE: CORROSIVE PLUME if your current AC is lower. The blade of the reaper is a
Classification: Ninjutsu construct weapon, in the form of either a tanto or scythe,
Rank: A-Rank which you choose when you cast this jutsu. If tanto, the
Casting Time: 1 Action
weapon deals 2d6 + Ninjutsu Ability Modifier Necrotic
Range: 120 Feet
Damage, and scores a critical hit on a roll of 18~20. If scythe,
Duration: Instant
the weapon deals 2d8 +Ninjutsu Ability Modifier Necrotic
Components: HS, CM
Damage, has reach 2, Deadly, and Two-Handed. Regardless
Cost: 19 Chakra
of the weapon chosen, as an action, you can make two Melee
Keywords: Ninjutsu, Medical
Ninjutsu Attacks using the construct weapons.
Description: You mold acidic chakra into the shape of flower
Finally, if you would cast another jutsu with the Medical
on a point that you can see within range. This flower then
keyword, that has the Grim pre-fix, you can spend 1 Chakra
begins to grow and bloom at a violent rate. All creatures
die in place of hit dice as a part of their cost, additionally, if
within 30 feet of the flower when it blooms must make a
you would force a creature to lose hit dice or Tenacity die,
Dexterity Saving Throw, taking 12d6 Acid Damage and
you regain one hit die for each creature who lost hit dice or
gaining 2 ranks of the Corroded condition.
tenacity die.
A creature who fails their Saving Throw, who has 5 ranks
of Corroded has vulnerability to Acid Damage from this
jutsu.
MEDICAL RELEASE: HEALING WAVE
Classification: Ninjutsu
Armor, weapons and items that are not being held are Rank: A-Rank
immediately dissolved if they do not have a seal, or chakra- Casting Time: 1 Action
based effect of A-Rank or higher cast upon it or infused into Range: 30 Feet radius sphere
it. Creatures reduced to 0 Hit Points as a result of this jutsu Duration: Instant
are dissolved into a mass of acidic goop, unable to be Components: HS, CM
revived. Cost: 19 Chakra
Keywords: Ninjutsu, Medical
Description: You clasp your hands releasing a shockwave of
healing energy in a 30-foot radius sphere centering on you.
You heal up to 8 creatures a total of 200 Hit Points being
split evenly between them while also gaining advantage on
Saving Throws and resistance to the next instance of
damage they take, until the end of your next turn.
If you would target less than 3 creatures with this
jutsu, they can only recover up to 40 Hit Points each this
way.
40
MEDICAL RELEASE: NEGATIVE EMOTION MEDICAL RELEASE: WILT
SENSING Classification: Ninjutsu
Classification: Ninjutsu Rank: A-Rank
Rank: A-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (45-Foot cube)
Range: 100 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour. Components: HS, CM, CS
Components: HS, CM Cost: 20 Chakra
Cost: 16 Chakra Keywords: Ninjutsu, Medical, Fuinjutsu
Keywords: Ninjutsu, Sensory, Medical Description: You infuse necrotic chakra into a surge of
Description: This is a perfected sensory ninjutsu based medical chakra, designed to suck the life from a target
on the principles from “Kagura’s Mind Eye”. This jutsu creature.
digs further instead targeting a creature's emotions to You draw the life force of all creatures of your choice
track and keep notice of them from up to 100 feet away. within range, that you can see. Each creature in the area
You are able to immediately tell the emotional state or must make a Constitution Saving Throw. Construct and
intentions of a creature within range. A Creature who undead aren’t affected. Plants, Celestials, and Demons
attempts to hide these emotions must make a Deception make this Saving Throw at disadvantage.
Check against your Ninjutsu Save DC. You can sense A creature takes 10d8 Necrotic Damage and are
discomfort, enjoyment, anger, and even killing intent. marked with the seal of extraction for the next minute,
or half as much damage and no additional effects on a
MEDICAL RELEASE: REGENERATE successful save.
Classification: Ninjutsu Twice per turn, a creature marked with the seal of
Rank: A-Rank extraction takes 5 additional Necrotic Damage each time
Casting Time: 1 Action they would take damage. Plants, Celestials, and Demons
Range: Touch instead take 10 additional Necrotic Damage.
Duration: 1 hour
A creature marked with the seal of extraction can as an
Components: HS, CM
action attempt to remove the seal by making an
Cost: 18 Chakra
Intelligence (Ninshou) check vs your Ninjutsu Save DC,
Keywords: Ninjutsu, Medical
removing it early on a success. Plants, Celestials, and
Description: You touch a creature and stimulate its
Demons make this Skill Check at disadvantage.
natural healing ability. The target regains 4d8+15 Hit
Points. For the duration of the jutsu, the target regains 1
REVERSE SEAL SUMMONING
hit point at the start of each of its turns (10 Hit Points
Classification: Ninjutsu
per minute). Rank: A-Rank
The targets severed body members (fingers, legs, Casting Time: 1 Action
tails, and so on), if any, are restored after 2 minutes. If Range: Self
you have the severed part and hold it to the stump, the Duration: Instant
jutsu instantly causes the limb to knit to the stump. Components: HS, CM, CS
Cost: 20 Chakra
MEDICAL RELEASE: SCORPIONS STING Keywords: Ninjutsu, Fuinjutsu
Classification: Ninjutsu Description: You mark up to 6 willing Creatures with a
Rank: A-Rank chakra seal, marking them with your personal seal
Casting Time: 1 Action formation. With this seal, you can, as a Bonus Action,
Range: Self teleport creatures marked with your seal, to you, from up to
Duration: Concentration, up to 1 minute 1 mile away. You may also Inversely teleport to them, as a
Components: HS, CM
Bonus Action, from up to 300 Feet away, occupying a space
Cost: 17 Chakra
within 5 feet of them that can hold you. Creatures marked
Keywords: Ninjutsu, Medical
can resist being summoned causing this jutsu to fail, if they
Description: You mold poisonous chakra into the shape of
resist you do not spend chakra.
a scorpion stinger dripping with poison, and fully under
At Higher Ranks: For each rank you cast this jutsu
your control. The tail has a reach of 15 feet and scores a
above A-Rank, increase the cost of this jutsu by 3 and
critical hit on a roll of 19~20.
multiply the range by 10.
For the duration, as an action you can make two Melee
Ninjutsu Attacks, dealing 4d8 + your Ninjutsu Ability SEALING ART: FORCECAGE
Modifier Poison Damage on a hit. Once per turn, a Classification: Ninjutsu
creature who takes damage from this jutsu must make a Rank: A-Rank
Constitution Saving Throw, gaining 2 ranks of Casting Time: 1 Action
Envenomed on a failed save. Range: 100 feet
A creature you target, who has 5 ranks of Envenomed Duration: 1 hour
has vulnerability to Poison Damage from this jutsu’s Components: HS, CM, CS
attacks for the duration. Cost: 19 Chakra
Keywords: Ninjutsu, Fuinjutsu, Construct
Description: You impart a scroll with your chakra seal,
which conjures an immobile, glowing blue, cube shaped
prison composed of chakra, springs into existence around
an area you choose within range. The prison can be a cage or
a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a
side. A prison in the shape of a box can be up to 10 feet on a
side, creating a solid barrier of chakra that prevents any
41
matter from passing through it and blocking any jutsu cast Range: 120 feet
into or out of the area. Both the cage and box shaped Duration: Concentration, Up to 1 minute
barriers have 200 Hit Points. Components: HS, CM, CS
When you can the jutsu, any creature that is completely Cost: 20 Chakra
inside this Jutsu’s area is trapped. Creatures only partially Keywords: Ninjutsu, Fuinjutsu, Construct
within the area, or those too large to fit inside the area, are Description: As a part of the requirements to cast this
pushed away from the center of the area until they are jutsu, you must know the Hollow Stars jutsu. You form
completely outside the area. two tiny objects in the shape of stars, in unoccupied
A creature inside the Forcecage can’t leave it by non- spaces, that you can see within range. Each object has 45
teleportation means. If the creature tries to use Hit Points and an AC equal to your Ninjutsu Save DC. At
teleportation to leave the Forcecage, it must first make a the end of each of your turns, each object casts Hollow
Charisma Saving Throw, on a success the creature can Stars at C-Rank as if you cast them, targeting
use that jutsu or feature to exit the Forceage. On a failure appropriate locations within range of your choice.
the creature can’t exit the Forcecage and wastes the use If these objects are destroyed, this jutsu immediately
of the jutsu or effect. ends.
At Higher Ranks: For each rank you cast this jutsu
SEALING ART: SEAL OF DISCORD above A-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu number of star shaped objects made by +1.
Rank: A-Rank
Casting Time: 10 Minutes SEALING ART: TETHERED ESSENCE
Range: Touch Classification: Ninjutsu
Duration: Until dispelled or triggered. Rank: A-Rank
Components: HS, CM, CS Casting Time: 1 Action
Cost: 20 Chakra Range: 60 Feet
Keywords: Ninjutsu, Fuinjutsu Duration: 1 Hour
Description: When you cast this jutsu, you inscribe a Components: HS, CM, CS
harmful seal either on a surface (such as a section of floor, a Cost: 20 Chakra
wall, or a table) or within an object that can be closed to Keywords: Ninjutsu, Fuinjutsu
conceal the seal (such as a book, a scroll, or a treasure Description: You infuse chakra into a chakra seal as you
chest). If you choose a surface, the seal can cover an area of attempt to mark two creatures (excluding yourself) with
the surface no larger than 10 feet in diameter. If you choose the seal of mirrors.
an object, that object must remain in its place; If the object Select two creature you can see within range. Each
is moved more than 10 feet from where you cast this jutsu, creature must make a Charisma Saving Throw. They
the seal is broken and this jutsu ends without being make this save at disadvantage if they are within 30 feet
triggered. of each other. Either creature can willingly fail the save.
The seal is nearly invisible requiring an Intelligence If either creature saves, the jutsu has no effect. If both
(Investigation) or (Ninshou) check vs your Ninjutsu Save DC saves fail, the creatures are linked for the duration,
to find it. You decide what triggers the seal when you cast regardless of the distance between them. When damage
the jutsu such as touching or stepping on the seal, removing is dealt to one of them, the same damage is dealt to the
another object covering it, approaching within a certain other one. If Hit Points are restored to one of them, the
distance of it or manipulating the object that holds it. same number of Hit Points are restored to the other one.
You can further refine the trigger so the seal is activated If either of the tethered creatures is reduced to 0 Hit
only under certain circumstances or according to a Points, the jutsu ends on both. If the jutsu ends on one
creature’s physical characteristics (such as height or creature, it ends on both.
weight). You can also specify creatures that don’t trigger the
seal, such as those who say a certain password. A creature
cannot trigger more than one Warding Seal or Seal of
Discord per turn.
When you inscribe the seal, choose one of the options below
for its effect. Once triggered, the seal glows, filling a 30-foot
radius sphere with dim light for 10 minutes, after which
time the jutsu ends. Each creature in the sphere when the
seal activates is targeted by its effect, as is a creature that
enters the sphere for the first time or ends its turn there.
Death. Each creature makes a Charisma Saving Throw,
taking 10d10 Necrotic Damage on a failed save or half as
much on a successful one.
Hopelessness. Each target must make a Charisma Saving
Throw. On a failed save, the target is overwhelmed with
despair for 1 minute. During this time, it can’t attack or
target any creature with harmful abilities, jutsu or attacks.
Stunning. Each target must make a Charisma Saving Throw
and becomes Stunned for 1 minute on a failed save.
42
SEALING ART: TOBIRAMA’S SWORD S-RANK:
Classification: Ninjutsu
Rank: A-Rank CHAKRA DISTORTION FIELD
Casting Time: 1 Action Classification: Ninjutsu
Range: 60 feet Rank: S-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: Self (10 foot-Radius sphere)
Cost: 17 Chakra Duration: Concentration, up to 1 Minute
Keywords: Ninjutsu, Fuinjutsu Components: HS, CM
Description: You conjure a sword-shaped place of Cost: 30 Chakra
spacial distortion that hovers within range. It lasts for Keywords: Ninjutsu
the duration. Description: A 10-foot radius invisible sphere of chakra
When the sword appears, you make a Melee Ninjutsu distortion. This area is divorced from chakra that makes
Attack against a target of your choice within 5 feet of the up the world. Until the jutsu ends, the sphere moves with
sword. On a hit, the target takes 5d10 Force Damage and you, centered on you. This Jutsu has no effect on Class
gains 1 rank of Sealed. Mods.
Until the jutsu ends, you can use a Bonus Action on Ninjutsu and Genjutsu are suppressed in the sphere.
each of your turns to move the sword up to 60 feet to a They cannot be cast within it and can’t extend into it.
spot you can see and repeat this attack against the same Chakra spent to cast a jutsu within the sphere is lost.
target or a different one. If this jutsu scores a critical hit, While an effect is suppressed, it doesn’t function, but the
the target instead gains 5 ranks of Sealed. time it spends suppressed counts against its duration.
At Higher Ranks: For each rank you cast this jutsu Jutsu such as Flame bolt or Doubled Pain that target a
above A-Rank, increase the cost of this jutsu by 3 and the creature or an object in the sphere have no effect on that
amount of attacks the sword can make by 1 per round. target. The area of effect of a jutsu such as Fireball can’t
extend into the sphere. If the sphere overlaps an area of
TOUCH OF DEATH chakra, the part of the area that is within the sphere is
Classification: Ninjutsu suppressed. Any jutsu affecting a creature or an object in
Rank: A-Rank the sphere is suppressed while the creature or object is in
Casting Time: 1 Action
it.
Range: Touch
Duration: Instant Chakra items. The properties and abilities of chakra
Components: CM items are suppressed in the sphere. For example, a +1
Cost: 20 Chakra Katana in the sphere functions as a regular katana
Keywords: Ninjutsu, Medical, Kinjutsu
Description: You come close and begin to touch a willing MEDICAL RELEASE: STRENGTH OF 1000
Classification: Ninjutsu
creature you can reach. This touch can be in the form of a
Rank: S-Rank
grab, kiss, or hug. When you do, you immediately
Casting Time: 1 Action
become aware of all nature affinities the creature has if Range: Self
any. Duration: Concentration, up to 1 Minute
The target creature loses 10d6 Hit Points and you Components: HS, CM
recover the same amount. If the creature has any Cost: 30 Chakra
Temporary Hit Points, they lose them and you gain the Keywords: Ninjutsu, Medical, Kinjutsu
same amount. Temporary Hit Points you gain as a result Description: As a prerequisite for learning this jutsu you
of this Jutsu last for a minute before disappearing. must know the “Strength of 100 Technique” Jutsu. You have
If you attempt to cast this jutsu on an unwilling mastered the “Strength of 100 Technique” perfecting
creature, you make a Melee Ninjutsu Attack. On a hit, the chakra control needed and finding the most efficient
this Jutsu’s effects trigger as normal. way to enhance your physical Strength by over 1000
Additionally, if you reduce a creatures Hit Points to 0 times. You cannot lose Concentration on this Jutsu due
as a result of this jutsu, you are temporarily able to steal to damage. For the duration, your jump height and
their nature release from them, if they have any. distance increase by 30 feet, your movement speed is
Until you complete a Long Rest, you randomly gain increased by 50 feet, your lifting Strength increases by
one of the target creature’s’ nature releases and one 300 pounds, you gain advantage on Strength, Dexterity
random Jutsu of C-Rank or lower, that requires that and Constitution Saving Throws, and you regenerate Hit
nature release that they knew. You cannot learn Points equal to 2d12+ your Constitution Modifier at the
additional Jutsu of the stolen nature release unless you start of each of your turns.
already have the chosen nature affinity. If you would When you deal Unarmed Damage, you deal an
gain another nature release as a result of this jutsu, you additional 3d10 Bludgeoning Damage, twice per turn.
instead replace the previous nature release and jutsu When this jutsu ends, your body experiences a massive
known. shock. You gain 5 ranks of Exhaustion.
43
DEMIPLANE FOUR YANG FORMATION
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: Full Turn Action
Range: 30 feet Range: Up to 60 Feet
Duration: 1 hour Duration: Concentration
Components: HS, CM, CS Components: HS, CM, CS, 3 Other Four Yang Formation
Cost: 35 Chakra Users
Keywords: Ninjutsu, Fuinjutsu Cost: 30 Chakra
Description: When you cast this jutsu, you inscribe a Keywords: Ninjutsu, Fuinjutsu
transportation seal either on a surface (such as a section Description: You and 3 other users of this jutsu take
of floor, a wall, or a table) or within an object that can be position in 4 points, surrounding the area you wish to
closed to conceal the seal (such as a book, a scroll, or a seal. You each take position in 4 different points no more
treasure chest). If you choose a surface, the seal can than 60 feet away from one another and each spend your
cover an area of the surface no larger than 10 feet in turn activating this jutsu. When all 4 are complete you
diameter. If you choose an object, that object must bend time and space sealing away the enclosed space in a
remain in its place; if the object is moved more than 10 pocket dimension composed of null space. Creatures
feet from where you cast this jutsu, the seal is broken trapped in this pocket dimension, are unable to escape
and this jutsu ends without being triggered. unless they perform the same jutsu, or can teleport
The seal glows as a shadowy door forms on a flat solid using the “Flying Thunder God: Guiding Thunder”,
surface that is attached to the surface the seal is placed “Displacement Sealing Trap”, “Flying Thunder God”, or
on. The door is large enough to allow medium creatures “Four Yang Formation” Ninjutsu.
to pass through unhindered. When opened, the door
leads to a Demiplane that appears to be an empty room MEDICAL RELEASE: BLOOD TO ACID
30 feet in each dimension, made of wood or stone. When Classification: Ninjutsu
the jutsu ends, the door disappears, and any creature or Rank: S-Rank
objects inside the Demiplane remain trapped there, as Casting Time: 1 Action
Range: 120 Feet
the door also disappears from the other side.
Duration: Instant
Each time you cast this jutsu, you can create a new
Components: HS, CM
Demiplane, or have the shadowy door connect to a
Cost: Special (50 Chakra)
Demiplane you created with a previous casting of this
Keywords: Ninjutsu, Medical
jutsu. Additionally, if you know the nature and contents
Description: You mold acidic into a form of your choice
of a Demiplane created by a casting of this jutsu by
before attempting to infuse it into a creature you can see
another creature, you can have the shadowy door
within range, turning all of their blood into acid,
connect to its Demiplane instead.
destroying them from the inside.
FLYING THUNDER GOD: GUIDING THUNDER Select one creature you can see within range. The
target must make a Constitution Saving Throw, taking
Classification: Ninjutsu
Rank: S-Rank 10d12 + 40 Acid Damage on a failed save as all of their
Casting Time: 1 Reaction to another creature's Move, blood is turned to acid. A creature who passes the save
Attack, or Cast a Jutsu Action only takes half damage and suffer no further effects.
Range: 30 Feet A creature who failed their Saving Throw converts all
Duration: Instant ranks of Bleeding or Lacerated into Corroded and ignores
Components: HS, CM, CS the stack limitations found in the condition until this
Cost: 22 Chakra effect is ended on them. At the beginning of each of its
Keywords: Ninjutsu, Fuinjutsu turns, it must make a Constitution Saving Throw or be
Description: You bend space and time by making a Stunned until the beginning of its next turn from the
sealing formation in midair up to 30 feet away from you never-ending pain it experiences. A creature who has
in a space you can see that you decide. Creatures, objects had its blood turned into acid gains a rank of Corroded in
or Jutsu that cross through this space are immediately place of any ranks of Bleeding.
teleported to a location that you have previously marked Additionally, it suffers 10d4 Acid Damage every hour
with any Chakra Seal within 10 miles. This destroys the as their acidic blood constantly destroys them from
Chakra Seal after activation. the inside. Its blood can be turned back to normal
with a casting of this jutsu again
targeting it, or by casting
another ninjutsu with
the medical keyword
that removes
conditions at S-
Rank.
44
MEDICAL RELEASE: GENOCIDE range die as their heart stops, their blood thins, and
Classification: Ninjutsu their cells forget the functions they normally are tasked
Rank: S-Rank with.
Casting Time: 1 Action Creatures who have between 81 and 100 Hit Points, can
Range: 120 Feet feel their body begin to suffer from necrosis as they
Duration: Instant attempt to resist. These creatures make a Constitution
Components: HS, CM
Saving Throw. On a failed save, they become crippled by
Cost: Special (50 Chakra)
the pain. A creature crippled by the pain, speed can never
Keywords: Ninjutsu, Medical, Kinjutsu
be higher than 10, they have disadvantage on all rolls
Description: You begin to generate corrupted medical
using Strength or Dexterity, and if they attempt to cast a
chakra and infuse it with pure prejudice and malice
jutsu of any type while crippled they must remake their
towards a creature and their bloodline.
Saving Throw.
Select the name of a Clan or a specific creature if you are
On a failed save, they take 8d8 Necrotic Damage that
unsure of their clan. The target must be of a level equal to
ignores Temporary Hit Points, Resistance and Immunity
or lower than your own as you fire a blast of Necrotic
as their chakra network is attacked by the necrosis
chakra that cannot miss, so long as you can see them. The
reducing their Maximum Chakra by the result as well. A
target must make a Constitution Saving Throw. For every
crippled creature is crippled permanently, or until they
condition with a different name, they are under the effects
have a Jutsu that removes conditions casted on them a
of, they suffer a -2 penalty to their save. On a failure, the
S-Rank.
target takes 10d10+50 Necrotic Damage, or half as much on
a successful save. MEDICAL RELEASE: PLAGUE
At the beginning of the affected creatures turn, pass or Classification: Ninjutsu
fail, tendrils of necrotic chakra leap out from that creature, Rank: S-Rank
up to 100 feet, to all other creatures that share the targets Casting Time: 1 Day
clan, or bloodline based on what you chose. All such Range: Self (1 Mile)
creatures, excluding the original target, must make the Duration: Forever
same Saving Throw, taking 50 Necrotic Damage on a failed Components: HS, CM
save, or half as much on a success. Cost: Special (100 Chakra)
At the beginning of a creature who fails their Saving Keywords: Ninjutsu, Medical, Kinjutsu
Throws from the tendrils, more tendrils leap out from Description: You begin to generate poisonous, venomous
them with the same restrictions an additional 100 feet and toxic medical chakra and infuse it directly into the air
repeating the previous process, but excluding all creatures itself. Yourself and 10 other creatures of your choice are
who were previously affected by the jutsu. This affect immune to the effects of this jutsu. Once this jutsu is cast,
repeats until no other creatures who share the original it continues to permeate the affected area forever after
targets clan or bloodline are within range of the tendrils. casting.
Dark green, purple and black clouds fill the air, as a foul
MEDICAL RELEASE: HEAL smell of poison and toxins sail in the wind. A low moan can
Classification: Ninjutsu always be heard. Each creature who are under the clouds
Rank: S-Rank when this jutsu is cast must make a Constitution Saving
Casting Time: 1 Action Throw. A creature who is already suffering from a disease
Range: 60 Feet or who is Envenomed makes their saves at a -5 penalty. On
Duration: Instant a failed save, a creature permanently gains 5 ranks of the
Components: HS, CM
Envenomed condition unless removed by a Jutsu with the
Cost: 50 Chakra
medical keyword that removes conditions of S-Rank. This
Keywords: Ninjutsu, Medical
jutsu ignores Immunity to the Envenomed Condition and
Description: You manifest and release a torrent of
Poison Damage. A creature can never have their Hit Points
Medical chakra that flows out from you into injured
reduced below 0 as a result of the Envenomed condition,
creatures of your choice. You cannot reduce the cost of
instead forced to suffer until killed by other means.
this jutsu by any means. You restore up to 300 Hit
Creatures who come into contact with a creature who
Points, divided as you choose among any number of
was Envenomed by this jutsu must make the save as if they
creatures that you can see within range. Creatures healed
were under the clouds of this jutsu when cast.
by this jutsu are also cured of all diseases and any effect
A creature who would wake up from a rest of any type
that inflicts conditions, regardless of the effects
under clouds created by this jutsu must make a save as if
restriction or limitation. This jutsu has no effect on
they were under the clouds of this jutsu when cast.
undead or constructs. Once cast, this jutsu cannot be cast
The affected area grows by 1 mile every month until
again until you complete a Full Rest.
this jutsu is dispelled. The clouds can only be dispelled
45
PLANE SHIFT
Classification: Ninjutsu
Rank: S-Rank
Huge Construct, unaligned Casting Time: 1 Action
Range: Touch
Armor Class 16 + Your Ninjutsu Ability Modifier Duration: Instant
Hit Points 230 (20d12 + 100) Components: HS, CM, CS
Speed 60 ft. Cost: 24 Chakra
Keywords: Ninjutsu, Fuinjutsu
STR DEX CON INT WIS CHA Description: You and up to eight willing creatures who
26 (+8) 14 (+2) 21 (+5) 1 (-5) 10 (+0) 1 (-5) are touching each other are transported to a different
location that you’ve placed a Chakra seal prior. This
Damage Immunities Acid, Poison, Psychic, Cold, Bludgeoning, Piercing and location can be on the standard plane of existence, or in
Slashing Damage. a pocket dimension that has not collapsed.
Damage Resistance Lightning, Wind
Damage Vulnerability Earth, Fire REALITY BREAK
Condition Immunities Charmed, Chilled, Bleeding, Shocked, Exhaustion, Classification: Ninjutsu
frightened, Stunned, Envenomed Rank: S-Rank
Casting Time: 1 Action
Senses Darkvision 60 ft., passive Perception 10
Range: 60 feet
Duration: Concentration, up to 1 minute
Immutable Form. The Supreme Poison Deity is immune to any Jutsu or Components: HS, CM
effect that would alter its form. Cost: 24 Chakra
Poisonous Weapons. The Deities attacks are chakra enhanced. Keywords: Ninjutsu, Fuinjutsu
One with Poison. When the Deity is in contact with a body of water Description: You shatter the barriers between
regardless of size, it turns it into poison up to 100 feet out from it. dimensions thrusting them into turmoil and madness.
The target must make a Charisma Saving Throw or it
can’t take Reactions until the jutsu ends and must also
Multiattack. The Supreme Poison Deity can attack 3 times. Twice with its roll a d10 at the start of each of its turns; the number
Stinger and once with its Pincer. rolled determines what happens to the target as shown
on the Reality Break Effects table. If used while inside of
Stinger. Melee Weapon Attack: Reach 15 ft., one creature. Hit: 5d8 + 8
a pocket dimension created by another jutsu, that
Poison Damage. A creature hit by this attack must make a
dimension collapses on itself, being destroyed, and
Constitution Saving throw. On a failed save they gain 3 ranks of
ejects all creatures and objects in it outside the pocket
Envenomed.
dimension.
Pincer. Melee Weapon Attack: Reach 10 ft., one creature. Hit: 2d10 + 8
Poison Damage. A creature hit by this attack must make a Strength
R EALITY B REAK E FFECTS
Saving Throw. On a failed save they are Grappled and restrained. A
Grappled creature can make a Strength Saving Throw, escaping on a D10 Effects
successful save. 1-2 Collapsing World. The target takes 12d8 Force Damage,
Poison Charges (Charges: 6): The Deity has a number of charges, which it and is Stunned until the end of the turn. If the target was
can use to cast Ninjutsu with the Medical Keyword, that deals Poison in a pocket dimension, they return to the standard
Damage. When it casts a jutsu it spends a number of charges equal to the plane of existence.
jutsu’s rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4)
3-5 Rending Rift. The target must make a Dexterity Saving
Throw, taking 8d12 Force Damage on a failed save, or
half as much damage on a successful save.
6-8 Wormhole. The target is teleported, along with
MEDICAL RELEASE: SUPREME POISON DEITY everything it wearing and carrying, up to 100 miles away
Classification: Ninjutsu
to an unoccupied space in a random direction. The
Rank: S-Rank
Casting Time: 1 Full Turn Action target also takes 12d10 Force Damage and is Prone.
Range: 120 Feet 9-10 Chill of the Dark Void. The target takes 12d10 Necrotic
Duration: Concentration, up to 1 minute Damage and is Blinded permanently. This can be
Components: HS, CM, CS
removed with a medical Jutsu of A-Rank or higher.
Cost: Special (25 Chakra)
Keywords: Ninjutsu, Medical, Fuinjutsu, Construct
Description: You mold poisonous into the form of a huge
construct scorpion, known as the Supreme Poison Deity,
formed entirely of poison, toxins and venom. This
construct uses your Ninjutsu Attack Bonus and Save DC
for effects that requires it.
It rolls initiative as it has its own turns, using your
Ninjutsu Ability Modifier + proficiency as its initiative.
46
REAPER DEATH SEAL Keywords: Ninjutsu, Fuinjutsu, Kinjutsu
Classification: Ninjutsu Description: You infuse chakra into chakra seals as you
Rank: S-Rank attempt to tear into the underworld with the seal of the
Casting Time: 1 Action consecration.
Range: 5 feet You summon a coffin to act as a gateway to the
Duration: Instant underworld. The coffin springs open, as shadow tendril
Components: HS, CM
like hands launch forward piercing the body a creature
Cost: Special
you can see within range. Make a Ranged Ninjutsu
Keywords: Ninjutsu, Fuinjutsu, Kinjutsu
Attack. On a hit, you deal 18d10 Necrotic Damage.
Description: You summon the reaper of souls. Along
If this jutsu reduces a creature to 0 Hit Points, their
with casting this jutsu you target a Restrained or
soul is torn from their body as it is Sealed within the
Incapacitated creature within range. The reaper of death
coffin.
reaches through you, using your soul as a glove, and into
Moving forward, until there is not a soul bound to the
the target creature, pulling out the souls of you and your
coffin, whenever you would cast this jutsu, you instead
target, killing you both. Both souls are Sealed into the
summon an undead construct of the creature you
belly of the reaper of souls and neither you or the target
originally killed using this jutsu. The construct acts at
can be revived by any means.
the end of your turn, and follows your command. It can
47
EARTH RELEASE
Earth Release is one of the basic elemental nature transformation techniques and allows the user to manipulate the
surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock.
Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as
metal to as soft as clay as well as manipulating their density, making them heavier or lighter. This includes allowing the
user to travel through ground and rock in various ways which can be essential for both transportation and for setting up
attacks or creating defenses or for offence. Indeed, this makes earth techniques one of the most versatile of the elemental
techniques. Pre-existing earth is not necessary though, for the user can create it with their own chakra.
Earth Release is naturally strong against Water Release and weak against Lightning Release.
Prerequisite: You must have the Earth Release Affinity to learn jutsu with the Earth Release Keyword.
Special Effect: Some Earth Release Jutsu create or interact with Quake Shards, gaining unique benefits and allowing for
synergy with other Earth Release Jutsu, as long as the Quake Shard was created by you! Also, all structures and Constructs
made by a Ninjutsu with the Earth Release Keyword have Resistance to Cold Damage and Vulnerability to Lightning
Damage, even if the jutsu does not specifically state this, including creatures that temporarily count as Constructs. While
Constructs made to intercept damage also have these Vulnerabilities and Resistances, they only apply to the Construct, any
penetrating damage is taken as normal.
D-RANK:
EARTH RELEASE: BEDROCK SKIN
EARTH RELEASE: AGONIZING THORN Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Reaction, which you take when you take
Casting Time: 1 Action damage.
Range: 30 Feet Range: Self
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Ninjutsu, Earth Release
Description: You generate Shards of earth and hurl them Description: The Jutsu hardens the skin in response to
at a creature or object within range. Make a Ranged taking damage. Reduce all damage you take except
Ninjutsu Attack against the target. On a hit, the target Lightning by 1d6+4 until the beginning of your next
takes 3d8 Earth Damage and must make a Strength turn.
Saving Throw, gaining 1 rank of Bruised on a failed save. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the damage reduction by +4.
the damage by 1d8
EARTH RELEASE: DOMINUS BANNER
EARTH RELEASE: BEDROCK COFFIN Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank
Casting Time: 1 Bonus Action
Casting Time: 1 Action
Range: Self (10-foot radius)
Range: 30 Feet
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, W (Any)
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Earth Release, Ninjutsu
Description: You manipulate and mold the earth under Description: You coat your weapon in earth chakra, before
your enemies to encase them in a coffin of stone. Target raising it above you and releasing its golden chakra into the
creature makes a Dexterity Saving Throw. On a failed shape of a banner, as a pulse of golden chakra enhances the
save, they are captured inside the coffin and are treated weapons of your allies converting your defense into their
as Restrained and Grappled. On a success they dodge out offence. You cannot lose concentration of this jutsu as a
of the way of the coffins collapsing form. On each of result of damage.
their turns thereafter, they can make a Strength Saving For the duration, one weapon you and each allied
Throw to force their way out. If a creature attempts to creature affected by this jutsu is wielding is enhanced by
attack the coffin to break it, the coffin is a Quake Shard, your golden earth chakra. Enhanced weapons deal an
has an AC equal to your Ninjutsu Save DC, 25 Hit Points, additional 1d4 Earth Damage twice per turn and grants
Resistance to Cold Damage and vulnerability to its wielder +3 Damage Reduction vs all damage except
Lightning Damage. Lightning.
At Higher Ranks: For each rank you cast this jutsu If you or affected allied creatures let go of their
above D-Rank, increase the cost of this jutsu by 3, the weapon or it is taken from its original wielder, the
number of creatures you can target by +1 and the Hit golden chakra disperses.
Points of the coffin by 10. 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 or higher, increase the bonus
damage to 2d4 and the damage reduction to +6. If this
jutsu is cast at S-Rank, increase the bonus damage to
3d4 and the damage reduction to +9.
48
EARTH RELEASE: CALCITE: MIGHT EARTH RELEASE: EARTHEN ENTANGLEMENT
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 60 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, Earth Release, Medical Keywords: Ninjutsu, Earth Release
Description: You create a surge of Earth Release Chakra Description: Hooking and grasping arches of stone sprout
and use it to amplify a willing creature you can see from the ground in a 20-foot cube starting from a point
within range. Once successfully cast, you do not need to within range. For the duration, these earthen arches turn
see where the target is and must remain within 120 feet the ground into difficult terrain. Creatures cannot take the
of them. dash or dodge actions while within this area of difficult
Target creatures Strength becomes 18 for the duration terrain.
if it is not already. Once per turn, their Unarmed, Creature(s) of your choice in the area when you cast the
Weapon, and Taijutsu Attacks deal an additional 1d6 ninjutsu must make a Strength Saving Throw or be
Earth Damage and you always know when they take Restrained by the crisscrossing stone arches until the jutsu
damage and their current condition even if you cannot ends. A creature Restrained by the earth can use its action
see them for the duration. to make a Strength Saving Throw against your Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Save DC. On a success, it frees itself.
above D-Rank, increase the cost of this jutsu by 3 and When you cast this jutsu, the difficult terrain remains
the number of creatures affected by +1. even after you end concentration on this jutsu. The difficult
terrain can be cleared with 10 minutes of work attempting
EARTH RELEASE: EARTH FLOW RIVER to do so. While the difficult terrain remains, it is counted as
Classification: Ninjutsu a Quake Shard.
Rank: D-Rank
Casting Time: 1 Action EARTH RELEASE: EARTHEN GRASP
Range: Self (30 Foot Cone)
Classification: Ninjutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 5 Chakra Range: 30 Feet
Keywords: Earth Release, Ninjutsu Duration: Concentration, up to 1 minute
Description: You transform the surface in front of you into Components: HS, CM
a mud river. The river created is a 30-foot cone, that Cost: 5 Chakra
sweeps creatures off of their feet and carries them to the Keywords: Earth Release, Ninjutsu
end of the cone furthest away from the caster. Description: You select a 5-foot-square of unoccupied
Creatures in the path of the mud slide must make a space on the ground that you can see within range. A
Strength Saving Throw. On a failed save they are swept up medium sized hand made from earth, soil and dust forms
and moved to the end of the stream, falling Prone being and reaches for one creature you can see within 10 feet of
disarmed of any weapons or items they are holding and it. The target must make a Strength Saving Throw. On a
having their speed reduced by 10 feet until the end of their failed save, the target takes 2d6 Earth Damage and is both
next turn. On a successful save, no effects. Grappled and Restrained for the Jutsu’s duration. A
At Higher Ranks: For each rank you cast this jutsu above creature Grappled in this way has one of their hands bound
D-Rank, increase the cost of this jutsu by 3 and the size of and is unable to form Hand Seals or use Chakra Seals with
the cone by 5ft and the speed they are reduced by 5 feet. it.
As a Bonus Action, you can cause the hand to crush the
EARTH RELEASE: EARTH SPINE GRUDGE Restrained target, dealing 2d6 Earth Damage.
Classification: Ninjutsu As an action on their turn, the Restrained target can
Rank: D-Rank remake the Saving Throw. On a success, the target escapes
Casting Time: 1 Action
and is no longer Restrained by the hand.
Range: Self
As an action, you can cause the hand to reach for a
Duration: 1 Minute
Components: HS, CM different creature or to move up to 30 feet to a different
Cost: 4 Chakra unoccupied space that you can see. This movement must be
Keywords: Ninjutsu, Earth Release along the same or connected surface the hand is attached
Description: You generate Shards of earth and levitate to. The hand releases a Restrained target if you do either.
them around yourself, creating a field of stone debris to This hand counts as a Quake Shard.
protect you. For the duration of this jutsu, ranged attacks At Higher Ranks: For each rank you cast this jutsu above
are made as if you are under half cover, with the floating D-Rank, increase the cost of this jutsu by 3, the number of
earth around you. Earthen hands that can target other creatures by +1 and
Also, creatures of your choice treat all spaces within 10 increase the damage by 1d6.
feet of you as difficult terrain. This floating earth counts as
a single Quake Shard while active.
49
EARTH RELEASE: EARTHEN TREMOR Once the shard blooms it sits unmoving on the ground
Classification: Ninjutsu and counts as a Quake Shard. Up to 3 medium-sized
Rank: D-Rank creatures may safely stand on the flower of earth. As a
Casting Time: 1 Action Reaction or Bonus Action you may cause the flower to
Range: 60 feet (20-foot cube) rise 60 feet into the air taking any creature standing on it
Duration: Instant with it. The flower dissolves at the end of your next turn.
Components: HS, CM
Cost: 3 Chakra EARTH RELEASE: GEO ISOTOMA
Keywords: Earth Release, Ninjutsu Classification: Ninjutsu
Description: You cause a tremor in the ground on a 20-foot Rank: D-Rank
cube centering on a point you can see within range. Casting Time: 1 Bonus Action
Each creature other than you in that area must make a Range: 90 Feet
Dexterity Saving Throw. On a failed save, a creature takes Duration: Concentration, up to 1 minute
2d8 Earth Damage is knocked Prone. If the ground in that Components: HS, CM
area is loose earth or stone, it becomes difficult terrain Cost: 5 Chakra
until it is cleared, which takes about 10 minutes of work. Keywords: Ninjutsu, Earth Release
At Higher Ranks: For each rank you cast this jutsu above Description: You amplify constructs made of earth
D-Rank, increase the cost of this jutsu by 3 and the damage causing them to manifest an aura of Earth Release Chakra.
by 1d8 and the radius by 5 feet. Select a Quake Shard of your creation within range. All
creatures of your choice within 60 feet of the chosen
EARTH RELEASE: GEO BREASTPLATE construct gains a +1 bonus to their AC, as you decrease the
Classification: Ninjutsu weight of the chosen creatures allowing them to move
Rank: D-Rank faster and with less resistance. A creature can be affected
Casting Time: 1 Action by no more than 2 auras created by this jutsu.
Range: Self At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Hour above D-Rank, increase the cost of this jutsu by 3. Casting
Components: HS, CM
this jutsu at B-Rank, increase the AC bonus to +2. Casting
Cost: 5 Chakra
this jutsu at S-Rank, increase the AC bonus to +3.
Keywords: Ninjutsu, Earth Release
Description: You create an aura of Earth Release chakra EARTH RELEASE: GEO RESONANCE
that permeates your body for the duration. This chakra acts Classification: Ninjutsu
as a breastplate of steel like material. Rank: D-Rank
For the duration your AC is Calculated as 13 + Your Casting Time: 1 Action
Intelligence (or Constitution, your choice) modifier + Half Range: 90 Feet
of your proficiency bonus. While you are gaining the Duration: Concentration, up to 1 minute
benefit of this armor calculation, you gain +3 damage Components: HS, CM
reduction vs all sources excluding Lightning Damage. This Cost: 5 Chakra
jutsu ends if you wear armor, dismiss the jutsu as a Bonus Keywords: Ninjutsu, Earth Release
Action or would change your armor calculation as a result Description: You amplify constructs made of earth causing
of a clan or class feature. them to manifest an aura of Earth Release Chakra. Select a
At Higher Ranks: For each rank you cast this jutsu above Quake Shard of your creation within range. All creatures of
D-Rank, increase the cost of this jutsu by 3. If this jutsu is your choice within 60 feet of the chosen construct must
cast at B-Rank, increase the damage reduction this jutsu make a Strength Saving Throw each turn they start in the
provides to +6. If this jutsu is cast at S-Rank, increase the aura of a Construct. If a creature is within 2 different aura
damage reduction this jutsu provides to +9. created by this jutsu they make a single Saving throw.
On a failed save, a creature’s AC is reduced by 1 until the
EARTH RELEASE: GEO GENESIS beginning of their next turn as you increase the weight of
Classification: Ninjutsu the chosen creatures forcing them to move slower.
Rank: D-Rank A creature can be affected by no more than 2 Auras
Casting Time: 1 Action created by this jutsu.
Range: 30 Feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Special D-Rank, increase the cost of this jutsu by 3. Casting this
Components: HS, CM
jutsu at B-Rank, increase the AC penalty to -2. Casting this
Cost: 5 Chakra
jutsu at S-Rank, increase the AC bonus to -3.
Keywords: Ninjutsu, Earth Release
Description: You create a shard of shimmering earth,
made of Earth Release Chakra. This shard can be any
shape you chosen and can shimmer in any color you like.
You then select a space you can see within range and
throw the shimmering shard to the chosen space.
As a Bonus Action on your turn, you may trigger the
shard causing it to erupt into a blooming flowerhead
made of earth. All creatures within 10 feet of the shard
must make a Strength Saving Throw. On a failed save,
you deal 2d6 + your Ninjutsu Ability Modifier Earth
Damage and 1 rank of Bruised or half as much on and no
additional effects on a successful save.
50
EARTH RELEASE: GEOLOCATION EARTH RELEASE: JADE DEVOTION
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (10-foot sphere)
Duration: 10 Minutes Duration: 1 Minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Earth Release, Ninjutsu, Sensory Keywords: Ninjutsu, Earth Release
Description: You extend your chakra throughout the earth Description: You release a surge of earth release chakra
around you extending up to 30 feet from you. For the that permeates you and your allies. All willing creatures of
duration you gain tremor sense. Creatures who move your choice within a 10-foot sphere centering on you, gain
under the surface that you are standing on are perceived 4d6 Temporary Hit Points and Resistance to Bludgeoning,
by you with your tremor sense. Piercing, and Slashing Damage so long as they have
At Higher Ranks: For each rank you cast this jutsu above Temporary Hit Points granted by this jutsu. Creatures who
D-Rank, increase the cost of this jutsu by 3. If cast at C- have Temporary Hit Points granted by this jutsu count as
Rank Increase the duration to 1 hour. If cast at B-Rank; 8 Quake Shards.
Hours. If cast at A-Rank 24 Hours. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
EARTH RELEASE: GOLDEN GEMS Temporary Hit Points by 1d6.
Classification: Ninjutsu
Rank: D-Rank EARTH RELEASE: JADE RAIN
Casting Time: 1 Action Classification: Ninjutsu
Range: Self Rank: D-Rank
Duration: 1 Minute Casting Time: 1 Action
Components: HS, CM Range: 90 feet
Cost: 5 Chakra Duration: Instant
Keywords: Ninjutsu, Earth Release Components: HS, CM, CS
Description: You solidify your Earth Release chakra into 2 Cost: Special (28 Chakra)
small Shimmering Crystalline Gems. The Gems can be any Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination
color you choose and they float around you for the Description: By weaving your handseals together you create a
duration. You can spend your gems to enhanced other seal made completely of shimmering earth Release Chakra in
the air above you. This seal then alters its angle before you
Earth release jutsu. By spending 1 Golden Gem, when you
release a swarm of shimmering shards of sharpened stone.
cast a Ninjutsu with the Earth Release keyword, you are able All creatures in a 15-foot wide, 90-foot-long line
to enhance it in one the following ways: originating from you must make a Dexterity Saving
• Reinforce: If the jutsu cast summons a Throw, taking 6d6 Earth Damage on a failed save or half
construct or structure that intercepts damage, as much on a successful one.
increase its Hit Points by 1d10.You can spend up Combination: If this jutsu is cast as a Combination jutsu
to 5 gems in this way. with 2 or more casters you increase the damage die by 3.
• Harden: If the jutsu cast would grant a creature Any creature who assists in casting this jutsu as a
Temporary Hit Points, increase the amount combination jutsu increases the damage of this jutsu by one
gained by 1 dice. step based on the highest Charisma Modifier within the
• Solidify: If the jutsu cast would deal damage, group of casters. (+0-1: No Change, +2: D8, +3-4: D10, +5:
increase the damage dealt by 1 damage die. D12).
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and you
generate 1 additional Gem.
51
EARTH RELEASE: JADE SCREEN EARTH RELEASE: MUD WAVE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Self (20-foot cone)
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: Special (28 Chakra) Cost: 4 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination, Keywords: Earth Release, Ninjutsu
Construct Description: You churn the earth in front of you and
Description: You summon two pillars of earth each 15 feet tall, blast it forward in a 20-foot cone. Creatures in the cone
and 5 feet thick. They each occupy a space that can hold them
must make a Strength Saving Throw taking 3d6 Earth
and must be within 25 feet of each other with no other
Damage and being Bruised on a failed save, and half as
structures directly in-between them. These pillars are
structures of your design and cannot be moved once conjured. much damage and not additional effect on a successful
A film of earth release chakra is created between the save.
two pillars in a straight line. This film and pillars share a At Higher Ranks: For each rank you cast this jutsu
number of Hit Points equal to twice your Ninjutsu Save above D-Rank, increase the cost of this jutsu by 3,
DC and has resistance to Bludgeoning, Piercing and damage by 1d6 and the cone size by 5 feet.
Slashing Damage. All attacks or jutsu, from one side of
your choice, that would pass through this film instead EARTH RELEASE: RISING ROCK TECHNIQUE
Classification: Ninjutsu
strike it reducing its Hit Points as if it was the original
Rank: D-Rank
target. Once the Hit Points of the structure and film
Casting Time: 1 Action
reaches 0, this jutsu immediately ends as the structure Range: 30 feet
crumbles. Duration: Instant
All ranged attacks that would pass through the film Components: HS, CM
from the other side pass through harmlessly and Cost: 4 Chakra
Ninjutsu and Taijutsu attacks of your choice increase Keywords: Earth Release, Ninjutsu, Clash
their range by 10 feet, and damage by 1 damage die. This Description: You tear two large chunks of stones from
jutsu can deal additional damage in this way no more the ground using the Strength of your chakra alone,
than 3 times per casting. hurling them at a single target. Make two Ranged
Combination: If this jutsu is cast as a Combination jutsu Ninjutsu Attacks against the target dealing 2d8 Earth
with 2 or more casters neither caster needs to spend chakra Damage on a hit.
to maintain concentration on this jutsu. The two large chunks of stone remain after being
Any creature who assists in casting this jutsu as a hurled, being counted as Quake Shards, occupying two
combination jutsu increases the damage based on the spaces of your choice within 5 feet of the original target.
highest Charisma Modifier within the group of casters. (+0- Select two spaces within 5 feet of you when you cast
1: No Change, +2: +2 additional damage die, +3: 3 additional this jutsu. These two spaces from which you pulled the
damage die, +4: 4 additional damage die, +5: 5 additional stones from count as difficult terrain until cleared,
damage die). which takes at least 10 minutes of work.
At Higher Ranks: For each rank you cast this jutsu
EARTH RELEASE: MOLE MOVEMENT above D-Rank, increase the cost of this jutsu by 3. When
Classification: Ninjutsu this jutsu is cast at B-Rank, increase the number of
Rank: D-Rank
attacks by +1. When this jutsu is cast at S-Rank, increase
Casting Time: 1Action
the number of attacks by +1.
Range: Self
52
EARTH RELEASE: STONE FIST C-RANK:
Classification: Ninjutsu
Rank: D-Rank EARTH RELEASE: CALCITE: SWIFT
Casting Time: 1 Action Classification: Ninjutsu
Range: Self Rank: C-Rank
Duration: 1 Minute Casting Time: 1 Action
Components: HS, CM Range: 30 Feet
Cost: 4 Chakra Duration: Concentration, up to 1 minute
Keywords: Earth Release, Ninjutsu, Clash Components: HS, CM
Description: You encase a single arm in rock, enabling Cost: 9 Chakra
yourself to strike with hardened punches, while also Keywords: Ninjutsu, Earth Release, Medical
protecting yourself from direct contact. For the duration Description: You create a surge of Earth Release Chakra
of this jutsu, when you take the attack action, you and use it to amplify a willing creature you can see
instead deal you deal your Unarmed Damage +2d6 Earth within range. Once successfully cast, you do not need to
Damage, once per turn. This Jutsu's benefits cannot be see where the target is and must remain within 120 feet
applied to any Taijutsu or Bukijutsu cast under any of them.
circumstances. Target creature’s Dexterity Score becomes 20 for the
For the duration of this jutsu one of your hands are duration if it is not already. They gain Proficiency in
occupied and cannot be used to make Hand Signs (HS) or Dexterity Saving Throws and their speed is increased by
use Chakra Seals (CS). Also, when you strike a creature 20 feet.
with the encased arm, it does not count as direct contact At Higher Ranks: For each rank you cast this jutsu
with them. above C-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu their speed by 10 feet.
above D-Rank, increase the cost of this jutsu by 3. When
this jutsu is cast at B-Rank, increase damage by 1d6. EARTH RELEASE: CRYSTALIZED ASCENSION
When this jutsu is cast at S-Rank, increase damage by Classification: Ninjutsu
1d6. Rank: C-Rank
Casting Time: 1 Action
EARTH RELEASE: TECTONIC TIDE Range: Touch
Classification: Ninjutsu Duration: Concentration, up to 1 minute
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 9 Chakra
Range: Special Keywords: Ninjutsu, Earth Release
Duration: Instant Description: You materialize Earth release chakra into
Components: HS, CM the form of armor on a willing creatures body for the
Cost: 4 Chakra duration. Target creature’s AC becomes equal to your
Keywords: Ninjutsu, Earth Release Ninjutsu Save DC + their Dexterity Modifier and gains
Description: You churn the ground under you and up to 2 Temporary Hit Points equal to your Ninjutsu Save DC.
Quake Shards of your creation and create a localized Additionally, the affected creature gains Damage
quake of earth that bends and snaps the ground under reduction equal to your Ninjutsu Ability Modifier for the
them and rolls outward from in a wave. duration.
Select up to two Quake Shards of your creation. All
creatures other than you, within a 20-foot radius of EARTH RELEASE: DARK ROCK
yourself and the chosen constructs, must make a Classification: Ninjutsu
Strength Saving Throw taking 2d8 Earth Damage and Rank: C-Rank
being knocked Prone and Bruised on a failed save or half Casting Time: 1 Action
as much with no additional effects on a successful save. Range: 30 Feet
If a creature is in more than one radius, they only make 1 Duration: Concentration, Up to 1 minute
Saving Throw, being affected by this jutsu up to twice. Components: HS, CM, CS
At Higher Ranks: For each rank you cast this jutsu Cost: 7 Chakra
above D-Rank, increase the cost of this jutsu by 3, radius Keywords: Ninjutsu, Earth Release, Fuinjutsu
by 5 feet, and damage by 1d8. Description: You slam your palms into the ground as the
immediate area becomes blackened. A single Quake
Shard is erected from the ground at a point of your
choice within range. The structure is black and cold to
the touch and emanates a light obstructing aura.
The Structure absorbs all light within 15 feet of it
creating a blackened field that cannot be seen through to
the other side. Creatures within that radius are
immediately Blinded and cannot see while within the
radius and cannot be seen by creatures outside the radius
either. A creature who touches the structure can see
through the blackened field as if it wasn’t there at all and
loses the Blinded condition so long as they remain
within contact with the structure.
The structure has an AC and hit point value equal to
your Ninjutsu Save DC. If the structure is destroyed the
jutsu immediately ends.
53
EARTH RELEASE: EARTH CLONE EARTH RELEASE: EARTH FLOW SPEARS
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 ft (10 Foot cube)
Duration: Concentration, up to 10 minutes Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special (8 Chakra) Cost: 7 Chakra
Keywords: Earth Release, Ninjutsu, Clone, Fuinjutsu Keywords: Earth Release, Ninjutsu
Description: A modified version of the Shadow Clone Description: Choose a point you can see on the ground
Technique that allows the user to create a solid construct within range. A Fountain of spiked earth molded from the
from soil, rock and sand in their own image. The clone ground erupts in a 10-foot cube. Each creature in that area
weights 6 times as much as the user and cannot swim (or must make a Dexterity Saving Throw. A creature takes 3d12
drown). You can summon a single Earth Clone. The Earth Earth Damage on a failed save, or half as much damage on a
Clone must be standing on the same surface as you to successful one.
complete a task set by you. The Earth Clone counts as a The affected area is now considered difficult terrain until
Quake Shard. it is cleared, which requires 10 minutes of work.
The Earth Clone has 20 Hit Points and Immunity to At Higher Ranks: For each rank you cast this jutsu above
Genjutsu based effects, Psychic & Poison Damage, C-Rank, increase the cost of this jutsu by 3 and the damage
Resistance to Bludgeoning, Earth & Cold Damage and by 1d12.
Vulnerability to Lightning Damage.
Your clone has a single replica of any melee weapons you EARTH RELEASE: GEO PROGENITURE
have on you at the time of creation that is also made from Classification: Ninjutsu
the same materials that constitute it’s made from. When the Rank: C-Rank
clone makes an attack using this weapon or an unarmed Casting Time: 1 Action
Range: 60 Feet
strike it deals 1d8 Earth Damage. It can make up to 2 attacks
Duration: Special (8 Chakra)
using its action. The Earth Clone cannot cast jutsu, but you
Components: HS, CM, CS
can cast a ninjutsu, that you know with the Earth Release
Cost: 8 Chakra
keyword through your earth clone as if the clone is casting it
Keywords: Ninjutsu, Earth Release, Fuinjutsu
itself.
Description: You weave hand seals as you can manifest
Creatures who have Chakra Sight can immediately tell the
multiple shards of shimmering earth, made of Earth
clone is made of earth and can distinguish the clone from
Release Chakra. These shards can be any shape you
the original.
chose and can shimmer in any color you like. You can
At Higher Ranks: For each rank you cast this jutsu above
create up to 3 shards using this jutsu with each one
C-Rank, increase the cost of this jutsu by 3 and the clones
created costing 8 chakra. You then select a number of
Hit Points by 15.
space you can see equal to the number of shards you
EARTH RELEASE: EARTH DRAGON BULLET create within range and throw one shimmering shard to
each space.
Classification: Ninjutsu
Rank: C-Rank As a Bonus Action on your turn, you may trigger all the
Casting Time: 1 Action shards created by this jutsu, causing it to erupt into a
Range: 30 Feet blooming flowerhead made of earth. All creatures within
Duration: Instant 15 feet of a shard must make a Dexterity Saving Throw
Components: HS, CM taking 4d8 Earth Damage and being Dazed on a failed
Cost: 7 Chakra save or half as much on and no additional effects on a
Keywords: Earth Release, Ninjutsu, Clash successful save. If a creature is within range or more
Description: You spit up a puddle of mud from your than 1 shard, increase the damage dealt by 2d8 for each
stomach after molding chakra which transforms into a shard they are near beyond the first.
Dragon head that then opens its mouth and fires A creature who is within the range or more than one
compressed balls of mud that are meant to cause shard takes a -1 penalty to their Saving Throw for each
concussive damage on impact. Make two Ranged additional shard they are within the range of beyond the
Ninjutsu Attacks targeting different creatures. On a hit first shard.
the target takes 8d4 Earth Damage and must make a A creature who is within the range of more than one
Constitution Saving Throw. On a failed save they are shard makes only one Saving Throw, not three.
Bruised. A creature that fails this save by 5 or more instead
At Higher Ranks: For each rank you cast this jutsu becomes Stunned for a number of turns equal to the
above C-Rank, increase the cost of this jutsu by 3 and number of shards they are within the range of.
damage by 2d4 A creature who fails this save by 10 or more and are
within the range of three shards becomes Petrified for 3
of their turns.
54
EARTH RELEASE: GEO ROCKBLADE EARTH RELEASE: MUD WOLF
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 60 Feet
Duration: 1 Minute Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM, CS
Cost: 9 Chakra Cost: 8 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Earth Release, Ninjutsu, Fuinjutsu, Construct
Description: You manifest a Geo weapon made from Description: You focus on conjuring a beast made of pure
pure Earth Release chakra of your design and make by earth release chakra. By fusing your earth release chakra
picking up a single stone. This stone reshapes and with the surrounding dirt, earth and other earthen like
reforms until it takes the shape of the weapon you chose. minerals, you are able to conjure two mud wolves. Mud
You gain proficiency in the Stone Weapon made and the wolves are Quake Shards.
stone weapon gains all of those weapon’s properties. The Wolves have the following stats and act as a Bonus
If you create a weapon without the Two-Handed Action on your turn and use your Ninjutsu Attack Bonus or
Property, the weapon deals 2d6 + your Ninjutsu Ability Ninjutsu Save DC when an effect calls for it. When you
Modifier in Earth Damage. command them, all wolves currently active acts at the same
If you create a weapon with the Two-Handed time, and attempt to perform the same actions against
property, the weapon deals 2d8 + your Ninjutsu Ability either the same creature or different creatures determined
Modifier Earth Damage. by you.
If another creature takes this weapon and attempts to At Higher Ranks: For each rank you cast this jutsu above
use it, it loses one damage die. You can dismiss this C-Rank, increase the cost of this jutsu by 3, the number of
weapon as a Bonus Action or Reaction. Wolves you Summon by +1 and the wolves Hit Points by +10.
55
EARTH RELEASE: RENDING DRILL FANG EARTH RELEASE: SAND COFFIN BINDING
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: 15 feet
Duration: Instant Duration: concentration, up to 1 minute
Components: HS, CM, M Components: HS, CM
Cost: 8 Chakra Cost: 9 Chakra
Keywords: Earth Release, Ninjutsu, Clash Keywords: Earth Release, Ninjutsu
Description: You cover your forearm with a spinning Description: You call forth a collection of sand, dust and
drill made of stone. Make a Melee Ninjutsu Attack pebbles to surround and capture a creature you can see
against a creature you can see in range dealing 5d6 Earth within range in order to crush it.
Damage and inflicting 2 ranks of Bruised. The target creature must make a Dexterity Saving Throw.
If this jutsu scores a critical hit, the earth drill On a failure, target creature is Stunned and held 5 feet off
splinters and explodes, tripling the damage dice, instead the ground by this jutsu. They are surrounded by a mass of
of doubling them. sand, dust and pebbles. Damage done to them from sources
At Higher Ranks: For each rank you cast this jutsu other than this jutsu are reduced by half.
above C-Rank, increase the cost of this jutsu by 3 and the As an action, on a following turn after capturing a
damage by 1d6. creature in this jutsu, the user may compress a captured
creature crushing them dealing 5d12 Earth Damage.
EARTH RELEASE: ROCK TANK At the end of a captured creatures turns they makes a
Classification: Ninjutsu Strength Saving Throw vs your Ninjutsu Save DC to escape
Rank: C-Rank regardless of being Stunned.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu above
Range: 30 feet
C-Rank, increase the cost of this jutsu by 3 and the damage
Duration: Instant
by 1d12 respectively
Components: HS, CM
Cost: 8 Chakra
Keywords: Earth Release, Ninjutsu, Clash
EARTH RELEASE: SANDSTORM
Classification: Ninjutsu
Description: The user covers itself with earth, soil or Rank: C-Rank
sand and molds it into a rolling sphere that is then Casting Time: 1 Action
launched at a target in range, crushing them beneath its Range: 60 Feet
new weight. Make a Melee Ninjutsu Attack against a Duration: Concentration, up to 1 minute.
creature you can see within range propelling yourself Components: HS, CM
towards the target creature and ending your movement Cost: 8 Chakra
occupying the targets space, if possible, dealing 4d8 Keywords: Earth Release, Ninjutsu
Earth Damage. The target also makes a Strength Saving Description: You conjure a powerful localized spiraling
Throw being knocked Prone and Bruised. vortex of earth, dust and sand around one Quake Shard you
At Higher Ranks: For each rank you cast this jutsu can see in range. This localized storm is 10 feet wide and 15
above C-Rank, increase the cost of this jutsu by 3 and the feet tall. Creatures who begin their turn within the storms
damage by 1d8. area, excluding you, must make a Strength Saving Throw
taking 4d6 Earth Damage and being knocked Prone on a
EARTH RELEASE: SAND ARMOR failed save. A creature in the radius of 2 or more storms is
Classification: Ninjutsu only affected by one at a time.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action C-Rank, increase the cost of this jutsu by 3 and the damage
Range: Self
by 1d6 or the number of constructs you can target to conjure
Duration: Instant
the storm around by one.
Components: HS, CM
Cost: 7 Chakra
Keywords: Earth Release, Ninjutsu
Description: An extremely protective and dense layer of
sand surrounds you and takes on the same texture and
color of your clothes, skin and item blending in with
your clothing perfectly. For the duration of this jutsu you
gain 20 Temporary Hit Points. While you have these
Temporary Hit Points you gain resistance to
Bludgeoning, Piercing, and Slashing, Cold and Earth
Damage as the sand protects you. Lightning Damage
bypasses the Temporary Hit Points granted by 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
Temporary Hit Points by 15.
56
EARTH RELEASE: TECTONIC WAVE EARTH RELEASE: TURNING PALM
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: Bonus action
Range: Self (25-foot cone) Range: Self (45-Foot Cube)
Duration: 1 Round Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Earth Release, Ninjutsu
Description: You clap your hands with the force of colliding Description: You place your palm onto any surface of earth
tectonic plates as your release a surge of Earth Release and cause the earth to splinter, break, and shift. The surface
chakra into the air itself creating a cluster of floating you placed your hand on is now considered difficult terrain
crystalline earth satellites that then explode. At random. All and cannot be fixed unless this same ninjutsu is used on the
creatures within range must make a Strength Saving Throw. affected space to reverse the effect. If The surface of earth
On a failed save a creature roll 1d4+2 Recording the result. you are targeting is less than 10 feet thick, when the ground
They take the result times your Ninjutsu Ability Modifier is shifted it may collapse into the open space, causing all
in Earth Damage and are Bruised. On a successful save, they standing on it to fall with it.
take half damage. Additionally, if a Ninjutsu with the earth release
At Higher Ranks: For each rank you cast this jutsu keyword is cast within the splintered area, creatures who
above C-Rank, increase the cost of this jutsu by 3 and the would make a Saving Throw to resist the jutsu’s effects,
die creatures roll on a failed save by 1 step. suffers a 1d4 penalty to their Saving Throws.
(d4>d6>d8>d10>d12).
B-RANK:
EARTH RELEASE: TERRASHIELD
Classification: Ninjutsu EARTH RELEASE: ANTLION COLLAPSE
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Reaction, which you take when you or Rank: B-Rank
another creature you can see in range would take damage. Casting Time: 1 Action
Range: 60 feet Range: 60 feet (20-Foot Cube)
Duration: 1 Round Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 12 Chakra
Keywords: Earth Release, Ninjutsu, Construct Keywords: Earth Release, Ninjutsu
Description: You slam your open palm onto the ground Description: You select a space you can see within range and
creating a 10-foot tall, 5 foot wide and 1-foot-thick stone cause the ground to collapse in and start to swirl sucking
wall directly in front of the creature you are everything in a 20 ft cube towards the center to be
protecting granting them total cover. crushed. Creatures caught in the radius and who
This wall is a Quake Shard, occupying a would begin their turn in this jutsu’s radius,
space of your choice within 5 feet of the must make a Strength Saving Throw. A creature
target, appearing right before an attack or takes 5d8 Earth Damage and gains 2 ranks of
jutsu would hit or harm them. It has 5d6+5 Bruised on a failed save and half as much on a
Hit Points, 4 DR vs all sources of damage success. While inside the radius of the jutsu the
excluding Lightning, resistance to bludgeoning, area is counted as difficult terrain. A creature cannot
piercing, slashing and Cold Damage and dash or gain the benefit of a Bonus Action while
vulnerability to Lightning Damage. within this area.
If the damage the wall receives would exceed At Higher Ranks: For each rank you cast this
its Hit Points, when you initially conjure, the jutsu above B-Rank, increase the cost of this jutsu
original target take any remaining damage as by 3 and damage by 1d8.
normal and the wall is destroyed.
The wall acts as a structure otherwise. It does
not dissolve or vanish instead remaining until
destroyed.
At Higher Ranks: For each rank you cast this
jutsu above C-Rank, increase the cost of this
jutsu by 3 and the Hit Points of the wall by
1d6+1
57
EARTH RELEASE: BOTTOMLESS SWAMP EARTH RELEASE: CRADLE OF JADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take, when a creature
Range: 120 Feet, (60 Foot Cube) other than yourself, that you can see within range would take
Duration: Concentration, up to 1 minute damage.
Components: HS, CM Range: 30 Feet
Cost: 13 Chakra Duration: 1 Round
Keywords: Earth Release, Ninjutsu Components: HS, CM
Description: You select a space within range that you can Cost: 13 Chakra
see as a swamp-like pool begins to form as it fills a 60 ft Keywords: Ninjutsu, Earth Release, Medical, Construct
Cube. This mud pool is difficult terrain, cannot be Description: You surround a creature you can see within
traversed using water walking techniques, and prevents range with Earth Release Chakra in an attempt to protect
creatures from dashing. Creatures caught in the radius them. When a you or a creature you can see within range
when this jutsu is cast, enters the radius, or begins their would take damage, you can spend your Reaction
turns there must make a Strength Saving Throw at the encasing them in chakra that quickly solidifies as
beginning of each of their turns for the duration. Crystalline Jade right before impact.
Each consecutive failure imposes additional penalties The Crystalline jade reduces the incoming damage by
and effects on the target creature(s). On a success a 10d6. The Crystalline jade has resistance to Cold
creature remove one of the failure conditions in the Damage, and Vulnerability to Lightning Damage. The
reverse order they received them. Crystalline jade then dissolves at the beginning of the
affected creatures turn.
• On the first failure, a creature is Restrained as
At Higher Ranks: For each rank you cast this jutsu
their feet have been sucked below the surface
above B-Rank, increase the cost of this jutsu by 3 and the
leaving their knees and above exposed.
damage reduction by 1d6.
• On a second failed save, half of the creature's
body is submerged and creatures Restrained by
EARTH RELEASE: CRYSTALLIZATION: WEISS
this jutsu also automatically fail Dexterity Classification: Ninjutsu
Saving Throws. Rank: B-Rank
• On a third failed save, the creature is dragged Casting Time: 1 Action
below the surface. A creature pulled below the Range: 75 Feet
surface is counted as suffocating and can only Duration: Concentration, Up to 1 minute.
survive a number of their turns equal to its Components: HS, CM
Constitution modifier before it enters the dying Cost: 12 Chakra
condition. If this jutsu is ended, the surface of Keywords: Ninjutsu, Earth Release
the Swamp hardens back into stone. They are Description: You create a cage of earth release chakra
no longer Restrained but they are still in a thick that you use in an attempt to trap and capture a target
swamp, suffocating. creature.
Select one creature you can see within range. Target
If this jutsu is ended, creatures trapped in the swamp are
creature must make a Constitution Saving Throw at the
pushed to the surface and released as the ground
beginning of each of their turns for the duration as you
gradually reforms to its original consistency and form.
attempt to encase them into a shard of Crystal.
EARTH RELEASE: CALCITE: POWER A creature who fails 1 save begins to have crystal form
across their body as they gain the Weakened condition. A
Classification: Ninjutsu
creature who fails 2 saves begins to slow as their joints
Rank: B-Rank
Casting Time: 1 Action are overtaken by minerals, gaining the Grappled
Range: Touch Condition. A creature who fails 3 saves begins to be
Duration: Concentration, Up to 1 minute overtaken as they find it difficult to move gaining the
Components: HS, CM Restrained condition. A creature who fails 4 saves feels
Cost: 12 Chakra the crystals overtaking them as they gain the Stunned
Keywords: Ninjutsu, Earth Release, Medical condition. A creature who fails 5 saves becomes Petrified
Description: You create a surge of Earth Release Chakra for 24 hours.
and use it to amplify a willing creature you can reach A creature who passes 3 saves immediately ends this
within range. Once successfully cast, you do not need to Jutsu's effect on them and become immune to it for 24
see where the target is and must remain within 120 feet hours.
of them.
Jutsu the target creature casts becomes amplified by
your Earth Release Chakra. Jutsu, they cast for the
duration deals an additional 3d8 Earth Damage once per
turn, Clashes made with their jutsu cannot be made at
disadvantage, and the Save DC for the jutsu they cast
increase by +2.
Additionally, if the target attempts to cast a Jutsu with
the Earth Release keyword, reduce the cost of their jutsu
by 2.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at S-Rank increase the bonus damage by
1d8.
58
EARTH RELEASE: EARTH PRISON DOME EARTH RELEASE: IRON SKINNED SPEAR
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 20 Feet (10 Foot radius sphere) Range: 5 Feet
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Construct Keywords: Earth Release, Ninjutsu, Clash, Kinjutsu
Description: You create a dome of earth around a target Description: You focus Earth Release chakra throughout one
or targets in a 10-foot sphere in front of you. Creatures of your limbs until it darkens into a dark brown hue and gains
in the targeted radius can make a Dexterity save. On a the texture of solid stone. You then use this darkened
success, they can move half of their movement. On a ligament to strike at a creature with enough force to tear
failure, they do not get a chance to move. through almost anything.
Creatures captured inside the dome begin to have their Make a Melee Ninjutsu Attack against a creature within
chakra drained at the beginning of each of their turns. range. On a hit, you deal 10d6 Earth Damage and marking the
Each creature reduces their current chakra by 2d10+ creature with a mark of petrification.
Your Ninjutsu Ability Modifier at the beginning of each A creature marked this way makes Constitution Saving
of its turns. Half of the result is then transferred to the Throws at the beginning of each of their turns for the next
caster of this jutsu. minute. On a failure its skin begins to harden at the point of
The dome of earth has an AC equal to the users impact as their body begins to petrify. If the creature fails
Ninjutsu Save DC and has 40 Hit Points and counts as an this Saving Throw three times their body fully hardens as
Quake Shard. The dome regains 2d8 Hit Points at the they become Petrified turning fully into stone for the next 24
start of each of your turns so long as it has more than 0 hours.
Hit Points. The Dome is Vulnerable to Lightning Damage If the target creature succeeds 3 saves they reject the earth
and resistant to Cold Damage. If the dome takes chakra from their body ending the effects of this jutsu. If this
Lightning Damage, it does not regenerate Hit Points at jutsu is used on a creature previously affected by this jutsu
the start of your next turn. within 24 hours, they make each Saving Throw at advantage.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the above B-Rank, increase the cost of this jutsu by 3 and the
initial Hit Points by 10. walls Hit Points by 1d6.
59
EARTH RELEASE: LAZULI TUSK EARTH RELEASE: STONE BAMBOO SHOOT
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 80 feet Range: 60 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu Keywords: Ninjutsu, Earth Release
Description: You generate an Quake Shard in the form of Description: You conjure 4 reinforced spears of earth
some tusked or horned creature of your description and that all converge on a single creature you can see within
manipulate it to ram into a target creature of your choice range from 4 different points surround the target
within range. creature. Make a Ninjutsu Attack on the target creature
Make a Melee Ninjutsu Attack against a target creature dealing 6d10 Earth Damage as they attempt to skewer
within range, as the Quake Shard attempts to ram the the target. A 20-foot radius cube centering on the target
target. On a hit, you deal 3d10 Piercing Damage and 3d10 creature becomes difficult terrain and creatures cannot
Earth Damage. take the dash, dodge or disengage actions while within
Once this jutsu ends, the Quake Shard stands in place an area of difficult terrain created by this jutsu.
occupying a 5-foot cube. The construct weighs 500 At Higher Ranks: For each rank you cast this jutsu
pounds, and can be used as partial cover. It counts as an above B-Rank, increase the cost of this jutsu by 3 and the
Quake Shard of your creation while remaining as a part damage by 1d10.
of the environment until destroyed or otherwise moved.
At Higher Ranks: For each rank you cast this jutsu EARTH RELEASE: UNPHASED ROCK
above B-Rank, increase the cost of this jutsu by 3 and the Classification: Ninjutsu
number of Quake Shards you summon. Each Quake Shard Rank: B-Rank
must target a different creature. Casting Time: 1 Action
Range: Touch
EARTH RELEASE: MAUSOLEUM DUMPLING Duration: 1 Minute
Components: HS, CM, CS
Classification: Ninjutsu
Rank: B-Rank Cost: 14 Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Earth Release, Fuinjutsu
Range: 60 Feet (20-Foot Cube) Description: You mark a single stone you are holding with
Duration: Instant chakra as you bind a piece of yourself to it for the duration.
Components: HS, CM, M Select two Skill proficiencies or 1 Save Proficiency. This
Cost: 11 Chakra stone becomes imbued with that knowledge and experience,
Keywords: Earth Release, Ninjutsu as you temporarily lose that proficiency for the duration or
Description: Using Chakra to enhance your physical Strength until you end this jutsu as a Bonus Action.
and to lighten the earth around you, you are able to lift a A creature who is holding this stone with
massive volume of earth, large enough to cast a great shadow
one hand gains these proficiencies for the
over multiple adversaries. You throw the Large chunk of
stone at a space you can see within 60 Feet. The chunk of duration. While holding this stone you
stone then regains its weight falling at greater velocity and cannot make handseals or use Chakra
creating a greater impact. Creatures in the 20-foot cube that seals with the same hand holding the
the stone chunk falls in must make a Strength Saving Throw, stone.
taking 8d6 Earth Damage and gaining 2 ranks of Bruised on a
failure, and half as much on a success.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 1d6
60
A-RANK: EARTH RELEASE: CRYSTAL ARCANUM
Classification: Ninjutsu
EARTH RELEASE: ADDED/REDUCED WEIGHT Rank: A-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: A-Rank Range: 30 feet
Casting Time: 1 Action Duration: Instant
Range: 5 Feet Components: HS, CM, CS
Duration: Concentration, Up 1 minute. Cost: 20 Chakra
Components: HS, CM Keywords: Ninjutsu, Earth Release, Fuinjutsu
Cost: 19 Chakra Description: You create a field of potent Earth Release
Keywords: Earth Release, Ninjutsu Chakra that permeates through you and a number of
Description: You use your chakra to temporarily Quake Shards of your choice within range 30 feet of you.
manipulate the weight of something you touch. Objects Select creatures of your choice within 30 feet of
and structures, you touch increase in weight drastically, yourself or an Quake Shard affected by this jutsu, gain a
increasing 10 times in total weight.
layer of earth release chakra that solidifies into the
Objects and structures you touch that occupy a space
shape of armor of your description. Select creatures
no larger than a 60-foot cube, cannot handle the strain
gains Temporary Hit Points equal to three times your
of their own weight and begin to shatter and break
Ninjutsu Save DC.
shattering into super heavy rubble.
The Temporary Hit Points you grant them has
If used on an unwilling creature, make a Melee
Immunity to Cold Damage, resistance to Bludgeoning,
Ninjutsu Attack on a creature. On a hit target creatures’
Piercing, Slashing and Vulnerability to Lightning
weight is doubled, gaining +15 bulk, and has their speed
Damage.
reduced to 0 feet. As an action on each of an affected
creatures turn, they can make a Strength Saving Throw
EARTH RELEASE: GRAVITY BREAK
to end this Jutsu’s effect on them.
Classification: Ninjutsu
If used on a willing creature, you reduce their weight Rank: A-Rank
to 0 as they gain a 60-foot flying speed. If flying in this Casting Time: 1 Action
way, you do not need to spend chakra to maintain Range: 100 Feet
concentration on this jutsu. Duration: Concentration, Up to 1 minute
Components: HS, CM
EARTH RELEASE: CALCITE: TENACITY Cost: 20 Chakra
Classification: Ninjutsu Keywords: Earth Release, Ninjutsu
Rank: A-Rank Description: You focus a large amount of chakra into a
Casting Time: 1 Action 50 wide and 100-foot-high cylinder centered on a point
Range: Touch within range. All creatures and objects that aren’t
Duration: Concentration, Up to 1 minute
somehow anchored to the ground in the area begin to
Components: HS, CM
fall upward and reach the top of the area when you cast
Cost: 20 Chakra
this ninjutsu. A creature can make a Strength Saving
Keywords: Ninjutsu, Earth Release, Medical
Throw to grab onto a fixed object it can reach or anchor
Description: You create a surge of Earth Release Chakra
themselves to the ground using a weapon to stab into
and use it to amplify a willing creature you can reach
the ground or wedge themselves into place, thus
within range. Once successfully cast, you do not need to
avoiding the fall. If a creature prevents themselves from
see where the target is and must remain within 120 feet
falling by using a weapon they must make Strength
of them.
Saving Throws at the beginning of each of their turns,
The target creature gains 4 DR and advantage on
falling on a failure.
Strength & Constitution Saving Throws.
If a solid object (Such as a ceiling) is encountered in
If the target creature falls under a condition inflicted
this fall, falling objects and creatures strike it just as
by a jutsu cast by a creature other than you, you may
they would during a normal downward fall. If an object
spend your Reaction to immediately end the condition.
or creature reaches the top of the area without striking
Additionally, if the target creature falls to 0 Hit
anything, it remains there, oscillating slightly, for the
Points, you can as a Reaction choose to instead heal
duration. At the end of the duration, affected objects
them by an amount equal to 7d8 + 20 Hit Points, when
and creatures fall back down.
you do this jutsu immediately ends.
EARTH RELEASE: IRONSTONE HARDENING
Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 15 Chakra
Keywords: Earth Release, Ninjutsu
Description: You encase your body in stone armor as hard as
iron. You cannot lose concentration on this jutsu as a result
of damage. Additionally, reduce all incoming damage done
to you, excluding Lightning, by 10.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3.
Increase the amount of damage you reduce by 5.
61
EARTH RELEASE: JADE FOREST EARTH RELEASE: STONE DRAGON
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (120-foot sphere) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: Special (110 Chakra) Cost: 20 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination Keywords: Earth Release, Ninjutsu, Construct
Description: You create a gargantuan sized sealing circle of Description: You conjure a giant Stone construct made of
made of earth release chakra that ingrains itself into the earth, dust, soil, and sand forming a Large Dragon that you
earth itself in a massive cube originating from you. can command as a Bonus Action. It acts at the end of your turn
Stalagmites made of stone, jade and lapis erupts from the and uses your Ninjutsu Attack Bonus and Save DC when an
ground forcing all creatures of your choice within range to effect calls for it.
make a Strength, Dexterity and Constitution Saving Throw. At Higher Ranks: For each rank you cast this jutsu above A-
On a failed Strength Saving Throw creatures are unable to Rank, increase the cost of this jutsu by 3 and the dragons Hit
avoid being thrown around and keeping their footing in this Points by 20.
newly forming environment gaining 5 ranks of the Bruised
condition and being knocked Prone.
On a failed Dexterity save, creatures are unable to avoid
being stabbed, crushed, or struck with newly erupted stone,
Large Construct, unaligned
jade and lapis taking 7d10 piercing and 7d10 Earth Damage
on a failed save or half as much on a successful save. A
Armor Class 13+ Your Ninjutsu Ability Modifier
creature who fails this save by 10 or more takes maximum
Hit Points 150 (10d12 + 80)
damage.
Speed 40 ft.
On a failed Constitution Saving Throw, some of your Earth
Release chakra infiltrates a creature’s body inflicting the
STR DEX CON INT WIS CHA
Envenomed condition for the next minute. 21 (+5) 10 (+0) 26 (+8) 1 (-5) 10 (+0) 1 (-5)
After casting, this area becomes difficult terrain and
counts as a single Quake Shard. A creature cannot see further
Damage Immunities Cold, Poison, Psychic, Bludgeoning, Piercing and
than 10 feet in front of them. This forest of Stone Jade and
Slashing.
Lapis remains until destroyed or 1 year has passed.
Condition Immunities Charmed, Exhaustion, frightened, Stunned,
Combination: If this jutsu is cast as a Combination jutsu with 2
Petrified, Envenomed.
or more casters you reduce the cost of this jutsu by 2 for each
Damage Vulnerabilities Lightning
Caster.
Senses Darkvision 60 ft., passive Perception 10
Any creature who assists in casting this jutsu as a combination
modifies its effects based on the highest Charisma Modifier
Immutable Form. The Earth Dragon is immune to any Jutsu or effect
within the group of casters.
that would alter its form.
(+0-2: No Change, +3-4: Disadvantage on Strength Saving
Throws, +4: Disadvantage on Strength & Constitution Saving Elemental Weapons. The Dragons attacks are chakra enhanced.
Throws, +5: Disadvantage on All Saving throws).
EARTH RELEASE: STARFALL WAKE Multiattack. The Earth Dragon can attack 3 times with its Bite.
Classification: Ninjutsu Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d10 + 5 Earth
Rank: A-Rank Damage.
Casting Time: 1 Full Turn Action
Dust Breath (Recharge 7-8): The dragon exhales Dust in a 30- foot cone.
Range: 300 Feet
Duration: Concentration, Up to 1 minute Each creature in that cone must make a Dexterity Saving Throw, taking
Components: HS, CM, CS 55 (10d10) Earth Damage and 3 ranks of Bruised on a failed save, or half
Cost: 18 Chakra as much damage on a successful one
Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: You manifest a series of shimmering shards of
earth 300 feet in the air that floats above you for the duration.
As an Action, Bonus Action, or Reaction you can call down
these shard to bombard a space you can see within range. A
creatures within 10 feet of the selected space must make a
Dexterity Saving Throw taking 9d8 Earth Damage on a failed
save or half as much on a successful one. A creature who would
make a second Saving Throws in the same turn as the result of
this jutsu instead would take 9d6 Earth Damage on a failed
save or half as much on a successful one. A creature who would
make a third Saving Throws in the same turn as the result of
this jutsu instead would take 9d4 Earth Damage on a failed
save or half as much on a successful one.
62
EARTH RELEASE: STONE FOREST EARTH RELEASE: METEOR FALL
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (35-foot Cube) Range: 1 Mile
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 19 Chakra Cost: 30 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu, Fuinjutsu, Kinjutsu
Description: You focus a large amount of chakra into the Description: Upon completion you select 4 different
palms of your hands and place them on the ground. You points you can see within range. Each creature in a 30-
create a field of spiked earth in a 35-foot cube originating foot radius sphere centered on the point you select must
from you. Creatures of your choice caught in range must make a Dexterity Saving Throw against your Ninjutsu
make a Dexterity Saving Throw, taking 10d8 Earth Damage Save DC. Massive Chunks of stone earth and mud comes
on a failed save, and half on a successful one. raining upon the selected areas. A creature takes 10d10
The area that was affected by the jutsu is now plagued by Bludgeoning & 10d10 Earth Damage and is Dazed and
massive Stone spikes that reach as high as 10 feet and criss knocked Prone on a failed save, or half as much damage
cross into a forest of spikes making it difficult terrain to on a successful one. A creature can only be affected by
traverse. Creatures inside the affected area roll at one meteor per casting.
disadvantage when making Wisdom checks to perceive
something. The affected area counts as a Single Quake Shard. EARTH RELEASE: MOON FALL
At Higher Ranks: For each rank you cast this jutsu above Classification: Ninjutsu
A-Rank, increase the cost of this jutsu by 3 and the damage Rank: S-Rank
by 1d8. Casting Time: 1 Full Turn Action
Range: 1 Mile
EARTH RELEASE: STONE NEEDLE Duration: Special
Components: HS, CM
Classification: Ninjutsu
Rank: A-Rank Cost: Special
Casting Time: 1 Action Keywords: Ninjutsu, Earth Release, Kinjutsu
Range: 90 Feet Description: Upon Competition of your Jutsu's
Duration: Instant handsigns you manifest a single super huge Quake Shard
Components: HS, CM 1 mile in the air. Spend chakra in multiples of 35 up to
Cost: 18 Chakra twice. For every 35 chakra spent this way, the
Keywords: Earth Release, Ninjutsu Gargantuan Moon like structure you manifest grows in
Description: You focus a large amount of chakra into a single size and affects a larger area when dropped. You cannot
thin but incredibly fast spear of earth that’s 90 feet long and reduce the cost of this jutsu by any means.
5 feet wide. Creatures in range must make a Dexterity Saving 35 Chakra: The Moon like structure falls on a point
Throw taking 9d10 Earth Damage gaining 4 ranks of Bruised you can see within range crushing a space equal to a 30-
and knocked Prone on a failed save, or half as much damage foot sphere. Each creature who are within the 30-foot
and no further effects on a successful save. sphere and has a way to escape the radius be it by their
At Higher Ranks: For each rank you cast this jutsu above base movement speed or a jutsu they could cast as a
A-Rank, increase the cost of this jutsu by 3 and the damage Bonus Action, makes a Dexterity Saving Throw. On a
by 1d10. successful save, they are able to use their movement or a
jutsu which could allow them to escape the sphere. On a
S-RANK: failed save they take 22d12 Earth Damage. All creatures
who are within 30 feet of the sphere, including creatures
EARTH RELEASE: DIAMOND BONE HARDENING who succeeded the previous Saving Throw must make a
Classification: Ninjutsu Strength Saving Throw as the shockwave from such a
Rank: S-Rank massive impact deals significant damage to the area. A
Casting Time: 1 Action creature takes 12d6 Bludgeoning & 12d6 Earth Damage
Range: Self on a failed save or half as much damage on a successful
Duration: Concentration, up to 1 Minute one.
Components: HS, CM
70 Chakra: The Moon like structure falls on a point
Cost: 25 Chakra
you can see within range crushing a space equal to a 60-
Keywords: Earth Release, Ninjutsu
foot sphere. Each creature who are within the 60-foot
Description: You use your mastery over chakra and Earth
sphere and has a way to escape the radius be it by their
release to transform your bones into material simulating
base movement speed or a jutsu they could cast as a
diamonds in toughness and weight, while also gaining some
Bonus Action, makes a Dexterity Saving Throw. On a
control over how they move and the speed at which they
successful save, they are able to use their movement or a
regenerate. For the duration, you regenerate 20 Hit Points at
jutsu which could allow them to escape the sphere. On a
the beginning of each of your turns and gain Resistance to all
failed save they take 30d12 Earth Damage. All creatures
damage excluding Lightning.
who are within 50 feet of the sphere, including creatures
who succeeded the previous Saving Throw must make a
Strength Saving Throw as the shockwave from such a
massive impact deals significant damage to the area. A
creature takes 15d6 Bludgeoning & 15d6 Earth Damage
on a failed save or half as much damage on a successful
one.
63
EARTH RELEASE: PARTIAL ASSIMILATION EARTH RELEASE: STAR SHATTER
CYLINDER Classification: Ninjutsu
Classification: Ninjutsu Rank: S-Rank
Rank: S-Rank Casting Time: 1 Full Turn Action
Casting Time: 1 Action Range: 1 Mile
Range: Self (25 feet) Duration: Concentration, Up to 1 minute
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 30 Chakra
Cost: 25 Chakra Keywords: Ninjutsu, Earth Release, Kinjutsu
Keywords: Earth Release, Ninjutsu Description: You create a single star shaped Quake Shard
Description: When you cast this Jutsu, and as an Action in the sky, 1 mile in the air before you cause it to shatter.
on following turns for its duration you can form a Select a space you can see within range. All creatures of
cylinder 10 Feet in diameter and 25 feet long by using your choice within 120 feet of the selected space must
chakra to generate molecule sized earth particles. make a Strength Saving Throw as the weight of a dying
Anyone in the cylinder will begin to be deconstructed on star is thrust upon them.
a molecular level. Creatures that start their turn within On a failed save they are Stunned as they become
this cylinder must make a Dexterity Saving Throw. On a unable to move and find it hard to even breathe.
failure a creature takes 14d10 Force Damage. If a creature A creature who begins their turn in this space or enters
is reduced to less than ½ of their Hit Points by this this space for the first time must also make the Strength
damage the user decides on which appendage the target Saving Throw.
creature lost. (Arm or Leg). If a creature is reduced to 0 A creature Stunned by this jutsu takes 9d8 Earth
Hit Points, they are turned to dust and are immediately Damage at the beginning of their turn. A creature
killed. Stunned by this jutsu takes 9d8 Earth Damage at the end
of their turns if they do not make the Saving Throw to
EARTH RELEASE: PARTICLE ASSIMILATION end this jutsu’s effects.
CUBE A Stunned creature makes a Strength Saving Throw at
Classification: Ninjutsu the end of their turns (They do not automatically fail as a
Rank: S-Rank result of being Stunned). On a successful save, they end
Casting Time: 1 Action the Stunned condition on themselves.
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 25 Chakra
Keywords: Earth Release, Ninjutsu
Description: You form a cube 5 Feet in diameter by using
chakra to generate molecule sized earth particles. The
Cube glows white. You can throw the cube up to 30 feet
or attempt to hit someone with it. Anyone hit by the cube
will begin to be deconstructed on a molecular level. Make
a melee or Ranged Ninjutsu Attack. On a hit a creature
takes 16d12 Force Damage. If a creature is reduced to less
than ½ of their Hit Points by this damage, the user
decides on which appendage the target creature lost.
(Arm or Leg). If a creature is reduced to 0 Hit Points,
they are turned to dust and are immediately killed.
64
WIND RELEASE
Wind Release is the rarest of the five nature transformations, but those who can use it are able to cut through anything.
Some shinobi use it by channeling wind chakra into weapons, making the blades far sharper and giving them greater reach.
Wind Release can also be exhaled from the user's mouth, such as to blow away everything in the area, or generated with
the user's hands, allowing precision strikes. Although Wind Release has naturally good range and power, it can be further
enhanced by compressing it or layering different wind streams together. Wind Release can easily launch particles into the
air, whether to create dust clouds that conceal the user's movements or sand storms that perforate targets.
Wind Release is naturally strong against Lightning Release and weak against Fire Release
Special Effect: Some Wind release jutsu will mention that they cause Swirl, when this happens, Creatures who would fail their Saving
Throw, spreads all Elemental conditions currently affecting them around to all creatures, excluding the caster within 5 feet of
them. Creatures hostile to the caster within 5 feet of the failing one gains 1 rank of all elemental conditions currently aff ecting
it.
Prerequisite: You must have the Wind Release Affinity to learn jutsu with the Wind Release Keyword.
65
WIND RELEASE: BUFFETING AIRWAVES WIND RELEASE: DUST WIND
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: Self (15-foot Cone)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You create currents of extremely strong Description: You generate a strong wind from your lungs
and compressed beams of air strong enough to Crack with a single breath. When you exhale you kick up a
stone and divert waterfalls. Make a Ranged Ninjutsu cloud of dust, dirt, and other loose debris in the target
Attack. On a hit, target creature takes 4d4 Wind Damage radius. Creatures who are in the affected range must
and must make a Strength Saving Throw. On a failed make a Wisdom Saving Throw. On a failed save, affected
save they are pushed back 20 feet, knocked Prone, creatures cause Swirl and are considered blind until the
gaining 1 rank of Bleeding, and causing Swirl. end of their next turn on a failed save. On a successful
At Higher Ranks: For each rank you cast this jutsu save no further effects are applied.
above D-Rank, increase the cost of this jutsu by 3, the At Higher Ranks: For each rank you cast this jutsu
damage by 1d4 and the ranks of Bleeding by +1 above D-Rank, increase the cost of this jutsu by 3 and
the size of the cone by 10ft
WIND RELEASE: COLLECTIVE GALE
Classification: Ninjutsu WIND RELEASE: FEATHER FALL
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 15 feet Casting Time: 1 Reaction, which you take when you
Duration: 1 Minutes begin falling.
Components: HS, CM Range: Self
Cost: 5 Chakra Duration: 1 Minute
Keywords: Wind Release, Ninjutsu, Medical Components: HS, CM
Description: You collect wind release chakra and infuse Cost: 4 Chakra
it into your Medical Release technique. One willing Keywords: Wind Release, Ninjutsu
creature within range breathes in this Medically infused Description: You create a single high-pressure stream of
wind. air from either your hands or feet slowing your descent
For the duration a creature who has breathed this while falling by 60 feet per round until the jutsu ends. If
wind does not need to breathe, Ignores the effects of 2 you land before the ninjutsu ends, you take no falling
rank of Exhaustion and when they would regain Hit damage and land on your feet and the jutsu ends.
Points as the result of a Ninjutsu with the Medical At Higher Ranks: For each rank you cast this jutsu
Keyword, they regain an additional 1d4 Hit Points. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu select 1 additional target for this Jutsu’s benefits within
above D-Rank, increase the cost of this jutsu by 3, 30 feet of you.
Ignores the effects of up to 1 additional rank of
Exhaustion. WIND RELEASE: GALE PALM
Classification: Ninjutsu
WIND RELEASE: COUNTER BREEZE Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: 5 feet
Casting Time: 1 Reaction, which you take when you Duration: Instant
would take damage from a Ninjutsu or Taijutsu. Components: HS, CM, M
Range: Self Cost: 4 Chakra
Duration: 1 Round Keywords: Wind Release, Ninjutsu, Clash
Components: HS, CM, M Description: You clasp your hands together coating your
Cost: 5 Chakra open palms in a powerful gale. You make a Melee
Keywords: Wind Release, Ninjutsu, Construct, Clash Ninjutsu Attack on a target creature or object. On a hit
Description: You create a condensed bubble of super creature take 3d6 Wind Damage and make a Strength
dense air around you in an attempt to deflect incoming Saving Throw to resist being knocked back 20 feet and
attacks. Roll 3d8. The result of the roll is the amount of causing Swirl. On a successful Strength Saving Throw
damage your air Bubble can prevent before it bursts. This they suffer no additional effects.
lasts until the beginning of your next turn. Lightning At Higher Ranks: For each rank you cast this jutsu
Damage deals half as much damage to your air bubble above D-Rank, increase the cost of this jutsu by 3 and
and Fire Damage deals twice as much. the damage by 1d6
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
roll an additional 1d8.
66
WIND RELEASE: GRYPHONS WING BEAT WIND RELEASE: PASSING TYPHOON
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20-foot radius) Range: Self (15-foot radius sphere)
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You create two wings made of wind release Description: You create a powerful current of strong
chakra that beats with enough force to feel like a tornado winds in a 15-foot radius sphere, centering on you. This
is passing through. field of wind also follows you.
All creatures within range must make a Strength For the duration, while within its area, it deafens other
Saving Throw to resist being Bruised, knocked Prone and creatures, extinguishes unprotected flames, becomes
causing Swirl. difficult terrain to creatures other than you and disperses
A creature who is Bruised finds it difficult to maintain vapors, gases and fogs that can be dispersed by strong
concentrating on multiple jutsu. If a creature is winds. Additionally, ranged attacks have disadvantage if
concentrating on more than 1 jutsu, they must lose they pass into or out of the area of this jutsu.
concentration on all but 1 jutsu.
At Higher Ranks: For each rank you cast this jutsu WIND RELEASE: PEACOCK WHIRLWIND
above D-Rank, increase the cost of this jutsu by 3, the Classification: Ninjutsu
range by 10 feet. Rank: D-Rank
Casting Time: 1 Action
WIND RELEASE: LIONS GROWL Range: 30-feet
Classification: Ninjutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 4 Chakra
Range: Self Keywords: Wind Release, Ninjutsu
Duration: Concentration, Up to 1 Minute Description: You generate a strong wind from swiping
Components: HS, CM one of your limbs. A gust of wind is generated in a 30-foot
Cost: 5 Chakra long 5-feet wide in a straight line originating from you.
Keywords: Wind Release, Ninjutsu Creatures in the line must make a Strength Saving Throw,
Description: You weave Wind Release Chakra together, taking 2d6 Wind Damage, is knocked Prone, gains 1 rank
creating a thin veil of chakra in the shape of a Lion of Bleeding and causing Swirl on a failed save, and only
around you. This chakra then collapses on you granting half damage and no further effects on a successful save.
you benefits as listed below; At Higher Ranks: For each rank you cast this jutsu
• Increase your Movement Speed by 15 feet. above D-Rank, increase the cost of this jutsu by 3, the
• You gain a +2 bonus to Ninjutsu Attack Rolls.
damage by 1d6 and the ranks of Bleeding by +1.
67
WIND RELEASE: RAGING VORTEX WIND RELEASE: SPLITTING GALE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 90 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: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You encircle a willing creature with potent Description: You create a field of oppressive and potent
Wind Release Chakra. For the duration, you magnify the wind that slashes and buffets any instance of Hand Signs
targets physical capabilities. (HS). Select a space you can see within range, all
The target creature adds 1d4 to all Strength and creatures within 20 feet of the chosen space who would
Dexterity Skill Checks and Saving Throws. Their cast a jutsu with Hand Sign (HS) component
movement speed is increased by 15 feet and melee immediately takes 2d6 Wind Damage and must make a
attacks they make that deal damage deals an additional Constitution Saving Throw gaining the Bleeding
1d6 Wind Damage. condition on a failed save.
At Higher Ranks: For each rank you cast this jutsu As a Bonus Action on your turn, you may move the
above D-Rank, increase the cost of this jutsu by 3 and field up to 30 feet in any direction to a space you can see
the number of targets you can affect by +1. within range.
At Higher Ranks: For each rank you cast this jutsu
WIND RELEASE: SECOND WIND above D-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu the size of the area affected by 5 feet, and the damage by
Rank: D-Rank 1d6.
Casting Time: 1 Bonus Action
Range: Self WIND RELEASE: SUPPORTING GALE
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Reaction to making a Strength, Dexterity
Keywords: Wind Release, Ninjutsu or Constitution Saving Throw
Description: You breathe in deeply filling your lungs and Range: Self
blood with chakra filtered oxygen accelerating its blood Duration: Instant
flow and slightly rejuvenating you. You recover 2d6+ Components: HS, CM
Your Ninjutsu Ability Modifier Hit Points. Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Wind Release, Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Description: You throw your hands forward creating a
roll an additional 1d6. compressed blast of air assisting you in a variety of
physical tasks; from escaping, fending off an attack, or
WIND RELEASE: SLICING AIRWAVES dispersing a hazardous gas.
Classification: Ninjutsu As a Reaction, when you are forced to make a
Rank: D-Rank Strength, Dexterity, or Constitution Saving Throw
Casting Time: 1 Action against a Ninjutsu or Taijutsu, you instead use your
Range: 30 Feet Ninjutsu Ability Modifier in place of your Strength,
Duration: Instant Dexterity or Constitution for the triggering roll.
Components: HS, CM, M
Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu, Clash
Description: You create a powerful current of extremely
strong and thin currents of wind. You swipe your hand
towards your target. Make a Ranged Ninjutsu Attack,
creatures take 3d8 Wind Damage and gain 1 rank of
Bleeding on a hit.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d8 and ranks of Bleeding by +1.
68
WIND RELEASE: VACUUM BOMB Combination: If this jutsu is cast as a Combination jutsu
Classification: Ninjutsu with 2 or more casters increase the damage by 2d6 for each
Rank: D-Rank damage type.
Casting Time: Special Any creature who assists in casting this jutsu as a
Range: 60 feet combination jutsu increases this Jutsu's area of effect size
Duration: Instant based on the highest Charisma Modifier within the group of
Components: HS, CM casters. (+0-1: No Change, +2: Increase the Height by +10
Cost: 5 Chakra feet and radius to 30 feet, +3: Increase the Height by +20 feet
Keywords: Wind Release, Ninjutsu and radius to 40 feet, +4: Increase the Height by +30 feet
Description: You create a single point of high-density and radius to 50 feet, +5: Increase the Height by +40 feet
air pressure using your Wind Release Chakra before and radius to 60 feet).
expanding it and creating a series of reactions. All
creatures currently affected by an elemental condition WIND RELEASE: VIOLENT WHIRLWIND
who would have a jutsu cast on them that triggers the Classification: Ninjutsu
swirl effect, potentially passes all such conditions around Rank: D-Rank
to other creatures near them in an expanded space with Casting Time: 1 Action
more volatility. Range: Self (30-Foot Cone)
When a creature would have the Swirl effect trigger on Duration: Instant
them, you can cast this jutsu as a part of the same action. Components: HS, CM
All creatures within 20 feet of the triggering creature Cost: 3 Chakra
who failed their save gains two ranks of all elemental Keywords: Wind Release, Ninjutsu
conditions the triggering creature had. Description: You exhale a powerful stream of wind from
At Higher Ranks: For each rank you cast this jutsu your mouth. Creatures caught in the target area must
above D-Rank, increase the cost of this jutsu by 3 and make a Strength Saving Throw. Creatures take 2d6 Wind
the size of the area affected by 5 feet. Damage, are pushed back 30 Feet, are knocked Prone and
cause Swirl on a failed save or half as much and no
WIND RELEASE: VACUUM RAIN additional effects on a successful save. Also, vapors,
Classification: Ninjutsu gases and fogs that can be dispersed by strong winds are
Rank: D-Rank dispersed immediately.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 90 feet (20-foot cylinder) above D-Rank, increase the cost of this jutsu by 3.
Duration: Concentration, Up to 1 minute Increase the range of this jutsu by 10ft.
Components: HS, CM
Cost: Special (28 Chakra) WIND RELEASE: ZEPHYR STRIKE
Keywords: Wind Release, Ninjutsu, Combination Classification: Ninjutsu
Description: You create a powerful updraft that sucks Rank: D-Rank
the oxygen and air upwards robbing creatures of the Casting Time: 1 Bonus Action
ability to breathe within range. All casters of this jutsu Range: Self
create a 60-foot tall, 20-foot-wide cylinder that Duration: 1 Minute
removes all air from inside of it replacing it with Components: CM
furiously rotating blade of Wind Release Chakra, Cost: 4 Chakra
centered on a point of your choice within range. Keywords: Wind Release, Ninjutsu
All creatures within the cylinder must make a Description: You move like the wind. Your movement
Dexterity and Constitution Saving Throw. speed increases by 10 feet and your movement doesn’t
On a failed Dexterity save they are slashed with wind provoke opportunity attacks until the end of the turn you
chakra repeatedly taking 2d6 Slashing Damage and 2d6 cast this jutsu.
Wind Damage or half as much on a successful save. A Also, once before the jutsu ends, you can give yourself
creature makes this Saving Throw the beginning of each advantage on one attack roll on your turn. On a hit, the
turn they begin within this cylinder. attack deals an extra 2d8 Wind Damage and immediately
On a failed Constitution Saving Throw they are robbed ends this jutsu.
of their air in their lungs as they begin suffocating. A
Suffocating creature can only survive a number of
rounds equal to their Constitution modifier before
passing out falling unconscious from the lack of air. A
creature makes this Saving Throw at the beginning of
each turn they begin within cylinder. An unconscious
creature can regain consciousness when another
creature spends an action waking them.
Creatures inside the cylinder cannot gain the benefits
of an increase to movement speed and are treated as if
they are in difficult terrain.
69
C-RANK: WIND RELEASE: GALE FISTS
Classification: Ninjutsu
WIND RELEASE: 1,000 BLADES OF THE WIND Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Bonus Action
Rank: C-Rank Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 20 Foot Cone Components: HS, CM, M
Duration: Instant Cost: 6 Chakra
Components: HS, CM Keywords: Wind Release, Ninjutsu, Clash
Cost: 7 Chakra Description: You coat your hands and feet in a layer of
Keywords: Wind Release, Ninjutsu, Clash highly compressed but highly reactive wind release
Description: You create a spiraling sphere of wind chakra. For the duration of this jutsu, you may use your
chakra with a collection of cutting blades within it. Ninjutsu Ability Modifier in place of Strength for
Creatures in range must make a Strength Saving Throw unarmed attack rolls. Your unarmed damage is treated as
being pulled towards you and taking 4d6 Wind Damage Wind for the duration of this jutsu and deals damage
and gaining 2 ranks of Bleeding. Or half as much on a equal to 1d10 + Ninjutsu Ability Modifier.
successful save and no ranks of Bleeding. At Higher Ranks: For each rank you cast this jutsu
Creatures who fail their Saving Throw, are pulled above C-Rank, increase the cost of this jutsu by 3. If this
towards you, ending their movement within 5 feet of jutsu is cast at A-Rank, increase the damage by 1d10.
you, and causing Swirl. They are then caught in a
violent explosion of the cutting wind, being knocked WIND RELEASE: GREAT BREAKTHROUGH
back 20 feet and taking an additional 2d6 Wind Classification: Ninjutsu
Damage. Rank: C-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, the Range: Self (60 Foot Line)
damage by 1d6 and the amount of initial Bleeding Duration: Instant
gained by +1. Components: HS, CM
Cost: 9 Chakra
WIND RELEASE: BURSTING COMPRESSED Keywords: Wind Release, Ninjutsu, Clash
AIR Description: You create a swirling vortex of air in front
Classification: Ninjutsu of you. You compress the air until the pressure explodes
Rank: C-Rank forward like a cannon in a straight line. Creatures in a 5-
Casting Time: 1 Action foot wide, 60-foot-long line must make a Strength
Range: 30-feet Saving Throw. Creatures take 4d10 Wind Damage, are
Duration: Concentration, up to 1 minute thrown backwards 30 feet away, gain the Dazed and
Components: HS, CM Prone conditions, and cause Swirl on a failed save. On a
Cost: 9 Chakra success they take half damage and no further effects.
Keywords: Wind Release, Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Description: You conjure a spiraling vortex of wind above C-Rank, increase the cost of this jutsu by 3 and
chakra around a target creatures weapon. The target increase damage by 1d10 and knock back distance by 10ft.
creature makes a Dexterity Saving Throw to avoid the
collapse of the wind. WIND RELEASE: LIONS ROAR
On a failed save they take 3d6 Slashing Damage as Classification: Ninjutsu
they are sliced for holding the weapon, and cause Swirl. Rank: C-Rank
If they continue to hold their weapon, they must make Casting Time: 1 Action
another save at the beginning of their next turn. On a Range: Self (15-foot radius sphere)
successful save they take half damage. These additional Duration: Concentration, Up to 1 Minute
Saving Throws do not cause Swirl. Components: HS, CM
After 3 failed saves the weapon they are holding can’t Cost: 9 Chakra
take any more damage and shatters sending weapon Keywords: Wind Release, Ninjutsu
shrapnel haphazardly flying. Other Creatures within 10 Description: You weave Wind Release Chakra together,
feet of the exploding weapon taking 3d6 Slashing creating a potent veil of chakra in the shape of a Lion
Damage. around you and allied creatures. This chakra then
collapses on all creatures of your choice within range
granting the benefits as listed below, for the duration;
• Bonus +20 Movement speed.
• Ninjutsu, they cast with the Wind Release Keyword
that has a range of at least 5 feet, increases their range
by 10 feet, and deals an additional 1d8 Wind Damage,
once per turn.
• Taijutsu, they cast that has a range of touch, or 5 feet,
increases their range by 10 feet, and deals an
additional 1d8 Wind Damage, once per turn.
70
WIND RELEASE: PRESSURE SHOCKWAVE WIND RELEASE: RAKSHASA BARRIER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when an allied Casting Time: 1 Reaction, which you take when you
creature casts a jutsu. would take Earth, Fire, Cold, or Lightning Damage
Range: 60 feet Range: Self
Duration: Instant Duration: 1 Round
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Clash, Construct
Description: When you see another allied creature cast Description: You raise your hand and generate an
another jutsu, you create a tornado like mass that is intensely dense torrent of wind that circles around you,
compressed until it has a high density before being creating a bubble of wind that envelops your entire body.
released as a shockwave, intended to boost their jutsu’s The bubble of wind that envelops you has 3d8+10 Hit
effects. If the triggering jutsu does not have a nature Points and has Resistance to Wind and Lightning
release keyword, the allied creature makes their attack Damage and vulnerability to Fire Damage. Once per turn,
roll at advantage or one hostile creature of your choice if this barrier would take one of the following damage
within range makes their Saving Throw at disadvantage. types, creatures within 15 feet must make a Dexterity
If the triggering jutsu has a nature release keyword, Saving Throw to avoid its listed effects.
then all hostile creatures in a 60-foot cone, originating • Fire Damage: Creatures become Burned as the fire
from you, must make a Strength Saving Throw or be
spreads around you from your rotating bubble of wind.
pulled 15 feet towards your allied creature, take 5d6 • Lightning Damage: Creatures become Shocked as
Wind Damage, and causing Swirl on a failed save, or half
lightning jumps from you to other creatures around
as much and no further effect on a success.
you.
Additionally, it amplifies the triggering jutsu based on • Cold Damage: Creatures become Chilled as the cold is
its nature release;
spread to all creatures around you.
• Earth Release: On a failed save target cannot take • Earth Damage: Creatures gain a rank of Bleeding as
Reactions. they are pelted with shrapnel of earth.
• Wind Release: On a failed save target gains 2 ranks of
At Higher Ranks: For each rank you cast this jutsu
Bleeding.
above C-Rank, increase the cost of this jutsu by 3, the
• Fire Release: On a failed save the triggering jutsu
size of the area affected by 5 feet, and the number of Hit
increases its damage die by 1 step.
Points your bubble has by +10.
• Water Release: On a failed save the target gains 1 rank
of Chilled.
• Lightning Release: On a failed save the target gains 1
WIND RELEASE: RECOVERING BREEZE
Classification: Ninjutsu
rank of Shocked. Rank: C-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: Self (30-foot-cone)
damage by 1d6. Duration: Instant
Components: HS, CM
Cost: 8 Chakra
Keywords: Wind Release, Ninjutsu, Medical
Description: You create a field of medical chakra infused
wind release chakra that pulses outward from you. All
creatures of your choice within Range, excluding
yourself, regains 5d6 Hit Points and removes the
Weakened & Bruised conditions.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
amount healed by 1d6.
71
WIND RELEASE: ROTATING FEROCIOUS WIND RELEASE: VACUUM BARRIER
WIND Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Reaction, which you take when you see a
Casting Time: 1 Reaction, which you take when you cast creature within range take damage.
another Ninjutsu with the Wind Release keyword. Range: 60 feet.
Range: Self Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 7 Chakra Keywords: Wind Release, Ninjutsu, Clash
Keywords: Wind Release, Ninjutsu Description: You create a swirling vortex of air in front
Description: You reinforce your Ninjutsu with additional of a creature you can see within range right before take
buffeting gales of wind. Ninjutsu you cast with the Wind damage. The compressed air compresses then explodes
Release keyword prior to casting this gains a +2 bonus to pushing attacks and other forces back, protecting the
its initial Saving throw DC. creature. Reduce the damage the target creature takes by
2d8+4.
WIND RELEASE: SICKLE WEASEL This Damage Reduction is doubled if the damage is
Classification: Ninjutsu Lightning Damage and halved if the damage is Fire
Rank: C-Rank Damage.
Casting Time: 1 Reaction to taking damage from a melee At Higher Ranks: For each rank you cast this jutsu
attack or from a creature within range. above C-Rank, increase the cost of this jutsu by 3 and the
Range: Self (20-foot radius sphere) damage reduced by 1d8.
Duration: Instant
Components: HS, CM WIND RELEASE: VACUUM FIELD
Cost: 8 Chakra Classification: Ninjutsu
Keywords: Wind Release, Ninjutsu Rank: C-Rank
Description: When you take damage you are able to Casting Time: 1 Action.
collapse the circling wind around you and the triggering Range: Self (30-foot Radius Sphere)
creature causing the wind to collide with the hostile Duration: Concentration, Up to 1 minute.
creature creating an extremely sharp blade of wind. Components: HS, CM
All creatures within 20 feet of you makes a Strength Cost: Special (50 Chakra)
Saving Throw taking 5d8 Wind Damage, gain 1 rank of Keywords: Wind Release, Ninjutsu, Fuinjutsu,
Bleeding and cause Swirl on a failed save or half as much Combination, Kinjutsu
on a success. Description: You manifest a Seal of wind Release Chakra
At Higher Ranks: For each rank you cast this jutsu that glows in the air. The seal then triggers completely
above C-Rank, increase the cost of this jutsu by 3 and the removing all evidence of Oxygen and atmosphere from a
initial damage by 1d8. 30-foot radius sphere centering on you. You and all
other casters are immune to this jutsu’s effects.
WIND RELEASE: TEARING GALE PALM All creatures who begin their turns in this jutsu’s
Classification: Ninjutsu range must make a Constitution Saving Throw or begin
Rank: C-Rank immediately suffocating as they are robbed of their air in
Casting Time: 1 Action their lungs. A Suffocating creature can only survive a
Range: 30 Feet number of rounds equal to their Constitution modifier
Duration: Instant before passing out falling unconscious from the lack of
Components: HS, CM, M air. An unconscious creature in this jutsu’s radius
Cost: 7 Chakra automatically takes 5d10 Necrotic Damage. A creature
Keywords: Wind Release, Ninjutsu, Clash who’s Hit Points are reduced to 0 as a result of this jutsu
Description: You create a large claw of your design made of lungs, heart and other internal organs explode while
semi-solid compressed wind chakra. You can attack with it inside the body. Being unable to be revived without these
targeting a single creature up to 30 feet away. Make a organs being restored as well. An unconscious creature
Ranged Ninjutsu Attack. Target Creature takes 4d6 Wind can regain consciousness when another creature spends
Damage and gains 2 ranks of Bleeding on a hit. an action waking them.
At Higher Ranks: For each rank you cast this jutsu above Fire & Lightning cannot exist within this Vacuum Field
C-Rank, increase the cost of this jutsu by 3 and the damage and if fire or lightning, a jutsu with a Fire or Lightning
by 1d6. Release Keyword that deals fire or Lightning Damage
would attempt to enter this fields radius or affect a
creature within this fields Radius it is immediately
snuffed out and negated.
Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the damage by 2d10.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's area of effect size
based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2: Increase the radius by +10
feet, +3: Increase the radius by +15 feet, +4: Increase the
radius by +20 feet, +5: Increase the radius by +30 feet).
72
WIND RELEASE: VACUUM SHIELD WIND RELEASE: WHIRLWIND SPEAR
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction which you take when you or Casting Time: 1 Action
another creature within range would take damage. Range: Self (120-foot line)
Range: Self (10-foot radius sphere) Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 9 Chakra Keywords: Wind Release, Ninjutsu, Clash
Keywords: Wind Release, Ninjutsu, Clash Description: You mold a projection made of wind release
Description: You create a swirling vortex of air in front of chakra that floats next to you. This projection can take
you. You compress the air until the pressure implodes on the shape of any spear or piercing like object such as an
itself creating a shockwave blocking attacks and reducing arrow, lance, sword or anything you prefer. You then
the lethality of attacks in your immediate area. All allied launch this projection in a straight line, piercing through
creatures in this jutsu’s radius gain 20 Temporary Hit all creatures in a 5-foot wide, 120-foot lone line
Points from the oscillating flow of wind until the end of the originating from you.
current turn. All creatures in range must make a Dexterity Saving
At Higher Ranks: For each rank you cast this jutsu above Throw taking 5d6 Wind Damage and causing Swirl on a
C-Rank, increase the cost of this jutsu by 3 and Temporary failed Save or half as much on a successful one.
Hit Points by 5 and the radius by 5ft. The first creature your projection would pass through
that has the Burned, Chilled, Corroded, Shocked or
WIND RELEASE: WALL OF WIND Envenomed condition has that condition exacerbated.
Classification: Ninjutsu That creature takes 2d10 Fire Damage if they are Burned,
Rank: C-Rank Cold Damage if they are Chilled, Acid Damage if they are
Casting Time: 1 Action Corroded, Lightning Damage if they are Shocked or
Range: 120 feet Poison Damage if they are Envenomed. On a successful
Duration: Concentration, 1 minute save no additional damage is done.
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu
Cost: 9 Chakra above C-Rank, increase the cost of this jutsu by 3 and the
Keywords: Wind Release, Ninjutsu damage by 1d6 and 1d10.
Description: A wall of strong wind rises from the ground at
a point you choose within range. You make the wall up to WIND RELEASE: WHIRLWIND THRUST
50 feet long, 15 feet high, and 1 foot thick. You can shape Classification: Ninjutsu
the wall in any way you choose so long as it makes one Rank: C-Rank
continuous path along the ground. The wall lasts for the Casting Time: 1 Action
duration. Range: 90 feet
When the wall appears, each creature within its area Duration: Instant
must make a Strength Saving Throw. A creature takes 4d8 Components: HS, CM
Slashing Damage on a failed save, or half as much damage Cost: 8 Chakra
on a successful one. Keywords: Wind Release, Ninjutsu
The strong wind keeps fog, smoke, and other gases at Description: You create an updraft of cycling wind
bay. Small or smaller flying creatures or objects can't pass release chakra that erupts from the ground under a
through the wall. Loose, lightweight materials brought group of creatures. Select a space within range. All
into the wall fly upward. Arrows, bolts, and other ordinary creatures within 15 feet of the selected space must make
projectiles launched at targets behind the wall are a Strength Saving Throw. On a failed save, creatures are
deflected upward and automatically miss. Large objects thrown 30 feet upwards into the air taking 3d10 Wind
such as boulders and similar objects and attacks can Damage and causing Swirl. If a creature cannot safely
penetrate it. Creatures in gaseous form can't pass through land, they take falling damage as normal.
it. Fire ignites the Wall of wind leaving it as a massive wall If the space this jutsu is casted overlaps with a source
of fire. If this happens the caster of Wall of wind loses all of Fire or Water additional effects happen.
control of it and counts as the jutsu ending. Fire: This Jutsu ignites and becomes a flaming
whirlwind instead dealing 3d12 Fire Damage instead of
WIND RELEASE: WHIRLWIND MOVEMENT 3d10 Wind Damage. Creatures must also succeed a
Classification: Ninjutsu Constitution Saving Throw gaining the Burned condition
Rank C-Rank on a failed save.
Casting Time: 1 Bonus Action Water: This jutsu becomes swirled with a powerful
Range:60 Feet torrent of Water instead dealing 3d12 Cold Damage
Duration: Instant instead of 3d10 Wind Damage. Creatures must also
Components: HS, CM, M succeed a Constitution Saving Throw gaining the Chilled
Cost: 6Chakra condition on a failed save.
Keywords: Wind Release, Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Description: You generate a massive amount of wind above C-Rank, increase the cost of this jutsu by 3 and the
Chakra around your feet to make an incredible act of damage by 1d10 or 1d12.
speed. You teleport to one space within 60 feet.
73
WIND RELEASE: WIND FRICTION SHATTER B-RANK:
Classification: Ninjutsu
Rank: C-Rank WIND RELEASE: 10,000 SLICING BLADES
Casting Time: 1 Bonus Action Classification: Ninjutsu
Range: Touch Rank: B-Rank
Duration: Concentration, 1 minute Casting Time: 1 Action
Components: HS, CM Range: Self (30-Foot radius Sphere)
Cost: 8 Chakra Duration: Concentration, up to 1 Minute
Keywords: Wind Release, Ninjutsu Components: HS, CM
Description: You coat a creature whom you touch body Cost: 14 Chakra
in a layer of spinning air. The air removes most friction Keywords: Wind Release, Ninjutsu
from its body allowing them to move at breathtaking Description: You create a dome of spinning wind,
speeds, with little resistance. centering on you. The wind spins, whips and blows at
They gain +1 bonus to their AC, a +20 bonus to speed, 120 mph generating an innumerable number of blades
advantage on Dexterity Saving Throws and they gain the made of wind chakra. These blades fly freely throughout
Friction Break special action at the start of each of their your dome. Anything not weighted down is picked up
turns for the duration. and thrown around the dome and sliced to pieces.
Friction Break. This special action can be used to either Creatures, excluding you, in this dome of wind when it
make one additional Weapon Attack, Disengage, or use is cast, who first enters or ends their turns within the
an object action. dome, must make a Strength Saving Throw taking 5d10
Wind Damage and are thrown 20ft in a random
WIND RELEASE: WIND RIDER direction, fall Prone, and cause Swirl on a failed save or
Classification: Ninjutsu half as much on a successful one. The area within the
Rank: C-Rank dome is counted as difficult terrain even for flying
Casting Time: 1 Bonus Action creatures.
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Minute above B-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM increase the damage by 1d10
Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu WIND RELEASE: BACKLASH
Description: You touch a willing creature you can see Classification: Ninjutsu
within range coating them in Wind Release Chakra. For Rank: B-Rank
the duration, the target creature gains a 30ft flying Casting Time: 1 Reaction, when you would suffer the
speed, but at the end of their turn they must be within 5 effects of or take damage from a Ninjutsu
feet of the ground. The creature cannot suffer falling Range: Self
damage as they are always carried by the wind to a safe Duration: Instant
landing. Additionally, the creature is always floating at Components: HS, CM
least 5 feet off the ground for the duration. Cost: 14 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Wind Release, Ninjutsu
above C-Rank, increase the cost of this jutsu by 3. Description: You create a vortex that spins
Starting at A-rank, an affected creature no longer counterclockwise just before an attack hits you.
needs to end its turn within 5ft of the ground. Make a Ninjutsu Ability Check vs the Rank DC of the
triggering jutsu. The Rank DC equals 13 + the
Jutsu’s Rank (D-Ran k: 1, C-Rank: 2, B-
Rank: 3, A-Rank: 4, S-Rank: 5). If you roll
Higher, the triggering jutsu’s effect is
nullified and the caster of the jutsu takes the
damage and effects of their own Jutsu. On a
failure, you take the damage as they break
through your jutsu.
74
WIND RELEASE: CHERISHING BREEZES WIND RELEASE: GALE BLADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 90 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Wind Release, Ninjutsu, Medical Keywords: Wind Release, Ninjutsu
Description: You inhale once, filling your lungs with Air Description: You create a super thin blade of cutting wind
that you mix medical release chakra. You then attempt to that slices through everything in a continuous line. Select
pass this air from your lungs into the lungs of another a space you can see within range. Then select a second
who have either died within the last minute or are dying. space you can see within 60 feet of the originally selected
This can be done in a number of ways such as CPR, a kiss, space. Draw a straight line in between both spaces. All
simply manipulating the air to exit your lungs and enter creatures who the line passes through or by within 5 feet
the downed creatures. must make a Dexterity Saving Throw, taking 6d8 Wind
When you do, the dead or dying creature makes a Damage, gaining 3 ranks of Bleeding and causing Swirl on
Constitution Saving Throw adding 2d4 to their roll vs a a failed save or half as much and no additional effects on a
DC 15 + 1 for each round they have been dead. On a successful one.
Success, they immediately end the dead or dying At Higher Ranks: For each rank you cast this jutsu
condition regaining consciousness with 1 Hit Point and a above B-Rank, increase the cost of this jutsu by 3 and the
number of Temporary Hit Points equal to three times damage by 1d8.
your Ninjutsu Save DC. These Temporary Hit Points last
for 10 minutes. WIND RELEASE: GREAT SICKLE WEASEL
Classification: Ninjutsu
WIND RELEASE: DIVINE MOUNTAIN WIND Rank: B-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (45-foot cone)
Casting Time: 1 Action Duration: 1 Action
Range: 60 Feet Components: HS, CM
Duration: Instant Cost: 14 Chakra
Components: HS, CM Keywords: Wind Release, Ninjutsu
Cost: 13 Chakra Description: A blast of slicing wind erupts from your hands.
Keywords: Wind Release, Ninjutsu Each creature in range, originating from you, makes a
Description: You create a vortex where you can control Strength Saving Throw. On a failed save, a creature takes
the Strength for the wind. Make a Ranged Ninjutsu Attack 7d6 Wind Damage and are thrown back 25 feet, fall Prone,
targeting a creature you can see within range. On a hit gains 1 rank of Lacerated, cause Swirl and cannot take
target creature takes 8d6 Wind Damage and gains 2 ranks Reactions until the end of their next turn as they are unable
of bleed, as the wind slices into them with enough force to to avoid being caught in the shockwave of slicing and
upheave the ground upon impact. If there are any sources concussive wind. This jutsu also deals twice as much
of fire in the line of fire between you and your target this damage to objects and structure.
jutsu ignites into a stream of fire. Increase the damage by At Higher Ranks: For each rank you cast this jutsu above
5d4 Fire Damage. B-Rank, increase the cost of this jutsu by 3 and increase the
At Higher Ranks: For each rank you cast this jutsu ranks of Lacerated by +1.
above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6 WIND RELEASE: GRYPHONS TALONS
Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 14 Chakra
Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
Description: You place a sealing talisman on your hands as
you focus your Wind Release chakra onto them activating
them. Chakra forms into the shape of 2 Claws, Talons, or
weapons of your description on either hand. For the
duration you do not spend chakra to maintain concentration
on this jutsu.
For the duration you can as an action make up to two
Melee Ninjutsu Attacks with these wind claws you created.
Your Melee Ninjutsu Attacks made with these wind claws
have a range of 10 feet, and deal 3d8 + Your Ninjutsu Ability
Modifier Wind Damage on a successful hit.
75
WIND RELEASE: GUST SURGE WIND RELEASE: THUMB OF DESTRUCTION
Classification: Ninjutsu
Classification: Ninjutsu
Rank: B-Rank
Rank: B-Rank
Casting Time: Full Turn Action
Casting Time: 1 Reaction, which you take when a creature
within 45 feet of you makes an attack, casts a jutsu or Range: 120 Feet
moves towards you. Duration: Instant
Range: Self (45- foot radius sphere) Components: HS, CM, CS
Duration: Instant Cost: Special (77 Chakra)
Keywords: Wind Release, Ninjutsu, Combination,
Components: HS, CM, CS
Kinjutsu
Cost: 14 Chakra
Keywords: Wind Release, Ninjutsu, Clash Description: You generate a super massive tornado that
Description: You punch the ground creating a single point touches down on a space you can see within range. This
of intense air pressure that explodes outwards blowing away Tornado is 120 feet tall and 30 feet wide. You can
command it to touch down on top of a creature or space
all creatures and potentially all attacks.
you can see within range.
All creatures within range of your choice must make a
Strength Saving Throw. On a failed save they are thrown If you have it touch down on top of a creature, make a
back to the edge of this jutsu’s radius into a space that can Ranged Ninjutsu Attack, dealing 10d8 Wind Damage on a
hold them and gain 3 ranks of Bruised. hit.
If this jutsu is used in Reaction to a jutsu or attack that All creatures, objects and structures, excluding casters
of this jutsu, within 60 feet of the tornado must make a
deals damage, the shockwave of air pressure reduces the
Strength Saving Throw being sucked into the eye of this
damage by 5d6 + 15. If this reduces the damage to 0, the
jutsu or attack is Countered. storm. On a failed save they are thrown to the top of this
If this jutsu is used to trigger a Clash with a Jutsu with the tornado for but a moment before the tornado
Fire Release Keyword, you make your Clash Check at compresses and fires all creatures within the eye of its
storm directly into the ground at sound breaking speeds.
advantage as you are pushing all the wind away from you. If
Combination: If this jutsu is cast as a Combination jutsu
you succeed, they take an additional 4d8 Wind Damage and
must make a Constitution Saving Throw being Burned on a with 2 or more casters increase the targeted damage by 2d8
failed save. for each additional caster.
Any creature who assists in casting this jutsu as a
WIND RELEASE: MULTILAYERED GALE combination jutsu increases this Jutsu's area of effect size
Classification: Ninjutsu and damage based on the highest Charisma Modifier within
Rank: B-Rank the group of casters. (+0-1: No Change, +2: Increase the
Casting Time: 1 Action height of the tornado by 60 feet, +3: Increase the height of
Range: Self the tornado by 80 feet, +4: Increase the height of the
Duration: Concentration, up to 1 minute. tornado by 100 feet, +5: Increase the height of the tornado
Components: HS, CM, M by 120 feet).
Cost: 12 Chakra
Keywords: Wind Release, Ninjutsu, Construct WIND RELEASE: VACUUM BLADE
Classification: Ninjutsu
Description: You wave your hands back and forth
creating layers of wind that stack on top of one another Rank: B-Rank
creating a barrier of wind. Your Wall of wind is extremely Casting Time: 1 Bonus Action
dense not allowing most things to pass through it. When Range: Touch
you create your barrier of wind it has 30 Hit Points. It Duration: Concentration, up to 1 minute.
Components: HS, CM, W (Any)
occupies your space with you and protects you in all
Cost: 12 Chakra
direction, ranged attacks targeting you are made at
disadvantage. At the start of each of your turns you can Keywords: Wind Release, Ninjutsu
enhance this barrier regenerating 3d6 of the barriers Hit Description: You exhale wind release chakra onto a
Points. This Barrier has a vulnerability to Fire Damage, weapon to increase its sharpness, range and lethality.
and Resistance to Lightning Damage. This can even be used on your unarmed strikes creating
lethal blades of wind extending from those strikes. You
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the cannot lose concentration of this jutsu as a result of
initial Hit Points of the barrier by 10. damage.
Enhanced weapon or unarmed strike’s deals an
additional 3d6 Wind Damage twice per turn, its range is
also increased by 10 feet. Ranged weapons also damage
all adjacent spaces around its target on a successful hit.
Additionally, you can use your Ninjutsu Ability
Modifier in place of Strength or Dexterity when
calculating to hit or damage with attacks enhanced by
this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3. If cast
at S-Rank, increase the damage of this jutsu by +1d6.
76
WIND RELEASE: VACUUM GREAT SPHERE WIND RELEASE: WYVERNS SURGE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet (15-foot radius Sphere) Range: Self
Duration: Concentration, 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 13 Chakra Cost: 14 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Fuinjutsu
Description: You generate 3 large Spheres of wind chakra. Description: You place a sealing tag on your body in any
Choose 3 spaces in range. You send the large wind spheres place you desire, as you place a massive reserve of Wind
to these areas and they expand outwards with the point Release Chakra into the tag itself, activating it and
you’ve chosen at the center, 30 feet in diameter. Creatures magnifying your physical potential. You do not need to
caught in these spheres or who enter them, movement spend chakra to maintain concentration on this jutsu.
speed is reduced to 0 and they cannot breathe while inside For the duration, once per turn, when you would deal
the sphere as the pressure prevents them from inhaling damage to a creature with a jutsu with a nature release
successfully. keyword, they must make a Strength Saving Throw. On a
Creatures caught in the radius of any sphere can make a failed save the following occurs:
Strength Saving Throw or continue to have their • Earth Release: Affected creature gains 1 rank of the
movement speed reduced to 0. On a successful save, they
Bruised condition.
regain half of their movement speed. • Wind Release: The jutsu deals an additional 3d8 Wind
A creature who begins or ends its turn within the radius
Damage and inflicts 2 ranks of bleed.
of a sphere must make a Constitution Saving Throw. On a • Fire Release: Affected creatures gains 1 rank of the
failure, they begin to suffocate, gaining 2 ranks of
Burned Condition.
Exhaustion. On a success, they recover 2 ranks of • Water Release: Affected creatures gains 1 rank of the
Exhaustion caused by this jutsu, if any.
Chilled Condition.
Upon escaping or ending this jutsu’s effect on them, • Lightning Release: Affected creatures gains 1 rank
they recover from all ranks of Exhaustion this jutsu
Shocked Condition for the next minute.
imposed on them.
If a Jutsu has more than one nature release keyword,
At Higher Ranks: For each rank you cast this jutsu above
select one to gain its effects.
B-Rank, increase the cost of this jutsu by 3 and select one
additional space this jutsu affects.
A-RANK:
WIND RELEASE: WIND CUTTER
Classification: Ninjutsu WIND RELEASE: CAST NET
Classification: Ninjutsu
Rank: B-Rank
Rank: A-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: 120 Feet
Range: Self (60-Foot Cone)
Duration: Instant
Duration: Instant
Components: HS, CM
Components: HS, CM
Cost: 14 Chakra
Cost: 19 Chakra
Keywords: Wind Release, Ninjutsu
Keywords: Wind Release, Ninjutsu
Description: You create one Super sharp blade of wind and
Description: A wave of slicing wind erupts from you as you
launch it at a target creature in range. Make a Ranged
swing your hand. Each creature in a 60-foot cone must
Ninjutsu Attack. On a hit the target creature takes 5d10 Wind
make a Strength Saving Throw. A creature takes 7d8 Wind
Damage and gains 1 rank of Lacerated.
Damage and are thrown back 60 feet, fall Prone, gain 1 rank
At Higher Ranks: For each rank you cast this jutsu above
of Lacerated and causing Swirl on a failed save. Creatures
B-Rank, increase the cost of this jutsu by 3 and increase the
take half as much damage and no further effects on a
damage by 1d10
successful save.
77
WIND RELEASE: DEFIANCE STORM WIND RELEASE: EYE OF THE STORM
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Full Turn Action Casting Time: 1 Full Turn Action
Range: 90 Feet (30-foot-Radius Sphere) Range: Self (60-foot-Radius Sphere)
Duration: 1 Minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM, CS
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Wind Release, Ninjutsu, Fuinjutsu Keywords: Wind Release, Ninjutsu
Description: You throw a Chakra seal onto the ground Description: You Create a powerful twisting cyclone of
before you release the chakra Sealed within in creating wind that seals yourself and all creatures in this jutsu’s
an aura of reinforcing Wind release chakra. Select up to 4 Radius off from other creatures and effects from outside
creatures to gain the benefits of this jutsu while inside this jutsu’s radius.
this Jutsu's radius. Creatures outside this jutsu’s radius cannot see into
For the duration select creatures within this jutsu’s the opaque wall of twisting wind, dust, dirt and chakra. A
radius makes Strength, Dexterity and Wisdom Skill creature with Chakra sight when looking at the wall only
Checks and Saving Throws at Advantage, Ninjutsu they sees a wall of chakra and cannot make out anything
cast of B-Rank or lower has their cost reduced by -2 passed it.
(Min 1.), and Taijutsu and Bukijutsu they cast deal If a creature attempts to pass through the wall, they
additional Wind Damage equal to your Ninjutsu Ability must make a Strength Saving Throw. On a successful
Modifier, once per turn. save they pass through the wall. On a failed save they
The Chakra Seal used to cast this jutsu can be targeted take 8d8 Wind Damage and are thrown back 30 feet.
for attacks, although it is protected by a bubble of Wind Attacks and Jutsu cannot penetrate this jutsu’s walls.
Release Chakra. It has an AC equal to your Ninjutsu Save While inside this jutsu’s radius, creatures cannot
DC, and Hit Points equal to twice your Ninjutsu Save DC. generate electricity preventing them from casting Jutsu
It has Immunity to Lightning Damage and Vulnerability with only the Lightning Release Keyword.
to Fire Damage. Once Destroyed, this jutsu immediately If the wall is struck with a Jutsu with the Water
ends. Release Keyword, the walls becomes wreathed in Water
Release Chakra. If this jutsu’s walls become wreathed in
WIND RELEASE: DRILLING WIND BULLET Water Release chakra, creatures within this jutsu’s
Classification: Ninjutsu radius cannot generate fire, preventing them from
Rank: A-Rank casting jutsu with only the Fire Release Keyword.
Casting Time: 1 Action If the wall is struck with a Jutsu with the Fire Release
Range: 120 feet Keyword, the walls becomes wreathed in Fire Release
Duration: Instant Chakra. If this jutsu’s walls become wreathed in Fire
Components: HS, CM Release chakra, creatures within this jutsu’s radius
Cost: 19 Chakra cannot generate strong wind, preventing them from
Keywords: Wind Release, Ninjutsu, Clash casting jutsu with only the Wind Release Keyword.
Description: You inhale a single breath and exhale
creating a spinning drill made of slicing wind that tears WIND RELEASE: LIONS FANG BLADE
through everything in its path. Make a Ranged Ninjutsu Classification: Ninjutsu
Attack targeting 1 creature dealing 7d10 Wind Damage, Rank: A-Rank
inflicting 3 ranks of Lacerated and pushing the target Casting Time: 1 Action
back 25 feet on a hit. Range: 120 feet
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
above A-Rank, increase the cost of this jutsu by 3 and Components: HS, CM
increase the damage by 1d10. Cost: 19 Chakra
Keywords: Wind Release, Ninjutsu
Description: You mold wind Release Chakra to create a
beast made purely of Wind Release Chakra, that has a
design and look of your description that counts as large.
Upon its creation, you command it to attack a number
of creatures up to your Ninjutsu Ability Modifier once
each. Make a Melee Ninjutsu Attack for each creature it
attacks within range as it leaps and assaults each
creature. On a hit, you deal 2d8 Wind Damage.
A creature that takes damage from the Beast must
make a Constitution Saving Throw being torn apart from
the thousands of blades made of Wind Release chakra
that makes up your Beast. On a failed save they gain 2
ranks of Lacerated and cause Swirl.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3, the
damage by 1d8 and Lacerated ranks by 3.
78
WIND RELEASE: NEVER ENDING FALL WIND RELEASE: VACUUM SERIAL WAVES
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 Feet
Duration: Concentration, 1 Minute Duration: Instant
Components: HS, CM, M Components: HS, CM
Cost: 15 Chakra Cost: 16 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Clash
Description: You create a vacuum of air under yourself Description: You take a deep breath and exhale several
with the ability to ascend, descend and move in any super intense blades of wind at different angles but at
direction at your own discretion. You gain a fly speed of multiple targets. Make a Ranged Ninjutsu Attack against
60 feet. If you use your action to Dash, you instead move up to 3 targets dealing 8d6 Wind Damage and inflicting 1
180 feet in the round. rank of Lacerated on a hit.
At Higher Ranks: For each rank you cast this jutsu
WIND RELEASE: NEVERENDING BREATH above A-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu increase the ranks of laceration by +1.
Rank: A-Rank
Casting Time: 1 Action WIND RELEASE: VACUUM WALL
Range: Self Classification: Ninjutsu
Duration: 10 Hours Rank: A-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 15 Chakra Range: 30 feet
Keywords: Wind Release, Ninjutsu Duration: 1 Round
Description: You inhale a single breath, and using chakra you Components: HS, CM, M
are able to reinvigorate that single collection of air as if it Cost: 15 Chakra
were a new breath. You no longer need to breathe for up to 10 Keywords: Wind Release, Ninjutsu
hours. You cannot be suffocated or drowned. Description: You create a vacuum of air around a willing
creature in range that nullifies almost all attacks that
WIND RELEASE: SPLITTING BREEZE would aspire to harm you. Until the beginning of your next
Classification: Ninjutsu turn. All Ninjutsu and Taijutsu, Melee and Ranged Weapon
Rank: A-Rank Attacks must roll 1d20 when they declare an attack
Casting Time: 1 Action targeting you. On a roll of 8 or greater, the attack is
Range: 5 Feet diverted or knocked away by the extremely dense wind.
Duration: Instant
Components: HS, CM S-RANK:
Cost: Special
Keywords: Wind Release, Ninjutsu, Clash, Kinjutsu WIND RELEASE: 1 MILLION BLADE COLLISION
Description: You mold wind Release Chakra to create a blade Classification: Ninjutsu
of wind release chakra that is so compressed it fits into the Rank: S-Rank
palm of your hand. The amount of power this jutsu exhibits is Casting Time: 1 Action
entirely dependent on the amount of chakra you commit to it. Range: 120 Feet
Spend chakra up to the listed amounts. For every chakra Duration: Instant
cost milestone hit you deal the listed effect. A creature Components: HS, CM
reduced to 0 as a result of this jutsu is bisected at any angle Cost: 25 Chakra
the caster decides. The Saving Throw this jutsu refers to Keywords: Wind Release, Ninjutsu, Clash
below is a Constitution Saving Throw. Description: You focus a massive amount of wind chakra into
20 Chakra: You make a single Melee Ninjutsu Attack. On a a sphere above the target in range and bring it down crashing
successful hit, you dealing 20d4 Wind Damage. A creature into the target as a single blade. The target must make a
must also make a Saving Throw gaining 2 ranks of laceration Dexterity Saving Throw, creatures take 34d6 Wind Damage,
and causing Swirl on a failed save. gain 5 ranks of Lacerated and cause Swirl on a failed save, or
30 Chakra: You make a single Melee Ninjutsu Attack. On a half as much damage and ranks of Bleeding on a Successful
successful hit, you dealing 30d4 Wind Damage. A creature save.
must also make Saving Throw, gaining 4 ranks of laceration
and causing Swirl on a failed save.
40 Chakra: You make a single Melee Ninjutsu Attack. On a
successful hit, you dealing 40d4 Wind Damage. A creature
must also make a Saving Throw, gaining 6 ranks of laceration
and causing Swirl on a failed save.
79
WIND RELEASE: BACKLASH WAVE WIND RELEASE: HURRICANE OF DISASTER
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Reaction, which you take when you see a Casting Time: Full Turn Action
Ninjutsu that deals damage being cast. Range: Self (120-foot radius)
Range: 90 Feet Duration: Instant
Duration: Instant Components: HS, CM, CS
Components: HS, CM Cost: Special (138 Chakra)
Cost: 28 Chakra Keywords: Wind Release, Ninjutsu, Combination,
Keywords: Wind Release, Ninjutsu Kinjutsu
Description: You see an attack as it comes towards you and Description: You generate a Category 6 Hurricane that
you create an impenetrable forcefield of wind that’s touches down with the sole intent of bringing nothing
designed to throw everything back. Make a Ranged but ruin in its wake. This Hurricane extends 250 feet
Ninjutsu Attack vs the triggering creatures Ninjutsu Save into the air and has a 120-foot radius. This hurricane
DC. If your result is higher, the opponent suffers the affects all creatures except its casters within its radius.
damage and effects of their own jutsu. On a failure, you At the end of each of your turns, it moves 90 feet in a
gain Resistance to the jutsu’s damage as the wind softens random direction (Roll 1d8. 1: North, 2: North East, 3:
the blow. East, 4: South East, 5: South, 6: South West, 7: West, 8:
North West.). Creatures within this jutsu’s area of effect
WIND RELEASE: FANNED WIND must make a Strength Saving Throw being ripped from
Classification: Ninjutsu their current position and thrown 250 feet into the air
Rank: S-Rank taking 12d8 Wind Damage and being Restrained by the
Casting Time: 1 Action wind on a failed save. A creature thrown into the air may
Range: 120 Foot Cone repeat their Strength Saving Throw to escape this wind
Duration: Instant at the end of each of their turns, taking 12d8 Wind
Components: HS, CM Damage on a failed save and escaping, falling to the
Cost: 30 Chakra ground on a successful save.
Keywords: Wind Release, Ninjutsu All structures and constructs in this jutsu’s path
Description: A torrent of concussive wind erupts from automatically fail their saves and are destroyed as they
your hands that explodes forward devastating are pulled into the hurricane’s rotation. This Hurricane
everything in a 120-foot cone in front of you. This jutsu lasts for 1 Minute as once cast it cannot be stopped or
blows everything not tied down away and even upheaves dispelled by its casters willingly.
trees and smaller structures and buildings. Creatures in Combination: If this jutsu is cast as a Combination jutsu
its path must make a Strength Saving Throw at with 2 or more casters increase the damage by 4d8.
disadvantage, being thrown back 120 feet on a failed Any creature who assists in casting this jutsu as a
save. If the creature hits a structure their movement combination jutsu increases this Jutsu's area of effect size
ends and they take triple the falling damage as if they and damage based on the highest Charisma Modifier within
fell the same distance they traveled. the group of casters. (+0-1: No Change, +2: Increase the
radius of the hurricane by 30 feet, +3: Increase the radius of
the hurricane by 60 feet, +4: Increase the radius of the
hurricane by 90 feet, +5: Increase the radius of the hurricane
by 120 feet).
80
WIND RELEASE: SPIRALING TEMPEST WIND RELEASE: TORNADO EXPLOSION
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self (45-foot radius) Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 20 Chakra Cost: 30 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You release a surge of Wind Release Chakra Description: You create a spiraling cylinder of wind
that protects and enhances all of your allies for the centered on yourself that has a 90 Foot radius and is 120
duration. All creatures of your choice within range gain Feet High. This cylinder becomes difficult terrain for the
the following; duration, even for flying creatures. Unattended objects
• If a creature starts their turns in this jutsu’s radius, in this cylinder that are large or smaller are pulled
upwards and spins around the center at 200 Mph. A
they gain a Bonus +30 Movement speed until the end
creature that starts its turn in the cylinder must succeed
of their next turns.
• a Strength Saving Throw or cause Swirl and be pulled
They gain a +3 bonus to Ninjutsu and Taijutsu Attack
upwards towards the center and be Restrained while in
Rolls.
•
motion. All objects and creatures inside the cylinder,
They gain a number of Temporary Hit Points equal to
excluding yourself, take 8d10 Wind Damage at the start
your Ninjutsu Save DC at the beginning of each of their
of each of your turns. Creatures can make a Strength
turns.
•
Saving Throw on each of its turns as an action to not be
Taijutsu they cast that has a range of touch, or 5 feet,
Restrained on its turn.
increases their range by 15 feet, and deals an
additional 3d8 Wind Damage, once per turn.
• Affected Creatures cannot be Dazed or Weakened.
• Affected creatures gain Resistance to Lightning
Damage.
81
FIRE RELEASE
Fire Release is the most common of the five nature transformations in the leaf village and land of fire, but those who can
use it are able to knead chakra and set fire to anything. Fire Release is almost always used offensively and has very few
defensive applications. Some shinobi use it to damage massive areas and harm large groups of foes. Fire Release is
commonly exhaled from the user's mouth. Although Fire Release has naturally amazing power, it suffers from high chakra
cost and is difficult to control flames after use.
Fire Release is naturally strong against Wind Release and weak against Water Release
Prerequisite: You must have the Fire Release Affinity to learn jutsu with the Fire Release Keyword.
82
FIRE RELEASE: BLUE FIRE
Classification: Ninjutsu
Rank: D-Rank Medium Construct, unaligned
Casting Time: 1 Reaction, which you take when you see a
creature take damage in range. Armor Class 10 + Your Ninjutsu Ability Modifier
Range: 30 feet Hit Points 18 (4d8 + Your character level)
Duration: 1 Round Speed 40 ft.
Components: HS, CM
Cost: 5 Chakra STR DEX CON INT WIS CHA
Keywords: Fire Release, Ninjutsu, Clash 14 (+2) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
Description: You manifest a sapphire-colored flame
around a willing creature you can see within range Damage Immunities Acid, Fire, Psychic, Bludgeoning, Slashing
protecting them. You can see a gout of blue hot flame Condition Immunities Charmed, Exhaustion, frightened, Stunned, Petrified,
erupts around them creating a barrier of heat. Envenomed
Until the beginning of the creatures next turn, ranged Senses passive Perception 10
attacks deal reduced damage equal to 2d4+2. Melee
attacks deal reduced damage equal to 2d4+2 and deals Damage Vulnerability. The Flaming spider is Vulnerable to Cold Damage.
3d6+3 in Fire Damage to the attacking creature once per Elemental Body. The Flame Spiders weapon attacks are chakra enhanced.
turn.
If the attacking creature would deal Cold Damage, this
jutsu is immediately extinguished, ending it before any Multiattack. The Flame Spider can attack 2 times with its Bite.
damage reduction or damage could be dealt.
Bite. Melee Weapon Attack: + (Your Ninjutsu Attack Bonus) to hit, reach 5 ft.,
At Higher Ranks: For each rank you cast this jutsu
one creature. Hit: 2d4 + 2 Fire Damage.
above D-Rank, increase the cost of this jutsu by 3, the
damage reduction by 1d4+1 and damage done by 1d6+1. Flame Web (Recharge 9-10): Ranged Weapon Attack: +(Your Ninjutsu
Attack Bonus) to hit, reach 30/60 ft., one creature. The target is covered in
FIRE RELEASE: CRIMSON SPIDER solidified flaming webs and is restrained by them taking 2d6+2 Fire Damage.
Classification: Ninjutsu As an action the restrained target can make a Strength Ability Check against
Rank: D-Rank your Ninjutsu Save DC, bursting from the webbing on a success. The webbing
Casting Time: 1 Action can also be attacked and destroyed (AC 10, Hp: 5; Vulnerability to Cold
Range: 30 Feet Damage.)
Duration: Concentration, Up to 1 minute.
Components: HS, CM
Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu, Construct
Description: You spew out fire on a point within range. FIRE RELEASE: ERUPTING FLAME
The fire then collects into a medium sized Crimson Classification: Ninjutsu
Spider. This Crimson Spider can be commanded as a Rank: D-Rank
Bonus Action on your turn. Casting Time: 1 Action
Range: 60 Feet
FIRE RELEASE: DEMONS LANTERN Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: D-Rank Cost: 3 Chakra
Casting Time: 1 Action Keywords: Fire Release, Ninjutsu
Range: Self (5-Feet radius) Description: You Focus chakra into the target area and
Duration: Concentration, up to 1 minute. create a hot spot directly under a target creature you can
Components: HS, CM see in range. The target must make a Dexterity Saving
Cost: 3 Chakra Throw or take 3d8+3 Fire Damage. The target gains no
Keywords: Fire Release, Ninjutsu benefits from cover against this jutsu.
Description: You conjure multiple flames of chakra to A creature who fails their Saving Throw by 5 or more
surround you. These flames transform into faces of gains 2 ranks of the Burned condition.
demons of your description. You shed bright light for 20 At Higher Ranks: For each rank you cast this jutsu
feet and dim light for another 10 feet. above D-Rank, increase the cost of this jutsu by 3 and
As a Reaction, when a creature moves within 5 feet of increase the damage by 1d8+1.
you, you can force the target to make a Dexterity Saving
Throw as these Demon lanterns attempt to strike the
target. On a failed save, the target is set on fire and gains
the Burned Condition.
83
FIRE RELEASE: FIREBALL FIRE RELEASE: FLAME STRIKE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet (15 Foot radius Sphere) Range: 60 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu, Clash Keywords: Fire Release, Ninjutsu
Description: You breathe a stream of fire onto the target Description: A vertical column of flame erupts upwards
area which then expands into a ball of fire burning all in from the ground towards the sky in a location you specify.
its range. Target creatures in range makes a Dexterity Each creature in a 10-foot radius, 20-foot-high
Saving Throw, taking 4d6+4 Fire Damage on a failed cylinder centered on a point within range must make a
save or half as much on a success save. Flammable Dexterity Saving Throw taking 3d6+3 Fire Damage and
objects caught in the radius ignites if it isn’t being held gaining 1 rank of the Burned condition on a failed save,
or carried. or half as much damage on a successful one.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu above
above D-Rank, increase the cost of this jutsu by 3 and D-Rank, increase the cost of this jutsu by 3 and increase the
increase the damage by 1d6+1, and the radius by 5ft. damage by 1d6+1.
84
FIRE RELEASE: GREEN FIRE FIRE RELEASE: PHOENIX FIRE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action. Casting Time: 1 Action
Range: 90 feet Range: 60 Feet
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu
Description: You manifest an emerald-colored flame Description: You spit forth 3 motes of fire at a creature
and mark a creature you can see within range with it. within range. Make 3 Ranged Ninjutsu Attacks against a
For the duration, when the target would make a target you can see within range. On a hit, the target takes
Saving throw against a jutsu with the fire Release 1d6+1 Fire Damage.
Keyword, they roll and additional 1d4. Reducing their If you score at least two hits with this jutsu on the
Saving Throw by the result. same target, they must make a Constitution Saving
Once per turn, if the marked creature would take Fire Throw gaining 1 rank of the Burned condition.
Damage from an attack that you make, you deal an At Higher Ranks: For each rank you cast this jutsu
additional 1d6+1 Fire Damage. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase the amount of attacks by +1.
above D-Rank, increase the cost of this jutsu by 3 and
the number of marked creatures by +1. FIRE RELEASE: REKINDLED FLAMES
Classification: Ninjutsu
FIRE RELEASE: HELLFIRE REJECTION Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action.
Rank: D-Rank Range: Touch
Casting Time: 1 Reaction, which you take when you Duration: Instant
would take damage. Components: HS, CM
Range: 15 Feet Cost: 5 Chakra
Duration: Instant Keywords: Fire Release, Ninjutsu, Medical
Components: HS, CM Description: You manifest a golden-colored flame and
Cost: 4 Chakra place it on a dying creature you can see within range.
Keywords: Fire Release, Ninjutsu Target creature is immediately stabilized and rolls 3
Description: When you are hit by a creature that you can Hit Die, spending two. If the target has less than 3 Hit
see, you release a brilliant burst of fire chakra in a 15 die, they roll what they have left spending all of it. If the
Foot sphere around you. Creatures of your choice caught creature has no hit die, they are not able to be stabilized.
in the radius must make a Dexterity Saving Throw, They recover the result of the rolled Hit die + Your
taking 3d8+3 Fire Damage on a failed save, or half as Ninjutsu Ability Modifier.
much on a successful one. After casting the target creature gains resistance to
At Higher Ranks: For each rank you cast this jutsu Fire Damage until the end of your next turn.
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
increase the damage by 1d8+1. above D-Rank, increase the cost of this jutsu by 3 and
the number of Hit die rolled by 1.
FIRE RELEASE: PASSIONATE FLAMES
Classification: Ninjutsu FIRE RELEASE: SANGUINE SPEAR
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action. Rank: D-Rank
Range: Touch Casting Time: 1 Action.
Duration: Instant Range: 5 Feet
Components: HS, CM Duration: Instant
Cost: 5 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu, Medical Cost: 4 Chakra
Description: You manifest a fuchsia-colored flame and Keywords: Fire Release, Ninjutsu
place it on a wounded creature you can see within range. Description: You manifest a sanguine-colored flame and
Target creature rolls 2 Hit Die, spending one. When mold it into a melee weapon of your description that you
they do, they recover the result + Your Ninjutsu Ability then use to strike a target within range.
Modifier. Make one Melee Ninjutsu Attacks, dealing 3d6+3 Fire
After casting the target creature gains resistance to Damage on a hit. A target currently Burned or Chilled
Fire Damage until the end of your next turn. suffer exasperated effected.
At Higher Ranks: For each rank you cast this jutsu Burned: A Burned creature gains an additional rank of
above D-Rank, increase the cost of this jutsu by 3 and the Burned condition.
the number of Hit die rolled and spent by 1. Chilled: A Chilled creature loses the Chilled condition
suffering from a sudden shift in temperatures suffering all
ranks of their Chilled conditions damage. Their Chilled
Condition immediately ends.
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 number of Melee Ninjutsu
Attacks by +1. If this jutsu is cast at S-Rank, increase the
number of Melee Ninjutsu Attacks by +2.
85
FIRE RELEASE: SCORCHING RAY FIRE RELEASE: WHITE FIRE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Self
Duration: Instant Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM, CS
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Fuinjutsu
Description: You create 8 rays of fire and hurl them at Description: You manifest a pale white-colored flame and
targets within range. You can hurl up to 2 at a single mold it to coat your hands. For the duration, you do not
target, otherwise you can target up to 8 targets. Make a need to spend chakra to maintain concentration on this
Ranged Ninjutsu Attack for each ray. On a hit the target jutsu.
takes 2d4+2 Fire Damage. If a creature is hit by both For the duration, Jutsu you cast with the fire release
attacks it must make a Constitution Saving Throw, keyword always forces affected creatures to make a
gaining the Burned condition on a failed save. Constitution Saving Throw. On a failed save they gain the
At Higher Ranks: For each rank you cast this jutsu Burned condition. On a successful save no further effects or
above D-Rank, increase the cost of this jutsu by 3 and conditions are imposed as a result of this jutsu.
you create two additional rays. Creatures who gain the Burned condition as a result of
this jutsu, instead must beat a DC 20 Dexterity (Survival)
FIRE RELEASE: SPARK Check to end the condition.
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action. FIRE RELEASE: WILDFIRE
Range: 5 Feet Classification: Ninjutsu
Duration: Instant Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 3 Chakra Range: 45 Feet
Keywords: Fire Release, Ninjutsu Duration: Instant
Description: You manifest a highly flammable ember of Components: HS, CM
fire release chakra. You can throw this ember onto any Cost: 5 Chakra
unworn or held highly flammable material or substance Keywords: Fire Release, Ninjutsu, Clash
causing it to immediately go up in flames. The fires created Description: You manifest a multicolored flame and fire a
by this jutsu grow in size as normal fire would and are not stream of it towards a creature you can see within range.
controlled by you. These flames are so hot they evaporate Target creature must make a Dexterity Saving Throw. On a
all water from sources that are not created by a Jutsu with failed save they gain 1 rank of the Burned condition, and
the Water Release keyword of at least D-Rank or Higher. take 2d12+2 Fire Damage. On a successful save they take half
These flames extinguish themselves after 10 minutes. damage and no further effects.
If the target already had the Burned condition, on a failed
FIRE RELEASE: TEMPERED METALS save, they instead immediately take damage from the
Classification: Ninjutsu Burned condition they have and take 3d12+3 Fire Damage
Rank: D-Rank with no further effects. On a successful save they take half
Casting Time: 1 Action damage and no further effects.
Range: Touch
Duration: 1 Minute C-RANK:
Components: HS, CM
Cost: 5 Chakra FIRE RELEASE: BLAZING ASH PILE
Keywords: Fire Release, Ninjutsu Classification: Ninjutsu
Description: You superheat a single weapon or stack of Rank: C-Rank
weapons or ammunition. For the next minute these Casting Time: 1 Action
weapons glow red hot and to all creatures but you are Range: 60 Feet (30-foot Cloud)
scalding hot to the touch. Duration: 1 Minute
Weapons affected by this jutsu gains a +1 bonus to attack Components: HS, CM
and damage rolls and their damage die is increased by one Cost: 7 Chakra
step for the duration. (D4>D6>D8>D10>D12) Keywords: Fire Release, Ninjutsu
At the conclusion of this jutsu, the weapon becomes Description: You blow a super-heated cloud of ash at a
brittle, unusable and breaks. target area you can see within range; the cloud fills a 30 Foot
At Higher Ranks: For each rank you cast this jutsu above radius in a cloud shape. Creatures inside the cloud are
D-Rank, increase the cost of this jutsu by 3. When this treated as if they are in total darkness. At any point in time
jutsu is cast at B-Rank, the bonus becomes +2 and the within the next minute, as a Bonus Action or Reaction, you
damage die is increased by an additional step. When this can ignite the cloud of ash and all creatures inside the cloud
jutsu is cast at S-Rank, the bonus becomes +3 and the would need to make a Dexterity Saving Throw, taking 7d4+7
damage die is increased by an additional step. Fire Damage and the Burned condition on a failed save and
half as much damage and no burns on a successful one.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d4+1.
86
FIRE RELEASE: BLUE FIRE EMBER FIRE RELEASE: DANCE OF FIRE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you or a
Range: 60 feet creature you can see in range, either takes damage or
Duration: Special would make a Dexterity Saving Throw.
Components: HS, CM Range: Self (10-foot Radius Sphere)
Cost: 7 Chakra Duration: 1 Round
Keywords: Fire Release, Ninjutsu Components: HS, CM
Description: You manifest a sapphire-colored ember into a Cost: 7 Chakra
solid but flickering form. This flame appears in a willing Keywords: Fire Release, Ninjutsu, Clash, Construct
creature of your choices hand within range. This flame lasts Description: You manifest a super dense barrier of flame
an hour and causes no harm to the creature and can be given around yourself and all creatures within range.
or carried by any other creature you designate as a holder. This barrier of flame has 12 Hit Points, An AC equal to
A holder of this flame may as their Bonus Action coat your Ninjutsu Save DC and counts as a Flaming
themselves in this blue flame granting them a fast burning Structure. Creatures outside of the radius of this barrier
but dense shield of flame for a short time. Until the cannot see pass through it. Creatures who target this
beginning of their next turn, they gain a number of barrier of flame with a melee attack from either side or
Temporary Hit Points equal to 3d8 + 10. hit you an attack while outside of it and within 15 feet of
Melee attacks that strike the creature deals 10 Fire it, take 12 Fire Damage.
Damage to all creatures within 10 feet of them as the fire This barrier cannot move and intercepts all attacks
sparks off of them. and Jutsu, taking damage if any would attempt to pass
These Temporary Hit Points are Vulnerable to Cold through the walls exterior.
Damage and Resistant to Wind and Fire Damage. This wall is resistant to Wind and Fire Damage and
When the creature would take Cold Damage, this vulnerability to Cold Damage. Jutsu with the Wind
armor instead takes double damage. Release Keyword cannot initiate a clash with it by any
At Higher Ranks: For each rank you cast this jutsu means.
above C-Rank, increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu
Damage by 5. above C-Rank, increase the cost of this jutsu by 3 and its
Hit Points and damage by 8.
FIRE RELEASE: BURNING GAZE
Classification: Ninjutsu FIRE RELEASE: DRAGON FLAME BOMBS
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 60 Feet Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: Self (120-Foot line)
Components: HS, CM Duration: Instant
Cost: 8 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu Cost: 9 Chakra
Description: You direct your gaze at an object or creature Keywords: Fire Release, Ninjutsu, Clash
within range. Your eyes begin to glow a violent bright red Description: You knead chakra in your stomach and
and the target erupts into flames for the duration. An object superheat it until you exhale it from your gut at terrifying
begins to burn as flames engulf it. A creature must make a speeds, leading to you being unable to truly control its path.
Dexterity Saving Throw gaining the Burned condition for You fire a Stream of superheated fire in a 5-foot wide, 120-
the duration. While you are concentrating on this jutsu, foot-long line directly in front of you.
creatures currently suffering from the Burned condition Creatures in its path must make a Dexterity Saving
that you can see, cannot extinguish the fires that are Throw, taking 6d8+6 Fire Damage on a failed save or half as
burning them. much on a success. Objects within 5 feet of the stream of fire
At Higher Ranks: For each rank you cast this jutsu ignite if they are not being worn or held. The stream leaves
above C-Rank, increase the cost of this jutsu by 3 and the behind a line of fire from you to the end of the 120-foot
number of ranks of Burned granted on a failed save by path. The fire remains for 1 minute or until extinguished.
+1. At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and increase the
damage by 1d8+1.
87
FIRE RELEASE: EMBER FIRE RELEASE: FIRE DRAGON BULLET
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 60 feet Range: 60 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 7 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Clash
Description: You manifest an unassuming mote of fire that Description: You spit forth 5 globes of fire at a creature
floats just above the palms of your hands. Select one within range. Make a Ranged Ninjutsu Attack against the
creature who you can see within range that has the Burned target. On a hit, the target takes 10d4+10 Fire Damage
condition. You attempt to maximize the potential damage and gains the Burned condition.
they take. At Higher Ranks: For each rank you cast this jutsu
The target creature makes a Constitution Saving Throw. above C -Rank, increase the cost of this jutsu by 3 and
On a failed save, the target immediately suffers the increase the damage by 1d4+1.
maximum damage from their Burned condition. The target
then gains an additional rank of the Burned Condition. FIRE RELEASE: FLAME ARMOR
Classification: Ninjutsu
FIRE RELEASE: EVERFLAME SEEDS Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: Self
Casting Time: 1 Action. Duration: 1 Hour
Range: Touch Components: HS, CM
Duration: Instant Cost: 9 Chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 9 Chakra Description: You create a layer of superheated chakra
Keywords: Fire Release, Ninjutsu, Medical over your skin. Seemingly setting yourself on fire in any
Description: You manifest a 2 gems of Fire Release Chakra pattern you decide. You gain 20 Temporary Hit Points.
infused with Medical Release Chakra that feel hot to the For the duration, while you have Temporary Hit Points,
touch. You spend 2 of your Chakra Die, rolling and recording you gain resistance to wind and Fire Damage and
the result. immunity to the Burned and Chilled conditions, and
A creature can use its Bonus Action to eat one gem. Eating melee attacks that strike you also deal 15 Fire Damage to
a gem forces a creature to roll 2 Hit die, spending them both. the attacker.
The creature regains Hit Points equal to the result of their At Higher Ranks: For each rank you cast this jutsu
Hit Die + The casters Chakra die roll. above C-Rank, increase the cost of this jutsu by 3 and
A creature can gain the benefits of this jutsu twice per increase the Temporary Hit Points gained and damage
long rest. If a creature attempts to gain the benefits of this dealt by 5.
jutsu more than twice per long rest, each time after the
second, they take an amount of Fire Damage equal to the FIRE RELEASE: FLAMING SEALS
result of the casters Chakra Die roll + Constitution Score. Classification: Ninjutsu
This damage cannot be resisted or reduced by any means. Rank: C-Rank
Casting Time: 1 Action
FIRE RELEASE: EXPLOSIVE CLONE Range: Touch
Classification: Ninjutsu Duration: 1 Minute.
Rank: C-Rank Components: HS, CM, CS
Casting Time: 1 Action Cost: 9 Chakra
Range: Self Keywords: Fire Release, Ninjutsu, Fuinjutsu
Duration: Concentration, up to 1 minute Description: This jutsu places a flaming seal on a willing
Components: HS, CM creature you touch and creates a chakra connection
Cost: Special (9 Chakra) between you and the target until the jutsu ends. If this
Keywords: Fire Release, Ninjutsu, Clone, Fuinjutsu jutsu is cast again while a previous instance of it is
Description: You conjure a clone comprised of fire active, the previous casting and its effects automatically
release chakra, made to look exactly like you called an end. When the target is within 90 feet of you, it gains a
Explosive Clone. This clone cannot take the attack action +1 bonus to all Saving Throws, resistance to Fire Damage
or cast jutsu. When this clone takes damage or you and you always know what conditions are affecting the
dismiss it as a Reaction, it explodes violently. creature (if any).
All creatures within 15 feet of the clone when it At Higher Ranks: For each rank you cast this jutsu
explodes must make a Dexterity Saving Throw, taking above C-Rank, increase the cost of this jutsu by 3. If this
7d6+7 Fire Damage, gaining 1 rank of the Burned jutsu is cast at A-Rank, increase the bonus by +1. If this
condition and being thrown back 10 feet. On a successful jutsu is cast at S-Rank, increase the bonus by +2.
save the they only take half damage.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1.
88
FIRE RELEASE: FLAMING TRAP FIRE RELEASE: GREENFLAME EMBER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 10 Minutes Casting Time: 1 Bonus Action.
Range: Touch Range: 90 feet
Duration: Until Dispelled or triggered Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 8 Chakra Cost: 8 Chakra
Keywords: Fire Release, Ninjutsu, Fuinjutsu Keywords: Fire Release, Ninjutsu
Description: When you cast this jutsu, you inscribe a Description: You manifest an emerald-colored flame
chakra seal that harms other creatures, either upon a that glows with a bright hue and attempt to mark a
surface (Such as a table, or a section of floor or wall) or creature you can see withing range with it. A Creature
within an object that can be closed (such as a book, a you can see within range must make a Dexterity Saving
scroll, or a treasure chest) to conceal the chakra seal. Throw. On a failed save being marked by this flame. For
If you choose a surface, the glyph can cover an area of the duration, when you or an allied creature makes an
the surface no larger than 10-feet in diameter. If you attack against the marked creature, roll an additional
choose an object, that object must remain in place, if the 1d4 adding the result to your attack & damage rolls.
object is moved more than 10-feet from where you cast At Higher Ranks: For each rank you cast this jutsu
this spell, the glyph is broken, and the spell ends without above C-Rank, increase the cost of this jutsu by 3 and the
being triggered. number of marked creatures by +1.
The chakra seal is nearly invisible and requires a
successful Intelligence (Investigation or Ninjutsu) check FIRE RELEASE: HEATED BODY
against your spell save DC to be found. Classification: Ninjutsu
You decide what triggers the chakra seal when you Rank: C-Rank
cast the jutsu. For seals inscribed on a surface, the most Casting Time: 1 Action
typical triggers include touching or standing on the seal, Range: Self
removing another object covering the seal, approaching Duration: 1 hour
within a certain distance of the seal, or manipulating the Components: HS, CM
object on which the seal is inscribed. For chakra seals Cost: 6 Chakra
inscribed within an object, the most common triggers Keywords: Fire Release, Ninjutsu
include opening that object, approaching within a Description: You breathe a single deep breath, using
certain distance of the object, or seeing or reading the your Fire Release chakra to increase the temperature of
seal. Once a chakra seal is triggered, it explodes in a 15- your body as you begin to radiate heat. For the duration
foot radius sphere, destroying the surface it is inscribed you gain immunity to cold environmental conditions,
on, Creatures in radius must make a Dexterity Saving and creatures who are within 10 feet of you gain
Throw taking 14d6+14 Fire Damage on a failed save, or advantage on Wisdom (Survival) checks in cold
half as much on a successful one. Afterwards the jutsu environmental conditions.
ends. Ice and rain begin to evaporate as it come in contact
with you creating heated steam.
FIRE RELEASE: GREAT FIREBALL
Classification: Ninjutsu FIRE RELEASE: HEATED SIGHT
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 90 Feet (20-foot radius Sphere) Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: HS, CM Duration: 10 Minutes
Cost: 8 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu, Clash Cost: 6 Chakra
Description: You breathe a stream of fire onto the target Keywords: Fire Release, Ninjutsu, Sensory
area which then expands into a massive ball of fire, Description: You enhance your vision to be able to see
incinerating everything in its range. The target(s) must heat itself like a snake with infrared. Creatures and
make a Dexterity Saving Throw or take 6d6+6 Fire objects who produce any level of heat are outlined in
Damage and 1 ranks of the Burned condition or half as varying colors of your own description with brighter
much on a failed save. Flammable objects caught in the meaning they are warmer and dimmer meaning they are
radius ignites if it isn’t being worn or carried. cooler in heat.
At Higher Ranks: For each rank you cast this jutsu Creatures whom are perceived in this way cannot gain
above C-Rank, increase the cost of this jutsu by 3 and the benefit of cover or be hidden from you. This allows
increase the damage by 1d6+1 and radius by 5ft. you to perceive creatures hidden by steam, smoke, gas or
even in non-chakra-based darkness.
89
FIRE RELEASE: HEAVENLY PRISON FIRE RELEASE: SEARING RUSH
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: 5 feet Range: Self (120 Foot Line)
Duration: Concentration, up to 10 minutes Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 8 Chakra Cost: Special (50 Chakra)
Keywords: Fire Release, Ninjutsu, Fuinjutsu Keywords: Fire Release, Ninjutsu, Combination
Description: You take a chakra seal and imprint your Description: You weave handsigns as you and any other
chakra onto it making a Melee Ninjutsu Attack against a casters conjure superhot globes of flame. These globes
creature; On a hit the target creature is branded with a are so hot that they begin to boil the water out of the air
Fire Release chakra seal. While branded with this seal, itself. These globes combine to form a single super
creatures have extreme difficulty molding chakra. If a compressed globe of flame that explodes with such force
creature attempts to cast a jutsu that requires Chakra as it fires a powerful beam of Flame that burns the air as
Molding (CM), they must make a Constitution Saving it passes.
Throw taking 5d8+5 Fire Damage on a failure, and half All creatures in a 15-foot wide 120 feet long line
as much on a success. originating from you must make a Dexterity Saving
On a failure, the brand burns them, restricting chakra Throw. On a failed save creature take 11d8+11 Fire
flow as they lose the ability to mold chakra until the Damage and gaining 3 ranks of Burned or half as much
beginning of their next turn. damage and no additional conditions on a successful
Creatures can make a Ninshou Skill Check as an action save. Creatures who’s Hit Points are reduced to 0 as a
vs your Ninjutsu Save DC to break the seal ending this result of this jutsu become ash.
jutsu. Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the targeted damage by 2d8.
FIRE RELEASE: SANGUINE BLADE Any creature who assists in casting this jutsu as a
Classification: Ninjutsu combination jutsu increases this Jutsu's area of effect size
Rank: C-Rank and damage based on the highest Charisma Modifier within
Casting Time: 1 Action. the group of casters. (+0-2: No Change, +3-4: Increase the
Range: 60 Feet damage die to a d10, +5: Increase the damage die to a d12).
Duration: Concentration, Up to 1 minute
Components: HS, CM FIRE RELEASE: WHITE FIRE EMBER
Cost: 8 Chakra Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu Rank: C-Rank
Description: You manifest a sanguine-colored flame and Casting Time: 1 Full Turn Action
mold it into a large melee weapon of your description Range: Self
that floats near you upon its creation. Duration: 1 Minute
When you cast this jutsu, you can make a Melee Components: HS, CM, CS
Ninjutsu Attack against a creature within 10 feet of the Cost: 9 Chakra
weapon. On a hit, the target takes Fire Damage equal to Keywords: Fire Release, Ninjutsu, Fuinjutsu
3d6 + 3. Description: You manifest a pale white-colored flame
As a Bonus Action, you can command the weapons to and use it to enhance your Fire Release Jutsu for the
move up to 30 feet and repeat the attack against a duration.
creature within 10 feet of it. For the duration, Jutsu you cast with the fire release
A target currently Burned or Chilled suffer keyword rerolls all Attack rolls of 1~5, taking the second
exasperated effected. result. Also, Jutsu you cast with the fire Release keyword
Burned: A Burned creature gain an additional rank of rerolls all Damage rolls of 1 or 2, taking the second
the Burned condition. result.
Chilled: A Chilled creature loses the Chilled condition You choose when to apply this effect to a jutsu you
suffering from a sudden shift in temperatures taking 2d6 cast. You may use this effect to enhance jutsu with the
Necrotic Damage as a result. This immediately ends the fire release keyword a number of times equal to your
Chilled condition on the creature. proficiency bonus before this jutsu immediately ends.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
weapon gains a bonus +1 to attack and Damage rolls.
90
B-RANK: FIRE RELEASE: DUST TO DUST
Classification: Ninjutsu
FIRE RELEASE: ALCHEMIST FLAME Rank: B-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: B-Rank Range: 90 feet
Casting Time: 1 Action Duration: Instant
Range: 60-foot cone Components: HS, CM
Duration: Instant Cost: 14 Chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 12 Chakra Description: You snap your fingers in an attempt to turn
Keywords: Fire Release, Ninjutsu a burning target into dust. You can only target a creature
Description: You manifest a colorless flame that you currently under the Burned condition forcing them to
ingest before you exhale outward spraying it across a make a Constitution Saving Throw.
massive range. All creatures in range must make a On a failed save they take twice the maximum possible
Constitution Saving Throw. On a failed save they gain the damage from your Burned condition.
Burned condition. Creatures Burned by this jutsu also gain If they failed by 5 or more, they instead take three
the Weakened condition for the same duration as their times the maximum possible damage from the Burned
Burned condition persists. condition.
At Higher Ranks: For each rank you cast this jutsu If they failed by 10 or more, they instead take four
above B-Rank, increase the cost of this jutsu by 3 and the times the maximum possible damage from the Burned
range my 5 feet. condition.
At Higher Ranks: For each rank you cast this jutsu
FIRE RELEASE: CONTROLLED BURST above B-Rank, increase the cost of this jutsu by 3 and the
MOVEMENT number of creatures you can target by +1.
Classification: Ninjutsu
Rank: B-Rank FIRE RELEASE: EVERFLAME FRUIT
Casting Time: 1 Bonus Action Classification: Ninjutsu
Range: Self Rank: B-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Action.
Components: HS, CM, M Range: Touch
Cost: 10 Chakra Duration: Instant
Keywords: Fire Release, Ninjutsu Components: HS, CM
Description: You create hyper pressurized embers of fire Cost: 14 Chakra
on the soles of your feet or the palm of your hands. For the Keywords: Fire Release, Ninjutsu, Medical
duration your movement speed increases by 30ft, your Description: You manifest a 1 apple sized gem or shard
movement does not provoke attacks of opportunity, and of Fire Release Chakra infused with Medical Release
finally, you gain a flight speed equal to your movement Chakra that feels scalding to touch. You spend all of your
speed, you must end your movement on a solid surface, or Chakra Die, rolling and recording the result.
start to fall. A creature can use its Bonus Action to eat the gem.
Eating a gem forces a creature to roll all of its Hit die,
FIRE RELEASE: CROSSFIRE spending them all. A creature can also spend an action
Classification: Ninjutsu feeding this to a dead or dying creature who’s been dead
Rank: B-Rank for no longer than 1 minute.
Casting Time: 1 Action. The creature regains Hit Points equal to the result of
Range: 250 feet their Hit Die + The casters Chakra die roll.
Duration: Instant A creature can gain the benefits of this jutsu once per
Components: HS, CM long rest. If a creature attempts to gain the benefits of
Cost: Special (77 Chakra) this jutsu more than once per long rest, each time after
Keywords: Fire Release, Ninjutsu, Combination the second, they take an amount of Fire Damage equal to
Description: You weave handsigns as you select one space three times the casters Ninjutsu Save DC + Twice their
you can see within range. The point you choose erupts Constitution score. This damage cannot be resisted or
with 4 different 5 feet wide, 60 feet long beams of blazing reduced by any means.
heat that fire in different directions that all originate from
the point you chose. No beam can fire in the same
direction and must all fire at the same time.
All creatures who are in the range of any beam fired
must make a Dexterity Saving Throw taking 12d6+12 Fire
Damage and gaining 3 ranks of the Burned condition on a
failed save or half as much damage on a successful save.
Combination: If this jutsu is cast as a Combination
jutsu with 2 or more casters increase the targeted damage
by 3d6+3. Any creature who assists in casting this jutsu as
a combination jutsu increases this Jutsu's area of effect
size based on the highest Charisma Modifier within the
group of casters. (+0-2: No Change, +3-4: Increase the
width of the jutsu by 5 feet, +5: Increase the width of the
jutsu by 10 feet.)
91
FIRE RELEASE: FIRE WALL FIRE RELEASE: GREAT FLAME BOMB
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet Range: Self (120-Foot Line)
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 14 Chakra Cost: 13 Chakra
Keywords: Fire Release, Ninjutsu, Clash Keywords: Fire Release, Ninjutsu, Clash
Description: You create a standing wall of fire, 1 foot Description: You knead chakra in your stomach and
thick, up to 60 Feet long, and 20 feet tall. When the wall superheat it until you exhale it from your gut at insane
appears, each creature within its area must make a speeds and force. Creatures within 5 feet of you must
Dexterity Saving Throw. On a failed save, a creature make a Strength Saving Throw being thrown back 10 feet
takes 5d10+5 Fire Damage, or half as much damage on a on a failed save.
successful save. You fire a Stream of blue hot fire in a 10-foot wide,
One side of the wall, selected by you when you cast 120-foot-long line directly in front of you causing
this jutsu, deals 5d10+5 Fire Damage to each creature objects and the environment within 5 feet of you to be
that ends its turn within 10 feet of that side or inside the set on fire.
wall. A creature takes the same damage when it enters Creatures in must make a Dexterity Saving Throw,
the wall for the first time on a turn or ends its turn there. taking 9d6+9 Fire Damage and 2 ranks of the Burned
The other side of the wall deals no damage. condition on a failed save or half as much damage on a
success. Objects within 10 feet of the stream of fire ignite
FIRE RELEASE: GREAT FIRE CAGE if they are not being worn or held. The stream leaves
Classification: Ninjutsu behind a line of blue fire from you to the end of the 120-
Rank: B-Rank foot path. The fire remains for 1 minute and will spread
Casting Time: 1 Full Turn. until put out.
Range: 120 Feet (30ft Cube) At Higher Ranks: For each rank you cast this jutsu
Duration: Concentration, up to 1 minute above B-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM, CS increase the damage by 1d6+1.
Cost: 14 Chakra
Keywords: Fire Release, Ninjutsu, Clash, Kinjutsu FIRE RELEASE: HEATED SUN
Description: You spend your entire turn focusing and Classification: Ninjutsu
weaving hand seals to achieve a state of absolute focus. Rank: B-Rank
You create a massive Cage of fire capturing all inside the Casting Time: 1 Action
radius of the jutsu. Creatures attempting to leave the Range: 120 Feet
area must make a Dexterity, Constitution and Strength Duration: Concentration, up to 1 minute
Saving Throw. On a failed Dexterity Save, target Components: HS, CM
creatures take 5d10+5 Fire Damage. On a failed Cost: 14 Chakra
Constitution Saving Throw, the target creature gains 2 Keywords: Fire Release, Ninjutsu
ranks of Exhaustion. On a failed Strength Saving Throw, Description: You create a globe of white-hot fire in a
the target creature is blown back 30 feet. Target creature space you select within range, that you can see.
must make at least 2 of the 3 saves in order to escape, Creatures who begin their turns within 20 feet of the
failing more than 1 pushes them back towards the inside Globe must make a Constitution Saving Throw, gaining
of the cage. the Burned condition on a failed save. Flammable objects
within 20 feet of it ignite, and metal begins to become
too hot to touch causing those wearing or holding metal
within range to take 9d4+9 Fire Damage at the
beginning of each turn they are in contact with it.
As an action, you may move this globe 30 feet in any
direction from its current placement. If this globe would
enter a space another creature occupies, that creature
must make the above Saving Throw. On a failed save, the
creature gains 3 Ranks of the Burned condition.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
increase damage by 1d4+1.
92
FIRE RELEASE: HEAVENLY FLAME FIRE RELEASE: INVESTITURE OF FLAME
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 120 Feet
Duration: Instant Duration: Concentration, up to 10 minutes.
Components: HS, CM, M Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu
Description: You compress all of your Fire Release chakra Description: Flames race across your body, shedding
onto the surface of your skin and release it when you hit a bright light in a 30-foot radius and dim light for an
creature with an unarmed attack creating a targeted additional 30 feet for the Jutsu’s duration. The flames
explosion of white-hot flame. As a part of the action to cast don’t harm you or any allied creature. Until the jutsu ends,
this ninjutsu, make a Melee Ninjutsu Attack, against one you gain the following benefits:
creature within range, otherwise the jutsu fails. • You are immune to fire & Wind Damage.
On a hit, the target suffers your unarmed attacks effects • Resistant to Bludgeoning, piercing and Slashing
as normal and take 6d12+6 Fire Damage as the fire erupts
Damage.
on contact. The target creature must make a Constitution • Vulnerable to Cold Damage.
Saving Throw, gaining two ranks of the Burned condition • Speed is increased by 15 feet.
and falling Prone on a failed save. • Any hostile creature that moves within 10 feet of
At Higher Ranks: For each rank you cast this jutsu above
you on any turn, begins it turn or ends its turn
B-Rank, increase the cost of this jutsu by 3. If this jutsu is
there, takes 2d10 Fire Damage.
cast at S-Rank, increase the number of attacks it makes by
• You can use your Bonus Action to create a line of
+1.
fire, 15 feet long and 5 feet wide extending from
you in a direction you choose. Each creature in the
line must make a Dexterity Saving Throw. A
creature takes 4d12+4 Fire Damage and gains the
Burned condition on a failed save, or half as much
damage on a successful one.
93
FIRE RELEASE: PYRONADO Combination: If this jutsu is cast as a Combination jutsu
Classification: Ninjutsu with 2 or more casters increase the targeted damage by
Rank: B-Rank 5d8+5.
Casting Time: 1 Action Any creature who assists in casting this jutsu as a
Range: 5-foot Radius combination jutsu increases this Jutsu's damage potential
Duration: Concentration, Up to 1 minute based on the highest Charisma Modifier within the group of
Components: HS, CM, CS, W (any melee) casters. (+0-2: No Change, +3-4: Increase the damage die to
Cost: 12 Chakra a d10, +5: Increase the damage die to a d12).
Keywords: Fire Release, Ninjutsu, Fuinjutsu
Description: You bathe your weapon in Fire Release FIRE RELEASE: SUNBEAM
Chakra and throw it, spinning the weapon like Classification: Ninjutsu
boomerang. The Weapon spins around you striking all Rank: B-Rank
creatures who come within 5 feet of you for the first time Casting Time: 1 Action
or begin their turns there. The first time each turn a Range: Self (60-foot line)
Creature enters its range must make a Dexterity Saving Duration: Concentration, up to 1 minute
Throw. On a failed save they take damage equal to your Components: HS, CM, CS
weapons damage + 6d6+6 and the Burned condition or Cost: 14 Chakra
half as much and no additional effects on a successful Keywords: Fire Release, Ninjutsu
save. Keywords: You create a beam of brilliant white-hot light
At Higher Ranks: For each rank you cast this jutsu that flashes forth from you in a 5-foot-wide, 60-foot line.
above B-Rank, increase the cost of this jutsu by 3 and the Each creature in the line must make a Constitution Saving
radius of this jutsu by 5 feet. Throw. On a failed save, a creature takes 6d10+6 Fire
Damage and are Blinded until the end of your next turn. On
FIRE RELEASE: STARFALL a successful save they take half as much damage and no
Classification: Ninjutsu further effects. You can create a new beam of light as your
Rank: B-Rank action on any turn until this jutsu ends. For the duration,
Casting Time: Full Turn Action you shine bright light in a 30-foot radius and dim light for
Range: 500 Feet an additional 30 feet. This light is equivalent to sunlight.
Duration: Concentration, Up to 1 Minute
Components: HS, CM, CS A-RANK:
Cost: Special (77 Chakra)
Keywords: Fire Release, Ninjutsu, Fuinjutsu, FIRE RELEASE: BLAZING FERVOR
Combination Classification: Ninjutsu
Description: You focus on a point you can see, 1 mile Rank: A-Rank
above you. Collecting Fire Release chakra into a single Casting Time: 1 Action
point as it grows into a mini sun. Range: Self
You can as a part of casting this jutsu, delay its effect Duration: 1 Minute
until your next turn. Doing this requires all casters to Components: HS, CM
also spend their actions to maintain concentration. If Cost: 20 Chakra
they do not this jutsu is casted prematurely as if there Keywords: Fire Release, Ninjutsu
was No Delay. Delaying the casting increases the Description: You pump Fire Release Chakra through
Strength of this jutsu by several magnitudes. your veins, muscles, and even blood. When you do, for
As an action, on your turn, you can cause the mini sun the duration, your Strength & Dexterity becomes 20. If
to fall on a creature you can see within range. Depending either of these ability scores are already 20, they instead
on the number of rounds you have delayed this jutsu its gain a +2 bonus.
effects change. The Saving Throw this jutsu refers to is Melee attacks that strike you deals 15 Fire Damage to
Constitution. all creatures within 10 feet of you as you release a mass
No Delay: Creatures who are within 60 feet of the of heat from your body in response. Taijutsu attacks as a
target location must make a Saving Throw. On a Failed result of Jutsu you cast deal an additional 2d8+2 Fire
save taking 12d8+12 Fire Damage gaining 3 ranks of the Damage, twice per turn. Taijutsu and Bukijutsu you cast
Burned Condition and half as much on a successful save gains the Fire Release Keyword and deals Fire Damage
and no further effects. instead of its listed type, if any.
1 Turn Delay: Creatures who are within 90 feet of the At the end of this jutsu’s duration, you gain 4 ranks of
target location must make a Saving Throw. On a Failed Exhaustion for the next hour, which cannot be removed
save taking 24d8+24 Fire Damage gaining 3 ranks of the by anything short of resting. This jutsu cannot be cast
Burned Condition and half as much on a successful save again until you complete a rest of any type.
and no further effects.
2 Turn Delay: Creatures who are within 120 feet of the
target location must make a Saving Throw. On a Failed
save taking 36d8+36 Fire Damage gaining 3 ranks of the
Burned Condition and half as much on a successful save
and no further effects.
3 Turn Delay: Creatures who are within 160 feet of the
target location must make a Saving Throw. On a Failed
save taking 50d8+50 Fire Damage gaining 3 ranks of the
Burned Condition and half as much on a successful save
and no further effects.
94
FIRE RELEASE: CRIMSON BUTTERFLY FIRE RELEASE: FIRE DEVASTATION
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 1 Mile Range: Self (120 Foot Cone)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 20 Chakra Cost: 19 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu
Description: You manifest a swarm of Fire Release Description: You breathe a stream of fire onto the target
projectiles in the shape of a butterflies swarm. This area which then expands into a massive ball of fire,
swarm occupies a 90-foot cube centered on a space you incinerating everything in its radius. You fire a 120-
can see within range and can occupy the spaces of cone-of super-heated flame. You can choose when the
multiple creatures as they flutter around them. cone stops before reaching its maximum distance.
At the end of your next turn, all butterflies in the cube All creatures in the steam flames must make a
explode violently. Dexterity Saving Throw, taking 14d6+14 Fire Damage
Creatures caught in the explosion (including casters) and gaining the 2 ranks of the Burned condition on a
make a Dexterity Saving Throw at disadvantage. On a failed save or half damage on a successful one.
failed save they take 9d10+9 Fire Damage and gain 2 Flammable objects and creatures caught in the radius
ranks of the Burned condition. On a successful save they are turned to ash if reduced to 0 Hit Points. The affected
take half damage and 1 rank of the Burned condition. area remains on fire at the conclusion of the jutsu.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the above A-Rank, increase the cost of this jutsu by 3 and
size of this jutsu by 10 feet and the damage by 1d10+1. increase the damage by 1d6+1.
95
FIRE RELEASE: IGNITION FIRE RELEASE: RELENTLESS BLAZE
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: 60 Feet Range: Touch
Duration: Instant Duration: 1 Minute
Components: HS, CM Components: HS, CM
Cost: 18 Chakra Cost: Special (110 Chakra)
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Medical,
Description: You expel your chakra into a 60-foot radius Combination, Kinjutsu
centering from you. All flammable objects, cloth, metals Description: You and all other casters, if any, touch a
or otherwise things that can heat up or be set to blaze, is creature who has been dead no longer than 10 minutes,
ignited instantly. Metal glows red hot, clothing is caught infusing its body with Fire Release chakra, giving it a
in a flash flame, and flammable objects are burning. temporary spark of life fueled by you.
Creatures of your choice must make a Constitution The creature awakes with full Hit Points and Chakra
Saving Throw being unable to fend of this swarm of Points. All jutsu they cast lose any other Nature Release
chakra as they are set ablaze gaining 3 Ranks of the Keywords and Gain the Fire Release Keyword in its place.
Burned condition. Creatures who gain ranks of the All Class, or Clan features that would require a Nature
Burned condition in this way makes their Survival Check Release Keyword of any type works with Jutsu with the
at disadvantage. Fire Release Keyword. All damage they deal is counted as
At Higher Ranks: For each rank you cast this jutsu Fire Damage and ignores Resistance, and treats
above A-Rank, increase the cost of this jutsu by 3. If Immunity as Resistance instead.
upcast to S-Rank, creatures who would take damage At the end of the 1-minute duration or if the creatures
from the Burned condition, they instead take the Hit Points is reduced to 0, they turn to ash as that spark
maximum possible damage. of life goes out being unable to be revived by any means.
Combination: If this jutsu is cast as a Combination jutsu
FIRE RELEASE: NOVA with 2 or more casters increase the duration by 1 minute.
Classification: Ninjutsu Any creature who assists in casting this jutsu as a
Rank: A-Rank combination jutsu increases this Jutsu's duration based on
Casting Time: 1 Action the highest Charisma Modifier within the group of casters.
Range: 250 Feet (+0-2: No Change, +3-4: Increase the duration of this jutsu
Duration: Instant to 1 hour, +5: Increase the duration of this jutsu to
Components: HS, CM permanent.)
Cost: Special (110 Chakra)
Keywords: Fire Release, Ninjutsu, Combination, FIRE RELEASE: SUNBURST
Kinjutsu Classification: Ninjutsu
Description: You select a space you can see within range. Rank: A-Rank
This space manifests a sphere of pure fire release chakra. Casting Time: 1 Action
The sphere begins to pull in all creatures within 120 feet Range: 150 Feet
of it as if it were a gravity well. Duration: Instant
All creatures within a 120 feet radius of the space you Components: HS, CM
selected must make a Strength Saving Throw, being Cost: 19 Chakra
pulled up to 90 feet towards the space. On a successful Keywords: Fire Release, Ninjutsu
save, they are instead pulled 45 feet. Description: Brilliant sunlight flashes in a 60-foot
Creatures who end this movement within 30 feet of radius centered on spot you can see within range. Each
the sphere must make a Constitution Saving Throw as a creature in that light must make a Constitution Saving
wave of heat overwhelms them. On a failed save Throw, taking 12d6+12 Fire Damage and is Blinded for 1
creatures take 50d4 + 50 Fire Damage. On a successful minute on a failed save. On a successful save, it takes
save they take Half. A creature who’s Hit Points are half as much damage and isn’t Blinded by this jutsu.
reduced to 0 as a result of this jutsu, are turned to ash. At Higher Ranks: For each rank you cast this jutsu
Combination: If this jutsu is cast as a Combination jutsu above A-Rank, increase the cost of this jutsu by 3 and
with 2 or more casters increase the targeted damage by increase the damage by 1d6+1.
10d4+10.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's damage potential
based on the highest Charisma Modifier within the group of
casters. (+0-2: No Change, +3-4: Increase the range of this
jutsu by +80 feet, and the radius by +20 feet, +5: Increase
the range of this jutsu by +250 feet, the radius by +60 feet
and damage by 25d4+25.)
96
S-RANK: Keywords: Fire Release, Ninjutsu, Kinjutsu
Description: You snap your fingers igniting the air
FIRE RELEASE: DAWN surrounding a creature, instantly incinerating them. If
Classification: Ninjutsu the creature you chose to target with this jutsu has 100
Rank: S-Rank Hit Points or fewer, it dies, burning to dust. Otherwise,
Casting Time: 1 Action they must make a Dexterity Saving Throw, taking 30d4 +
Range: Self (120-foot Radius Sphere) 30 Fire Damage, or half as much on a successful one.
Duration: Instant
Components: HS, CM, CS FIRE RELEASE: INCINERATING DRAGON FIRE
Cost: 45 Chakra Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu, Fuinjutsu, Kinjutsu Rank: S-Rank
Description: You coat your body in such a dense amount Casting Time: 1 Action
of Fire Release chakra that you emit a painfully bright Range: 150 Foot Cone
Light. All creatures who can see within range who are Duration: Instant
not behind total cover, are affected by this jutsu. Components: HS, CM
Affected Creatures, must make a Constitution Saving Cost: 30 Chakra
Throw. On a failed save, they take 18d8+18 Fire Damage, Keywords: Fire Release, Ninjutsu
become permanently Blinded, and gains the 5 ranks of Description: You inhale engorging your chest, exhaling a
the Burned. On a successful save they take half damage, white-hot flame, turning most everything in your path
becomes blind for the next minute and gains 3 ranks of to ash. You exhale a white-hot blaze of flame in a 150-
the Burned condition. foot cone in front of you. Creatures in this cone must
A creature Burned by this jutsu cannot extinguish the make a Dexterity Saving Throw, taking 25d6+25 Fire
flames on their own and can only have either the Burned Damage on a failed save and half as much on a successful
condition or the Blinded condition ended by; one.
97
WATER RELEASE
Water Release jutsu are most easily performed using existing water sources, such as lakes or rivers. Users can also create
water within their bodies with chakra, which they expel from their mouths, though this is generally regarded as a
testament of skill.
Water Release is typically used offensively, doing battering damage because of the sheer volume of water or slicing
damage because of the water's high pressure. Water Release can be used to trap targets, such as imprisoning them with
dense water or ensnaring them with sticky water. Water is a common option, with users surrounding themselves with
water to be protected from harm. Alternatively, users can hide themselves from opponents with thick mist to obscure
vision or water droplets to render the user invisible.
Water Release is naturally strong against Fire Release and weak against Earth Release.
Prerequisite: You must have the Water Release Affinity to learn jutsu with the Water Release Keyword.
98
WATER RELEASE: HEALING WATERS Concentration, up to 1 minute duration. Casting this
Classification: Ninjutsu jutsu at A-Rank, gives it a Concentration, up to 10-
Rank: D-Rank minute duration at no additional chakra cost to maintain
Casting Time: 1 Action concentration.
Range: Touch
Duration: Instant WATER RELEASE: PIRANHA SWARM
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Water Release, Ninjutsu Casting Time: 1 Action.
Description: You collect a mass of water and impart chakra Range: 60 Feet
into it and begin to heal a willing creature you can touch Duration: Concentration, up to 1 minute.
with it. This dissolves the water from being used in the Components: HS, CM, CS
healed creatures healing process. Roll 2d8, healing the Cost: 3 Chakra
target creature by the total. Keywords: Water Release, Ninjutsu, Fuinjutsu
If used near a sufficient source of water, reduce the Description: You manifest a medium sized bubble of
chakra cost of this jutsu by 2 or you can choose to water that you then summon a swarm of piranhas
instead remove one of the following conditions in within.
addition to restoring Hit Points; Bleeding, Burned, When you cast this jutsu, you can make a Melee
Envenomed or Shocked conditions. Ninjutsu Attack against a creature within 5 feet of the
At Higher Ranks: For each rank you cast this jutsu swarm. On a hit, the target takes 2d4 Cold Damage + 2d4
above D-Rank, increase the cost of this jutsu by 3 and Piercing Damage.
the healing by 1d8. As a Bonus Action on subsequent turns, you can
command the swarm to move up to 30 feet and repeat
WATER RELEASE: HIDDEN MIST the attack against a creature within 5 feet of it. If you
Classification: Ninjutsu cast this jutsu while submerged underwater, the
Rank: D-Rank piranha’s can instead be commanded to move up to 60
Casting Time: 1 Action feet instead of 30.
Range: Self (30 Foot radius sphere) A creature who takes damage from this jutsu must
Duration: Concentration, up to 1 minute make a Constitution Saving Throw. On a failed save, they
Components: HS, CM gain 1 rank of Chilled. A creature who fails by 5 or more
Cost: 5 Chakra also gains 1 rank of Bleeding.
Keywords: Water Release, Ninjutsu If used near a sufficient source of water, reduce the
Description: You conjure a cloud of water particles chakra cost of this jutsu by 2 or you can choose to
condensing into a large cloud of mist. Creatures inside this increase the amount of piranhas, increasing their
cloud of mist cannot see more than 5 feet away from them, damage by +1d4 of each type.
gaining disadvantage on Wisdom (Perception) checks to see At Higher Ranks: For each rank you cast this jutsu
and Attacks made while inside the cloud of mist that rely on above D-Rank, increase the cost of this jutsu by 3 and
sight. Creatures outside the mist also have disadvantage the damage by 1d4 of each type. When this jutsu is cast at
when attacking other creatures who are inside the mist. A-Rank or higher, increase the ranks of Chilled or Bleed
Also, when this jutsu is cast, select one creature, whom it inflicts by +1.
you can see. That creature becomes mist marked. For the
duration of this jutsu, a creature mist marked is always WATER RELEASE: SENSING WATER SPHERE
perceived by you while they are in the hidden mist, cannot Classification: Ninjutsu
benefit from being hidden while inside the hidden mist and Rank: D-Rank
you do not gain disadvantage on attack rolls against them. Casting Time: 1 Minute
If used near a sufficient source of water, reduce the Range: 5 Feet
chakra cost of this jutsu by 2 or you can choose Duration: Concentration, up to 1 Day
to instead select an additional creature to be mist Components: HS, CM
marked. Cost: 4 Chakra
Keywords: Water Release, Ninjutsu, Sensory
WATER RELEASE: MANTIS WINGS Description: You collect a mass of water into a sphere
Classification: Ninjutsu from the surrounding area 5 feet in diameter. For the
Rank: D-Rank duration of this jutsu you can see movement and
Casting Time: 1 Bonus Action. activity in a 250-foot radius centering on the sphere.
Range: Self This requires the creature who is moving, to disrupt
Duration: Instant some source of water (Puddles, bodies of water or
Components: HS, CM rain). This movement or activity creates bubbles
Cost: 4 Chakra inside the sphere relative to the direction of the
Keywords: Water Release, Ninjutsu movement compared to the location of the sphere.
Description: You manifest wings of water that If used near a sufficient source of water, reduce
flutter at your command. Until the end of your turn, the chakra cost of this jutsu by 2 or you can
you gain a 30-foot fly speed. choose to double the sensory range of this
At the end of this jutsu’s duration if you have not jutsu, allowing you to see movement and
landed, your wings slow down bringing you gently activity in a 500-foot radius centered on the
down onto whatever surface may be directly below sphere.
you.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3.
Casting this jutsu at B-Rank, gives it a
99
WATER RELEASE: SHARKS MAW WATER RELEASE: TSUNAMI MALLET
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self Range: 10 feet
Duration: Concentration, up to 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manifest a construct of water release Description: You manifest a construct of water release
chakra around your hands to take the shape of a sharks chakra in the shape of a large mallet, of your design and
that clamp down and bite into targets for the duration. You description. This mallet is then immediately used to make
cannot lose concentration on this jutsu as a result of a Melee Ninjutsu Attack against a target creature within
damage. For the duration, as an action, you can make a range. On a hit, you deal 3d6 Cold Damage and the target
Melee Ninjutsu Attack. On a hit, you deal 3d8 Cold Damage creature must make a Constitution Saving Throw, being
and forcing the target to make a Strength Saving Throw, Chilled on a failed save.
being Grappled by the shark’s head on a failed save. If the target of this jutsu already has ranks of Chilled,
A creature Grappled by you this way takes 1d8 Cold they suffer a -2 penalty to their Saving Throw at
Damage at the start of each of their turns as the sharks bite disadvantage and this Jutsu's damage die increases by 1
deeper into them. step. If the target has ranks of another Elemental condition
If you cast this jutsu while submerged underwater, the they suffer a -2 penalty to their Saving Throw and this
sharks grant you a swim speed of 60 feet and attacks made jutsu’s damage die increases by 1 step.
with this jutsu are at advantage. If used near a sufficient source of water, reduce the
If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to increase
chakra cost of this jutsu by 2 or for the duration, if your the damage die of this jutsu by 1 step.
Melee Ninjutsu Attack result is 10 higher than the targets At Higher Ranks: For each rank you cast this jutsu above
AC, its treated as a critical hit, and creates a shockwave of D-Rank, increase the cost of this jutsu by 3. When you cast
water chakra that deals 2d6 Cold Damage to all creatures of this jutsu at B-Rank the number of attacks you make
your choice within 10 feet of you. increases by +1. When you cast this Jutsu at S-Rank the
At Higher Ranks: For each rank you cast this jutsu above number of attacks you make increases by +2.
D-Rank, increase the cost of this jutsu by 3 and the attack’s
damage by 1d8 and the shockwaves damage by 1d6 WATER RELEASE: VISCOUS WATER MASS
respectively. If this jutsu is cast at C-Rank or higher, Classification: Ninjutsu
increase the number of attacks you can make by +1. Rank: D-Rank
Casting Time: 1 Bonus Action
WATER RELEASE: STARCH SYRUP GUN Range: 30 feet
Classification: Ninjutsu Duration: Concentration, up to 1 Minute.
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 5 Chakra
Range: 60-feet Keywords: Water Release, Ninjutsu
Duration: Instant Description: You extract water from an area near a willing
Components: HS, CM creature you can see within range creating a medium sized
Cost: 4 Chakra shield of water to protect them. The target reduces incoming
Keywords: Water Release, Ninjutsu damage by 4. If this jutsu would reduce Fire Damage you
Description: You knead chakra with your spit creating a instead reduce the damage by 6. If you would initiate a clash
viscous substance similar to syrup. You spit it out at a with a Jutsu with the clash keyword, you first check to see if
creature slowing them down from the viscous and sticky the damage would be reduced to 0 as a result of this jutsu’s
nature of the liquid. Make a range ninjutsu attack against a Damage Reduction. If the Fire Damage would be reduced to 0,
creature you can see within range. On a hit target creature you can then choose to initiate a clash, if you wish. If used
gains 1 rank of the Slowed condition until the end of their near a sufficient source of water, reduce the chakra cost of
next turn. If used near a sufficient source of water, reduce the this jutsu by 2, or for the duration, the target also increases
chakra cost of this jutsu by 2 or you can choose to instead their AC by 1.
select one additional creature to target with this jutsu when At Higher Ranks: For each rank you cast this jutsu
you cast it. above D-Rank, increase the cost of this jutsu by 3. If this
At Higher Ranks: For each rank you cast this jutsu jutsu is cast a B-Rank, increase the AC bonus by +1 and
above D-Rank, increase the cost of this jutsu by 3 and the DR by +2. If this jutsu Is cast at S-Rank, increase the
the number of creatures you can target by +1. AC bonus by +2 and the DR by +6.
100
WATER RELEASE: WATER BLENDING WATER RELEASE: WATER PALM BLADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 30 Feet
Duration: Concentration, up to 10 minutes. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: A willing creature you touch becomes invisible Description: You generate two blades of chakra
for the duration, water bends the light around the target enhanced water over your hands that you launch in an
hiding their presence. Anything the target is wearing or arc. Make a Ranged Ninjutsu Attack dealing 4d8 Cold
carrying is invisible as long as it is on their person. The jutsu Damage on a hit.
ends for a target that attacks, casts a jutsu or physically A creature affected by this jutsu becomes sheathed in
interacts with another creature. vibrating water until the start of your next turn. If the
At Higher Ranks: For each rank you cast this jutsu target moves or is moved at least 5 feet before the start
above D-Rank, increase the cost of this jutsu by 3 and of your next turn, it explodes, dealing 1d6 Cold Damage
you can target one additional creature. to the affected creature and all creatures of your choice
within 5 feet of the original target.
WATER RELEASE: WATER CLAWS If used near a sufficient source of water, reduce the
Classification: Ninjutsu chakra cost of this jutsu by 2 or increase the damage of
Rank: D-Rank the attack by 1 die.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 5 feet above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant increase the damage of this jutsu by 1d8.
Components: HS, CM
Cost: 4 Chakra WATER RELEASE: WATER PILLAR THRUST
Keywords: Water Release, Ninjutsu Classification: Ninjutsu
Description: You manifest water release chakra in the shape Rank: D-Rank
of two claws that surround your hands, of your design and Casting Time: 1 Action
description. Make two Melee Ninjutsu Attacks against a Range: 30 Feet
target within range, as you spin, slashing into them. On a Duration: Instant
successful hit, you deal 2d6 Cold Damage. Affected creatures Components: HS, CM
must make a Constitution Saving Throw, gaining 1 rank of Cost: 5 Chakra
Bleed, on a failed save. Keywords: Water Release, Ninjutsu
If used near a sufficient source of water, reduce the Description: You create a surge of water that erupts
chakra cost of this jutsu by 2 or the number of attacks by +1. upwards from under a creature that you can see within
At Higher Ranks: For each rank you cast this jutsu above range. This jutsu ignores cover. The target must make a
D-Rank, increase the cost of this jutsu by 3 and the damage Dexterity Saving Throw taking 3d10 Cold Damage and
by 1d6. being Chilled on a failed save and half as much on a
successful save and no further effects. If used near a
WATER RELEASE: WATER FORMATION: sufficient source of water, reduce the chakra cost of this
PUDDLE jutsu by 2 or you can choose to affect all creatures within 5
Classification: Ninjutsu feet of the target creature as well. A creature can only be
Rank: D-Rank affected by this jutsu once per casting.
Casting Time: 1 Bonus Action At Higher Ranks: For each rank you cast this jutsu
Range: Touch above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant increase the number of targets this jutsu can affect by +1
Components: HS, CM and the damage by 1d10.
Cost: 3 Chakra
Keywords: Water Release, Ninjutsu WATER RELEASE: WATER
Description: You generate a Large Puddle of water from PURIFICATION/PUTRIFICATION
your stomach and expel it onto the ground in front of Classification: Ninjutsu
you. This puddle holds no more than 10 gallons of water. Rank: D-Rank
You can use this puddle as a source of drinking water, lay Casting Time: 1 Action
a trap, or use it as a source for more complex Water Range: Touch
Ninjutsu. You may use the water this Jutsu produces as a Duration: Instant
Source of Water for no more than 2 water release Components: HS, CM
ninjutsu of C-Rank or lower, after which, the puddle is Cost: 3 Chakra
no longer usable. Keywords: Water Release, Ninjutsu
Description: You manipulate and mold chakra to
reverberate through a source of fluid, be it mud, poisoned
waters, or anything in between. Fluid up to 10 gallons that
has your chakra moving through it becomes purified and
turns into pure drinking water, free of all impurities or it
becomes putrid, undrinkable and poisonous to drink (Your
choice). If a fluid is manmade or special in any way, make a
Ninshou Skill Check against the DM’s set difficulty to see if
you can purify/Putrefy it or not.
101
WATER RELEASE: WATER SEALING TRAP: WATER RELEASE: WATER SHURIKEN
SUBMERGE Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 60 Feet
Range: 120 Feet Duration: Instant
Duration: 10 Minutes Components: HS, CM
Components: HS, CM, CS Cost: 3 Chakra
Cost: 5 Chakra Keywords: Water Release, Ninjutsu
Keywords: Water Release, Ninjutsu, Fuinjutsu Description: You generate multiple shuriken made of
Description: As a part of casting this jutsu, the target of water. Make a Ranged Ninjutsu Attack against a creature
this jutsu must be submerged fully in any type of Liquid. you can see within range, dealing 4d4 Cold Damage. If you
You weave a chakra seal made of water release chakra score a critical hit with this jutsu the damage die of this
that you then place on the surface of a liquid. jutsu becomes a d8 as they shift into monster water
A creature currently submerged within this liquid shuriken.
becomes bound by the waters itself. Target creature If used near a sufficient source of water, reduce the
must make a Strength Saving Throw. On a failed save, chakra cost of this jutsu by 2 or you can choose to instead
they become Restrained and unable to weave handseals make an additional attack targeting another creature
for the duration. The target cannot drown while within range.
Restrained by this jutsu. At Higher Ranks: For each rank you cast this jutsu
A Creature Restrained by this jutsu, remakes their above D-Rank, increase the cost of this jutsu by 3 and
Saving Throws at the end of each of their turns. On a increase the damage by 1d4.
success ending this jutsu immediately.
WATER RELEASE: WATER WHIP
WATER RELEASE: WATER SHIELD Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Reaction, which you take when you would Range: 30 Feet
take damage or make a Saving Throw. Duration: Instant
Range: Self Components: HS, CM
Duration: 1 Round Cost: 4 Chakra
Components: HS, CM Keywords: Water Release, Ninjutsu
Cost: 4 Chakra Description: You create a long whip of water by molding
Keywords: Water Release, Ninjutsu, Clash your chakra through it. Make a Melee Ninjutsu Attack
Description: You create a floating wall of spiraling water, against a target in range, dealing 2d6 Cold Damage and
capable of pushing back creatures and blocking attacks. pull the creature 10 feet Closer and forcing the target to
Increase your AC by +2 until the beginning of your next make a Constitution Saving Throw gaining 1 rank of
turn and reduce the next instance of damage you take by 4. Chilled on a failed save.
If this jutsu would reduce Fire Damage from another jutsu, If used near a sufficient source of water, reduce the
you can initiate a Clash, and add 1d4 to your clash check. chakra cost of this jutsu by 2 or on a failed save, the
If you have a sufficient water source nearby, reduce target gains a rank of Bruised.
the chakra cost of this jutsu by 2 or the first clash check At Higher Ranks: For each rank you cast this jutsu
you make with this jutsu, is made at advantage. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase the damage by 1d6 and the distance of this jutsu
above D-Rank, increase the cost of this jutsu by 3 and by +10 feet.
the DR by an additional 4. If this jutsu is cast at B-Rank
increase the AC bonus by +1. If this jutsu is cast at S-
Rank, increase the AC bonus by +2.
102
WATER RELEASE: WHALES TORRENT WATER RELEASE: WILD BUBBLE WAVE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you or a Casting Time: 1 Action
creature within range would take damage, or make a Range: 15 Foot Cone
Saving throw of any type. Duration: Instant
Range: 15-foot radius Components: HS, CM
Duration: 1 Minute Cost: 5 Chakra
Components: HS, CM, CS Keywords: Water Release, Ninjutsu
Cost: Special (28 Chakra) Description: You create a viscous mass of bubbles and
Keywords: Water Release, Ninjutsu, Fuinjutsu, spray it out in a cone 15 feet in front of you creating a
Combination, Construct slippery ground. Each Creature standing in the area of the
Description: You and any other caster weave together a jutsu, must make a Dexterity Saving Throw, falling Prone
highly intricate mix of Water Release Chakra until you on a failed save. A Creature that enters or ends its turn on
conjure a massive Barrier of Water that protects all a space in the target area must also make the Saving
creatures within this jutsu’s Radius. Throw or fall Prone. This mass of bubbles remains for 1
This Barrier has a number of Hit Points equal to 24d6. minute, or until washed away.
Resistance to Fire Damage, Vulnerability to Earth At Higher Ranks: For each rank you cast this jutsu
Damage. above D-Rank, increase the cost of this jutsu by 3 and
This Barrier intercepts all attacks and Jutsu that would increase the size of the cone by 10 feet.
cross its space for the duration or until it reaches 0 Hit
Points. WATER RELEASE: WILD WATER WAVE
Creatures cannot enter, exit or Cross through this Classification: Ninjutsu
barrier willingly. This Barrier lasts for the duration and Rank: D-Rank
cannot be ended early willingly by its casters. Casting Time: 1 Action
Creatures cannot see into the barrier but creatures can Range: 30 Feet
see outside of the barrier. Duration: Instant
Combination: If this jutsu is cast as a Combination jutsu Components: HS, CM
with 2 or more casters increase its Hit Points by 2d6. Cost: 4 Chakra
Any creature who assists in casting this jutsu as a Keywords: Water Release, Ninjutsu, Clash
combination jutsu increases this Jutsu's defensive potency Description: You generate a strong current of water and
based on the highest Charisma Modifier within the group of expel it like a jet. Make a Ranged Ninjutsu Attack. On a hit
casters. (+0-1: No Change, +2-3: Increase the hit die to a d8, target creature takes 2d8 Cold Damage and is pushed back
+4-5: Increase the hit die to a d10.) 10 feet If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or force the target to make a
WATER RELEASE: WHISPER Constitution Saving Throw gaining a rank of Chilled on a
Classification: Ninjutsu failed save
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Bonus Action D-Rank, increase the cost of this jutsu by 3 and increase
Range: 90 feet the damage by 1d8 and the knock back distance by +10 feet.
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS C-RANK:
Cost: 5 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu WATER RELEASE: CLEANSING DROP
Description: You send bubbles made from Water Release Classification: Ninjutsu
chakra to fill the inner ear of your allies for the duration. Rank: C-Rank
Select up to 3 willing creatures within range to gain Casting Time: 1 Bonus Action
the benefits of this jutsu. Range: 45 feet
For the duration, affected creatures who would make a Duration: Instant
Wisdom (Perception) Check adds your Ninjutsu Ability Components: HS, CM
Modifier to their Check. Sound based environmental Cost: 7 Chakra
effects that force a Saving Throw of any type are made Keywords: Water Release, Ninjutsu, Medical
with advantage. Description: You manipulate your water release chakra and
Additionally, the first Saving throw made against a infuse it with Medical Release Chakra. When you do you
Genjutsu with the Auditory Keyword add your Ninjutsu create a single drop of water made from this jutsu, and
Ability Modifier to their Saving Throw. This jutsu send it to a single willing creature you can see within range
immediately ends after this Saving Throw. allowing them to drink it.
At Higher Ranks: For each rank you cast this jutsu A creature who drinks this drop of water who are under
above D-Rank, increase the cost of this jutsu by 3, the any of the following effects from a Jutsu or environmental
number of creatures affected by this jutsu by +2. hazard of Equal Rank or lower, has two of them completely
removed at your discretion; Envenomed, Burned, Shocked,
Chilled, Dazed.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the amount
of targets you can affect by +1.
103
WATER RELEASE: CRUSHING DROPLETS:
SPILL
Classification: Ninjutsu Medium Construct, unaligned
Rank: C-Rank
Casting Time: 1 Action Armor Class Ninjutsu Save DC
Range: Self Hit Points 20
Duration: Concentration, Up to 1 Minute Speed 40 ft fly, 80 ft swim
Components: HS, CM
Cost: 8 Chakra STR DEX CON INT WIS CHA
Keywords: Water Release, Ninjutsu 10 (+0) 10 (+0) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
Description: You manipulate your water release chakra
hardening it until the waters density becomes too much for Damage Immunities Cold, Psychic
most to handle. Damage Resistance Fire
For the duration, when you would cast a Jutsu with the Damage Vulnerability Earth
Water Release Keyword, the Strength of the jutsu is Condition Immunities All Mental, All Physical, Exhaustion, Stunned,
modified based on your needs at the moment. Select one of Petrified, Envenomed
the following effects when you cast the jutsu. Senses passive Perception 10
• Cold Damage you deal with Jutsu with the Water Release
Shark Trigger. When the Water Shark is reduced to 0 Hit Points, it explodes
Keyword is increased by an amount equal to your
forcing all creatures within 10 feet to make a Dexterity Saving Throw taking
Proficiency Bonus. This bonus damage can happen up to
5d6 Cold Damage and 1 rank of Chilled on a failed save or half as much
twice per turn.
damage and no further effect on a success. (Excluding Caster)
• Attacks made with Jutsu with the Water Release Keyword
are made with a bonus to hit equal to 1d4.
• Creatures who would make a Saving Throw against a
Multiattack. The Water Shark can attack 2 times with its Bite.
Jutsu you cast with the Water Release Keyword rolls an
additional 1d4 reducing their Saving Throws by the Bite. Melee Weapon Attack: + (Your Ninjutsu Attack Bonus) to hit, reach 5 ft.,
result. one creature. Hit: 2d6 Cold Damage. On hit the target must make a Strength
Saving Throw vs the casters Ninjutsu Save DC being grappled by this Water
At Higher Ranks: For each rank you cast this jutsu above Shark on a failed save. The Shark can only grapple one creature in this way at
C-Rank, increase the cost of this jutsu by 3. When you a time.
would cast this jutsu at B-Rank you may select a creature
within 5 feet of you to gain this jutsu’s benefit for the same
duration.
WATER RELEASE: FOUR SHARK RAIN
WATER RELEASE: DROWNING BUBBLE Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 60 feet
Range: 45 Feet Duration: Concentration, Up to 1 Minute
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 8 Chakra
Cost: 8 Chakra Keywords: Water Release, Ninjutsu, Construct
Keywords: Water Release, Ninjutsu, Kinjutsu Description: You manipulate your water release chakra
Description: You conjure a bubble filled with water and shaping it until you completely form 2 construct Sharks
send it towards a creature’s head to enclose it within the made of your Chakra alone. These Water Sharks Swim in
bubble removing their ability to breathe unless they can midair around you waiting for your command to attack
breathe within water. Make a Ranged Ninjutsu Attack using the following stat block. You can command them as a
against a creature within range. On a hit the creature Bonus Action on your turn. A creature can only be attacked
begins to suffocate. While suffocating this way, its speed is by 2 sharks per turn.
halved and at the start of each of its turns it experiences If used near a sufficient source of water, reduce the
oxygen deprivation taking 3d8 Necrotic Damage that chakra cost of this jutsu by 2 or you can choose to increase
ignores Damage Reduction and Resistance. the sharks Hit Points by an amount equal to your character
At end of an affected creatures turn, they make level.
Constitution Saving Throw. On a success, this 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
Hit Points of your Water Sharks by +10. If you cast this
jutsu at A-Rank or higher, increase the number of Water
Sharks you summon by +1. If you cast this jutsu at S-
Rank or higher, increase the number of Water Sharks
you summon by +1.
104
WATER RELEASE: FOUL LEGACY with 10 AC. In order for this jutsu to persist a creature must
Classification: Ninjutsu be holding it, occupying one hand at all times, which
Rank: C-Rank cannot be used to hold other items or weapons. Once the
Casting Time: 1 Bonus Action mirror is broken or you dismiss this jutsu as a Bonus
Range: Self (10-foot radius) Action. If you do neither creatures reflection remains
Duration: Concentration, up to 1 minute Sealed into the mirror. Any Conditions that remains after
Components: HS, CM, W (Any) the mirror is broken or is dismissed, ends as well.
Cost: 7 Chakra
Keywords: Water Release, Ninjutsu WATER RELEASE: HIDING IN MIST
Description: You manifest water chakra that bubbles up Classification: Ninjutsu
before you unleash it like a bursting bubble, as a pulse of Rank: C-Rank
sapphire blue chakra enhances the weapons of your allies. Casting Time: 1 Action
You cannot lose concentration of this jutsu as a result of Range: Self
damage. Duration: Concentration, up to 1 minute
For the duration, one weapon you and each allied Components: HS, CM
creature affected by this jutsu is wielding is enhanced by Cost: 6 Chakra
your sapphire water chakra. Enhanced weapons deal an Keywords: Water Release, Ninjutsu
additional 2d4 Cold Damage twice per turn and each Description: You begin to turn your body into a collection of
time a wielder deals damage to a hostile creature, they water vapor similar in consistency to mist along with
regain Hit Points equal to the bonus Cold Damage this everything your wearing and carrying for the duration. This
jutsu deals. jutsu ends if you drop to 0 Hit Points or chakra. You cannot
If you or affected allied creatures let go of their lose concentration of this jutsu as a result of failing a
weapon or it is taken from its original wielder, the concentration check, or being Incapacitated.
sapphire chakra disperses. While in this form, your only movement method is a flying
At Higher Ranks: For each rank you cast this jutsu speed of 20 feet. You can enter and occupy the space of
above C-Rank, increase the cost of this jutsu by 3. If this another creature. You have resistance to all damage,
jutsu is cast at A-Rank or higher, increase the damage to excluding Earth Damage, and you have advantage on
4d4. Strength, Dexterity, and Constitution Saving Throws. You can
pass through small holes, narrow openings, and even mere
WATER RELEASE: HEAVENLY MIRROR OF cracks, though it treats liquids as though they were solid
PAIN surfaces. You can’t fall and remain hovering in the air, even
Classification: Ninjutsu when Stunned or otherwise Incapacitated. When rolling
Rank: C-Rank stealth to be seen as a common cloud of gas, mist or fog, you
Casting Time: 1 Action. may roll at advantage.
Range: 120 Feet While in this form of mist, You can’t talk or manipulate
Duration: 1 Minute. objects, and any objects it was carrying or holding can’t be
Components: HS, CM, CS dropped, used, or otherwise interacted with. You cannot
Cost: 9 Chakra attack or cast jutsu while in this form.
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You manifest a ring of water that creates a WATER RELEASE: MEDICAL JELLYFISH
reflective film similar to that of a mirror. You first seal your Classification: Ninjutsu
reflection into the mirror, then select one creature whom Rank: C-Rank
you can see who is not obscured in any way within Casting Time: 1 Action
range. When you do, the target must make a Charisma Range: Touch
Saving Throw, having their reflection Sealed into the Duration: 1 Minute
mirror on a failed save. You can only have one Components: HS, CM
instance of this jutsu active at a time. Cost: 9 Chakra
A creature who’s reflection is Sealed into the Keywords: Water Release, Ninjutsu, Medical
mirror casts no reflection onto any reflective Description: You Conjure water into the shape of a
surface for the duration. For this jutsu’s jellyfish and attach it to a creature you touch. For
duration, when one creature who’s reflection the duration, the jellyfish will continuously inject
is Sealed into the mirror take damage, suffer chakra into whomever it is attached to body to
a condition, or regain Hit Points, the other heal them when they take damage. At the
creature who’s reflection is Sealed into the beginning of their turn, they recover 4 Hit
mirror takes half of the damage dealt, Half of Points. This jellyfish has the Same AC as its
Hit Points healed and Suffer the same host, but only 1 hit point. The jellyfish can be
conditions. targeted by an attack.
A creature who is Resistant or Immune to a Alternatively, If the host would make a
damage type does not share this resistance Saving Throw to resist a Ninjutsu, Taijutsu or
or Immunity to the other creature. (For Ex. Bukijutsu effect that would damage it, the
If you have resistance to Lightning Damage and jellyfish also takes damage equal to the result if
would take 10 Lightning Damage, the other its host fails the save.
creature who’s reflection is Sealed in the If the Jellyfishes Host would fall to 0 Hit
mirror takes 5 damage. You then apply your Points, the jelly fish shrivels up and the jutsu
resistance to the Lightning Damage reducing it ends.
by half down to 5.) At Higher Ranks: For each rank you cast this
This mirror solidifies and becomes a physical jutsu above C-Rank, increase the cost of this jutsu
mirror for this jutsu’s duration. Has 1 Hit Point by 3 and increase the healing by +1.
105
WATER RELEASE: SCORPION WATER RELEASE: ROAR OF ATLANTIS
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 Feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 8 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You collect surrounding water to create a Description: You manipulate the Water Release Chakra
scorpions stinger extending from your back. When you with a creature you touch within range. If used on
cast this jutsu you can make two Melee Ninjutsu Attacks yourself, you do not need to spend chakra to maintain
and for its the duration you can use your action to make concentration on this jutsu.
two Melee Ninjutsu Attacks using your Stinger. For the duration, when the creature cast a Jutsu with
On a hit, you deal the target takes 3d6 Cold Damage. the Water Release keyword that deals damage or inflicts
An affected creature must make a Constitution Saving a condition of any type, the affected creature becomes
Throw. On a failed save, the target gains 1 rank Chilled Wet. A wet creature remains wet for this jutsu’s
and for the duration when it would regain Hit Points or duration, unless otherwise stated.
Chakra Points, the next instance of Cold Damage it takes A wet creature who takes damage from the following
is increased by 1 step. damage types triggers the following effects.
If used near a sufficient source of water, reduce the Fire Damage: Once per turn, they take additional Fire
chakra cost of this jutsu by 2 or you can make this jutsu Damage equal to 2dX, where X is the triggering jutsu’s
deal an equal amount of Cold Damage as Chakra Damage. damage die. The steam remains until the end of the
At Higher Ranks: For each rank you cast this jutsu target creatures next turn. The area the steam occupies
above C-Rank, increase the cost of this jutsu by 3 and is heavily obscured. The target creature is no longer wet.
increase the damage by 1d6. Lightning Damage: Once per turn, the creature has
the water react to the lightning as the lightnings
WATER RELEASE: RAGING TIDE conductivity is multiplied and all adjacent creatures
Classification: Ninjutsu become targets for this super conduction. They take
Rank: C-Rank additional Lightning Damage equal to 2dX, where X is
Casting Time: 1 Action the triggering jutsu’s damage die. All creatures who are
Range: Self (60-foot line) adjacent to the wet creature makes a Dexterity Saving
Duration: Instant Throw taking half of the Lightning Damage dealt on a
Components: HS, CM failed save or none on a successful save.
Cost: 8 Chakra Wind Damage: Once per turn, the creature has the wet
Keywords: Water Release, Ninjutsu, Clash condition spread around affecting creatures near them
Description: You manipulate Surrounding Water as you as the water is picked up and thrown around. They take
pull water from the air, surrounding plants and even additional Cold Damage equal to 2dX, where X is the
create water using your Water Release Chakra. triggering jutsu’s damage die. All creatures who are
This collects into a large wave that appears in front of within 10 feet of the wet creature becomes wet as well.
you before it is propelled forward in a highly concussive
way. All creatures in a 5-foot wide, 60-foot-long line WATER RELEASE: WALL OF WATER
originating from you must make a Strength Saving Classification: Ninjutsu
Throw. On a failed save a creature takes Cold Damage Rank: C-Rank
equal to 3d8, gain the Chilled condition, be pushed in a Casting Time: 1 Action, 1 Reaction, which you take when
straight line following the path of your jutsu, by 30 feet you or an allied creature in range takes damage.
and fall Prone. On a successful save they take half Range: 60 Feet
damage and no additional conditions. Duration: Concentration, up to 1 minute
If used near a sufficient source of water, reduce the Components: HS, CM
chakra cost of this jutsu by 2 or you can change the shape Cost: 8 Chakra
of this jutsu to a 30-foot cone. Keywords: Water Release, Ninjutsu, Construct
At Higher Ranks: For each rank you cast this jutsu Description: You conjure up a wall of water on the
above C-Rank, increase the cost of this jutsu by 3 and the ground at a point you can see within range. You can
damage by 1d8. make the wall up to 30 feet long, 10 feet high, and 5 feet
thick in any shape you want so long as each piece of wall
is connected to another piece. The wall deforms and
becomes a mass of water when the jutsu ends, filling
each space it occupied with a Source of water that can be
used for Water Release Ninjutsu, of C-Rank or lower,
once each. The wall’s space is difficult terrain if
creatures attempt to pass through it. The water wall has
an AC equal to your Ninjutsu Save DC and a number of
Hit Points equal to 6d4 + Your Ninjutsu Save DC, with
resistance to Fire Damage.
If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or you can choose to
instead make creatures take 2d8 Cold Damage the first
time they move through the wall on their turn.
106
WATER RELEASE: WATER ABSORPTION WATER RELEASE: WATER CLONE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Touch Range: Self
Duration: Concentration, Up to 1 Minute Duration: Concentration, up to 10 minutes
Components: HS, CM, CS Components: HS, CM
Cost: 7 Chakra Cost: Special (8 Chakra)
Keywords: Water Release, Ninjutsu, Fuinjutsu Keywords: Water Release, Ninjutsu, Clone, Fuinjutsu
Description: You place a sealing tag on one willing creature Description: You conjure a clone made of water similar to
you can see within range. When you cast this jutsu, all the Shadow clone technique but with far less power,
Water sources the target is in contact with or adjacent to, is known as a Water Clone. Water Clone’s weigh half as much
absorbed into them and is used to artificially enhance the as the caster. You can create up to two Water Clones when
targets physical ability. If the target is next to a water casting this jutsu, each costing 8 chakra to conjure.
source comparable to a lake, sea, or ocean this jutsu does Water Clones can cast ninjutsu with the Water Release
not consume all of the water, but up to 1000 gallons. keyword that you know of D-Rank, following normal Clone
For the duration, the creatures Strength Score becomes keyword restrictions. Additionally, if a damaging jutsu the
20 if it not already. If their Strength score is already 20, it Water Clone cast would use a damage die larger than a d4,
instead becomes 22. Their jump distance is doubled. They the damage die the clone uses becomes a d6 instead. Water
gain resistance to Bludgeoning Damage and the first time Clones, can move across water without chakra but cannot
each turn, that they would deal unarmed or weapon move vertically along non-water-based surfaces. If a Water
damage they deal additional damage equal to 2d10. When Clone uses a weapon or unarmed attack, regardless of the
this jutsu ends, the creature becomes Weakened and weapon the clone uses, it deals 1d8 Cold Damage.
Slowed until the end of their next turn as their body If a Water Clone casts a jutsu that requires more than 1
recovers from the over saturation of water in their system. attack roll upon casting, it only makes one attack. If
multiple water clones attack the same creature, you do not
make multiple attack rolls. You instead choose a lead clone
WATER RELEASE: WATER BREATHING and it gains a +1d6 bonus to its damage roll(s), for each
Classification: Ninjutsu additional clone that is aiding it.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action C-Rank, increase the cost of this jutsu by 3. If this jutsu is
Range: Self cast at A-Rank, increase the rank of jutsu water clones can
Duration: 1 hour cast to C-Rank.
Components: HS, CM
Cost: 6 Chakra WATER RELEASE: WATER CUTTING SWORD
Keywords: Water Release, Ninjutsu Classification: Ninjutsu
Description: You filter Water as it enters your lungs, being Rank: C-Rank
able to breathe as if you were a fish. You can breathe in Casting Time: 1 Bonus Action
water as if you were breathing air. Range: Self
Duration: Concentration, up to 10 Minutes
WATER RELEASE: WATER BULLET Components: HS, CM
Classification: Ninjutsu Cost: 8 Chakra
Rank: C-Rank Keywords: Water Release, Ninjutsu, Clash
Casting Time: 1 Action Description: You Conjure water into the shape of a Sword
Range: 60 Feet like projection in your free hand. You do not spend chakra to
Duration: Instant maintain concentration on this jutsu. The blade is 5 feet
Components: HS, CM long, the handle is 1 foot long. The design of the blade can be
Cost: 7 Chakra whatever you decide. If you let go of the blade it disperses
Keywords: Water Release, Ninjutsu, Clash into water again. You can use your action to make a Melee
Description: You knead chakra in your stomach and expel Ninjutsu Attack with the Water Sword. On a hit, the target
it in a large quantity of water towards a target creature. takes 4d8+Ninjutsu Ability Modifier Cold Damage. If used
Make a Ranged Ninjutsu Attack, dealing 4d6 Cold Damage near a sufficient source of water, reduce the chakra cost of
that penetrates a creatures DR (damage reduction) this jutsu by 2 or you can choose to instead increase the
ignoring it. If used near a sufficient source of water, reduce damage die by one step, up to a d10.
the chakra cost of this jutsu by 2 or the number of creatures At Higher Ranks: For each rank you cast this jutsu above
you can target by +1. C-Rank, increase the cost of this jutsu by 3. If Cast at A-
At Higher Ranks: For each rank you cast this jutsu Rank, you can instead make two attacks with this jutsu as an
above C-Rank, increase the cost of this jutsu by 3 and action.
increase the damage by 1d6.
107
WATER RELEASE: WATER FORMATION: POND it with them as part of their movement. If used near a
Classification: Ninjutsu sufficient source of water, reduce the chakra cost of this
Rank: C-Rank jutsu by 2 or you can choose to make a captured
Casting Time: 1 Action creatures Saving throws to escape this jutsu at
Range: Self disadvantage.
Duration: Instant
Components: HS, CM WATER RELEASE: WATER TRUMPET
Cost: 6 Chakra Classification: Ninjutsu
Keywords: Water Release, Ninjutsu Rank: C-Rank
Description: You generate a Puddle of water from your Casting Time: 1 Action
stomach and expel it onto the ground filling and covering Range: 30 Feet
the ground in a 25-foot cube originating from you. This Duration: Instant
puddle holds no more than 100 gallons of water. You can Components: HS, CM
use this puddle as a source of drinking water, lay a trap, or Cost: 9 Chakra
use it as a source for more complex Water Ninjutsu. You Keywords: Water Release, Ninjutsu, Clash
may use this water as a Source of Water for up to 5 water Description: You cup your hands and create a highly
release ninjutsu. pressurized stream of water, capable of piercing through
steel and the ground itself. Make a Ranged Ninjutsu Attack,
WATER RELEASE: WATER PERMEATION dealing 4d10 Cold Damage.
Classification: Ninjutsu If used near a sufficient source of water, reduce the
Rank: C-Rank chakra cost of this jutsu by 2 or you can choose to instead
Casting Time: 1 Action. deal twice as much damage to constructs and structures.
Range: Touch At Higher Ranks: For each rank you cast this jutsu above
Duration: 1 Minute C-Rank, increase the cost of this jutsu by 3 and increase the
Components: HS, CM, CS damage by 1d10.
Cost: 6 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu B-RANK:
Description: You place a sealing tag on one willing
creature you can see within range. For the next minute WATER RELEASE: ARMOR OF POSEIDON
they lose physical form as they and all equipment held Classification: Ninjutsu
become a pool of water. As a pool of water, their speed Rank: B-Rank
becomes 60 feet, and gain a swim speed of 120 feet. They Casting Time: 1 Bonus Action
can squeeze through cracks or disconnected surfaces Range: Self
that are at least 1 millimeter wide. The affected creature Duration: Concentration, up to 10 Minutes
cannot make attacks, use handsigns, or mold chakra. Components: HS, CM
The affected creature cannot see, but they gain 60 feet of Cost: 14 Chakra
tremor sense. Keywords: Water Release, Ninjutsu
Additionally, the affected creature becomes immune Description: You manipulate your water release chakra
to Cold, Bludgeoning, piercing and Slashing Damage. and coat your body in it creating a tangible armor of
Resistant to Fire Damage, and Vulnerable to Lightning Water Release. If you are fully submerged in water, this
Damage. jutsu cannot end as a result of failing a Concentration
Check, and you reduce the concentration cost by -1. If
WATER RELEASE: WATER PRISON used near a sufficient source of water, reduce the chakra
Classification: Ninjutsu cost of this jutsu by 2 or you can choose to give yourself
Rank: C-Rank advantage on Chakra Control Checks to maintain
Casting Time: 1 Action concentration of this jutsu.
Range: Touch For this jutsu’s Duration, you gain the following
Duration: Concentration, up to 1 Hour. benefits while completely submerged in water;
Components: HS, CM
• You gain a 120 feet Swim Speed.
Cost: 7 Chakra
• You can breathe underwater as if breathing air.
Keywords: Water Release, Ninjutsu,
• You gain 60 feet of tremor sense.
Description: You create a dense spiraling bubble of water
• Once per turn, Jutsu you cast with the Water
around a creature, capturing them inside and restraining
Release Keyword deals additional damage equal
movement and preventing them from performing Jutsu.
to 1 damage die. If the target is currently Chilled
Target creature makes a Dexterity Saving Throw, being
the jutsu instead deals additional damage equal
Restrained and captured on a failed save. The user must
to 2 damage die.
maintain contact with the sphere holding the captive inside.
• Attacks made underwater do not need to be
Losing contact causes the jutsu to end immediately.
rolled at disadvantage.
The sphere has an AC equal to your Ninjutsu Save DC,
• Attacks you make while underwater retain their
10 Hit Points, and creatures captured inside the Sphere
full range.
cannot make Hand Seals or make attacks and find it
• In place of a weapon attack made with the
difficult to breathe. The sphere intercepts all damage
attack action, you can make a Melee or Ranged
meant for the target, has vulnerability to Earth Damage,
Ninjutsu Attack equal to the number of attacks
and once it reaches 0 Hit Points, this jutsu immediately
you would make with the attack. If melee, your
ends.
attack deals 3d8 + Ninjutsu Ability Modifier
At the end of each of their turns they make a Strength
Cold Damage. If ranged, your attack deals 2d8 +
Saving Throw. On a success they force their way out with
Ninjutsu Ability Modifier Cold Damage has a
brute force. The bubble containing a creature can be
range of 60/120.
moved as an Action on behalf of the caster, as they drag
108
WATER RELEASE: BLOODY MIST ABSORPTION number of rounds equal to their Constitution Modifier
Classification: Ninjutsu (Min 1.).
Rank: B-Rank At the beginning of a creatures turn who has exceeded
Casting Time: 1 Action the number of rounds they can hold their breath; they
Range: Self (45-Foot cube) begin drowning as if they failed their Saving Throw.
Duration: Concentration, up to 1 Minute An unconscious creature who is no longer drowning
Components: HS, CM can be awoken by another creature as a Bonus Action.
Cost: 14 Chakra Combination: If this jutsu is cast as a Combination
Keywords: Water Release, Ninjutsu jutsu with 2 or more casters reduce the cost by -2.
Description: An advanced variation of the Hidden Mist Any creature who assists in casting this jutsu as a
Technique. This variation requires the user to draw blood combination jutsu increases this Jutsu's radius based on
from themselves cutting their palm, reducing their current the highest Charisma Modifier within the group of
Hit Points by 5. You release a crimson red mist that fills a casters. (+0-1: No Change, +2-3: Increase the radius to
45-foot-cube originating from you. All creatures inside this 90-foot radius sphere(s), +4-5: Increase the radius to
mist are heavily obscured and cannot clearly see anything 120-foot radius sphere(s)).
more than 5 feet away from them. You know the location of
all creatures inside this red mist and all creatures except for WATER RELEASE: EXPLOSIVE COLLIDING
you suffer the following effects. SHOCKWAVE
Classification: Ninjutsu
• Creatures who start their turns inside the red
Rank: B-Rank
mist, who have less than their max Hit Points
Casting Time: 1 Action
lose 4 + Half of any Bleeding damage they take,
Range: Self (60 Foot radius Sphere)
in chakra.
Duration: 1 Minute
• Creatures cannot regain Hit Points or remove
Components: HS, CM
stacks of Bleeding while inside the red mist.
Cost: 14 Chakra
Keywords: Water Release, Ninjutsu
WATER RELEASE: DEEP Description: You expel a small ocean's worth of Water
directly into your space covering a 60-foot radius
Classification: Ninjutsu
centering on you. You stand on top of the water you are
Rank: B-Rank
expelling, while creatures who are within 60 feet of you
Casting Time: 1 Action
must make a Strength Saving Throw to resist being
Range: Self (30-foot radius sphere)
swept away. On a failure, they take 6d8 Cold Damage and
Duration: Concentration, up to 1 Minute
are pushed 30 feet away while under the surface of the
Components: HS, CM
small ocean you’ve created. On a success, they remain
Cost: Special (77 Chakra)
floating above the surface, suffer no damage, but are still
Keywords: Water Release, Ninjutsu, Combination,
pushed away 15 feet from their current position. The
Kinjutsu
water conjured by this jutsu maintains a depth of 120
Description: You and other casters manipulate
Feet. This water can be used as a source of water for up to
Surrounding Water as you artificially manipulated the
15 Water Release Ninjutsu.
depth of water surrounding yourselves.
109
All creatures who are within the radius begin to be
rained on and have their clothing soaked with this red
rain, that dulls their senses.
WATER RELEASE: MAELSTROM For the duration when a creature within this jutsu’s
Classification: Ninjutsu radius would make a Saving Throw to resist a jutsu cast
Rank: B-Rank from any creature other than you, you may roll a d4,
Casting Time: 1 Action reducing their Saving Throws by the result. This
Range: 60 Feet reduction happens once per turn, per creature.
Duration: Concentration, up to 1 minute. As a Bonus Action on your turn, you may move the
Components: HS, CM cloud 40 feet raining on the new space.
Cost: 12 chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Water Release, Ninjutsu above B-Rank increase the cost by 3 and the distance you
Description: A mass of 10-Foot-Deep Water is expelled can move the cloud by +20 feet.
from you or begins to swirl from a preexisting source of
water, centered on a point you can see within range, WATER RELEASE: REFLECTIVE DROPLETS:
begins to swirl in a 20 Foot radius. Until the Jutsu Ends, DRIP
that area is difficult terrain and any creature that starts Classification: Ninjutsu
its turn there must make a Strength Saving Throw or Rank: B-Rank
take 5d8 Cold Damage being pulled 10 feet towards the Casting Time: 1 Reaction, which you take when you
center on a failed save, or half as much damage on a would take damage.
successful one. As a Bonus action you can move this Range: Self
maelstrom 30 feet in any direction of your choice. Duration: Instant
If used near a sufficient source of water, reduce the Components: HS, CM
chakra cost of this jutsu by 2 or creatures with ranks of Cost: 12 Chakra
Chilled within this Jutsu's area makes their save with Keywords: Water Release, Ninjutsu, Construct
disadvantage. Description: You manipulate your water release chakra
At Higher Ranks: For each rank you cast this jutsu molding it until you envelop yourself into a protected
above B-Rank, increase the cost of this jutsu by 3 and bubble, intercepting incoming attacks.
increase the damage by 1d8. This bubble barrier protects you from incoming
attacks taking the damage you would take instead until
WATER RELEASE: PAINFUL WATER the beginning of your next turn.
Classification: Ninjutsu The bubble in a water structure that has 5d8 + Your
Rank: B-Rank Ninjutsu Ability Score Hit Points. The bubble is Resistant
Casting Time: 1 Bonus Action to Fire Damage and Vulnerable to Earth Damage. You
Range: 90 feet cannot be targeted by jutsu that does not require an
Duration: Concentration, Up to 1 minute attack roll and when you would make a Saving Throw
Components: HS, CM, CS from a jutsu that affects an area, you make your Saving
Cost: 11 Chakra Throw at advantage.
Keywords: Water Release, Ninjutsu, Fuinjutsu While the bubble has Hit Points, melee attacks made
Description: You manipulate the Water Release Chakra against you, reflect some of that damage back to the
within yourself and mark a creature you can see within triggering creature as Cold Damage equal to half of their
range with this chakra. attack’s damage. This effect does not trigger if the
For the duration, when the creature would take triggering damage type is Earth.
damage from a jutsu with the Water Release Keyword, At Higher Ranks: For each rank you cast this jutsu
they take additional damage equal to your character above B-Rank, increase the cost of this jutsu by 3 and the
level, once per turn. number of hit-points the bubble has by 1d8.
Additionally, when a creature marked with this jutsu
would make a Saving Throw to resist the Chilled WATER RELEASE: SHARK BOMB
condition, they roll 1d8, reducing their Saving Throw by Classification: Ninjutsu
the result. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Bonus Action
above B-Rank increase the cost by 3 and the number of Range: 120 Feet
creatures you can mark by +1. Duration: Concentration, up to 1 minute.
Components: HS, CM
WATER RELEASE: RED RAIN Cost: 12 Chakra
Classification: Ninjutsu Keywords: Water Release, Ninjutsu, Construct
Rank: B-Rank Description: This jutsu cannot be used without a source of
Casting Time: 1 Bonus Action water nearby deep enough to fit a medium sized creature.
Range: 90 feet (10-foot radius) As a Bonus Action on your turn, you create a Shark
Duration: Concentration, Up to 1 minute construct made of solidified water. The Shark has an AC
Components: HS, CM equal to your Ninjutsu Save DC and has 30 (10d6) Hit
Cost: 13 Chakra Points and has a swim speed of 40. You control this Shark
Keywords: Water Release, Ninjutsu and can direct it do any of the following actions:
Description: You manipulate the Water Release Chakra Attack: As an Action or Bonus Action on your turn, the
molding it until you create a cloud 100 feet in the air. shark attempts to bite into a creature currently submerged,
This cloud is then sent to hover over a creature you can standing near, or standing on top of the body of water it
see within range, and begins to rain down red rain in a currently inhabits. Make a Melee Ninjutsu Attack, on a Hit,
10-foot radius around the creature. the target creature takes 8d8 Cold Damage. On a successful
hit, the target creature must make a Strength Saving
110
Throw being Grappled by the shark on a failed save. The WATER RELEASE: WATER NEEDLES OF
shark can only grapple one creature at a time. DEATH
Impede: As a Reaction action on your turn, the shark can Classification: Ninjutsu
attempt to impose disadvantage on a target creature by Rank: B-Rank
swiftly attacking and getting in the way of their next Casting Time: 1 Reaction, taking damage from a melee
attack. attack or from a creature within 5 feet of you.
Explode: As an action on your turn, the shark can explode Range: Touch.
creating a powerful shockwave of water in a 15-foot cube. Duration: Instant
Creatures in range must make a Dexterity Saving Throw, Components: HS, CM
taking 6d10 Cold Damage on a failed save or half as much Cost: 13 Chakra
on a successful one. Keywords: Water Release, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above Description: When a creature makes a Melee attack
B-Rank, increase the cost of this jutsu by 3 and increase against you, you stomp the ground collecting a mass of
the damage your shark deals by 1d8. water droplets from the ground and air, sharpening
them into needles. The triggering creature must make a
WATER RELEASE: TSUNAMI BOW Dexterity Saving Throw, taking 8d10 Cold Damage and
Classification: Ninjutsu reducing their movement speed by 15 on a failed save
Rank: B-Rank and taking half as much damage on a successful one. If
Casting Time: 1 Action used near a sufficient source of water, reduce the chakra
Range: Self cost of this jutsu by 2 or you can instead make all hostile
Duration: Concentration, Up to 10 minutes. creatures of your choice, within 15 feet of you when you
Components: HS, CM cast this jutsu, make the Saving Throw as if they are also
Cost: 14 Chakra targets, taking damage on a failed save or half as much
Keywords: Water Release, Ninjutsu on a success.
Description: You create a modified bow of solidified water At Higher Ranks: For each rank you cast this jutsu
that fires water from the same source. This projection can above B-Rank, increase the cost of this jutsu by 3 and
be used as an action to make 2 Ranged Ninjutsu Attacks increase the damage by 1d10.
against a creature up to 120 feet away, that you can see. On
a hit, you deal 3d12 Cold Damage. A target hit by this attack
must make a Constitution Saving Throw being Chilled until
A-RANK:
the end of their next turn on a failed save.
WATER RELEASE: ACID PERMEATION
If used near a sufficient source of water, reduce the Classification: Ninjutsu
chakra cost of this jutsu by 2 or you can choose to reduce Rank: A-Rank
an affected creatures speed by 15 feet, until the end of their Casting Time: 1 Action
next turn. Range: Self (15-foot-Radius)
If you drop this projected weapon it dissipates at the end Duration: Concentration, up to 1 minute
of the turn. Thereafter, while the jutsu persists, you can Components: HS, CM
use a Bonus Action to cause it to reappear in your hand. Cost: 20 Chakra
At Higher Ranks: For each rank you cast this jutsu above Keywords: Water Release, Ninjutsu
B-Rank, increase the cost of this jutsu by 3. If you cast this Description: You collect water from the air, plants, and
Jutsu at S-Rank, increase the damage of this jutsu by 1d12. all sources that contain it as they form bubbles
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WATER RELEASE: FALLING RAIN NEEDLES WATER RELEASE: GREAT SHARK BULLET
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet (90-foot cube) Range: 120 feet
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 19 Chakra Cost: 20 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu, Clash
Description: You collect all water within 120 feet of you Description: You manipulate your water release chakra
as it collects into the air creating storm clouds that can molding it until you manifest a single gargantuan shark
fill a 90-foot cube, at a point you can see within 120 feet that you then launch at a creature within range, leaving a
of you. This jutsu fails, if you can’t see a point in the air trail of devastation in its path.
where the storm cloud could appear (for example, if you The shark is propelled in a straight line towards a
are in a room that can’t accommodate the cloud.). single target creature. Make a Ranged Ninjutsu Attack.
When you cast the ninjutsu, choose a point you can see On a success they take Cold Damage equal to 10d8, and
within range, a hail of sharpened water droplets, rain gain 2 ranks of Chilled.
over an area, pulverizing everything within 5 feet of the All creatures the shark would pass through while
select area. Each creature within 5 feet of that point must traveling to the target creature would suffer some effect
make a Dexterity Saving Throw. A creature takes 10d6 as well. All creatures except the target creature in a 15-
Cold Damage on a failed save or half as much on a foot wide, up to 120-foot line makes a Dexterity Saving
successful one. Throw. The line ends early if the space the original target
On each of your turns until the jutsu ends, you can use creature was occupying is less than 120 feet away from
your Bonus Action to call down rain needles in this way when the jutsu was cast. On a failed save they take 6d8
again, targeting the same or a different point. Cold Damage and 1 rank of Chilled. Or half as much on a
If you are outdoors in stormy conditions when you successful save and no additional effects.
cast this ninjutsu, the jutsu gives you control over the At Higher Ranks: For each rank you cast this jutsu
existing storm instead of creating a new one. Under such above A-Rank, increase the cost of this jutsu by 3 and the
conditions the jutsu’s damage increases by 1d6 and the damage by 2d8.
cost to maintain this jutsu is reduced by 2.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6 for each damage type.
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WATER RELEASE: RAIN TIGER AT WILL WATER RELEASE: WATER DRAGON
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Hour Casting Time: 1 Action
Range: 10 Miles Range: 60 Feet
Duration: 24 Hours Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Water Release, Ninjutsu, Sensory Keywords: Water Release, Ninjutsu, Clash
Description: You create rain clouds centered on a point Description: You expel a massive quantity of water or
of your choice that you can see 100 feet in the air that pull from a nearby source, conjuring a large Dragon of
spreads outwards covering a radius up to 10 miles in size. your description from water. The Dragon attempts to
The clouds begin to pour down a heavy rain constantly. ram its target. Make a Ranged Ninjutsu Attack, on a hit
Each rain drop is connected to the caster’s senses target creature 14d6 Cold Damage. The target creature
informing them of any and all creatures, movements, must make a Constitution Saving Throw, being Stunned
activities and actions that the raindrops come into and knocked Prone on a failed save until the end of the
contact with. This rain is almost entirely seen as natural targets next turn. If used near a sufficient source of
otherwise. A creature with Chakra Sight can see the water, reduce the chakra cost of this jutsu by 2 or you can
chakra in each water drop. choose to increase the damage die to a d8.
While the caster will be aware of events and actions At Higher Ranks: For each rank you cast this jutsu
within the rain, this does not inform them of the exact above A-Rank, increase the cost of this jutsu by 3 and
location within the radius of this jutsu’s effect range. increase the damage by 1d6 for each damage type.
113
S-RANK: in the radius are picked up by the wave of water and
pulled into the water sphere. All Creatures inside the
WATER RELEASE: DROWN Water Sphere must make a Strength Saving Throw,
Classification: Ninjutsu being captured inside the sphere and unable to escape,
Rank: S-Rank on a failed save. When captured this way, the captured
Casting Time: 1 Full Turn Action creature is considered to be underwater while inside the
Range: 120 feet Water prison. When the User of this Jutsu moves, the
Duration: Concentration, Up to 1 minute water sphere moves with him. Creatures who succeed
Components: HS, CM their Strength Saving Throw, can escape the Water
Cost: 30 Chakra prison if they can make it to the edge of the water
Keywords: Water Release, Ninjutsu, Kinjutsu sphere.
Description: You manipulate your water release chakra
molding it until you reach a level of control so much so WATER RELEASE: GRUDGE RAIN
that you are able to forcibly turn air into water and vice Classification: Ninjutsu
versa as it is inhaled by other creatures. Rank: S-Rank
Select up to 7 creatures you can see within range. Each Casting Time: 1 Action
creature makes a Constitution Saving Throw. On a Failed Range: Self (250 Foot Radius)
save for the duration if they can breathe air, they instead Duration: Concentration, up to 1 hour
can only breathe water. If they can breathe water, they Components: HS, CM
can instead only breathe air. Cost: 30 Chakra
A creature who is currently in an environment in Keywords: Water Release, Ninjutsu
which they cannot breathe normally, they begin to Description: You create rain clouds centered on a point
Drown. of your choice that you can see 100 feet in the air that
While drowning this way, it can survive for a number spreads outwards covering a radius up to 10 miles in size.
of rounds equal to its Constitution modifier (minimum The clouds begin to pour down a heavy rain.
of 1 round). At the start of its first turn after these For the duration, up to 5 creatures of your choice are not
rounds, it drops to 0 Hit Points and is dying. A creature affected by this jutsu. All other creatures within the
who begins their turn dying after falling to 0 Hit Points radius double all chakra costs.
as a result of this jutsu, they die. While drowning they
114
WATER RELEASE: SUPREME WATER
LION
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Range: 120 feet
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu,
Construct
Description: You conjure a Huge construct made
of Water & Chakra forming a Huge beast of your
description that uses your Ninjutsu Attack Bonus
and Save DC for effects that require it.
It rolls initiative as it has its own turns, using
your Ninjutsu Ability Modifier + Proficiency as its
Initiative.
You can as a Bonus Action on your turn, so long
as you are in physical contact with this construct
merge into its head. While you are merged in this
way you have total Cover against attacks and
other effects outside of the Lion.
Damage Immunities Acid, Poison, Psychic, Bludgeoning, Piercing and Slashing Damage.
Damage Resistance Fire
Damage Vulnerability Earth
Condition Immunities Charmed, Chilled, Exhaustion, frightened, Stunned, Envenomed.
Senses Darkvision 60 ft., passive Perception 10
Immutable Form. The Supreme Water Lion is immune to any Jutsu or effect that would alter its form.
Elemental Weapons. The Lions attacks are chakra enhanced.
One with Water. When the lion is in contact with a body of water large enough for it to submerge itself, it gains a 250-foot swim speed, and Truesight
90 feet against other submerged creatures.
Multiattack. The Supreme Water Lion can attack 3 times. Twice with its claws and once with its bite.
Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 6d6 + 6 Cold Damage. A creature hit by this attack must make a Strength Saving
throw vs your Ninjutsu Save DC. On a failed save they are grappled. Until this grapple ends, the target is restrained and the Lion cannot bite
another target.
Claw. Melee Weapon Attack: reach 10 ft., one creature. Hit: 3d8 + 6 Cold Damage. A creature hit by this attack must make a Constitution Saving
Throw vs your Ninjutsu Save DC. On a failed save they gain 1 rank of Chilled.
Swallow. The Water Lion makes one bite attack against a Large or Smaller creature it is grappling. If the Attack hits, the target is s wallowed,
and the grapple ends. The swallowed target is restrained but is fully visible in the belly of the Water Lion, although it cannot be the target of
any jutsu. While inside the Lion it must be able to breathe underwater or it begins to drown. A drowning creature can survive for a number of
rounds equal to their Constitution Modifier (Min 1) before falling unconscious as a result of drowning. If an unconscious creature remains
drowning, at the beginning of the unconscious creatures turn, they take Cold Damage equal to 6d6 + 9. An unconscious creature who is no
longer drowning can be awoken by another creature as a bonus action
Hydro Discharge (Recharge 5-6): The Lion exhales Pure Water Release chakra in a 60- foot cone. Each creature, except its summoner in that cone must
make a Dexterity Saving Throw vs your Ninjutsu Save DC, taking 10d10 Cold Damage and 2 ranks of Chilled on a failed save, or half as much damage
on a successful one.
115
LIGHTNING RELEASE
Lightning Release jutsu are the most complicated of the 5 nature transformations to produce. Users must vibrate their
chakra to create sparks and eventually jolts of lightning, guiding and controlling it with chakra. Users of Lightning Release ,
usually cannot create lightning inside their bodies instead opting to create it on the surface of their skin and focus it into
points or use their own lightning to guide natural lightning produced in thunder clouds, though this is very difficult and is
generally regarded as a testament of true skill is completed. Lightning Release is typically used offensively, doing Piercing
Damage when applied to a weapon, or doing massive electrical damage when hitting a creature. Lightning Release can be
used to trap targets, such as ensnaring them with static electricity numbing their body and preventing them from moving.
Defensively, Lightning is an uncommon option, with users surrounding themselves with Lightning to be protected from
harm, although this is very difficult as lightning generally cannot be made uniform, but it is a testament to the users
Nature Change skill.
Lightning Release is naturally strong against Earth Release and weak against Wind Release.
Prerequisite: You must have the Lightning Release Affinity to learn jutsu with the Lightning Release Keyword.
116
LIGHTNING RELEASE: ELECTROMAGNETIC LIGHTNING RELEASE: GUIDING BOLT
FIELD Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 90 Feet
Range: Self (25-foot Cube) Duration: Instant
Duration: Concentration, Up to 1 minute Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Lightning Release, Ninjutsu, Clash
Keywords: Lightning Release, Ninjutsu Description: A flash of lightning erupts from your hands
Description: You conjure your lightning release chakra towards a creature of your choice within range. Make a
to generate an aura electricity. Each creature of your Ranged Ninjutsu Attack against the target. On a hit the
choice within a 25-foot cube originating from you when target takes 3d8 Lightning Damage, and the next attack
this jutsu is cast, and those who begin their turns in this roll made against the target before the end of your next
jutsu’s range must make a Constitution Saving Throw. turn has advantage, thanks to the streak of electricity
On a failed save the first time they would take guiding the next attack to the target.
Lightning Damage each turn, the Lightning Damage Overcharge. When you cast this jutsu with its listed
increases by 1 step. (D4>D6>D8>D10>D12) casting time, you can choose to spend your Bonus Action
or Reaction to overcharge its effects. When you do this
LIGHTNING RELEASE: ENHANCED ABILITY jutsu instead becomes a 60 foot long, 5-foot-wide line.
Classification: Ninjutsu All creatures in range must make a Dexterity Saving
Rank: D-Rank Throw, taking 3d8 lighting damage on a failed save or
Casting Time: 1 Action half as much on a success. Regardless of a pass or fail,
Range: Touch the next attack roll made against affected creatures
Duration: 1 Minute before the end of your next turn has advantage.
Components: HS, CM, M At Higher Ranks: For each rank you cast this jutsu
Cost: 5 Chakra above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Lightning Release, Ninjutsu increase the damage by 1d8.
Description: You touch a willing creature and bestow
upon it a vast increase in one of its physical abilities. LIGHTNING RELEASE: HEAVEN STEP
Choose one of the following effects; the target gains the Classification: Ninjutsu
effect until the jutsu ends. You can only have this jutsu Rank: D-Rank
active on one creature at a time. Casting Time: 1 Bonus Action
Agility. The target has advantage on Dexterity Saving Range: 90 feet
Throws. It also doesn’t take damage from falling 20 feet Duration: Concentration, Up to 1 minute
or less if it’s not Incapacitated. Components: HS, CM
Endurance. The target has advantage on Constitution Cost: 4 Chakra
Saving Throws. It also gains 10 Temporary Hit Points, Keywords: Lightning Release, Ninjutsu
which are lost when the jutsu ends. Description: You conjure your lightning release chakra
Strength. The target has advantage on Strength Saving to generate a mote of electricity. Select a space that
Throws. It also increases damage done with attack rolls another creature is not occupying that you can see
using its Strength by +2, twice per turn. within range where you throw your mote. This space can
Overcharge. When you cast this jutsu with its listed be in the air but cannot be thrown through walls or water
casting time, you can choose to spend your Bonus Action instead stopping at the first semi-solid surface it
or Reaction to overcharge its effects. When you do, the encounters.
following effects are enhanced in the following ways; You can choose to target a creature with this mote
Agility. The target can dash as a Bonus Action for the instead of an empty space. Make a range ninjutsu attack.
duration. On a success you deal 1d8 Lightning Damage and the
Endurance. The target gains an additional 15 target must make a Constitution Saving Throw gaining 1
Temporary Hit Points. rank of Shocked on a failed save. The mote then occupies
Strength. The target gains immunity to the Weakened the closest open space as the target creature.
condition for the next minute. As a Reaction, you can trigger the mote to detonate. All
At Higher Ranks: For each rank you cast this jutsu creatures within 5 feet of the mote must make a
above D-Rank, increase the cost of this jutsu by 3 and Dexterity Saving Throw. On a failed save they take 2d6
the number of creatures you can have this active on at Lightning Damage and gain 1 rank of Shocked. If a
once increases by +1. creature who makes this save is already Shocked, they
make their Saving Throw with a -2 penalty. When you do
this jutsu immediately ends.
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 1d8 and 1d6 respectively.
117
LIGHTNING RELEASE: LIGHTNING BALL LIGHTNING RELEASE: LIGHTNING KNUCKLE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: 5 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, M
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Taijutsu
Description: You generate multiple small floating Description: You cover your Fist in surging electricity
globes of lightning chakra. You fire them all off as once using it to strike forward with an electrically charged
rapidly at a singular target. Make a Ranged Ninjutsu punch. Make a melee ninjutsu (or Taijutsu) attack
Attack. If the target creature is wielding a metallic against a creature within range. On a hit, you deal your
weapon, you make this attack at Advantage. On a hit, the Unarmed Damage + 2d6 Lightning Damage and the
target creature takes 6d4 Lightning Damage and forces target must make a Constitution Saving Throw, gaining 1
the creature to make a Constitution Saving Throw. On a rank of Shocked on a failed save.
failed save it gains 1 rank of Shocked. Overcharge. When you cast this jutsu with its listed
Overcharge. When you cast this jutsu with its listed casting time, you can choose to spend your Bonus Action
casting time, you can choose to spend your Bonus Action or Reaction to overcharge its effects. When you do this
or Reaction to overcharge its effects. When you do you jutsu gains a +1 bonus to critical threat range.
create a second set of lightning globes, and you must At Higher Ranks: For each rank you cast this jutsu
select a second creature to target with this jutsu. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase the number of attacks you can make by +1. You
above D-Rank, increase the cost of this jutsu by 3 and can only target a creature up to twice with attacks made
increase the number of attacks you can make by +1. as a result of this jutsu.
118
LIGHTNING RELEASE: LIGHTNING SPEED At Higher Ranks: For each rank you cast this jutsu above
Classification: Ninjutsu D-Rank, increase the cost of this jutsu by 3 and the damage
Rank: D-Rank by 1d10.
Casting Time: 1 Bonus Action
Range: Self LIGHTNING RELEASE: RETRIBUTION
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Reaction, which you take when you take
Keywords: Lightning Release, Ninjutsu damage.
Description: You coat your body in a film of lightning as Range: Self (15-foot Radius Sphere)
you teleport up to your movement speed to an Duration: Instant
unoccupied space that you can see, appearing as a jolt of Components: HS, CM
lightning when you end your movement. Cost: 5 Chakra
Keywords: Lightning Release, Ninjutsu
LIGHTNING RELEASE: MARK OF JOLTS Description: You conjure your lightning release chakra and
Classification: Ninjutsu mold it to form a defensive instrument of your choice; This
Rank: D-Rank can be a great sword, shield, wall, or a version of yourself
Casting Time: 1 Bonus Action made of lightning. This jutsu cannot be triggered by Psychic
Range: Self or Chakra Damage.
Duration: Concentration, Up to 1 minute. When you would take damage, you gain Temporary Hit
Components: HS, CM, CS Points equal to half of your Ninjutsu Save DC (rounded
Cost: 5 Chakra down). While you have Temporary Hit Points gained by this
Keywords: Lightning Release, Ninjutsu, Fuinjutsu jutsu, you have resistance to Earth Damage and
Description: You conjure your lightning release chakra Vulnerability to Wind Damage.
and mold it around a chakra seal until you form a Kanji Each time you take damage until the end of the current
of your own description and with its own meaning. This turn you build up lightning release chakra. You must keep
Kanji Floats in a space within 5 feet of you and can be track of all damage taken until the end of the current turn. If
moved up to 20 feet in any direction of your choice as a your Hit Points are reduced to 0 while this jutsu is active, it
Bonus Action. Choose one of the following effects; immediately ends.
Jolts: All creatures except you, within a 10-foot radius At the end of the current turn, you discharge all of the
sphere centered on your Kanji takes Lightning Damage built-up Lightning Release chakra. All creatures within a 15-
equal to 1d6 + Your Ninjutsu Ability Modifier at the end foot radius sphere must make a Dexterity Saving Throw,
of each of your turns. taking Lightning Damage equal to the damage you’ve taken
Shocks: All creatures except you, within a 10-foot + 3d6 on a failed save or half as much on a successful save.
radius sphere centered on your Kanji that takes If a creature is Shocked, they make their Saving Throw at
Lightning Damage must make a Constitution Saving disadvantage.
Throw gains 1 rank of Shocked on a failed save. Once this At Higher Ranks: For each rank you cast this jutsu above
effect has triggered and inflicted the Shocked condition 3 D-Rank, increase the cost of this jutsu by 3 and the damage
times this jutsu immediately ends. by 1d6.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and LIGHTNING RELEASE: SHATTERING BOLT
the damage by 1d6 or the number of triggers by +1. Classification: Ninjutsu
Rank: D-Rank
LIGHTNING RELEASE: PANTHER CLAW Casting Time: 1 Action
Classification: Ninjutsu Range: 60 feet
Rank: D-Rank Duration: Concentration, up to 1 minute
Casting Time: 1 Action Components: HS, CM
Range: 10 feet Cost: 5 Chakra
Duration: Instant. Keywords: Lightning Release, Ninjutsu
Components: HS, CM Description: A beam of crackling blue lightning lashes out
Cost: 4 Chakra towards a creature within range, forming a sustained arc of
Keywords: Lightning Release, Ninjutsu lightning between you and the target. Make a Ranged
Description: You conjure your lightning release chakra and Ninjutsu Attack against that creature. On a hit, the target
mold it around your arms until you conjure a projection of takes 2d12 Lightning Damage and gains 1 rank of Shocked.
your description. Once each of your turns for the duration, you can use your
Make a Melee Ninjutsu Attack. On a hit you deal 2d10 action to deal 2d12 Lightning Damage & inflict 1 rank of
Lightning Damage. Shocked automatically. The jutsu ends if you use your action
If the target has at least 1 rank of Shocked your damage to do anything else. The jutsu also ends if the target leaves
die becomes d12. this jutsu’s range or if it has total cover from you. When this
If the target has at least 2 ranks of Shocked you also jutsu ends, the original target loses all ranks of Shocked it
increase your critical range to 19~20. gained from this jutsu.
If the target has at least 3 ranks of Shocked you also add Overcharge. When you cast this jutsu with its listed casting
your Ninjutsu Ability Modifier to the damage you deal. time, you can choose to spend your Bonus Action or Reaction
If the target has at least 5 ranks of Shocked, you make an to overcharge its effects. When you do the first target gains 2
additional Melee Ninjutsu Attack. ranks of Shocked on the first hit made with this jutsu.
Overcharge. When you cast this jutsu with its listed casting At Higher Ranks: For each rank you cast this jutsu above D-
time, you can choose to spend your Bonus Action or Rank, increase the cost of this jutsu by 3 and increase the
Reaction to overcharge its effects. When you do, you may damage by 1d12.
add your Ninjutsu Ability Modifier to the damage dealt.
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LIGHTNING RELEASE: SHOCK WHIP LIGHTNING RELEASE: THOR’S MARK
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 Feet Range: 90 Feet
Duration: Instant Duration: Concentration, up to 1 hour
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You create a whip of lightning, and lash it at a Description: You send a negatively charged spark of
target creature in range. The target must make a Strength Lightning release chakra to attach itself to a target
Saving Throw, taking 2d10 Lightning Damage and being creature you can see within range marking it. You do not
pulled or pushed 10 feet on a failed save, or half damage on a need to spend chakra to maintain Concentration on this
successful save. jutsu. Once per turn, when you damage the target with a
Overcharge. When you cast this jutsu with its listed casting Ninjutsu with the Lightning Release Keyword, you deal
time, you can choose to spend your Bonus Action or Reaction an extra die of damage. You also have advantage on
to overcharge its effects. When you do a creature who fails Wisdom (Perception) or (Survival) checks you make to
their Saving Throw gains 1 rank of Shocked. track or find the target.
At Higher Ranks: For each rank you cast this jutsu above D- If a creature marked with this jutsu reaches 0 Hit
Rank, increase the cost of this jutsu by 3 and increase the Points you may move the mark to another creature as a
damage by 1d10 and the range by 5ft. Bonus Action.
120
At Higher Ranks: For each rank you cast this jutsu LIGHTNING RELEASE: CHIDORI
above D-Rank, increase the cost of this jutsu by 3 and Classification: Ninjutsu
increase the damage by 1d10. Rank: C-Rank
Casting Time: 1 Action
LIGHTNING RELEASE: THUNDERCLAW Range: 5 Feet
Classification: Ninjutsu Duration: Concentration, up to 1 minute
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 8 Chakra
Range: Touch Keywords: Lightning Release, Ninjutsu, Clash
Duration: Concentration, Up to 1 minute Description: This powerful assassination technique
Components: HS, CM focuses lightning Chakra into one of your hands, which
Cost: 4 Chakra will be unable to hold items while charged, but can still
Keywords: Lightning Release, Ninjutsu be used to make hand seals without harm. You do not
Description: You conjure your lightning release chakra need to spend chakra to maintain concentration with
to generate claws of Lightning around your hands. this jutsu. As an action on your next turn, you can use
For the duration, you can as an action make a Melee your action to make a Melee Ninjutsu Attack on a target
Ninjutsu Attack. On a hit you deal 2d6 + Your Ninjutsu creature within range.
Ability Modifier in Lightning Damage. If a target is On a hit, the target creature takes 5d10 Lightning
Shocked increase the damage die to a d8. Damage and this jutsu ends. This Jutsu has a +1 critical
Overcharge. When you cast this jutsu with its listed threat range.
casting time, you can choose to spend your Bonus Action Overcharge. When you cast this jutsu with its listed
or Reaction to overcharge its effects. When you do, the casting time, you can choose to spend your Bonus Action
first time each turn you deal damage with this jutsu, if a or Reaction to overcharge its effects. When you do, this
creature has any number of ranks of Shocked, increase jutsu evolves in power, becoming the Raikiri, gaining the
this jutsu’s critical threat range by +1. following benefits until this jutsu ends; Bonus +20
At Higher Ranks: For each rank you cast this jutsu speed, 1d4 bonus to hit, and on a critical hit, increases
above D-Rank, increase the cost of this jutsu by 3. If cast damage die by 1 step.
B-Rank or higher increase the number of attacks by +1. If At Higher Ranks: If this Jutsu is upcasted to at least B-
cast at S-Rank, increase the number of attacks by +1. Rank you immediately perform the Melee Ninjutsu
Attack instead of waiting till your next turn. For each
C-RANK: rank above C-Rank, increase the cost by 3, increasing the
damage done by 2d10 and Critical threat range by +1.
LIGHTNING RELEASE: AFTERSHOCK
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you deal
Lightning Damage to a creature using a jutsu.
Range: Special
Duration: Instant
Components: HS, CM
Cost: Special
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
to generate a jolt of electricity in an attempt to double up
on the effects of the previous jutsu you cast.
As a Reaction, when you would deal Lightning Damage
to a creature you may recast the jutsu targeting the same
creatures or affecting the same area. The jutsu recast in
this way have their cost doubled. If the jutsu recast has
the special cost, then it costs an additional +3 Chakra.
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LIGHTNING RELEASE: JOLT make a Dexterity Saving Throw taking 3d10 Lightning
Classification: Ninjutsu Damage on a failed save, or half as much on a successful
Rank: C-Rank one. A creature can only be affected by one lightning strike
Casting Time: 1 Action at a time.
Range: Touch Overcharge. When you cast this jutsu with its listed casting
Duration: Instant time, you can choose to spend your Bonus Action or
Components: HS, CM Reaction to overcharge its effects. When you do a creature
Cost: 7 Chakra who fails their Saving Throw has their legs begins to seize
Keywords: Lightning Release, Ninjutsu, Medical up on them, reducing their walking speed to 5 feet, bringing
Description: You conjure your lightning release chakra it to a crawl, until the end of their next turn.
to generate a spark of willpower from within a creature. At Higher Ranks: For each rank you cast this jutsu above
A Creature you touch gains 5 Hit Points and a number C-Rank, increase the cost of this jutsu by 3 and select one
of Temporary Hit Points equal to 4d8. These Temporary additional target space.
Hit Points last for 1 minute.
So long as a creature have Temporary Hit Points as a LIGHTNING RELEASE: LIGHTNING FLASH
result of this jutsu, they gain a 10-foot bonus to their Classification: Ninjutsu
walking speed and a +2 bonus to their Dexterity Saving Rank: C-Rank
Throws. Casting Time: Special
A dying creature who is affected by this jutsu gains an Range: Self
additional jolt of energy. Until the end of their next turn, Duration: Instant
they gain an additional Bonus action. Components: HS, CM, W (Thrown)
Overcharge. When you cast this jutsu with its listed casting Cost: 6 Chakra
time, you can choose to spend your Bonus Action or Keywords: Lightning Release, Ninjutsu, Bukijutsu
Reaction to overcharge its effects. When you do, increase the Description: You coat a weapon with the thrown quality in
die used to determine Temporary Hit Points, by 1 step. lightning release chakra, increasing the lethality and
At Higher Ranks: For each rank you cast this jutsu above piercing power of the weapon and throwing them in rapid
C-Rank, increase the cost of this jutsu by 3, Temporary Hit succession.
Points by 1d8 and +5 walking speed. When you would make a Ranged Weapon Attack with a
thrown weapon you can enhance them with lightning
LIGHTNING RELEASE: LIGHTNING CURRENT release increasing their damage by 1d8 Lightning Damage.
Classification: Ninjutsu Overcharge. When you cast this jutsu, as a Bonus Action
Rank: C-Rank or Reaction, you can overcharge its effects. When you do
Casting Time: 1 Action the Lightning Damage you deal ignores Damage Reduction
Range: Self (30-foot radius sphere) and Temporary Hit Points as your attacks penetrate even
Duration: Instant the strongest defense.
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 Chakra C-Rank, increase the cost of this jutsu by 3 and the damage
Keywords: Lightning Release, Ninjutsu by 1d8.
Description: You slam your hand onto the ground and
release lightning from your body that surges outwards LIGHTNING RELEASE: LIGHTNING KING’S
up to 30 feet in all directions from you. Creatures in this MANTLE
radius who are not behind total cover must make a Classification: Ninjutsu
Constitution Saving Throw, taking 4d6 Lightning Rank: C-Rank
Damage and gains 1 rank of Shocked. On a successful Casting Time: 1 Action
save the creature only takes half damage. Range: Self (20-foot radius sphere)
Overcharge. When you cast this jutsu with its listed casting Duration: Concentration, up to 1 minute
time, you can choose to spend your Bonus Action or Components: HS, CM
Reaction to overcharge its effects. When you do a creature Cost: 8 Chakra
who fails their Saving Throw becomes unable to make Hand Keywords: Lightning Release, Ninjutsu
Signs until the end of their next turn, as electricity Description: You radiate a powerful aura of lightning energy
overwhelms their central nervous system. in an aura with a 20-foot radius centered on you, enhancing
At Higher Ranks: For each rank you cast this jutsu above the combat potential in friendly creatures.
C-Rank, increase the cost of this jutsu by 3 and increase the The aura moves with you. Once per turn, while in
damage by 1d6. the aura, creatures of your choice deal an additional
1d6 Lightning Damage with Weapon, Taijutsu and
LIGHTNING RELEASE: LIGHTNING FANG Bukijutsu attacks.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this
Rank: C-Rank jutsu above C-Rank, increase the cost of this jutsu
Casting Time: 1 Action by 3 and increase the radius by 10 feet.
Range: 100 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You extend both of your hands into the air,
releasing a mass of Lightning chakra into the sky creating
thunder clouds. As an action on your turn, you can select a
space within range that you can see, Lightning Strikes the
area. All creatures within 5 feet of the target space must
122
LIGHTNING RELEASE: LIGHTNING LIGER LIGHTNING RELEASE: LIGHTNING ROPE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 60 feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 7 Chakra Cost: 6 Chakra
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra to Description: You conjure your lightning release chakra
summon a Beast formed of Lightning, that fit your to manifest a rope made of lightning.
description. Make a Ranged Ninjutsu Attack against a single
Make a Ranged Ninjutsu Attack against a creature within creature you can see within range. On a successful hit,
range. On a success they take Lightning Damage equal to the target becomes Restrained for the duration and gains
4d8+ your Ninjutsu Ability Modifier. 1 rank of Shocked. A creature Restrained by this jutsu
Additionally, the target must make a Constitution Saving takes Lightning Damage equal to your Ninjutsu Ability
Throw. On a failed save they gain 1 rank of Shocked. Modifier at the beginning of each of their turns.
If a target is already Shocked, you make your attack roll at A creature Restrained by this jutsu may make a
advantage and ignore cover as the lightning beast zig zags Strength Saving Throw once on their turns as an action
across the field to get the best vantage to attack. to end this jutsu’s effects on them on a success.
Overcharge. When you cast this jutsu with its listed casting While maintaining concentration on this jutsu you
time, you can choose to spend your Bonus Action or must hold the lightning rope with one hand within range.
Reaction to overcharge its effects. When you do, select a Letting it go immediately ends this jutsu.
second creature to target with this jutsu. Overcharge. When you cast this jutsu with its listed
At Higher Ranks: For each rank you cast this jutsu above casting time, you can choose to spend your Bonus Action
C-Rank, increase the cost of this jutsu by 3 and the damage or Reaction to overcharge its effects. When you do, all
by 1d8. creatures who fail the initial Saving Throw gain 1
additional rank of Shocked.
LIGHTNING RELEASE: LIGHTNING ROD At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above C-Rank, increase the cost of this jutsu by 3 and the
Rank: C-Rank number of creatures you can target with this jutsu by +1.
Casting Time: 1 Action
Range: Self LIGHTNING RELEASE: LIGHTNING STEP
Duration: Concentration, up to 1 minute Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 9 Chakra Casting Time: 1 Action
Keywords: Lightning Release, Ninjutsu Range: 90 Feet
Description: You conjure your lightning release chakra Duration: Instant
creating a lightning release lance, staff or polearm of your Components: HS, CM
description. This projected polearm has a reach of 10 feet, Cost: 8 Chakra
the trip, deadly and thrown (90/120) properties. Keywords: Lightning Release, Ninjutsu
For the duration of this jutsu you do not need to spend Description: You teleport yourself to an unoccupied space
chakra to maintain concentration on this jutsu. you can see within range. Immediately after you disappear,
While wielding this polearm you gain the following a thunderous boom sounds, and each creature within 10 feet
options using the corresponding actions; of the space you left and the space you appeared must make
Action: Make a Melee Ninjutsu Attack dealing 4d10 a Constitution Saving Throw, taking 3d10 Lightning Damage
Lightning Damage on a hit. on a failed save, or half as much damage on a successful one.
Action: Make a Ranged Ninjutsu Attack, throwing the Thunder can be heard up to 300 feet away.
lance targeting a creature you can see, within throwing You can bring along object as long as their weight doesn’t
range, dealing Lightning Damage equal to 5d6 + Ninjutsu exceed what you can carry. You can also teleport one willing
Ability Modifier. Regardless of a hit or miss, the lance then creature of your size or smaller who is carrying gear up to it
explodes, creatures within 20 feet of the target must make a carrying capacity. The creature must be within 5 feet of you
Dexterity Saving Throw, taking 3d8 Lightning Damage on a when you cast this jutsu, and there must be an unoccupied
failed save or half as much on a successful save. The Jutsu space within 5-feet of your destination space for the
then ends. creature to appear in; otherwise, the creature is left behind.
Bonus Action: You compress your polearm into its most Overcharge. When you cast this jutsu with its listed casting
basic form using it to supercharge the next jutsu you cast time, you can choose to spend your Bonus Action or
with the Lightning Release Keyword before the end of your Reaction to overcharge its effects. When you do a creature
turn. The next jutsu you cast with the Lightning Release who fail their Saving Throw have their speed reduced by the
Keyword that has a casting time of 1 Action has its cost amount of damage they took, rounded down to the nearest
reduced by half and deals additional damage equal to your 5-foot increment until the end of their next turn.
Ninjutsu Ability Modifier. This jutsu then ends. At Higher Ranks: For each rank you cast this jutsu above
Reaction: You spin your polearm in an attempt to C-Rank, increase the cost of this jutsu by 3 and increase the
deflect incoming attacks. Roll 1d6. You gain a bonus to damage by 1d10.
your AC equal to the result and a bonus to your Strength
and Dexterity saves equal to half of the result (Min 1.)
until the beginning of your next turn.
123
LIGHTNING RELEASE: LIGHTNING UPPERCUT LIGHTNING RELEASE: OVERDRIVE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet. Range: Self
Duration: Instant Duration: 1 Minute
Components: HS, CM Components: HS, CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Sensory
Description: You conjure your lightning release chakra Description: You send lightning chakra through your
coating it around your hands or legs and using it as a central nervous system speeding up your body's
guiding force when striking. response time and perceptive abilities. Increase your
Make a Ranged Ninjutsu Attack. On a hit lighting Movement speed by 20. Gain advantage in Dexterity
explodes upwards from under the target dealing Saves and Skill Checks. When making a Perception
Lightning Damage equal to 4d8, and knocking them 20 Check, you may add 1d4 to the result.
feet into the air. They do not take falling damage unless At Higher Ranks: For each rank you cast this jutsu
they fall more than 20 feet in this circumstance. above C-Rank, increase the cost of this jutsu by 3 and
Overcharge. When you cast this jutsu with its listed increase movement speed by 10ft.
casting time, you can choose to spend your Bonus Action
or Reaction to overcharge its effects. When you do, the LIGHTNING RELEASE: REDIRECT LIGHTNING
next Ninjutsu you cast with the lightning release Classification: Ninjutsu
keyword before the end of your next turn, increases its Rank: C-Rank
damage dice by +2. Casting Time: 1 Reaction to taking Lightning Damage
At Higher Ranks: For each rank you cast this jutsu from a ranged attack or Saving Throw.
above C-Rank, increase the cost of this jutsu by 3, the Range: Special
damage by 1d8. Duration: Instant
Components: HS, CM
LIGHTNING RELEASE: LIGHTNING WALL Cost: Special
Classification: Ninjutsu Keywords: Lightning Release, Ninjutsu
Rank: C-Rank Description: When you cast this jutsu, you spend chakra
Casting Time: 1 Full Turn Action equal to the triggering jutsu’s cost. As you are targeted
Range: 120 feet. by lightning, you create s similar charge of lightning
Duration: Concentration, up to 1 minute release chakra inside of you to redirect the attack. You
Components: HS, CM gain Resistance to the Lightning Damage until the
Cost: Special (50 Chakra) beginning of your next turn, and make a Melee Ninjutsu
Keywords: Lightning Release, Ninjutsu, Combination, Attack vs. the target's attack roll or Save DC (depending
Construct on whether you were targeted by an attack or Saving
Description: You conjure your lightning release chakra until Throw).
you create a wall of lightning that you can place on a solid If you succeed, you redirect their attack at another single
surface or suspend midair. You can make the wall up to 90 target within range, dealing half the damage of the
feet long, 60 feet high and 5 feet thick, or a ringed wall up to triggering creature's attack (or Saving Throw), but no
40 feet in diameter, 60 feet high, and 5 feet thick. This wall is other effect.
opaque and lasts for the duration.
When the wall appears, each creature within its area must
make a Dexterity Saving Throw. On a failed save, a creature
takes 8d8 lighting damage and becomes Shocked or half as
much damage and no further effects on a successful save.
On both sides of the wall each creature that ends its turn
within 10 feet of it takes 8d8 Lighting damage and must make
a Constitution Saving Throw gaining 1 rank of Shocked on a
failed save. A creature takes the same damage and gains the
same condition when it enters the wall for the first time or
ends its turn there.
The wall has a number of Hit Points equal to the collective
total of all Casters Ninjutsu Save DC. Resistance to Earth
Damage and Vulnerability to Wind Damage.
Its casters can decide to allow Jutsu to pass through only
one side of the wall if they choose.
Combination: If this jutsu is cast as a Combination jutsu with 2
or more casters increase the damage by 1d8.
Any creature who assists in casting this jutsu as a combination
jutsu increases this Jutsu's defensive abilities based on the highest
Charisma Modifier within the group of casters. (+0-1: No
Change, +2-3: Increase the walls Hit Points by 15. +4-5: Increase
the walls Hit Points by 45).
124
LIGHTNING RELEASE: SPIDER WEB LIGHTNING RELEASE: STATIC WEAPON
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 60 Feet (15-Foot cube) Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 7 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You create a Web like pattern on the ground Description: A weapon you touch becomes enhanced with
out of Lightning chakra expanding outwards in a 15-foot lightning release chakra. For the duration, the weapon has a
cube at a space of your choice within range. Creatures +1 bonus to attack rolls and deals an extra damage die in
who begin their turns or enters the webs space must Lightning Damage each time you deal Weapon Damage with
make a Constitution Saving Throw. On a failed save it, any number of times per turn. You cannot lose
affected creatures gain +1 rank of Shocked. A creature Concentration of this Jutsu as a result of damage.
who has gained ranks of Shocked as a result of this jutsu, At Higher Ranks: For each rank you cast this jutsu above
who begins their turn in this jutsu’s area of effect, C-Rank, increase the cost of this jutsu by 3 and the number
becomes Incapacitated until the end of their turn. of weapons this can affect by +1.
Overcharge. When you cast this jutsu with its listed casting
time, you can choose to spend your Bonus Action or LIGHTNING RELEASE: SURGE
Reaction to Overcharge its effects. When you do, a Shocked Classification: Ninjutsu
creature who begins their turn in the affected area takes Rank: C-Rank
3d12 Lightning Damage. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above Range: Self
C-Rank, increase the cost of this jutsu by 3, increase the size Duration: Concentration, up to 1 minute
of the cube by 5 feet and damage dealt while overcharged by Components: HS, CM
1d12. Cost: 7 Chakra
Keywords: Lightning Release, Ninjutsu
LIGHTNING RELEASE: STATIC FALCON Description: You focus on altering your Lightning release
Classification: Ninjutsu chakra ever so slightly, giving it unique qualities and even
Rank: C-Rank changing its color to one of your choices.
Casting Time: 1 Action For the duration, when a creature with ranks of
Range: 120 Feet (15 Feet Cube) Shocked would make a Saving Throw vs a Jutsu you cast
Duration: Instant with the Lightning Release keyword, they suffer a
Components: HS, CM penalty to their Saving Throw equal to the ranks of
Cost: 7 Chakra Shocked they have.
Keywords: Lightning Release, Ninjutsu
Description: You generate a mass of Lightning chakra
and release it in the form of a bird. This bird then flies
towards a target creature you can see within range,
before it explodes, discharging electricity in a 15-foot
cube with a loud thunderous boom. This thunderous
boom can be heard up to 300 feet away.
Creatures in the affected area must make a
Constitution Saving Throw, taking 6d6 Lightning
Damage and gains 1 rank of Shocked on a failed save, and
half as much on a successful save.
Overcharge. When you cast this jutsu with its listed casting
time, you can choose to spend your Bonus Action or
Reaction to overcharge its effects. When you do a creature
Shocked by this jutsu must make a Constitution (Chakra
control) check at the start of each of their turns for the
duration of the Shocked condition, or be unable to move
more than 5 feet on their turns.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6.
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LIGHTNING RELEASE: THUNDER BOMB LIGHTNING RELEASE: BEAST LIGHTNING
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot radius Sphere) Range: Touch
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 11 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You collect a surge of Lightning Release Chakra Description: You focus your lightning chakra, forming it into
into your fingertips as you pinpoint all creatures within your the shape of a land animal of your choice such as a Bear, a
Jutsu’s radius that are Shocked. Panther, or Wolf. The Lightning Beast of your creation can, as
All Shocked creatures within range can feel the Lightning a Bonus Action, be directed.
chakra on them begin to react before it violently explodes
creating audible sounds over 1000 feet away.
Creatures with more than one rank of the Shocked
Condition suffer greater impacts. Shocked creatures within
range must make a Constitution Saving Throw taking Medium Construct, unaligned
Lightning Damage equal to the following based on the ranks
of Shocked they have or half as much on a successful save. Armor Class 11+ Your Ninjutsu Ability Modifier
(1 Stack: 3d8, 2 Stacks: 4d8, 3 Stacks: 5d8, 4 Stacks: 6d8, Hit Points 30 (5d12 + Your character level)
Speed 45 ft.
5 Stacks: 7d8)
Creatures within 10 feet of a Shocked creature when this
STR DEX CON INT WIS CHA
explosion happens makes a Dexterity Saving Throw taking
12 (+2) 22 (+6) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
half the damage on a failed save or no damage on a successful
save. If a creature is Shocked and within 10 feet of another
Shocked creature when this explosion occurs, they make Damage Immunities Acid, Lightning, Earth, Psychic
their save at Disadvantage. Condition Immunities Charmed, Exhaustion, frightened, Stunned, Petrified,
A creature can be affected by no more than 2 explosions. Envenomed
The Shocked condition ends on all creatures within range Senses passive Perception 10
regardless of passing or failing.
Damage Vulnerability. The Lightning Beast takes double damage from
B-RANK: Wind Damage.
Elemental Body. The Lightning Beast weapon attacks are chakra enhanced.
LIGHTNING RELEASE: BANQUET OF THUNDER Kill Switch. When your beast reaches 0 Hit Points it explodes shooting
Classification: Ninjutsu lightning in all directions. All Creatures within 10 Feet of it must make a
Rank: B-Rank Dexterity Saving Throw, taking 4d10 Lightning Damage and being
Casting Time: 1 Action Shocked on a failed save and half as much and no additional effects on a
Range: 60 feet successful one
Duration: Instant
Components: HS, CM, CS
Cost: 12 Chakra Bite. Melee Weapon Attack: + (Your Ninjutsu Attack Bonus) to hit, reach 5 ft.,
Keywords: Lightning Release, Ninjutsu one creature. Hit: 5d8 Lightning Damage.
Description: You discharge 3 jolts of lightning that tears
through the ground shooting in a straight line 10 feet wide
and 60 feet long. The ground the lightning travels through
becomes difficult terrain. Creatures in the path of this
lightning must make a Dexterity Saving Throw, taking 6d6
Lightning Damage and gaining 1 rank of Shocked and
Weakened on a failed save or half as much damage on a
successful one.
Overcharge. When you cast this jutsu with its listed casting
time, you can choose to spend your Bonus Action or
Reaction to overcharge its effects. When you do this jutsu’s
range shifts becoming a 60ft cone. Once you use this
overcharge effect, you cannot do so again until you spend at
least 1 Chakra die to recharge it as a Bonus action on your
turn or by completing a rest of any type.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6.
126
LIGHTNING RELEASE: CHAINED LIGHTNING Creatures inside the Barrier cannot mold chakra and if a
Classification: Ninjutsu creature attempts to exit the interior of the barrier by
Rank: B-Rank force, they must make a DC 16 Constitution Saving
Casting Time: 1 Action Throw, taking 5d8 Lightning Damage on a failed save or
Range: 150 Feet half as much on a successful one. Creatures interacting
Duration: Instant with the Outside of the barrier do not suffer adverse
Components: HS, CM effects although they cannot pass through the barrier
Cost: 13 Chakra without attempting to break it.
Keywords: Lightning Release, Ninjutsu
Description: You create a bolt of lightning that arcs towards a LIGHTNING RELEASE: LIGHTNING LILY
target of your choice that you can see within range. Three Classification: Ninjutsu
bolts then leap from the first target to as many as three other Rank: B-Rank
targets, each of which must be within 30 feet of the first Casting Time: 1 Action
target. A target can be a creature or an object that be targeted Range: 90 feet
by only one of the bolts. A target must make a Dexterity Duration: Instant
Saving Throw, taking 6d10 Lightning Damage on a failed Components: HS, CM
save, or half as much on a successful one. Cost: 11 Chakra
Overcharge. When you cast this jutsu with its listed casting Keywords: Lightning Release, Ninjutsu
time, you can choose to spend your Bonus Action or Reaction Description: You manifest your Lightning release until
to overcharge its effects. When you do a creature gains one you create a floating flower made of Lightning. This
rank of the Shocked condition for each creature who flower sparkles and sparks harmlessly for but a moment
previously failed their Saving Throws. before it detonates.
At Higher Ranks: For each rank you cast this jutsu above Select a space you can within range for the flower to
B-Rank, increase the cost of this jutsu by 3 and one manifest. All creatures within 30 feet of the flower must
additional bolt leaps from the first target to another target. make a Dexterity and Wisdom Saving Throw.
On a failed Dexterity Saving Throw they take 5d8
LIGHTNING RELEASE: FALSE DARKNESS Lightning Damage and gain 2 ranks of the Shocked
Classification: Ninjutsu condition.
Rank: B-Rank On a successful Dexterity save they gain 1 rank of the
Casting Time: 1 Action Shocked condition until the beginning of their next turn.
Range: 30-foot cone On a failed Wisdom Saving Throw they are Blinded by
Duration: Instant the flash of white light until the end of their next turn.
Components: HS, CM On a successful Wisdom Saving Throw no further effects.
Cost: 14 Chakra Overcharge. When you cast this jutsu with its listed
Keywords: Lightning Release, Ninjutsu casting time, you can choose to spend your Bonus Action
Description: You release a massive wave of lightning capable or Reaction to overcharge its effects. When you do, the
of disintegrating stone and creatures alike. Creatures in a 30- affected creatures only make either a Dexterity or
foot cone originating from you must make a Constitution Wisdom Saving Throw to determine this jutsu’s effects,
Saving Throw taking 10d4 Lightning Damage, are Blinded for not both. Pick one when you overcharge this jutsu.
1 minute, on a failed save or half as much on a success. At Higher Ranks: For each rank you cast this jutsu
Creatures Blinded by this jutsu remake their saves at the above B-Rank, increase the cost of this jutsu by 3 and the
beginning of each of their turns. damage by 1d8.
Overcharge. When you cast this jutsu with its listed casting
time, you can choose to spend your Bonus Action or Reaction LIGHTNING RELEASE: LIGHTNING SPEAR
to overcharge its effects. When you do, on a failed save, Classification: Ninjutsu
affected creatures are also Deafened and gain 2 ranks of Rank: B-Rank
Concussed for the same duration they are Blinded. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above Range: 60 Feet
B-Rank, increase the cost of this jutsu by 3 and the damage Duration: Instant
by 1d4 and the size of the cone by 5 feet. Components: HS, CM
Cost: 12 Chakra
LIGHTNING RELEASE: LIGHTNING BIND Keywords: Lightning Release, Ninjutsu, Clash
Classification: Ninjutsu Description: You create a concentrated globe of
Rank: B-Rank lightning around your hand, and point it in a direction of
Casting Time: 1 Minute your choice. A beam of lightning shoots at blinding
Range: 1 Mile speeds in a straight-line piercing through everything in
Duration: Concentration, up to 1 Hour its path. Creatures up to 60 feet away, in a straight line
Components: HS, CM, CS from you must make a Dexterity Saving Throw, taking
Cost: 14 Chakra 10d6 Lightning Damage on a failed save and half as
Keywords: Lightning Release, Ninjutsu, Fuinjutsu, much on a successful save.
Construct Overcharge. When you cast this jutsu with its listed casting
Description: You set up 3 Chakra seals within 15 feet of time, you can choose to spend your Bonus Action or Reaction
one another in a triangle formation and fill them with to overcharge its effects. When you do a creature that fails
Lightning Release chakra. You decide on a triggering their Saving Throw becomes Incapacitated until the end of
action such as a creature entering the triangle, saying a their next turn.
specific word, or even making a certain hand Seal and At Higher Ranks: For each rank you cast this jutsu
the 3 tags will create a 3-point barrier made of Lightning above B-Rank, increase the cost of this jutsu by 3 and
Release Chakra. Trapping whomever is in the barrier increase the damage by 1d6.
inside. The Barrier has 60 (10d12) Hit Points and a 13 AC.
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LIGHTNING RELEASE: LIGHTNING LIGHTNING RELEASE: RAGING STORM
TRANSMISSION Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: 60 feet
Range: 120 feet Duration: Concentration, Up to 1 Minute
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 13 Chakra
Cost: 11 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu Description: You manifest your Lightning release until
Description: You manifest your Lightning release until its its covering the body of an allied creature that is not
covering your body. Select one currently Shocked creature yourself. Select one willing creature you can see within
within 120 feet. You immediately teleport to them. Until the range. The target creature is engulfed in a raging torrent
end of this turn, you have advantage on the first Melee of lightning. For this duration, Jutsu the creature casts
Attack made targeting the creature you teleport to. deals additional Lightning Damage equal to 3d8, once
If the target creature dies before the end of your turn after per turn. They gain Resistance to Earth Damage a +20
teleporting to them you may teleport to another creature bonus to their speed, and advantage on Dexterity Saving
within 60 feet who also has the Shocked condition. If you Throws.
do, you gain advantage on the next melee attack made Additionally, Concentration checks they make are
targeting this creature before the end of your next turn. You made at advantage as you assist in managing their
can only teleport using this jutsu up to twice per turn. chakra flow.
At Higher Ranks: For each rank you cast this jutsu
LIGHTNING RELEASE: PENANCE above B-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu number of targets this jutsu can affect by +1.
Rank: B-Rank
Casting Time: 1 Action LIGHTNING RELEASE: STRIKE ARMOR
Range: Touch Classification: Ninjutsu
Duration: Instant Rank: B-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 14 Chakra Range: Self
Keywords: Lightning Release, Ninjutsu, Medical Duration: Concentration, up to 1 minute
Description: You conjure your lightning release chakra Components: HS, CM
to amplify and bring out, the last spark of willpower Cost: 13 Chakra
from within a fallen creature. Keywords: Lightning Release, Ninjutsu
A Creature you touch who has been dead no longer Description: You surround yourself, in dense lightning
than 1 minute has their essence touched. Make a Ninshou chakra in the form of armor. This armor enhances your
Check vs DC (15 + 1 for every round the target has been speed, and protects you from damage, while also
dead.) On a success, they awake, gaining 1 Hit Points and enhancing your melee strikes. You cannot lose
a number of Temporary Hit Points equal to 6d10. These concentration on this jutsu as a result of damage.
Temporary Hit Points last for 1 minute. When the Increase your movement speed by +20 Feet, AC by +2,
creature runs out of Temporary Hit Points granted by and a +2 bonus to the first melee attack you make on
this jutsu, they fall unconscious for 24 hours, unable to each of your turns.
awaken by any means. A creature can be revived by this
jutsu no more than once per full rest. LIGHTNING RELEASE: TENACIOUS JOLTS
So long as a creature have Temporary Hit Points as a Classification: Ninjutsu
result of this jutsu, they gain a bonus to their Strength, Rank: B-Rank
Dexterity and Constitution Saving Throws equal to your Casting Time: 1 Action
Ninjutsu Ability Modifier, their Strength, Dexterity, and Range: 90 feet
Intelligence ability scores are increased to 20, and any Duration: Concentration, Up to 1 minute
damage they deal is instead Lightning Damage that Components: HS, CM
cannot be resisted. Cost: 11 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
forming a jolt of lightning that you use to strike a
creature within range.
Make a Ranged Ninjutsu Attack. On a hit you deal 5d10
Lightning Damage. The target must make a Constitution
Saving Throw. On a failed save the affected creature
becomes Shocked and Dazed.
Overcharge. When you cast this jutsu with its listed
casting time, you can choose to spend your Bonus Action
or Reaction to overcharge its effects. When you do, then
all creatures within 10 feet of the target of your choice
must make the same Saving Throw, taking 5d8 lighting
damage on a failed save or half as much on a success.
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.
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LIGHTNING RELEASE: THUNDERSTORM and the first melee attack they make each turn, is at
Classification: Ninjutsu advantage.
Rank: B-Rank At the end of this jutsu’s duration the target creatures
Casting Time: 1 Action body reels from the shock of being overworked becoming
Range: 250 feet cloud Stunned for 1d4 of their turns.
Duration: Concentration, up to 1 minute
Components: HS, CM LIGHTNING RELEASE: KEEN STORM
Cost: 14 Chakra Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu Rank: A-Rank
Description: A churning cloud of lightning forms Casting Time: 1 Action
centered on a point you can see and spreads out in a 250- Range: Touch
foot cloud and Lightning begins to flash in the area. Duration: Concentration, up to 1 minute
Creatures of your choice under this cloud must make a Components: HS, CM, CS
Dexterity Saving Throw at the end of each of its turns Cost: Special (20 Chakra)
taking 4d6 Lightning Damage and being Shocked on a Keywords: Lightning Release, Ninjutsu, Fuinjutsu
failed save or half as much damage on a successful one. Description: You manifest your Lightning release until you
can condense the sparks onto a weapon you are touching.
A-RANK: A weapon you touch, becomes guided by your masterful
lightning control. For the duration, you can make Melee
LIGHTNING RELEASE: BANG Ninjutsu Attacks in place of weapon attacks made with this
Classification: Ninjutsu weapon. Melee Ninjutsu Attacks made as a result of this
Rank: A-Rank jutsu deals 2d12 Lightning Damage and scores a critical hit
Casting Time: 1 Action on a roll of 18-20. If you score a critical hit on a creature
Range: 120 Feet with ranks of Shocked, you trigger the conditions damage.
Duration: Instant
Components: HS, CM LIGHTNING RELEASE: KINGMAKER
Cost: 20 Chakra Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu, Clash Rank: A-Rank
Description: You focus Lightning chakra into a super Casting Time: 1 Action
compressed point on the tip of your finger, pointing it at Range: Self (120-foot Radius)
a creature you can see in range, and releasing it in a Duration: 10 Minutes
single swift motion. The lightning explodes leaving your Components: HS, CM, CS
finger with an audible explosive boom, that shatters Cost: Special (110 Chakra)
glass and other fragile but rigid material in a 500-foot Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
radius. Make a Ranged Ninjutsu Attack. On a hit, the Combination
target creature takes 24d4 Lightning Damage. Description: You manifest your Lightning release until you
If the target of this jutsu has 5 or more ranks of create a Chakra seal made of pure lightning. You mark
Shocked, this jutsu instead deals 24d6 Lightning yourself and each willing creature of your choice within
Damage. range with this seal. For the duration creatures with this
Overcharge. When you cast this jutsu with its listed seal gain the following;
casting time, you can choose to spend your Bonus Action • Immunity to Earth Damage
or Reaction to overcharge its effects. When you do, while • Vulnerability to Wind Damage
targeting a creature within 10 feet of you, increase your • All damage they deal is Lightning Damage that cannot
critical threat range by +2. be Resisted.
At Higher Ranks: For each rank you cast this jutsu • A +2 Bonus to Strength, Dexterity, Wisdom and
above A-Rank, increase the cost of this jutsu by 3 and Intelligence Saving Throws.
increase the damage by 2d4 or 2d6 respectively. • Once each turn when they deal lighting damage,
affected creatures succeed a Constitution Saving
LIGHTNING RELEASE: CRACKLE Throw or gain 1 rank of Shocked.
Classification: Ninjutsu • Once each turn, when they deal Lightning Damage,
Rank: A-Rank they deal an additional 2d6 Lightning Damage.
Casting Time: 1 Action • At the beginning of each of their turns, they gain 10
Range: Touch Temporary Hit Points.
Duration: Concentration, Up to 1 minute
Components: HS, CM This jutsu cannot be ended early, and at the end of this
Cost: 16 Chakra jutsu’s duration an affected creature cannot cast jutsu
Keywords: Lightning Release, Ninjutsu, Medical with the Lightning Release Keyword, their speed is
Description: You manifest your Lightning release until it’s a reduced by 10, they cannot gain advantage on checks or
storm your holding in your hands. Saving Throws, and they cannot maintain concentration
You supercharge a willing creature you touch tripling on jutsu until they complete a long rest.
their heart rate, blood flow, nerve reactions and cognitive Combination: If this jutsu is cast as a Combination jutsu
functions. with 2 or more casters reduce the cost by -2.
When cast the target regains 20 Hit Points and gains 8d12 Any creature who assists in casting this jutsu as a
Temporary Hit Points for 1 minute. combination jutsu increases this Jutsu's offensive abilities
While concentrating on this jutsu, the target creatures based on the highest Charisma Modifier within the group of
movement speed is increased by 25 feet, they gain an casters. (+0-1: No Change, +2-3: Increase the number of
additional Reaction, Advantage on Dexterity, Wisdom & times the additional damage and Saving Throw for Shocked
Intelligence ability checks, Skill Checks and Saving throws, can trigger to twice per turn. +4-5: Increase the number of
129
times the additional damage and Saving Throw for Shocked lightning, with an AC equal to your Ninjutsu Save DC and
can trigger to three times per turn). Hit Points equal to 5 x your Ninjutsu Ability Score. It has
vulnerability to Wind Damage, Immunity to Earth
LIGHTNING RELEASE: LIGHTNING CLONE Damage, and if it would take Lightning Damage, it instead
Classification: Ninjutsu restores its Hit Points by the amount of damage it would
Rank: A-Rank take. As an action on each of your turns, you can
Casting Time: 1 Action command it to perform the effect of this jutsu again in
Range: Self any line extending from its current space. Otherwise, it
Duration: 1 Minute does nothing. You must concentrate on this jutsu to
Components: HS, CM maintain this construct's form.
Cost: Special (16 Chakra) At Higher Ranks: For each rank you cast this jutsu
Keywords: Lightning Release, Ninjutsu, Clone, Clash, above A-Rank, increase the cost of this jutsu by 3 and
Fuinjutsu increase the damage by 1d10.
Description: A modified version of the Shadow Clone
Technique that allows the user to create a clone made of LIGHTNING RELEASE: LIGHTNING RAT
solid lightning. Lightning Clones have no measurable Classification: Ninjutsu
weight and explode if exposed to a body of water. You can Rank: A-Rank
only create up to 2 Lightning Clones each costing 16 Chakra Casting Time: 1 Action
to conjure. Lightning Clones must remain within 120 feet of Range: 60 Feet
the caster. If the cast ends its turn more than 120 feet away Duration: Instant
from a Lightning Clone it explodes. Components: HS, CM
Lightning Clones can cast up to 2, B-Rank or lower Cost: 18 Chakra
Ninjutsu with the lightning release keyword that you know, Keywords: Lightning Release, Ninjutsu, Clash
following normal Clone keyword restrictions. Lightning Description: Your chakra twists and forms into countless
Clones have Immunity to Genjutsu, Psychic & Poison globes of lightning that hover just in front of you before
Damage, Resistance to Bludgeoning, Earth and Lightning you send them flying at a creature you can see in range
Damage but Vulnerability to Wind Damage. It has a and harm the surrounding creatures around that creature.
movement speed equal to your movement speed. Make a Ranged Ninjutsu Attack dealing 10d8 Lightning
Creatures who have Chakra Sight can tell the clone is Damage. All creatures in a 60-foot, 15 feet wide line
made of lightning and can distinguish the clone from the between you and the target creature must make a
original. Dexterity Saving Throw taking 10d4 Lightning Damage on
When Lightning Clones have 0 Hit Points, have used 2 a failed save and half as much on a success.
ninjutsu with the lightning release keyword, been exposed Overcharge. When you cast this jutsu with its listed
to a body of water, its Summoner has ended its turn more casting time, you can choose to spend your Bonus Action
than 120 feet away, or been dismissed as a Bonus Action, it or Reaction to overcharge its effects. When you do, all
surges for a brief moment before exploding. Creatures creatures who fail their Saving Throw gain 2 ranks of the
within 20 feet of the clone when it explodes must make a Shocked condition.
Constitution Saving Throw taking 10d6 Lightning Damage
and being Stunned until the end of their next turn on a LIGHTNING RELEASE: LIGHTNING SHIELD
failed save or half as much damage on a successful one. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: A-Rank
above A-Rank, increase the cost of this jutsu by 3 and the Casting Time: Reaction, to being damaged.
damage by 2d6. Range: Self
Duration: Instant
LIGHTNING RELEASE: LIGHTNING DRAGON Components: HS, CM
Classification: Ninjutsu Cost: 19 Chakra
Rank: A-Rank Keywords: Lightning Release, Ninjutsu, Clash
Casting Time: 1 Action Description: A powerful barrier of Lightning forms and
Range: 90 Feet protects you. Until the start of your next turn, you have a +5
Duration: Instant AC, immunity to Lightning & Earth Damage and once per
Components: HS, CM turn, Creatures targeting you with an attack while within 30
Cost: 20 Chakra feet, must make a Constitution Saving Throw, gaining +2
Keywords: Lightning Release, Ninjutsu, Clash ranks of Shocked on a failed save or +1 rank on a success.
Description: Your chakra twists and forms into a long
dragon made of pure lightning, This dragon flies in a
straight line of your choice. This creature occupies a space
10 feet wide and extends up to 90 feet. Creatures in the
path of this dragon must make a Dexterity Saving Throw,
taking 8d10 Lightning Damage or half as much on a failed
save.
A creature who fails their Dexterity Saving Throw
against this jutsu must also make a Constitution Saving
Throw, becoming Blind and Deaf on a failed save until
the end of their next turn.
Overcharge. When you cast this jutsu with its listed
casting time, you can choose to spend your Bonus Action
or Reaction to overcharge its effects. When you do, this
jutsu gains the Construct keyword, and the dragon
remains on the field as a huge construct made of
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LIGHTNING RELEASE: POWERFUL BULLET S-RANK:
BREATH
Classification: Ninjutsu LIGHTNING RELEASE: GREAT SNAKE
Rank: A-Rank LIGHTNING
Casting Time: 1 Action Classification: Ninjutsu
Range: Self (30-foot cone) Rank: S-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM Range: 120 Feet
Cost: 20 Chakra Duration: Instant
Keywords: Lightning Release, Ninjutsu, Clash Components: HS, CM
Description: You exhale a storm of lightning from your Cost: 23 Chakra
mouth as easily as breathing. This storm covers a massive Keywords: Lightning Release, Ninjutsu, Clash
range and touches everything in a 30-foot cone, starting Description: You collect lightning into two massive
from you. All creatures in range must make a Constitution spheres covering each hand before compressing them
Saving Throw taking 7d8 Lightning Damage, being into globes the size of golf balls. You then perform a
Incapacitated, Blinded, and Deafened until the end of their chakra molding shape using the balls of lightning,
next turn and only half as much damage and no conditions turning them into two snakes of your description that
on a successful save. coil around one another as they fly towards a target of
Overcharge. When you cast this jutsu with its listed casting your choice that you can see within range. Make a
time, you can choose to spend your Bonus Action or Ranged Ninjutsu Attack, dealing 10d12 Lightning
Reaction to overcharge its effects. When you do, creatures Damage. On a hit, the Lightning then explodes outwards
who fail their Saving Throws gain two ranks of the Shocked in a 30-foot radius sphere centering on the target
condition. creature. All other creatures within 30 feet of the target
must make a Constitution Saving Throw, being Stunned
LIGHTNING RELEASE: STORM BREAKER until the end of your next turn.
Classification: Ninjutsu Overcharge. When you cast this jutsu with its listed
Rank: A-Rank casting time, you can choose to spend your Bonus Action
Casting Time: 1 Full Turn Action or Reaction to overcharge its effects. When you do, you
Range: Special may select a second target for this jutsu.
Duration: Concentration, Up to 1 minute.
Components: HS, CM LIGHTNING RELEASE: KIRIN
Cost: Special (20 Chakra) Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu Rank: S-Rank
Description: As a part of the requirements to cast this jutsu, Casting Time: 1 Full Turn Action
you must be able to see storm clouds in the sky above you. Range: 300 Feet
You use Lightning Release chakra to manipulate the Duration: Instant
clouds causing them to fall to ground level. Components: HS, CM, Thunder Clouds
All creatures in a 120-foot radius, centering on a creature Cost: 25 Chakra
you can see is plummeted into darkness as the thick storm Keywords: Lightning Release, Ninjutsu, Kinjutsu
clouds obstructs everyone’s vision with thick opaque fog Description: This jutsu requires an active thunderstorm to
and gas. The storm clouds cannot be seen through from the activate and for you and your target to be under the
outside. Creatures with Chakra sight, within the storm thunderstorm’s clouds. You create an opposite magnetic
clouds radius, is Blinded by the massive volumes of chakra. pull from the thunder cloud calling upon all of the lightning
Removing/Ending Chakra Sight, ends this blindness. that the cloud has built up onto a single space you can see
For the duration, each time a creature takes Lightning within range. This attack affects an area in the shape of a
Damage, lightning from the storm clouds is attracted to the cylinder 20 Feet wide, and up to 300 feet in the sky.
damaged creature as a follow up lightning bolt is generated, Creatures in the range of the lightning Bolt must make a
forcing them to make a Dexterity Saving Throw. On a failed Dexterity Saving Throw, taking 14d12 Lightning Damage on
save, they take 6d6 Lightning Damage or half as much on a a failed save and half as much on a successful one. Creatures
successful save. A creature can only be affected by this who fail their Dexterity Save are immediately Stunned for 1
jutsu’s lightning bolt once per turn. minute.
131
LIGHTNING RELEASE: LIGHTNING CHAKRA LIGHTNING RELEASE: STAR BREAKER
MODE Classification: Ninjutsu
Classification: Ninjutsu Rank: S-Rank
Rank: S-Rank Casting Time: 10 Minutes
Casting Time: 1 Action Range: 100 Miles
Range: Self Duration: Instant
Duration: Concentration, up to 1 Minute Components: HS, CM, CS
Components: HS, CM Cost: Special (138 Chakra)
Cost: 30 Chakra Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
Keywords: Lightning Release, Ninjutsu Combination, Kinjutsu
Description: This Jutsu does not cost Chakra to concentrate Description: You manifest your Lightning release chakra
on, and you cannot lose concentration on it as a result of infusing it into hundreds of chakra seals for the casting
damage. You coat your body in a perfectly balanced layer of time.
lightning release chakra, enhancing your damage You and all casters designate a single target you can
resistance, your movement speed, and your overall striking see within range. Upon casting the jutsu you fire a
power. Increase your AC by +3, reduce all damage you take massive beam of compressed Lighting Release chakra on
except Wind by 8, increase your movement speed by 50 feet, the target.
and all melee attacks you make except Genjutsu Attacks deal All casters make a Ranged Ninjutsu Attack targeting
an additional 3d10 Lightning Damage, twice per turn. the same target taking the highest result.
On a hit, you deal 50d12 Lightning Damage. All
LIGHTNING RELEASE: RAILGUN Creatures, objects and Structures within 1 mile must
Classification: Ninjutsu make a Dexterity Saving Throw at disadvantage, taking
Rank: S-Rank 50d8 Lightning Damage on a failed save and half as
Casting Time: 1 Action much on a successful save. Structures and Objects take
Range: Self (500 Foot Line) double damage.
Duration: Instant Combination: If this jutsu is cast as a Combination jutsu
Components: HS, CM, NT (A Small Metallic object such as a with 2 or more casters reduce the cost by -2.
Coin, Shuriken or something similar which is destroyed Any creature who assists in casting this jutsu as a
when this jutsu is cast) combination jutsu increases this Jutsu's offensive abilities
Cost: 35 Chakra based on the highest Charisma Modifier within the group of
Keywords: Lightning Release, Ninjutsu casters. (+0-1: No Change, +2: Increase damage by 5d12 and
Description: You manifest your Lightning release chakra 5d8. +3: Increase damage by 10d12 and 10d8. +4: Increase
infusing it into the metallic object so much so that damage by 15d12 and 15d8. +5: Increase damage by 25d12
electricity radiates up to 60 feet off of it and glows white. and 25d8).
Electronic tools and appliances begin to overload and short-
circuit. LIGHTNING RELEASE: THUNDERCLAP ARROW
You then create a circular barrel made of Lightning Classification: Ninjutsu
release chakra to stabilize the metallic object as you launch Rank: S-Rank
it through the barrel causing unrivaled destruction to Casting Time: 1 Action
anything in its path. Range: 150 feet
All Creatures, objects and structures in a 15-foot wide, Duration: Instant
500-foot line must make a Dexterity Saving Throw. A Components: HS, CM
Shocked creature makes their Saving Throw at Cost: 27 Chakra
disadvantage. Keywords: Lightning Release, Ninjutsu, Clash
On a failed a creature takes Lightning Damage equal to Description: You conjure a mass of lightning into the shape
12d10, is knocked Prone and becomes Dazed for the next of an arrow, that you launch into the air before
minute. If a creature is Shocked, they instead take 16d10 and commanding it to crash into the ground. Choose a point
become Stunned for the next minute. Objects and structures within range for the arrow to land that creates a vertical
take the maximum possible damage. explosion into the shape of a cylinder 60 feet wide and 100
On a successful save, a creature takes half of 12d10. If feet high. All creatures within range must make a Dexterity
the creature is Shocked, they instead take half of 16d10. Saving Throw, taking 15d10 Lightning Damage on a failed
Overcharge. When you cast this jutsu with its listed save . Creatures must also succeed a Constitution Saving
casting time, you can choose to spend your Bonus Action Throw being Stunned until the end of their next turn on a
or Reaction to overcharge its effects. When you do, this failed save. This jutsu ignores Resistance to Lightning
jutsu ignores cover and creatures cannot make their Damage.
Saving Throws with advantage. Overcharge. When you cast this jutsu with its listed
casting time, you can choose to spend your Bonus Action or
Reaction to overcharge its effects. When you do, each
creature in a 10ft wide line between you and the target
space must make a Dexterity save, taking 10d6 Lightning
Damage on a failed save. All damage from this jutsu
ignores Resistance, Damage Reduction and Temporary Hit
Points.
132
SUMMONING JUTSU RANK
A summoned creature's rank indicates its status among
its peers and its relative power. To summon a creature of
Summoning is a tool that the lucky few who have been able a specific rank you must be able to cast jutsu of an equal
to form a blood pact can do, using special techniques to rank according to your class levels. Summons of C-Rank
whisk creatures of their chosen blood pact into battle to aid and higher are capable of speech, and can summon their
them. Summoned creatures can only be called upon using tribe's blood pact contract as a full-round action, or
the D-Rank Summoning Technique Ninjutsu. When selecting dismiss it as a free action. Some tribes may differ (e.g.,
this jutsu, players/characters should select one of the above Insectoids never have speech). Summons of B-Rank and
Creature types that they have encountered or formed a below cannot disobey the summoner's orders, though
blood contract with as described in the Summoning they cannot be forced to summon their tribe's contract.
Technique’s description. Summons of A-Rank and above can act independently of
its summoner, choosing to disobey orders or act in a way
SIGNING A BLOOD PACT it finds to be the most logical for the survival of its
summoner.
The first step to being a summoner is finding a tribe's blood
pact contract and signing it in blood. Such a contract is an
D-Rank (Soldiers): Soldiers are the grunts, summoned
elaborate scroll with the names of all current and past
for simple tasks like providing a distraction, aiding in
summoner’s that have signed it with that particular tribe. A
combat or supporting their summoner in different tasks;
contract is usually signed between the summoner and a
these summons usually do not have the ability to cast
tribe, but summons or tribes often align themselves with a
jutsu instead opting to using their races natural talents
summoner's organization, usually wearing some
but to an accelerated degree. They cannot disobey the
identifying mark of the organization they are allied to (such
summoner's commands.
as a clan symbol or forehead protector). Tribes often do this
C-Rank (Protector): Similar to Soldiers, but they are
to avoid conflict within their own ranks.
more efficient at what they do. These summons usually
FINDING A CONTRACT can cast jutsu of their own as an action and are far more
A contract can be found in one of three ways: A C-Rank competent. These are the creatures that most
summoned creature can summon a copy of the contract, a summoner’s grow alongside and bond with the most.
new contract is created, or the original contract is found They cannot disobey the summoner's commands.
within the world (usually under heavy guard or in ancient, B-Rank (Guardian): Strong and usually larger than the
forgotten places full of danger). DMs are recommended to previous ranks. These summoned creatures occasionally
have this contract formed in-game via a mission or short have special weapons, tools, attacks or abilities they can
quest. use that are unique to their creature race. They cannot
disobey the summoner's commands.
TRIBES AND LOYALTIES A-Rank (Noble): These require great skill and much
When two summoned creatures from the same tribe are Chakra to summon, but they are powerful and dignified
summoned on opposing sides of the battlefield, they will combatants. They have free will, but are very partial to
often either refuse to fight, or only fight in a non-life- following the summoner's orders. These creatures are
threatening way harboring no hostility towards one another usually regarded as the strongest within any given tribe
afterward. This largely depends on tribes involved, or even due to their size, experience or raw power. They can
the individual creatures summoned. Summons without free choose to disobey the summoner's commands.
will cannot disobey the summoner, and will fight even if S-Rank (Champion): The greatest among their tribe's
they don't want to. Not all tribes are aware of each other, brethren, these summonses are of varying size but
even within their own type, but it is not at all uncommon for always substantial Strength. They are extremely difficult
there to be different kinds of relations between each other and costly to summon, and are less likely to follow a
(such as rivalries, alliances or even outright hostilities). summoner's orders if they do not make sense or are not
aligning with their own ideas. These creatures are able to
DETERMINE RANK, LEVEL AND COST cast jutsu just as well as or better than most human
shinobi or equal Strength in some situations. They also
When you prepare to summon a creature, choose the
hold the key to attaining their tribe's version of Sage
rank of the creature you wish to summon. Note that you
mode.
cannot summon a creature that has a Higher Rank than
If you are not in good standing with the summons
you can cast normally.
tribe, a Champion or Noble may ask for compensation.
Compensation usually comes in the form of a mission of
atonement. These missions usually range between A or
S-Rank missions in terms of difficulty or complexity and
usually require some form of confrontation with a rival
tribe to some degree. A tribute need not always be paid
immediately upon summoning, as the summon usually
agrees to have payment delivered at a later time.
Generally speaking, if you do not pay the tribute after the
task is performed, the tribe may refuse to be summoned
until payment is fulfilled.
133
LEVEL Creature Level:
In addition to Rank, summons have a Level determined Sage Beast, Role
by their Rank.
•
Armor Class 10 + Half of Summons’s Level + Summons
D-Rank: Level 4
•
Defensive Ability Modifier.
C-Rank: Level 8
Hit Points X
• B-Rank: Level 12
Jutsu Slots X
• A-Rank: Level 16
Speed X
• S-Rank: Level 20
COST STR
10(+0)
DEX
10(+0)
CON
10(+0)
INT
10(+0)
WIS
10(+0)
CHA
10(+0)
A summoned creatures Chakra cost is based on its Rank.
• D-Rank: 10 Chakra Saving Throws enter here
• C-Rank: 15 Chakra Skills enter here
• B-Rank: 22 Chakra Damage Resistances enter here
• A-Rank: 30 Chakra Senses
• S-Rank: 40 Chakra Attack Bonus: (Offensive Ability Score + Your proficiency
S IZE M ODIFIERS
Size Natural/Weapon Damage Die
Tiny 1d6
Small 1d8
Medium 1d10
Large 1d12
Huge 2d6
Gargantuan 2d8
134
JUTSU SLOTS AND CASTING
Summons, unlike normal shinobi utilize their chakra in
a vastly different way to players. Summons utilize a
simplified system of casting called Jutsu Slots.
Jutsu Slots are basically a limited form of Jutsu casting,
where, while summons can have whatever jutsu they are
permitted to have, they can only cast as many
combinations of their selected jutsu a number of times
per summoning, equal to their current slot limit. Jutsu’s
of different ranks cost a different number of slots equal
to its rank. D-Rank: 1 Slot, C-Rank: 2 Slots, etc., up to S-
Ranks: 5 slots.
Summons with lower Toughness values tend to have
higher Jutsu slots for casting.
Summons only have one concentration slot.
Summons are incapable of casting jutsu with the
Combination keyword alone. They must always cast as
part of a group, and they themselves cannot be the initial
caster of such jutsu. They can only provide aid and assist
in casting.
SUMMON DURATION
A summon can remain active for as long as it has Jutsu
slots. Summons cannot regain spent Jutsu slots until
they complete a long rest in its home plane or region.
Resting with its summoner will only restore its Hit
Points, but never restoring its spent jutsu slots. When a
summon has spent all of its available Jutsu slots, it is
immediately unsummoned to their home plane where
they recover both their Hit Points and spent Jutsu slots
over the course of 8 hours.
If it is summoned before a full 8 hours passes, it
regains no jutsu slots or Hit Points as their rest was
interrupted. A summon with free will, or one who is
ordered to, can unsummon itself as a full-round action.
SUMMON ROLES
Summons, much like adversaries encompass different
roles, based on the tribe they hail from. Most summon
tribes generally have two distinct roles their members
embody. When developing a Summon you will have a
choice between two different Roles. These roles will help
identify what this particular summons goal is in combat.
The following are the list of roles a summon can have
and what those roles mean for the summoned creature;
• Striker: Melee focused; combat summon. This
summon has the Multiattack feature, being able
to make two attacks using its natural or held
weapons.
• Caster: Ranged caster, combat summon. This
summon gains additional Jutsu Slots, equal to its
rank.
(D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-
Rank: +3)
• Controller: Debuff/crowd control, combat
summon. This summon gains a bonus to their
Save DC equal to their rank when summoned
135
(D-Rank/C-Rank: +1, SUMMONS SPECIAL SENSES
B-Rank/A-Rank: +2, S-Rank: +3) Below are a list of special senses that a summon may
• Defender: Defensive, combat summon. This have and what they do if they are not described in the
summon gains a bonus to its AC equal to their Shinobi handbook.
rank when summoned. (D-Rank/C-Rank: +1, B- Keen Smell. Advantage on Perception Checks requiring
Rank/A-Rank: +2, S-Rank: +3) Smell
• Lurker : Stealth based; combat summon. This Keen Hearing. Advantage on Perception Checks
summon prioritizes surprise attacks and stealth requiring sound.
tactics. This summon gains the Lethal Attack Keen Sight. Advantage on Perception Checks requiring
trait, being able to deal additional damage, vision.
when they score an attack on a surprised
creature. Different tribes have alternative
conditions to trigger this effect. It costs a
number of Jutsu Slots equal to the Summons
Rank to trigger this effect. (D-Rank/C-Rank: 1
Slot, B-Rank/A-Rank: 2 Slots, S-Rank: 3 Slots)
• Supporter: Support based combat summon.
This summon increases healing done or
Temporary Hit Points gained by +X dice, equal
to their rank when summoned. (D-Rank/C-
Rank: +1, B-Rank/A-Rank: +2, S-Rank: +3)
COMMANDING A SUMMON
Summons are powerful assets in battle. Though due to
this Strength, they have certain limitations placed on
them. Summons do not have the same suite of actions as
a PC.
Summons have 1 Action and 1 Reaction per round.
They can spend their action to cast jutsu or use skills or
abilities or activities that normally cost a Bonus action.
Effects and abilities that would grant them an additional
actions do not work on them.
You can command a summon as your Bonus action.
When you do you can give it directions on what to do
with its movement and Action. Summons do not need to
be commanded to use their Reaction, if they have one.
They also do not need to be commanded to move, if you
have not commanded them to do such. If you do not
issue a summon a command, it can only move and take
the dodge action.
136
BEAR C-RANK
Kuma Roar: As an action, in place of one of its attacks
Powerful and proud, bears are feared and charge into
made with Multiattack, this summon can roar in an
battle head first. They accept only those with courage in
attempt to demoralize all of its enemies. All hostile
their hearts, and make loyal, dependable allies.
creatures within 20 feet of this summon must make a
Summon Type: Carnivoran
Wisdom Saving Throw. On a failed save, they become
Toughness: 10
Demoralized for 1 minute, suffering a 1d4 penalty to
Defensive Ability Score: Constitution
attack rolls they make. Demoralized creatures can spend
Saving Throws: Strength, Constitution, Wisdom
an action to remake their Saving Throw, ending this
Creature Skills: Athletics, Perception, Survival
effect on them on a success.
Creature Senses: Darkvision (60ft), Keen Smell
Kuma Guard: Constructs and structures this summon
ROLES conjures using Ninjutsu with the Earth Release keyword,
Bears are physically powerful creatures. Capable of increase their Hit Points or Temporary Hit Points by this
powerful physical attacks and withstanding equally summon’s level, once per casting.
brutal swipes. When creating a Summoned creature, Kuma Focus: This summon gains a +1 bonus to its
select one of the following roles; critical threat range with melee attacks.
B EAR
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th M 16 10 14 10 12 10 4 2 D-Rank 30ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 30ft
B-Rank 12 th
M-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16th M-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 40ft
S-Rank 20 th
M-G +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 50ft
137
BOAR C-RANK
Inoshishi Guidance: When this summon casts a jutsu
Boars are oafish, but extremely dedicated to their task at
that would grant its allies Temporary Hit Points, they
hand. Boars serve those who have ample focus and
also gain a +1d4 bonus to their next ranged attack roll.
determination to reach a goal or serve an ideal.
Inoshishi Casting: When this summons, summoner
Summon Type: Carnivoran
casts a jutsu. This summon can spend a Jutsu slot to
Toughness: 10
boost the jutsu cast, increasing the damage die by 1 step.
Defensive Ability Score: Strength
Inoshishi Cleanse: This summon can spend its Action to
Saving Throws: Strength, Constitution, Charisma
exert a surge of flaming chakra around it, healing its
Creature Skills: Athletics, Intimidation, Perception
allies by cleansing them of 1 rank of all Elemental
Senses: Darkvision(60ft), Keen Smell
conditions currently affecting them. This summon can
ROLES do this once per initiative roll.
B-RANK
Boars are physically powerful, but also very determined.
Capable of savage but precise attacks and steadfast
Inoshishi Force: This summon gains immunity to the
support of ones allies. When creating a Summoned
Fear and Charm conditions.
creature, select one of the following roles;
Inoshishi Burning Tusks: This summons Tusk attacks
• Supporter: This summon increases healing deal an additional 1d6 Fire Damage.
done or Temporary Hit Points gained by +X Inoshishi Anger: While this summon is under the
dice, equal to their rank when summoned. (D- effects of any Physical or Elemental condition, they have
Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: advantage on Tusk attacks.
+3)
• Striker: This Summon has the Multiattack trait. A-RANK
Multiattack: You can make up to two attacks using Inoshishi Relentlessness: Twice per Short Rest, if this
your Tusk. Tusk attacks add your Constitution to summon makes two successful tusk attacks in the same
damage rolls once per turn. turn, it can spend its Reaction to take the Attack Action
or cast a jutsu with a casting time of 1 Action.
NATURAL/WEAPONS Inoshishi Tirelessness: Twice per Short Rest, if this
Tusk. Melee Weapon Attack: 5ft., one target. Str + Prof to summon scores a successful hit with a jutsu it casts that
hit, +Str Piercing Damage. On a roll of 16 or higher, the requires an attack roll, it may spend its Reaction to cast
target is knocked Prone. the same jutsu again, targeting the same creature.
Inoshishi Recklessness: If this summon scores a critical
SAVE DC’S & ATTACK BONUSES: hit with any attack that deals its Tusk damage, it triples
its Tusk damage die, instead of doubling it.
All Jutsu Save DC’s: 8 + Constitution modifier +
Summoner’s Proficiency Bonus. S-RANK
All Jutsu Attack bonus: Constitution modifier + Unstoppable Inoshishi: This summon is unstoppable.
Summoner’s Proficiency Bonus. Its movement speed cannot be reduced by any means. It
ignores difficult terrain and it ignores Damage
SPECIAL FEATURES: Reduction, Resistance and Immunity with its Tusk
Attacks.
D-RANK Unreasonable Inoshishi: When this summon’s Hit
Inoshishi Trample: If this summon moves at least 20 Points are below 50%, increase its damage rolls by its
feet straight toward a target and then hits with a Tusk summoner’s Proficiency Bonus.
attack on the same turn, the target must make a Unleashed Inoshishi: When this summon would regain
Strength Saving Throw, being knocked Prone on a failed Hit Points, it gains an equal amount of Temporary Hit
save. Points.
Inoshishi Gore: Tusk attacks this summon makes gains
a +1 bonus to its critical threat range. BOAR JUTSU SPECIALTY
Inoshishi Squeal: This summon can squeal as an action,
Boars have access to any Jutsu with the following keywords
inspiring its allies. All allied creatures within 15 feet of it
or effects without the Hijutsu keyword;
when it squeals gains a +1d4 bonus to its next Saving
Throw made before the beginning of its summoner’s • Earth release keyword, that doesn’t require an
next turn. attack roll and without the Medical keyword.
• Fire Release keywords with a range of Self and
without the Medical keyword. (This includes any
additive ranges to Self, such as Self(30ft cone))
• Bukijutsu Keyword, with jutsu with a Melee
Piercing Weapon Component.
B OAR
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th M 16 10 14 10 10 12 4 2 D-Rank 30ft
C-Rank 8 th
M-L +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 30ft
B-Rank 12 th
M-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16th M-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 40ft
S-Rank 20 th
M-G +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 50ft
138
DEER C-RANK:
Protective Aura: As an Action, this summon invokes an
Deer are timid, docile creatures, who do not like to fight
aura of calm around it for 1 minute. Allies within 30 feet
as a general rule. Caring, kind, and almost parental, they
of you, gain advantage on Saving Throws against
nonetheless can be roused to fight in defense of those
Genjutsu that would inflict Sensory conditions.
they care about. They will not stand for outright warfare
Defensive Kick: When a creature makes a melee attack
or cruelty in any form, and will usually stop fighting as
against this summon, this summon can use its Reaction
soon as the losing side surrenders, flees, or is unable to
to stomp on the target. Make a Hooves attack. On a hit,
fight. They will only truly serve those who are healers or
the target gains 2 ranks of Bruised, is knocked back 10ft
kind leaders, who see violence as a last resort.
and falls Prone.
Summon Type: Herbavorian
Supporting Gallop: As an action, this summon can take
Toughness: 8
two Dash actions. If it does, up to two allied creatures
Defensive Ability Score: Dexterity
can be brought along with it as if they were mounted on
Saving Throws: Strength, Dexterity, Wisdom
this summon, or picked up along the way.
Creature Skills: Medicine, Perception, Survival
Senses: Darkvision(30ft)
B-RANK:
ROLES Shika Tenacity: As a Reaction to seeing an allied
creature fail a Saving Throw against a hostile effect, this
Deer are serine animals. Choosing to instead avoid
summon can spend a Jutsu slot, granting the target
combat as much as possible, if possible. Only fighting
creature a 1d6 bonus to the failed save.
when its allies are in danger. When creating a
Healing Surge: Twice per Long Rest, as an Action, this
Summoned creature, select one of the following roles;
summon can spend a Jutsu Slot. When it does, all allied
• Controller: This summon gains a bonus to their creatures within 20 feet of it regain 6d6+this summons
Save DC equal to their rank when summoned level, in Hit Points.
(D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S- Rejuvenating Surge: Twice per Long Rest, as an Action,
Rank: +3) this summon can spend 2 Jutsu Slots. When it does, all
• Supporter: This summon increases healing allied creatures within 20 feet of it regain 3d6+ half this
done or Temporary Hit Points gained by +X summons level, in Chakra Points.
dice, equal to their rank when summoned. (D-
Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: A-RANK
+3) Keeper of Shadows: This Summon can learn up to two
Nara Clan jutsu of B-Rank or lower, in addition to their
NATURAL/WEAPONS normal jutsu list.
Hooves. Melee Weapon Attack: 5ft., one target. Str + Prof Keeper of Lore: This summon gains proficiency in
to hit, +Str Bludgeoning Damage. On a roll of 17 or Intelligence Saving Throws.
higher, this attack inflicts 1 rank of bruise on its Charging Rush: As an Action, this summon can Dash
target. and make one Antlers attack when it ends its movement.
Antlers. Melee Weapon Attack: 5ft., one target. Str + Prof Creatures damaged by the Antlers attack are pinned to
to hit, +Str Bludgeoning Damage. On a roll of 16 or the ground, Grappled, and unable to make handseals. A
higher, this attack inflicts 1 rank of bleed. creature Grappled in this way can make a Strength
Saving Throw as an action on its turn to escape this
SAVE DC’S & ATTACK BONUSES: effect.
D EER
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
M 14 12 10 10 16 10 5 2 D-Rank 40ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th M-L +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16 th
M-H +6 Ability Score Increases up to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
M-H 139
+6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 80ft
• Bukijutsu Keyword, with jutsu with a Melee Inu Howl: As an action, this summon can howl,
Bludgeoning or Piercing Weapon Component. inspiring itself and its allies. All allied creatures within
15 feet of it when it squeals gains a +1d4 bonus to its next
DOG/WOLF attack roll made before the beginning of its summoner’s
next turn.
Dogs and wolves are loyal animals. Dogs serve those who
treat them with kindness and respect. Wolves serve
powerful and unnerving leaders.
C-RANK
Inu Tactics: You have advantage on attack rolls against
Summon Type: Carnivoran
a creature If at least one of your allies are within 5 feet of
Toughness: 8
the creature.
Defensive Ability Score: Dexterity
Inu Assault: You reroll 1’s and 2’s when you deal
Saving Throws: Dexterity, Intelligence, Wisdom
damage with a melee attack if at least one of your allies
Creature Skills: Athletics, Perception, Insight
are within 5 feet of the creature.
Creature Senses: Darkvision (30ft), Keen Smell &
Inu Fangs: This summon can add its Constitution
Hearing
modifier to its Bite attacks damage rolls.
ROLES B-RANK
Dogs/Wolves are extremely wise and intelligent
Inu Distraction: As an action, while within 5 feet of a
creatures. Capable of strategizing with its summoner in
hostile creature, this summon can actively distract the
a series of tactical options overwhelming their enemies.
target creature, granting its summoner advantage on the
When creating a Summoned creature, select one of the
next attack they make against the target.
following roles;
Concentrated Effort: When casting a jutsu that targets a
• Striker: This Summon has the Multiattack trait. creature, while an ally is within 5 feet of them, you
Multiattack: You can make up to two attacks cannot roll at disadvantage by any means.
using your Bite. Bite attacks add your Dexterity Vanishing Fang: As a Reaction, this summon can spend
to damage rolls once per turn. one of its Jutsu slots to gain the benefits of the Invisibility
• Lurker: This summon prioritizes surprise Genjutsu as if they had cast it. They must maintain
attacks and stealth tactics. This summon gains concentration on it as normal.
the Lethal Attack trait. Lethal Attack: Once per
turn, you can deal extra damage to one creature A-RANK
you hit with an attack if another enemy of the Swift Fangs: This summon can take one additional
target is within 5 feet of it. This extra damage is attack with its Bite attack, per turn.
Xd8. (X=Half the summons level) Iron Fangs: This summon cannot have its damage
resisted.
NATURAL/WEAPONS Serrated Fangs: Successful melee attacks made by this
Bite. Melee Weapon Attack: 5ft., one target. Str + Prof to summon inflicts 1 rank of bleed.
hit, +Str Piercing Damage. On a roll of 16 or higher, the
target is knocked Prone or drug 5 feet in any direction S-RANK
the summon wants. Pack Master: Allies have advantage on attack rolls
against a creature if you are within at least 5 feet of the
SAVE DC’S & ATTACK BONUSES: creature.
Alpha Predator: This summon, while hidden, gains a +2
All Jutsu Save DC’s: 8 + Strength modifier + Summoner’s
bonus to its critical threat range.
Proficiency Bonus.
Right Hand: While within 5 feet of its summoner, this
All Jutsu Attack bonus: Strength modifier +
summon and its summoner gain a +3 bonus to Saving
Summoner’s Proficiency Bonus.
Throws, they each don’t have full proficiency in.
D OG /W OLF
Rank Level Size STR DEX CON INT WIS CHA
D-Rank 4th
S 14 14 14 10 12 10
C-Rank 8th S-M +6 Ability Score Increases up to 20.
B-Rank 12th S-L +6 Ability Score Increases up to 22.
A-Rank 16 th
S-H +6 Ability Score Increases up to 24.
S-Rank 20th S-G +6 Ability Score Increases up to 26.
140
C-RANK
Kitsune-Gao: This summon can cast the
Transformation jutsu without needing it on its jutsu list,
or the Advanced Transformation jutsu if they already
FOX have Transformation on their jutsu list.
Kitsune Presence: As an action, this summon can
Wily tricksters, there are countless stories of multi-
tailed foxes deceiving men. However, foxes have a strong impose a Charisma Saving Throw against all creatures
moral code to never harm an innocent during one of within 15 feet. On a fail, a creature gains 1 rank of
their pranks. Due to their conniving nature Foxes only Charmed or Fear against this summon (Pick one).
take on summoners that have a strong sense of humor. Kitsune Tsume: When this summon hits with their Bite
Summon Type: Carnivoran attack, they can spend 1 jutsu slot to give the target a -
Toughness: 8 1d4 penalty against the next Intelligence, Wisdom, or
Defensive Ability Score: Dexterity Charisma Saving Throw they make, before the start of
Saving Throws: Dexterity, Intelligence, Charisma their summoner's next turn.
B-RANK
Creature Skills: Deception, Persuasion, Stealth
Creature Senses: Darkvision (60ft), Keen Smell
Kitsune Raiton This summon can now learn Lightning
ROLES Ninjutsu.
Foxes are cunning and deceitful fighters. Their tribe is Kitsune Tails: This summon gains an additional
known for their tactical acumen and the tricks they play number of jutsu slots equal to its summoner's
on their opponents, allowing them to form great tag- proficiency bonus.
teams with their summoners. When creating a Kitsune Wiliness: This summon becomes proficient in
Summoned creature, select one of the following roles; Wisdom Saving Throws.
SPECIAL FEATURES: round. And once per copy, it can cast 1 jutsu on its list or
the copied creatures list without spending jutsu slots.
D-RANK The summoner can end this effect on their turn (no
action required).
Kitsune Ninko: This summon gains expertise in
Kitsune Tenko: This summon increases its Jutsu Save
Stealth, and expertise in either Deception or Persuasion
DCs by +2.
(Pick one).
F OX
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th S 8 14 12 10 13 14 5 2 D-Rank 30ft
C-Rank 8th
S-L +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 45ft
A-Rank 16th S-H +6 Ability Score Increases up to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 60ft
141
S-Rank 20 th
S-G +6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 70ft
142
HARE/ RABBIT C-RANK
Usagi Senses: This summon gains 20ft of Blindsight.
Typically used for their speed and agility, Hares make for
Usagi Scaling: Jutsu this summon casts that inflicts
excellent messengers and couriers, though their martial
ranks of Bleeding, Concussed, or Dazzled, inflicts +1
combat prowess may leave something to be desired,
rank of that condition.
their casting capabilities rival that of the Toad tribe in
Usagi Union: If this summon would assist in casting a
some ways.
Ninjutsu with the Wind Release and Combination
Summon Type: Rodents
keywords, it counts as two creatures. Doing this also
Toughness: 6
causes it to spend 2 Jutsu Slots.
Defensive Ability Score: Dexterity
Saving Throws: Dexterity, Intelligence, Charisma
Creature Skills: Acrobatics, Perception, Stealth,
B-RANK
Usagi Tribalism: This summon can choose to make its
Creature Senses: Keen Smell, Keen Hearing
allies immune to the Ninjutsu it casts as if it was using
ROLES the Careful Ninjutsu molding. It can do this twice per long
rest.
Hares/Rabbit are extremely intelligence but territorial
Usagi Power: This summon can choose to make one
creatures. Within the Sage tribe community, they are
creature affected by its Ninjutsu, make its Saving Throw
known as the most aggressive of all the Rodents, being
at disadvantage, as if it was using the Heightened
often compared to a mafia or gang. The Hare/Rabbit
Ninjutsu molding. It can do this twice per long rest.
tribes while cute, are often a sign of extreme hostility
Usagi Reactions: This summon can choose to cast one
and savagery. When creating a Summoned creature,
Ninjutsu that has a casting time of 1 Action, as a
select one of the following roles;
Reaction, as if it was using the Reactive Ninjutsu molding.
• Caster: This summon gains additional Jutsu It can do this twice per long rest.
Slots, equal to its rank. (D-Rank/C-Rank: +1, B-
Rank/A-Rank: +2, S-Rank: +3). A-RANK
• Lurker: This summon prioritizes surprise Usagi Duplicity: This summon can spend one of its
attacks and stealth tactics. This summon gains Jutsu Slots to multiply, creating a clone of itself. The
the Lethal Attack trait. Lethal Attack: Once per clone made only has an Action and 40 feet of movement.
turn, this summon can deal extra damage to one It performs the same actions and casts the same jutsu
creature it hits with an attack if it have advantage the summoner commands the summon to perform. Once
on the attack roll. This extra damage is Xd8. the clone casts a jutsu, it is unsummoned. This summon
(X=Half the summons level) can clone itself once per long rest.
Usagi Flexibility: This Summon is immune to the
NATURAL/WEAPONS Grappled and Restrained conditions.
Kicks. Melee Weapon Attack: Reach 10ft., one target. Usagi Hunter: This summon can trigger their Lethal
Dex + Prof to hit, +Dex Bludgeoning Damage. On a roll of Attack twice in a turn, but only against different targets.
19~20, make another Kicks attack. This effect can be
repeated indefinitely. S-RANK
Usagi Skyfall: The first Kicks attack made after moving
SAVE DC’S & ATTACK BONUSES: more than 200ft in one turn is made at advantage.
Usagi Swirl: If this summon triggers the Swirl effect, it
All Jutsu Save DC’s: 8 + Intelligence modifier +
also spreads mental and sensory conditions.
Summoner’s Proficiency Bonus.
Usagi Break: This summon can clash with all style of
All Jutsu Attack bonus: Intelligence modifier +
Jutsu and Arts, and make their clash check at Advantage.
Summoner’s Proficiency Bonus.
If this summon clashes with a Genjutsu, the opposing
H ARE / R ABBIT
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4 th
T 8 14 10 16 13 11 6 2 D-Rank 40ft
C-Rank 8 th
T-S +6 Ability Score Increases up to 20. 8 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th T-M +6 Ability Score Increases up to 22. 11 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16 th
T-L +6 Ability Score Increases up to 24. 14 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
T-H +6 Ability Score Increases up to 26. 17 3 A-Rank (or Lower), 1 S-Rank. 80ft
143
HAWK/ PREDATOR BIRDS C-RANK
Storm Wing: When this summon would make a Melee
Hawks are powerful predators, relying on their keen
Ninjutsu Attack it gains a +1 critical threat range to the
eyesight, speed and agility to hunt their foes. Hawks
attack.
serve those who try to protect their close friends and
Sky Torrent: While this summon is 30ft or more off the
family, as well as those that follow its way of hunting.
ground, increase the size of area of effects by 10 feet.
Summon Type: Avian
Wing Beat: As an Action this summon can create a dust
Toughness: 6
cloud as if casting Air Current Dance, but originating in a
Defensive Ability Score: Dexterity
select space within 60 feet that is on the ground. This
Saving Throws: Dexterity, Intelligence, Wisdom
dust cloud lasts until the end of the summoner’s next
Creature Skills: Acrobatics, Insight, Perception
turn.
Creature Senses: Darkvision (90ft), Keen Sight
ROLES B-RANK
Lethal Wing: When this summon casts a Ninjutsu with
Hawks/Predator Birds are very powerful creatures,
the Wind release keyword, it can spend 1 additional Jutsu
capable of dominating a battle of attrition and
Slot. When it does, it increases the damage it deals by +4
controlling a battlefield with very little effort. When
damage die.
creating a Summoned creature, select one of the
Kill Dive: When this summon makes a Melee Ninjutsu
following roles;
Attack after moving its full movement speed in a straight
• Caster: This summon gains additional Jutsu line, on a successful hit, the attack is treated as a critical
Slots, equal to its rank. (D-Rank/C-Rank: +1, B- Hit. This summon can use this feature once per long rest.
Rank/A-Rank: +2, S-Rank: +3). Sky Break: When this summon would cast a Ninjutsu
• Controller: This summon gains a bonus to their that forces a Saving Throw, affected creatures who fail
Save DC equal to their rank when summoned their Saving Throw also gain 2 ranks of Concussed.
(D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-
Rank: +3) A-RANK
Sky Lord: Hostile creatures under the effect of a
NATURAL/WEAPONS Ninjutsu this summon casts has its movement reduced
Talons. (Melee Weapon Attack: Reach 5ft., one target. by half.
Dex + Prof to hit, +Dex Piercing Damage.) Sky King: Allied creatures under the effect of a
Ninjutsu this summon casts has its movement increased
SAVE DC’S & ATTACK BONUSES: by +30.
Sky Emperor: While this summon is under the effects
All Jutsu Save DC’s: 8 + Wisdom modifier + Summoner’s of a Ninjutsu it previously cast, increases its Ninjutsu
Proficiency Bonus. critical threat range by +1.
All Jutsu Attack bonus: Wisdom modifier + Summoner’s
Proficiency Bonus. S-RANK
Sky Predator: This Summon can spend a Jutsu slot to
SPECIAL FEATURES: move its summon up or down 1 space in the turn order,
once per combat.
D-RANK Wing Span: This summon can spend a Jutsu Slot to
Harass: When this summon would cast a Jutsu that increase the number of targets a jutsu it casts can target
would deal damage, it can choose to empower the jutsu by +3.
cast by increasing the range of the jutsu cast by 15ft. Garuda: This summon automatically succeeds on all
Hinder: When this summon would cast a Jutsu that Clash checks vs Jutsu with the Wind or Lightning Release
would inflict a condition, affected creatures suffer a -1d4 keywords.
penalty to their first attack rolls each turn while under
the effect of said condition. HAWK/PREDATOR BIRDS JUTSU
Aim: As an action, this summon can zero in on a
hostile creature it can see. At the beginning of its
SPECIALTY
summoner’s next turn, both this summon and its Hawk/Predator Birds have access to any Jutsu with the
summoner’s next attack gains a +1d6 bonus to their next following Keywords or conditions without the Hijutsu
attack roll. Keyword;
• Ninjutsu with the Wind Release keyword.
• Ninjutsu with the Lightning Release keyword.
• Genjutsu with the Sensory Keyword
144
INSECT SWARM Corroding Stinger: When this summon deals damage
These insects are mindless soldiers, following orders
with a jutsu it casts, the next time an affected creature
without question regardless of personal safety, but only
would make a Saving Throw, they suffer a -1 penalty to
if the summoner has earned such loyalty. They serve
that save.
anyone with a commanding presence.
Summon Type: Insectoid
B-RANK
Toughness: 6 Poison Swarm: When this summon casts a Ninjutsu
Defensive Ability Score: Wisdom that affects an area that deals Poison Damage, increase
Saving Throws: Constitution, Intelligence, Wisdom the size of the area by 10 feet.
Creature Skills: Acrobatics, Stealth, Perception Parasitic Swarm: When this summon casts a Ninjutsu
Creature Senses: Blindsight (15ft)
that affects an area, all hostile creatures in the area, take
ROLES
half the damage dealt, as Chakra Damage.
Corroding Swarm: When this summon casts a Ninjutsu
Insects are the definition of Strength in numbers,
that affects an area, its damage ignores Temporary Hit
capable of overwhelming any enemies with very little
Points and Damage Reduction.
effort due to their Strength in pure swarm size. When
creating a Summoned creature, select one of the
A-RANK
following roles;
Poison Feast: When this summon deals damage to a
• Caster: This summon gains additional Jutsu creature who is Envenomed, end the condition on the
Slots, equal to its rank. (D-Rank/C-Rank: +1, B- target, and regain a number of Jutsu Slots equal to the
Rank/A-Rank: +2, S-Rank: +3). total ranks of the removed conditions. This summon can
• Controller: This summon gains a bonus to their use this effect, once per Full-Rest.
Save DC equal to their rank when summoned Parasitic Feast: When this summon deals damage to a
(D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S- creature who is Weakened, Bruised or Dazed, they deal
Rank: +3) Chakra Damage to the target, equal to their summoner’s
proficiency bonus.
NATURAL/WEAPONS Corroding Feast: When this summon deals damage to a
Stingers. (Melee Weapon Attack: Reach 5ft., one target. creature who is Corroded, its summoner gains a d4
Dex + Prof to hit, +Dex Piercing Damage.). bonus on its next Saving Throw.
I NSECT S WARM
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
S 8 13 11 16 14 10 6 2 D-Rank 30ft Fly
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 8 2 D-Rank, 2 C-Rank 40ft Fly
B-Rank 12th S-L +6 Ability Score Increases up to 22. 11 2 C-Rank (or Lower), 2 B-Rank 60ft Fly
A-Rank 16 th
S-H +6 Ability Score Increases up to 24. 14 3 B-Rank (or Lower), 1 A-Rank. 60ft Fly
S-Rank 20 th
S-G +6 Ability Score Increases up to 26. 17 3 A-Rank (or Lower), 1 S-Rank. 90ft Fly
145
LIZARD C-RANK
Tokage’s Gullet: If this summon would cast a jutsu that
Lizards are patient and capable warriors. They can be
affects a Line, increase the width of the line to 15feet.
bipeds or quadrupeds, and are suited to a number of
Tokage’s Wide Mouth: If this summon would cast a
different tasks. They are often seen as lesser cousins of
jutsu that affects a Cone, increase the size of the cone by
dragons, a comparison they heavily dislike. Lizards love
15 feet.
to win, and will only serve those who do not look down
Tokage’s Venomous Flesh: This summon is immune to
upon the weak.
Poison and Acid Damage. If it would take damage from a
Summon Type: Dragon
melee attack, the triggering creature would need to
Toughness: 8
make a Constitution Saving Throw, gaining both the
Defensive Ability Score: Strength
Envenomed and Corroded condition on a failed save.
Saving Throws: Strength, Constitution, Wisdom
Creature Skills: Athletics, Acrobatics, Stealth
Creature Senses: Tremor sense (30ft), Keen Smell
B-RANK
Tokage’s Martial Skill. This summon can instead be
L IZARD
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
S 16 12 12 10 14 8 5 2 D-Rank 30ft, 30ft Burrow
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 40ft, 30ft Burrow
B-Rank 12th S-L +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 50ft, 40ft Burrow
A-Rank 16 th
S-H +6 Ability Score Increases up to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 60ft, 40ft Burrow
S-Rank 20 th
S-G +6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 60ft, 50ft Burrow
146
MONKEY/ PRIMATE transformed weapon. While the summoner wields this
weapon, they add +1 to their AC, weapon & Taijutsu attack
Playful, intelligent and shy, monkeys can use almost any
and damage rolls, that use the transformed weapon. This
weapon or tool a human could, and are extremely
bonus to attack rolls doesn’t stack with other passive
dangerous when angered. Monkeys only serve those with
bonuses such as Weapon Focus or weapon seals.
creative minds that like to have fun
Tag-Team: Twice per rest, when this summon scores a
Summon Type: Primate
hit with a melee attack, its summoner can spend their
Toughness: 10
Reaction to take the Attack Action, or cast a Taijutsu
Defensive Ability Score: Dexterity
targeting the same creature.
Saving Throws: Strength, Dexterity, Constitution
Defensive Stance: This summon can enter a defensive
Creature Skills: Athletics, Acrobatics, Perception
stance for 1 minute. For the duration of this stance, the
Creature Senses: -
summon cannot be attacked with advantage, and reduces
C-RANK Keyword;
Transform: This summon can transform into the • Any Taijutsu, without the medical keyword.
weapon that it or its summoner is currently carrying for • Any Bukijutsu, without the medical keyword
the summoner to use in combat by spending 1 Jutsu slot
and its action. Their summoner has proficiency with the
M ONKEY /PRIMATE
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
M 16 14 12 10 10 10 4 2 D-Rank 30ft
C-Rank 8th M +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
M-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
M-L +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 50ft
147
S-Rank 20th M-H +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 50ft
OX/RAM Strength Saving Throw. On a failed save creatures are
Concussed and Bruised.
The most notable characteristic of an ox or ram is its
Ushi Defense: This summon can spend its Reaction to
great fortitude and Strength. These creatures can push
interpose attacks targeting its summoner while within
themselves for many long hours without tiring. Oxen are
30 feet of them, redirecting the attack to target itself.
quite slow to anger, but are powerhouses once enraged.
The frail has no chance of being accepted by an ox, only
B-RANK
the hearty is accepted. Ushi Stomping Tantrum: In place of one of its Horns
Summon Type: Herbavorian attack, this summon can create a localized quake forcing
Toughness: 10 all hostile creatures within 15 feet of it to make a
Defensive Ability Score: Constitution Dexterity Saving Throw, falling Prone and having their
Saving Throws: Strength, Constitution, Wisdom
held items or weapons knocked 20 feet away in a random
Creature Skills: Athletics, Survival, Intimidation
direction from them on a failed save.
Creature Senses: Darkvision (30ft) Ushi Slamming Rage: As an action, this summon slams
ROLES
it’s hooves into the ground. All creatures of its choice in
a 30-foot cone must succeed a Dexterity Saving Throw,
Oxen and Rams are extremely fortuitous and proud.
taking 6d6 Bludgeoning Damage and being knocked
These tribes are known for never slowing down or tiring,
Prone on a failed save or half as much on a successful
always moving. Always traveling. When creating a
save.
Summoned creature, select one of the following roles;
Ushi Guardian Roar: As an action, this summon spends
• Defender: This summon gains a bonus to its AC 1 Jutsu slot and begins to bemoan an aggressive howl. All
equal to their rank when summoned. (D- allied creatures within 30 feet of it gains 5d6+15
Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: Temporary Hit Points.
+3)
• Striker: This Summon has the Multiattack trait. A-RANK
Multiattack: It can make up to two attacks using Ushi Focus: This summon gains a +1 bonus to its melee
its Horns. These attacks add its Constitution to attacks critical threat range.
damage rolls once per turn. Ushi Vengeance: This summon gains advantage on
their first attack targeting a hostile creature whom dealt
NATURAL/WEAPONS damage to their summoner until the end of the
Horns. Melee Weapon Attack: Reach 5ft., one target. Str + summoners next turn.
Prof to hit, +Str Piercing Damage. On a roll of 16 or Ushi Calmness: This summon gains immunity to
higher, the target is knocked Prone. Mental conditions.
O X /R AM
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
L 16 10 14 10 12 10 4 2 D-Rank 40ft
C-Rank 8th
L +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 50ft
B-Rank 12th L-H +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16 th
L-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
L-G +6 Ability Score Increases up to 26.148 15 3 A-Rank (or Lower), 1 S-Rank. 70ft
RAT C-RANK
Poisonous: If you hit a creature with your Bite, target
A rat is a creature that lives on the fringes of human
creature must make a Constitution Saving Throw
society. Almost like parasites they create their nest in
gaining 1 rank of Envenomed on a failed save.
our homes and eat our food. A rat's greatest quality is its
Venomous: If this summon scores a hit with a Melee
stealth, as often the only sighting of a rat is by what it
Ninjutsu Attack, the target creature must make a
has done. Rats are feared by many, not for their combat
Constitution Saving Throw gaining 1 rank of Corroded on
prowess, but for the fact that they are often disease
a failed save.
carriers. A brash and loud person has no chance of being
Necrotic: If this summon scores a hit with a Taijutsu
accepted as a master, as they have little to no use for
attack, the target must make a Constitution Saving
sneaking by an enemy.
Throw gaining 1 rank of Weakened on a failed save.
Summon Type: Rodent
Toughness: 6
Defensive Ability Score: Dexterity
B-RANK
Dangerous Rodents: This summon gains advantage on
Saving Throws: Dexterity, Intelligence, Wisdom
attacks against creatures who are Envenomed.
Creature Skills: Acrobatics, Stealth, Sleight of Hand
Viral Contagion: This summons Necrotic Damage
Creature Senses: Darkvision (30ft), Keen Smell
ignores Resistance and Damage Reduction.
R AT
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th S 8 16 10 14 13 11 6 2 D-Rank 45ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 8 2 D-Rank, 2 C-Rank 45ft
B-Rank 12 th
S-M +6 Ability Score Increases up to 22. 11 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16th S-L +6 Ability Score Increases up to 24. 14 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
S-H +6 Ability Score Increases up to 26. 17 3 A-Rank (or Lower), 1 S-Rank. 75ft
149
SHARK/PREDATOR FISH C-RANK
Shaaku Violence: This summon is immune to the fear
There are few aquatic predators more dangerous than
condition and effects that would push it. It gains a +20-
the shark. Though it is limited to the seas, the shark has
movement speed when moving towards a hostile
always been a creature that strikes fear and awe in the
creature.
hearts of those it crosses. The shark will not accept a
Shaaku Jaws: When this summon scores a hit with its
complacent or cowardly master; they are ruthless
bite attack the target gains 1 rank of Bleeding and is
creatures of a single mind.
Grappled.
Summon Type: Amphibian
Shaaku Madness: As an Action, this summon can
Toughness: 12
choose to spend 1 Jutsu Slot. When it does, all hostile
Defensive Ability Score: Constitution
creatures in the same body of water as it, must make a
Saving Throws: Dexterity, Constitution, Charisma
Charisma Saving Throw, becoming Demoralized on a
Creature Skills: Athletics, Stealth, Perception
failed save.
Creature Senses: Blindsight (30ft), Keen Smell, Water
Breathing
B-RANK
ROLES Blood Frenzy: This summon has advantage on melee
attack rolls against any creature that doesn’t have all its
Sharks are the apex of the aquatic world. When dealing
Hit Points, that it attacks while swimming.
with members of this tribe, try not to show fear. When
Blood Savagery: If a creature if Bleeding when this
creating a Summoned creature, select one of the
summon deals damage as a result of a bite attack, they
following roles;
suffer all ranks of Bleedings effects on them
• Controller: This summon gains a bonus to their immediately.
Save DC equal to their rank when summoned Violent Shaaku: This summon gains one additional
(D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S- attack with its Bite, when it makes a Bite attack.
Rank: +3)
• Striker: This Summon has the Multiattack trait. A-RANK
Multiattack: You can make up to two attacks using Shark Skin: This summon gains immunity to Cold
your Bite. Bite attacks add your Constitution to Damage.
damage rolls once per turn. Hunger for More: This summon can deal Chakra
Damage to a creature when it casts a Ninjutsu with the
NATURAL/WEAPONS Water Release keyword.
Bite. Melee Weapon Attack: Reach 5ft., one target. Str + Unstoppable Violence: This summon cannot have its
Prof to hit, +Str Piercing Damage. This creature gains melee damage reduced by Resistance or Damage
a +1 bonus to its critical threat range on this attack, reduction.
against a Bleeding creature. On a roll of 16 or higher,
the target gains 1 rank of Bleed. S-RANK
Apex: The Shark scores a critical strike on its Bite
SAVE DC’S & ATTACK BONUSES: attack on a roll of 17 or higher.
Predator: The Shark scores a critical strike with its
All Jutsu Save DC’s: 8 + Charisma modifier + jutsu on a roll of 18 or higher.
Summoner’s Proficiency Bonus. Crest: This summon ignores Jutsu based Bonuses to AC
All Jutsu Attack bonus: Charisma modifier + and Temporary Hit Points.
Summoner’s Proficiency Bonus.
SHARK JUTSU SPECIALTY
SPECIAL FEATURES: Sharks have access to any Jutsu with the following
Shaaku Charge: As an action the shark can dash at • Ninjutsu, with the Water Release keyword
twice its movement speed. If it does, the first creatures • Ninjutsu and Genjutsu with the Sensory
space the shark would move through, must succeed a keyword
Dexterity Saving Throw. On a failed save they take 5d6 • Bukijutsu that requires Melee Piercing.
Piercing Damage and becomes Grappled by the shark.
Shaaku Bloodletting: When a creature submerged in the
same body of water as the shark, is Bleeding, the shark
grains 120 feet of Truesight against that creature.
Shaaku Feeding: When this summon deals damage to a
creature with ranks of Bleeding, it regains Hit Points
equal to half the damage dealt.
S HARK
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
M 16 10 12 10 10 14 4 2 D-Rank 40ft Swim
C-Rank 8th
M +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 50ft Swim
B-Rank 12th M-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 60ft Swim
A-Rank 16 th
M-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 70ft Swim
S-Rank 20 th
M-G +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 80ft Swim
150
SLUG C-RANK
Resistance: Slugs are resistant to Slashing and Piercing
This creature is often looked down upon by the others
Damage.
because of its appearance and lack of defense
Invertebrate: This summon makes Dexterity Saving
mechanism. While its greatest weapon may not be its
Throws at Advantage.
body, it is a knowledgeable and kind hearted creature,
Sluggish Chakra: Twice per Long Rest this summon can
with a compassionate heart that knows not hate. It will
cast two jutsu with the Medical keyword, using a single
refuse to serve a master that goes against its principles
action.
and way of life.
Summon Type: Amphibian
Toughness: 8
B-RANK
Honorable Knowledge: This summon shares
Defensive Ability Score: Constitution
information with its summoner on the best way to
Saving Throws: Constitution, Intelligence, Wisdom
handle its jutsu. While within 5 feet of its summoner,
Creature Skills: Stealth, Medicine, History
this summon grants its summoner a +1 bonus to
Creature Senses: Tremor Sense (20ft), Water Breathing
Ninjutsu attack rolls.
S LUG
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th S 10 10 12 14 16 10 5 2 D-Rank 40ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16th S-H +6 Ability Score Increases up to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 60ft
151
SNAKE C-RANK
Venom Sacks: Scoring a hit with your bite attack, target
There are few land creatures more dangerous, cunning,
creature makes a Constitution Saving Throw, gaining 2
and powerful than a snake. The snake is a beast which
ranks of Envenomed on a failed save.
has ties and stories that date back to before time was
Poison Sacks: This summons Bite attacks deal an
tracked. The snake’s greatest weapon is its cunning and
additional 1d8 Poison Damage on a hit, once per turn.
powerful body with its sharp fangs to pierce the flesh of
Deadly Gaze: As an Action, this summon can Gaze as a
its enemies.
creature it can see within 60 feet. The target must make
Summon Type: Dragon
a Wisdom Saving Throw. On a failed save, they suffer a -
Toughness: 10
2 penalty to their next Saving Throw and cannot gain the
Defensive Ability Score: Dexterity
benefits of jutsu based bonuses to the save.
Saving Throws: Dexterity, Constitution, Charisma
Creature Skills: Athletics, Stealth, Perception
Creature Senses: Darkvision (60ft), Keen Smell
B-RANK
Hebi Warfare: This summon is best effective at
S NAKE
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th S 10 16 12 10 10 14 4 2 D-Rank 40ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 50ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16th S-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 70ft
S-Rank 20 th
S-G +6 Ability Score Increases up
152to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 80ft
SPIDER C-RANK
Venomous: When this summon scores a hit with its
There are few creatures as feared as a spider. Its
bite attack, target creature makes a Constitution Saving
appearance is one from the darkest nightmares of
Throw, gaining 2 ranks of Envenomed on a failed save.
mankind. The preferred master of a spider is one that
Iron Silk: This summons Webbings AC becomes equal
can see through appearances and are able to see the
to its Jutsu Save DC and Its Hit Points become equal to
power within the unusual.
twice its level.
Summon Type: Insectoid
Skitter: This summon can spend 1 Jutsu Slot. When it
Toughness: 8
does, it gains the benefit of the Camouflage Jutsu for the
Defensive Ability Score: Strength
next minute, which cannot be dispelled.
Saving Throws: Strength, Dexterity, Charisma
Creature Skills: Acrobatics, Stealth, Intimidation
Creature Senses: Darkvision (60ft), Keen Sight
B-RANK
Weaver: When this summon scores a hit with its
S PIDER
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th S 14 10 12 16 10 10 5 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16th S-L +6 Ability Score Increases up to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
S-H +6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 60ft
153
TIGER/LION C-RANK
Blazing Claw: This summons Claw attacks deal an
This fierce creature is feared by even the most vicious
additional 1d6 Fire Damage and on a roll of 18 or higher,
predators. Its excellent hunting and hiding ability make
the target gains 1 rank of Burned.
it a dreadful opponent, and its Strength will see to it that
Jolting Fang: This summons Bite attacks deal an
even if it falls, its opponent will not come out unscathed.
additional 1d6 Lightning Damage and on a roll of 18 or
It is very prideful and despise weakness and cowardice,
higher, the target gains 1 rank of Shocked.
and will refuse to serve a master that does not possess
Unreasonable Presence: This summon reduces all
true Strength of heart.
hostile creatures within 10 feet of it, AC by -1.
Summon Type: Carnivoran
Toughness: 10
Defensive Ability Score: Wisdom
B-RANK
Tora Growl: As an action, this summon can perform a
Saving Throws: Strength, Constitution, Wisdom
hostile growl. When it does, all hostile creatures within
Creature Skills: Athletics, Stealth, Perception
10 feet of it must make a Charisma Saving Throw being
Creature Senses: Darkvision (30ft), Keen Smell, Keen
Concussed on a failed save.
Sight.
Tora Purr: As an action, this summon can perform a
ROLES soft purr. When it does, all allied creatures within 10 feet
of it, gains a burst of inspiration, gaining a +1d6 bonus
Predator Cats are one of the most savage active sage tribes
to its first two damage rolls before the beginning of this
in history. Always hunting and striking down their foes.
summons, summoner’s turn.
When creating a Summoned creature, select one of the
Tora Anger: This summon is aggressively angry, at all
following roles;
times. It gains immunity to the Fear and Charmed
• Striker: This Summon has the Multiattack trait. Conditions. It also increases its Natural/Weapon attacks
Multiattack: You can make up to two attacks critical threat range by +1.
using your Natural/Weapons. These attacks add
your Intelligence to damage rolls once per turn. A-RANK
• Lurker: This summon prioritizes surprise Jaws of Pain: When this summon scores a hit with its
attacks and stealth tactics. This summon gains Bite, its target experiences an intense burst of pain. It
the Lethal Attack trait. Lethal Attack: Once per turn, loses concentration on one jutsu it is concentrating on.
you can deal extra damage to one creature you hit Claws of Wrath: When this summon scores a hit with
with an attack if another enemy of the target is its Claw, its target experiences this beasts wrath. If the
within 5 feet of it. This extra damage is Xd8. (X=Half target would move, cast a jutsu or take a skill-based
the summons level) action, this summon can take an attack of opportunity
against it until the end of the creatures next turn,
NATURAL/WEAPONS making two attacks, instead of one.
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str + Presence of Power: This summon ignores Resistance,
Prof to hit, +Str Piercing Damage.). On a roll of 16 or Immunity, and Damage Reduction.
higher, the target is Grappled and knocked Prone.
Claw. (Melee Weapon Attack: Reach 5ft., one target. Str + S-RANK
Prof to hit, +Str Slashing Damage.). On a roll of 18 or Tora Apex: This summon gains a +3 bonus to its
higher, the target gains 1 rank of bleed. critical threat range on all melee attacks.
Tora’s Authority: Creatures who fail a Saving Throw
SAVE DC’S & ATTACK BONUSES: against a jutsu cast by this summon increase the damage
they take by +4 damage die.
All Jutsu Save DC’s: 8 + Strength modifier + Summoner’s Tora Cruelness: This summon deals additional damage
Proficiency Bonus. equal to its summoner’s proficiency bonus to creatures
All Jutsu Attack bonus: Strength modifier + Summoner’s with a Physical or Elemental condition.
Proficiency Bonus.
TIGER/LION JUTSU SPECIALTY
SPECIAL FEATURES: Tiger/Lions have access to any Jutsu with the following
Tora Tactic: This summon gains advantage on the first • Ninjutsu with the Fire Release keyword
attack roll it makes against a creature adjacent to their • Ninjutsu with the Lightning Release keywords
summoner each turn. • Genjutsu that inflicts the Fear condition.
Tora Power: This summon deals double damage to
constructs and structures.
Tora Ferocity: When this summon scores a critical hit,
its target gains 1 rank of Concussed and Fear.
T IGER /L ION
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
M 16 10 12 10 14 10 4 2 D-Rank 30ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th M-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
M-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
M-G +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 60ft
154
TOAD C-RANK
Gama Recharge: This summon can complete a long rest
Despite all appearance, a toad is an intelligent creature
in its home plane in 4 hours, not 8.
and tends to show more respect to the knowledgeable. It
Gama Combo: When this summon aids in casting a
will not serve a master who does not have any Strength
Ninjutsu with the Combination keyword, it uses its
of will and determination.
Intelligence in place of its Charisma modifier.
Summon Type: Amphibian
Gama Oily Strike: When this summon would score a hit
Toughness: 8
with a melee attack, it can spend 1 Jutsu Slot. When it does,
Defensive Ability Score: Constitution
it coats its attack in Toad oil, dousing them in oil that can
Saving Throws: Constitution, Intelligence, Wisdom
trigger the effects of Toad oil 3 times before fading away.
Creature Skills: Athletics, Acrobatics, History
Creature Senses: Amphibian, Keen Sight
B-RANK
ROLES Gama Swallow: This summon can swallow any creature
currently Grappled by its Tongue attack. A Swallowed
Toads are one of the most prolific active sage tribes by far.
target is no longer Grappled, but instead Blinded and
Always playing an active role in shaping or defending the
Restrained. It has total cover against attacks outside the
world, these Sage beasts are all capable combatants.
toad and takes 5d8 Acid Damage at the start of each of the
When creating a Summoned creature, select one of the
toads turns. A creature inside the toad can attempt
following roles;
Athletics Checks vs the Toads save DC to escape.
• Striker: This Summon has the Multiattack trait. Gama Warfare: This summon is best effective at fighting
Multiattack: You can make up to two attacks other tribes. This summon increases all damage it deals to
using your Natural/Weapons. These attacks add Carnivoran and Dragon Summon types, by +2 damage die.
your Intelligence to damage rolls once per turn. Gama Retaliation: When this summons allies (Excluding
• Caster: This summon gains additional Jutsu itself) take damage, this summon gains a stack of
Slots, equal to its rank. (D-Rank/C-Rank: +1, B- Retaliation (Max 5), which lasts until the end of its
Rank/A-Rank: +2, S-Rank: +3). summoner’s next turn. The first time it would deal damage
before Retaliation ends, it can spend this retaliation. Each
NATURAL/WEAPONS stack spent, increase the damage it deals by +1 damage die.
Tongue. Melee Weapon Attack: 15ft., one target. Str + Prof
to hit, +Str Bludgeoning Damage. On a hit, target A-RANK
creature must make a Strength Saving Throw being Gama Slime: This Summon is immune to the Grappled
Grappled and Restrained on a failed save. and Restrained conditions.
Toad Oil. Range Weapon Attack: Reach 60ft., one target. Gama Wart: This summon is immune to the Envenomed
On a hit, the creature is doused in toad oil for 1 minute. and Bleeding conditions.
While doused in this oil if they would take Fire Gama Croak: The first time this summon is reduced to 0
Damage, they take an additional +2 damage die and Hit Points, it is instead reduced to 1, once per Full-Rest.
are no longer doused.
Simple Weapon. S-RANK
Ultimate Combination: When this summon aids in casting
SAVE DC’S & ATTACK BONUSES: a Ninjutsu with the Combination keyword, it is treated as
three casters, instead of 1. This does cost an additional 2
All Jutsu Save DC’s: 8 + Intelligence modifier + Jutsu Slots.
Summoner’s Proficiency Bonus. Amphibious Boss: This summon automatically succeeds
All Jutsu Attack bonus: Intelligence modifier + on all Clash checks, even if its check result is less than its
Summoner’s Proficiency Bonus. opponents.
Sages Guidance: As an action, this summon can bind
SPECIAL FEATURES: itself to its summoner. When it does, while it cannot move
or take Reactions, its summoner gain the ability to Cast
D-RANK Ninjutsu that this summon could cast as its Tribal chakra
Gama Flurry: When this summon grapples a creature, flows throw into them. This summon can also, while bound
and every turn it begins while grappling a creature, it to its summoner maintain concentration on jutsu for its
can, in place of one of its attacks, slam them into the summoner.
ground or other hard surface. Make a Tongue attack,
dealing 3d6+Strength modifier Bludgeoning Damage. TOADS JUTSU SPECIALTY
Gama Courage: This summon gains advantage on all
Toads have access to any Jutsu with the following
Saving Throws to resist the Fear condition.
Keywords or conditions without the Hijutsu Keyword;
Gama Seals: This summon can spend 1 of its Jutsu
slots. When it does, it can cast the same jutsu twice, • Ninjutsu with the Water release keyword
using the same action. This summon can do this, once • Genjutsu with the Auditory and/or Fuinjutsu
per combat. Keywords
• Bukijutsu with a melee weapon component that
requires an attack roll.
T OAD
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4 th
T 14 12 12 14 12 11 5 2 D-Rank 30ft
C-Rank 8th T-M +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
T-L +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16 th
T-H +6 Ability Score Increases up
155to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20th T-G +6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 60ft
TURTLE
Often looked down upon, Turtles are known to be weak
Kame Angry Shell: Each time this summon takes
creatures. While they might not possess Strength or
damage; it gains a stack of Rage (Max 5). which lasts
agility, they certainly have endurance, the wisdom to
until the end of its summoner’s next turn. The first time
know their own weakness, and the cunning to judge its
it would deal damage before Rage expires, it can spend
opponent's Strength. They will not accept a master who
this rage. For each stack spent, increase the damage it
will lead them needlessly into danger, and cannot stand
deals by 1d8.
for himself.
Kame Snapping Shell: When this summon scores a hit
Summon Type: Dragon
with its Bite attack, the target is automatically Grappled
Toughness: 10
and cannot make handsigns for the duration.
Defensive Ability Score: Constitution
Saving Throws: Strength, Constitution, Intelligence
B-RANK
Creature Skills: Athletics, Survival, Perception Kame Razor Shell: When this summon inflicts the
Creature Senses: Amphibious, Keen Sight Chilled condition on a creature, it gains a -1 penalty to
ROLES
its AC, for each rank of Chilled it has.
Kame Smashing Shell: When this summon inflicts the
Turtles are the stalwart defenders. Utilizing their
Bruised condition, affected creatures gains a -2 penalty
powerful build to control conflicts. When creating a
to its Strength and Dexterity based damage for each rank
Summoned creature, select one of the following roles;
of Bruised it has.
• Defender: This summon gains a bonus to its AC Kame Guardian Shell: While this summon’s allies are
equal to their rank when summoned. (D- within 5 feet of it, they gain 5 Damage Reduction.
Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank:
+3) A-RANK
• Controller: This summon gains a bonus to their Impregnable: This summon gains resistance to
Save DC equal to their rank when summoned bludgeoning, slashing and Piercing Damage.
(D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S- Reliable: This summon grants allied creatures within 5
Rank: +3) feet of it a +1 to Strength, Dexterity, and Constitution
Saving Throws.
NATURAL/WEAPONS Unbreakable: This summon gains immunity to Physical
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str + and Elemental conditions.
Prof to hit, +Str Piercing Damage.)
S-RANK
SAVE DC’S & ATTACK BONUSES: Long Standing Focus: When this summon would cast a
jutsu, it may withhold the jutsu’s casting until the
All Jutsu Save DC’s: 8 + Intelligence modifier + beginning of its summoner’s next turn. When it does, it
Summoner’s Proficiency Bonus. maximizes the damage dealt and ignores Resistance,
All Jutsu Attack bonus: Intelligence modifier + Immunity and Damage Reduction.
Summoner’s Proficiency Bonus. Timeless Patience: This summon cannot lose
concentration on a jutsu.
SPECIAL FEATURES: Unending Dignity: This summon gains immunity to
Mental conditions.
D-RANK
Kame Shell Guard: This summon can as a Reaction TURTLE JUTSU SPECIALTY
enter their shells gaining +5 to their AC until the
Turtle have access to any Jutsu with the following
beginning of their next turn. For the duration they also
Keywords or conditions without the Hijutsu Keyword;
gain Damage reduction vs all incoming damage equal to
their summoner’s proficiency bonus. • Ninjutsu with the Water release keyword
Kame Shell Armor: This summon is immune to critical • Ninjutsu with the Fuinjutsu keyword, without a
hits and critical hit effects. nature release keyword.
Kame Shell Trap: When this summon casts a Jutsu that • Taijutsu that requires an attack roll.
would inflict a condition, affected creatures cannot make
their Saving Throw with any jutsu based bonuses or with
Advantage.
C-RANK
Kame Tough Shell: When this summon makes a
Strength or Constitution Saving Throw it adds 1d4 to
their save result.
T URTLE
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4th
S 13 8 16 14 11 10 4 2 D-Rank 30ft
C-Rank 8th S-M +6 Ability Score Increases up to 20. 6 2 D-Rank, 2 C-Rank 30ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 22. 9 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
S-H +6 Ability Score Increases up to 24. 12 3 B-Rank (or Lower), 1 A-Rank. 40ft
S-Rank 20th S-G +6 Ability Score Increases up to 26. 15 3 A-Rank (or Lower), 1 S-Rank. 50ft
156
WEASEL C-RANK
Swift Slash: This summons movement does not trigger
Weasels are crafty, careful planners that prefer to attack
Reactions of any type.
from ambush. Usually making their homes in high plains,
Wind Rider: This summon gains a fly speed equal to its
mountains, and other areas that allow them to hone and
ground speed.
make good use of their natural stealth, Weasels are known
Swarming Blades: When this summon casts a jutsu that
to make use of scythes, as well as powerful Wind jutsu to
would inflict the Bleeding condition, increase the
propel themselves. They serve summoner’s that
number of Bleeding ranks inflicted by +1.
appreciate methodic planning and decisive action.
Summon Type: Rodent
Toughness: 8
B-RANK
Evasion: If this summon makes a Dexterity Saving
Defensive Ability Score: Dexterity
Throw to take half damage, it instead takes no damage
Saving Throws: Dexterity, Constitution, Intelligence
on a successful save, and only half damage on a failed
Creature Skills: Acrobatics, Stealth, Perception
save.
Creature Senses: Keen smell, Keen sight.
Cyclone Swing: Twice per combat, in place of one of its
W EASEL
Rank Level Size STR DEX CON INT WIS CHA Jutsu Slots Jutsu Speed
D-Rank 4 th
T 8 16 12 14 12 10 5 2 D-Rank 40ft
C-Rank 8 th
T-S +6 Ability Score Increases up to 20. 7 2 D-Rank, 2 C-Rank 45ft
B-Rank 12th T-M +6 Ability Score Increases up to 22. 10 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16 th
T-M +6 Ability Score Increases up to 24. 13 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
T-L +6 Ability Score Increases up to 26. 16 3 A-Rank (or Lower), 1 S-Rank. 70ft
157
GENJUTSU
ne of the main jutsu categories which uses chakra. Unlike ninjutsu, the effects of Genjutsu are not real, being only
O sensory illusions experienced by those who fall victim to it. Genjutsu falls under the broad category of Yin Release. A
Genjutsu is created when a ninja controls the chakra flow of a target's cerebral nervous system, thereby affecting
their five senses; this is frequently used to create false images and/or trick the body into believing it has experienced
physical pain.
Special Effects: Genjutsu isn’t tangible and cannot be physically blocked. Barriers, blanket Damage Reduction, Resistance
and Immunity from Jutsu cannot block or reduce damage from Genjutsu unless granted by a Genjutsu. Most Genjutsu that
require a Saving Throw will have the effects of a Critical Success, Success, Failure or Critical Failure listed A creature who
Critically Fails, follows the effect of only a Critical Failure, not a Failure as well, unless otherwise specified. The follo wing
are the breakdowns for how to calculate each.
• Critical Failure: Saving throw result is 5 or more, lower than the Save DC.
• Failure: Fail to meet or beat the Save DC.
• Success: Beat the Save DC.
• Critical Success: Beat the Save DC by 5 or more
E-RANK:
AFFECTION At Higher Levels: This Jutsu’s proficiency increases as you
Classification: Genjutsu
increase in level. When you reach 5th level create 3
Rank: E-Rank
duplicates, 11th level (4 duplicates), 17th level (5 duplicates).
Casting Time: 1 Action
Range: Touch DISTANT ECHO
Duration: Concentration, up to 1 Minute Classification: Genjutsu
Components: CM Rank: E-Rank
Cost: 2 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Auditory, Unaware Range: 60 Feet
Description: For the duration, you have advantage on all Duration: Up to 1 minute
Persuasion Checks directed at one creature you touch that Components: HS, CM
isn’t hostile towards you. When the jutsu ends the creature Cost: 1 Chakra
may realize that you used a jutsu to influence its mood if it Keywords: Genjutsu, Auditory, Unaware
doesn’t fit your previous relationship. A creature Prone to Description: You create a sound within range that lasts
violence might attack you if they realize this. Another for the duration. The sound also ends if you dismiss it as
creature may seek retribution in other ways (At the DM’s an action or use this jutsu again. The sound you create
discretion), depending on the nature of your interactions. can be any volume, ranging from a whisper to a scream.
It can be your voice or another sound you have heard
CLONE TECHNIQUE before such as another person's voice, a lion's roar or a
Classification: Genjutsu
shattering vase. The sound continues unabated
Rank: E-Rank
throughout the duration or you can make discrete
Casting Time: 1 Action
sounds at different times before the jutsu ends.
Range: Self
At Higher Levels: This Jutsu’s proficiency increases as
Duration: Concentration, up to 1 minute
you increase in level. At 5th level select 1 additional
Components: HS
location for the sound to originate. 11th level, 2
Cost: 2 Chakra
additional locations, 17th level, 3 additional locations.
Keywords: Genjutsu, Visual
Description: The most basic clone technique that is taught DOUBT
in most academies across the ninja world. By using this Classification: Genjutsu
technique, the user creates 2 duplicates of themselves. The Rank: E-Rank
clones stay near you and disappear when attacked. The Casting Time: 1 Action
clones appear by the user's side and cannot stray more than Range: Touch
5 feet away from the original. The duplicates look like the Duration: 1 Minute
user and are perfect duplicates, but they cannot speak or Components: CS
perform any action that requires having a body, like lifting Cost: 2 Chakra
an object or attacking a creature. Once touched by another Keywords: Genjutsu, Auditory, Unaware
creature or object or violently shaken, it disappears in a puff Description: For the duration, you have advantage on all
of smoke. Intimidation Checks directed at one creature you touch
After Activation, as a Reaction you make a creature that you are interacting with. When the jutsu ends the
attacking you roll an additional 1d6, subtracting the result creature may realize that you used a jutsu to influence its
from their total attack roll. Doing this causes one of your mood if it doesn’t fit your previous relationship. A
clones to be struck regardless of the attack missing or creature Prone to violence might attack you if they
hitting you. After the duration or both of your clones have realize this. Another creature may seek retribution in
been struck, this jutsu immediately ends. Any creature using other ways (At the DM’s discretion), depending on the
a Jutsu with the Sensory Keyword or that can see through nature of your interactions.
Genjutsu are not affected by this jutsu.
158
ENCODE THOUGHTS FLASH
Classification: Genjutsu Classification: Genjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 30 Feet
Duration: 8 Hours Duration: Instant
Components: HS, CM Components: HS, NT (Firecrackers)
Cost: 2 Chakra Cost: 2 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: You draw out a memory, an idea, or a Description: A mix of firecrackers and Chakra to make
message from your mind, and seal it into a tangible the flash they produce 10 times more intense. Select a
string of glowing seals called a thought strand, which Space up to 30 feet away. Creatures within 5 feet of the
persists for the duration or until you cast the jutsu again. space you select must make a Wisdom Saving Throw. On
The thought strand appears in an unoccupied space on a a failed save, the next attack targeting them has
surface of your choice, such as a wall, blank scroll, book, advantage.
or skin in the form of text or images of your memories
design. MESSAGE
If you cast this Genjutsu while concentrating on a Classification: Genjutsu
Genjutsu or ability that allows you to manipulate the Rank: E-Rank
thoughts of others (such as Memory Domination), you Casting Time: 1 Action
can transform the thought or memories you read, rather Range: 120 Feet
than your own into a thought strand. Duration: 1 round
Components: HS
ENHANCED THOUGHTS Cost: 2 Chakra
Classification: Genjutsu Keywords: Genjutsu, Auditory
Rank: E-Rank Description: You point your finger towards a creature
Casting Time: 1 Reaction, which you take when you fail a within range that you can see and whisper a message. The
Skill Check. target (and only the target) hears the message and can reply
Range: Self
in a whisper that only you can hear.
Duration: 1 Round.
You can cast this genjutsu through solid objects if you are
Components: HS
familiar with the target and know it is beyond the barrier.
Cost: 2 Chakra
This jutsu doesn’t have to follow a straight line and can
Keywords: Genjutsu
travel freely around corners or through openings.
Description: You focus chakra toward different parts of
your mind to enhance your ability to process information.
When you fail a Skill Check using a mental ability score
MIND SLIVER
Classification: Genjutsu
(Intelligence or Wisdom), you can add+2 to that failed
Rank: E-Rank
check, potentially turning a failure, into a success. Once
Casting Time: 1 Action
you cast this jutsu, you cannot do so again for 10 minutes.
Range: 60 Feet
At Higher Levels: This Jutsu's skill reinforcement
Duration: 1 Round.
increases as you increase in level. This bonus increases by
Components: HS, CM
+2 at 5th Level (+4), 11th level (+6), 17th level (+8)
Cost: 1 Chakra
159
MINOR ILLUSION TRANSFORM
Classification: Genjutsu Classification: Genjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: Self
Duration: 1 Minute Duration: Concentration, up to 10 Minutes
Components: HS Components: HS
Cost: 2 Chakra Cost: 1 Chakra
Keywords: Genjutsu, Visual, Auditory, Unaware Keywords: Genjutsu, Visual
Description: You create a sound or an image of an object Description: This technique is taught to every student of
within range that lasts for the duration. The illusion also the academy. Using this technique, the user assumes the
ends if you dismiss it as an action or cast this genjutsu form of a creature, object or animal of the same size
again. category as they are or smaller. They may freely
If you create a sound, its volume can range from a designate the specifics of their new form (such as height,
whisper to a scream. It can be your voice, someone else’s weight, hair texture and color, skin tone, etc.). This
voice, a lion’s roar, a beating of drums, or any other sound transformation is purely cosmetic and an illusion. When
you choose. The sound continues unabated throughout the you use a Charisma based skill action in an attempt to
duration, or you can make discrete sounds at different times deceive, lie or misguide another creature, you use this
before the spell ends. If you create an image of an object— new form, so long as it is relevant to your act, to enhance
such as a chair, muddy footprints, or a small chest—it must that lie with convincing movements and gestures. If you
be no larger than a 5-foot cube. The image can’t create are not benefiting from the Voice Change Genjutsu active,
sound, light, smell, or any other sensory effect. Physical you gain only half of the following bonus.
interaction with the image reveals it to be an illusion, While transformed, when you use a Charisma based
because things can pass through it. skill action in an attempt to deceive, lie or misguide
If a creature uses its action to examine the sound or another creature, you use this new form, so long as it is
image, the creature can determine that it is an illusion with relevant to your act, you can add+4 to the checks made.
a successful Intelligence (Investigation), or Wisdom You can gain this bonus, once per round, or once every
(Illusion) check against your Genjutsu Save DC. If a creature minute if in combat or a social scene.
discerns the illusion for what it is, the illusion becomes faint
to the creature. TRUE STRIKE
Classification: Genjutsu
PAIN Rank: E-Rank
Classification: Genjutsu Casting Time: 1 Reaction, which you take when you miss
Rank: E-Rank a creature you target with an attack roll.
Casting Time: 1 Bonus Action Range: Self
Range: 60 Feet Duration: Instant
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS Cost: 2 Chakra
Cost: 2 Chakra Keywords: Genjutsu, Visual
Keywords: Genjutsu, Tactile Description: You focus your genjutsu towards a single
Description: You point at a creature within range and the creature in range. Your genjutsu grants you a brief
sound of a dolorous bell fills the air around it for the insight into one target’s defenses. You gain a +2 bonus
moment. The next time the target would take damage, on the triggering attack roll, potentially turning a miss
they take an additional 1d4 psychic damage. This jutsu into a hit. You can gain the benefit of this jutsu once per
then ends. round.
At Higher Levels: This Jutsu’s effectiveness increases At Higher Levels: This Jutsu’s bonus increases by +1 when
by one die when you reach 5th level (2d4), 11th level you reach 5th level (+3), 11th level (+4), 17th level (+5)
(3d4), 17th level (4d4).
VOICE CHANGE
RELEASE Classification: Genjutsu
Classification: Genjutsu Rank: E-Rank
Rank: E-Rank Casting Time: 1 Bonus Action
Casting Time: 1 Action Range: Self
Range: Touch Duration: Concentration, Up to 1 minute
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 1 Chakra
Cost: 2 Chakra Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Fuinjutsu Description: You coat your tongue in chakra,
Description: This technique allows the user to isolate manipulating the vibrations it provides while speaking.
and forcefully remove the effect of a single You imitate the voice of any creature you’ve heard before
Genjutsu effect, so long as it can be dispelled. You must with amazing accuracy. Creatures would need to actively
first be aware that you or your target is under the effect take the See through lies, skill action to tell your voice is
of a Genjutsu. As part of the activation of this jutsu, fabricated.
make an Illusion Check at advantage vs the Save DC of
the Genjutsu. On a success you free yourself or your
target from the Genjutsu.
160
D-RANK: to this effect. The target must make a Wisdom Saving Throw
at the beginning of each of its turns for the duration.
ANIMAL COMPANION Critical Success: This jutsu ends on the affected
Classification: Genjutsu creatures, removing all ranks of fear granted by this
Rank: D-Rank jutsu.
Casting Time: 1 Action Success: Affected creature does not gain a rank of fear.
Range: 30 Feet Failure: Affected creatures gains one rank of fear against
Duration: Concentration, up to 10 Minute the caster until this jutsu ends.
Components: HS, CM Critical Failure: Affected creatures gains two ranks of
Cost: 3 Chakra fear against the caster until this jutsu ends and falls
Keywords: Genjutsu, Auditory Prone from the shock.
Description: You select an animal you can see within
range and alter its disposition towards you. This animal At Higher Ranks: For each rank you cast this jutsu above
will see you as a member of its pack, its child, its parent, D-Rank, increase the cost of this jutsu by 3 and select 1
or its Master (your choice). The animal will be able to additional creature who must all be within 30 feet of each
understand your commands and will act on them for the other when you target them.
CHARMING DISSONANCE
duration. The target creature must make a Charisma
Saving Throw, becoming Charmed by you for the
Classification: Genjutsu
duration. The animal can fight on your behalf, once the
Rank: D-Rank
creature reaches half health this jutsu ends. They may
Casting Time: 1 Action
then stay and fight to survive or run based on the type of
Range: 60 Feet
animal they are. (DM’s description)
Duration: Concentration, Up to 1 minute
At Higher Ranks: For each rank you cast this jutsu above
Components: HS, CM
D-Rank, increase the cost of this jutsu by 3 and select one
Cost: 4 Chakra
additional animal you can see.
Keywords: Genjutsu, Auditory
BANE Description: You attempt to suppress strong emotions in up
Classification: Genjutsu to 3 creatures who can see and hear you within range. You
Rank: D-Rank speak with a reverberating confidence that quells their
Casting Time: 1 Action fears, anger, and confusion. Up to 3 creatures you choose
Range: Self (30-Feet) must make a Charisma Saving Throw; A creature can choose
Duration: Concentration, up to 1 Minute to fail this Saving Throw if it wishes. If a creature fails its
Components: HS, CM Saving Throw, choose one of the following effects.
Cost: 5 Chakra • You can suppress any effect causing a target to be
Keywords: Genjutsu, Tactile Charmed or feared. When this jutsu ends, any
Description: You release a pulse of chakra targeting all suppressed effect resumes, provided that its
hostile creatures within 30 feet of you causing them feel duration has not expired in the meantime.
deep seeded regret or dread. All hostile creature of your • Alternatively, you can make a target indifferent
choice within 30 feet of you must make a Charisma Saving about creatures of your choice that it is hostile
Throw as their mind is wrought with negative thoughts. towards. This indifference ends if the target or its
Success: No further effects. allies are attacked. When this jutsu ends, the
Failure: Affected creatures suffers a 1d4 penalty to all creature becomes hostile again.
attack roll, Saving Throws and checks it makes for the At Higher Ranks: For each rank you cast this jutsu above
duration. D-Rank, increase the cost of this jutsu by 3 and select 1
Critical Failure: Affected creatures suffers a 1d6 penalty additional creature.
to all attack roll, Saving Throw and Skill Checks it
makes and it cannot gain the benefit of jutsu that CLOAK OF SHADOWS
provide bonuses to it of the same rank or lower for the Classification: Genjutsu
duration. Rank: D-Rank
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above Range: Touch
D-Rank, increase the cost of this jutsu by 3 and the radius by Duration: Concentration, Up to 1 minute
10-feet. If cast at B-Rank the die increases by one step. If Components: HS, CM
cast at S-Rank, the die increases by two steps. Cost: 4 Chakra
Keywords: Genjutsu, Visual, Unaware
CAUSE FEAR Description: You cloak a willing creature you touch in
Classification: Genjutsu illusionary darkness, granting it a +1d4 bonus to Hide or
Rank: D-Rank Sneak attempts vs creatures that rely on sight for the
Casting Time: 1 Action duration.
Range: 60 Feet Additionally, if cast in Dim Light or Darkness,
Duration: Concentration, up to 1 minute creatures attempting an Identify Genjutsu action, make
Components: HS, CM their check at disadvantage.
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Inhale above D-Rank, increase the cost of this jutsu by 3. If cast
Description: You awaken a sense of mortality in one at B-Rank, the duration increases to “up to 10 minutes”
creature you can see within range after releasing some and no longer costs chakra to maintain concentration. If
potent aromas from incents you spread and use as the cast at A-Rank, this jutsu’s duration becomes 1 Hour and
catalyst for your genjutsu. A construct or undead is immune no longer requires concentration.
161
COLOR SPRAY COMPELLED DUEL
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15-foot cone) Range: 30 Feet
Duration: Instant
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 5 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Visual
Keywords: Genjutsu, Auditory, Visual
Description: You manifest a dazzling array of flashing,
Description: You attempt to compel a creature into a
colored lights, that spring forth from your hand.
duel. They see you as the only worthy foe in the area and
Creatures in a 15-foot cone, originating from you must
will do everything they can to fight you and only you,
make an Intelligence Saving Throw.
while becoming indifferent towards other combatants.
Critical Success: Affected creature is able to completely One creature that you can see must make a Wisdom
resist this jutsu’s effect. Saving Throw.
Success: Affected creature gain 1 rank of Dazzled.
Success: Affected creature ignores this jutsu and suffers
Failure: Affected creatures Blinded until the end of their
no effects.
next turn.
Failure: Affected creature becomes drawn to you
Critical Failure: Affected creatures becomes Blinded and
suffering a -1d6 penalty to all attacks rolls against
must remake the Intelligence Saving Throw at the end
creatures other than you for the duration. A compelled
of each of its turns to realize it’s not actually Blinded,
creature must remake their Saving Throw at the end of
ending this jutsu’s effects on them.
each of its turns to end this effect on them. This jutsu
At Higher Ranks: For each rank you cast this jutsu ends if you attack any other creature or if a friendly
above D-Rank, increase the cost of this jutsu by 3 and creature to you, would assist you in any way.
the size of the cone by 10 feet. Critical Failure: Affected creatures becomes drawn to
you, becoming unable to target any other creature
COMMAND other than you for the duration. This jutsu ends if you
Classification: Genjutsu attack any other creature or if a friendly creature to
Rank: D-Rank you would assist you.
Casting Time: 1 Action
Range: 60 feet COMPREHEND LANGUAGES
Duration: 1 Round. Classification: Genjutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Genjutsu, Auditory, Unaware
Range: Self
Description: You speak a one-word command to a
Duration: 1 Hour
creature you can see within range. The target must make Components: HS, CM
a Wisdom Saving Throw or follow the command on its
Cost: 3 Chakra
next turn. The jutsu has no effect if the target is undead,
Keywords: Genjutsu, Auditory, Unaware
if it doesn’t understand your language, or if your
Description: For the duration, you understand the literal
command is directly harmful to it. Some typical
meaning of any spoken language that you hear. You also
commands and their effects follow. You might issue a
understand any written language that you see, but you
command other than one described here. If you do so, must be touching a creature who can already understand
the GM determines how the target behaves. If the target
the language.
can’t follow your command, the jutsu ends.
• Approach: The target moves towards you by the CONFIDENCE
shortest and most direct route, ending its turn Classification: Genjutsu
if it moves within 5 feet of you. Rank: D-Rank
• Drop: The creature drops whatever it is holding Casting Time: 1 Action
and then ends its turn. Range: 30 Feet
• Grovel: The target falls Prone and then ends its Duration: 1 Minute
turn. Components: HS, CM
• Flee: The target turns and spends its turn Cost: 4 Chakra
moving away from you by the fastest means Keywords: Genjutsu, Auditory
available. Description: You select up to 3 willing creatures in
• Halt: The target doesn’t move or take actions. A range, that you can see, reinforcing their confidence in
flying creature stays aloft, provided that it is themselves, allowing them to act with little to no
able to do so. If it must move to stay aloft, it hesitation. For the duration, whenever a target creature
flies the minimum distance needed to remain in makes an Ability check, they add +2 to the result. The
the air. first time the succeed on an Ability check, this jutsu
ends.
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 3. If this
number of creatures you target by +1.
jutsu is cast at B-Rank, this bonus instead becomes a +3.
If this jutsu is cast at S-Rank, this bonus instead
becomes a +4.
162
CORRUPTION: ANIMUS CORRUPTION: AUDACITY
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Visual, Unaware. Keywords: Genjutsu, Auditory, Unaware.
Description: You collect and build illusionary chakra, Description: You collect and build illusionary chakra,
attempting to mentally disable the confidence and attempting to inject a sense of harshness towards allies,
Strengths of your foes. in your foes.
Select one creature you can see within range, forcing Select one creature you can see within range, forcing
them to make a Charisma Saving Throw. them to make a Charisma Saving Throw.
Critical Success: Affected creature is able to resist this Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of jutsu’s effect, becoming immune to further castings of
this jutsu for the next 10 minutes. this jutsu for the next 10 minutes.
Success: Affected creature is able to resist most of this Success: Affected creature is able to resist most of this
jutsu’s effects. jutsu’s effects.
Failure: Affected creatures who would gain dice-based Failure: Creatures who would attempt to make an attack
bonuses as a result of features or traits to their attack of any type targeting a creature you are allied with, the
or damage rolls, they instead treat those bonuses, as affected creature is mentally forced to hold back on
penalties, for the duration. the Strength of the attack, reducing the damage they
Critical Failure: Same as failure, but this inversion also deal by 1 damage die, to a minimum of 1 damage die.
extended to Jutsu based bonuses. Critical Failure: Same as failure, but the damage die
reduction is increased to 2.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
the number of creatures you can target by +1. above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank, increase the damage die
CORRUPTION: ASPERITY reduction by 1. If this jutsu is cast at S-Rank, increase the
Classification: Genjutsu damage die reduction by 2.
Rank: D-Rank
Casting Time: 1 Action CORRUPTION: DISDAIN
Range: 60 feet Classification: Genjutsu
Duration: Concentration, up to 1 minute Rank: D-Rank
Components: HS, CM Casting Time: 1 Action.
Cost: 4 Chakra Range: 60 feet
Keywords: Genjutsu, Auditory, Unaware. Duration: Concentration, up to 1 minute
Description: You collect and build illusionary chakra, Components: HS, CM
attempting to inject a sense of harshness towards allies, Cost: 5 Chakra
in your foes. Keywords: Genjutsu, Auditory, Unaware
Select one creature you can see within range, forcing Description: You collect and build illusionary chakra,
them to make a Charisma Saving Throw. attempting to mentally corrupt the feeling of happiness
and stability in your foes.
Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of Select one creature you can see within range, forcing
this jutsu for the next 10 minutes. them to make a Charisma Saving Throw.
Success: Affected creature is able to resist most of this Critical Success: Affected creature is able to resist this
jutsu’s effects. jutsu’s effect, becoming immune to further castings of
Failure: If the affected creature would cast a jutsu that this jutsu for the next 10 minutes.
allows them to omit or exclude its allies, for every Success: Affected creature is able to resist most of this
hostile creature they select, they must also choose one jutsu’s effects.
ally as a target as well, even if they have a limited Failure: Affected creatures who would attempt to cast a
number of targets they can select, that selected ally jutsu as a Reaction, that would interrupt the casting of
counts as one of its choices. Once this effect takes another jutsu, must roll a d20. On a roll of 11 or higher,
place, this jutsu ends. they lose their Reaction, unable to interrupt their
Critical Failure: Same as failure, but this effect lasts for original target.
the duration. Critical Failure: Same as failure, but on a roll of 6 or
higher they lose their Reaction, unable to interrupt
At Higher Ranks: For each rank you cast this jutsu
their original target.
above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
163
CORRUPTION: ENMITY CORRUPTION: INSOLENCE
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 3 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Visual, Unaware. Keywords: Genjutsu, Auditory, Unaware.
Description: You collect and build illusionary chakra, Description: You collect and build illusionary chakra,
attempting to inject a sense of broken morale and attempting to inject a sense of harshness towards allies,
distrust in your foes. in your foes.
Select one creature you can see within range, forcing Select one creature you can see within range, forcing
them to make a Charisma Saving Throw. them to make a Charisma Saving Throw.
Critical Success: Affected creature is able to resist this Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of jutsu’s effect, becoming immune to further castings of
this jutsu for the next 10 minutes. this jutsu for the next 10 minutes.
Success: Affected creature is able to resist most of this Success: Affected creature is able to resist most of this
jutsu’s effects. jutsu’s effects.
Failure: Affected creatures whose ally is casting a jutsu, Failure: Creatures under the effect of a Genjutsu, that
must spend its Reaction to cast a jutsu that would grants a die-based bonus, have this bonus halved.
Interrupt the casting of their allies. Once they attempt Critical Failure: Creatures under the effect of a Genjutsu,
to interrupt the casting, this jutsu then ends. that grants a die-based bonus, cannot benefit from
Critical Failure: Same as failure, but the affected this bonus for the duration.
creature must spend its Reaction to attempt to At Higher Ranks: For each rank you cast this jutsu
interrupt all of its allies jutsu castings, if able, for the above D-Rank, increase the cost of this jutsu by 3 and the
duration. number of creatures you can target by +1.
164
CORRUPTION: TEMERITY DETECT INTENTION
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 30 Feet
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 4 Chakra
Cost: 3 Chakra
Keywords: Genjutsu, Visual.
Keywords: Genjutsu, Visual, Sensory
Description: You collect and build illusionary chakra,
Description: Select a creature you can see within range.
attempting to suppress their boldness in combat.
If the target is not aware of your presence roll your
Select one creature you can see within range, forcing
Illusion Skill vs their passive Deception. On a success you
them to make a Charisma Saving Throw.
know what the creatures most immediate intention is.
Critical Success: Affected creature is able to resist this This does not explain why they are trying to do whatever
jutsu’s effect, becoming immune to further castings of it is they are trying to do just what it is they want to do. If
this jutsu until the end of the casters next turn. the target is aware of your presence, they make a
Success: Affected creature is able to resist most of this Wisdom Saving Throw. On a failure you gain the same
jutsu’s effects. information as you would if they weren’t aware of your
Failure: Affected creature loses the benefit of jutsu based presence. On a success they can hide their intention
bonuses to speed, becoming unable to benefit from instead hiding it behind another set of intentions.
them for the duration. An affected creature remakes
their Saving Throw at the end of each of their turns. DISTANT WORDS
Critical Failure: Same as failure, but this also extends Classification: Genjutsu
into class and class features as well. Rank: D-Rank
Casting Time: 1 Minute
At Higher Ranks: For each rank you cast this jutsu Range: 30 feet
above D-Rank, increase the cost of this jutsu by 3 and Duration: Until Dispelled
the number of creatures you can target by +1. Components: HS, CM
Cost: 5 Chakra
DETECT EVIL Keywords: Genjutsu, Auditory
Classification: Genjutsu Description: You implant a message within an object in
Rank: D-Rank range, a message that is uttered when a trigger condition
Casting Time: 1 Action is met. Choose an object that you can see and that isn’t
Range: 60 Feet being worn or carried by another creature. Then speak
Duration: 10 Minutes the message, which must be 25 words or less, though it
Components: HS, CM can be delivered over as long as 10 minutes. Finally,
Cost: 4 Chakra determine the circumstance that will trigger the jutsu to
Keywords: Genjutsu, Visual, Sensory deliver your message.
Description: For the duration, you know if there is When that circumstance occurs, a disembodied voice
someone within 60 feet of you with a hostile intention. can be heard originating from the object and recites the
You do not know their direct location only that they are message in your voice and at the same volume you
within the range of this genjutsu. spoke.
When you cast this jutsu, you can have the jutsu end
DETECT ILLUSIONS after it delivers its message, or it can remain and repeats
Classification: Genjutsu its message whenever the trigger occurs.
Rank: D-Rank The triggering circumstance can be as general or as
Casting Time: 1 Action
detailed as you like, though it must be based on visual or
Range: Self (10-foot Radius)
audible conditions that occur within 30 feet of the object.
Duration: 10 Minutes
Components: HS, CM For example, you could instruct the illusion to speak
Cost: 5 Chakra when any creature moves within 30 feet of the object or
Keywords: Genjutsu, Visual when a silver bell rings within 30 feet of it.
Description: For the duration, you can sense the
presence of Genjutsu of D-Rank or Lower within 10 feet
of you. If you sense Genjutsu in this way, you can use
your action to see a faint aura around any visible
creature or object in the area that is affected by a
Genjutsu.
Additionally, if a Genjutsu affects an area, the affected
area with glow with this aura instead of any individual
creatures or objects.
This jutsu cannot penetrate through barrier, walls or
surfaces and does not provide insight on the Rank or
number of Genjutsu affecting a creature.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the rank of Genjutsu you can detect.
165
DISTORT VALUE EXTRASENSORY
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 60 feet
Duration: Instant
Duration: 10 Minutes
Components: HS, CM
Components: HS, CM
Cost: 5 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Visual, Inhale, Tactile
Keywords: Genjutsu, Visual, Unaware
Description: You manifest a barrage of supersensory
Description: When you cast this Genjutsu target an
sensations meant to overwhelm a creatures senses.
object no more than 1 foot on a side, doubling the objects
Select one creature within range. Select creature must
perceived value by adding an illusionary flourish or
make an Intelligence Saving Throw.
reducing its perceived value by half with the help of
illusionary dents or scratches. Anyone examining the Critical Success: Affected creature is able to resist this
object must roll an investigation or Illusions Check jutsu’s effects.
against your Genjutsu Save DC to see through this Success: Affected creature is suffering a 1d4 penalty to
genjutsu. their next attack roll.
At Higher Ranks: For each rank you cast this jutsu Failure: Affected creature gains 2 ranks of Dazzled.
above D-Rank, increase the cost of this jutsu by 3 and Critical Failure: Affected creature gains 2 ranks of
the size of the object by 5. Dazzled and at the beginning of their next turn, they
must roll a d10. On a roll of 1 or 2, they flinch losing
DOUBLED PAIN their Action.
Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Bonus Action
the number of creatures you can target by +1.
Range: 60 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
FRENZY: BLACK
Classification: Genjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Genjutsu, Tactile Casting Time: 1 Action
Description: You target a creature and amplify their Range: 60 feet
nervous system, enhancing all instances of pain to a Duration: Concentration, up to 1 minute
massive degree. Select a target creature you can see Components: HS, CM
within range. Once per turn, whenever you deal damage Cost: 5 Chakra
using a Genjutsu, you deal an additional 1d8 Psychic Keywords: Genjutsu, Auditory
damage. Description: You collect and build illusionary chakra,
At Higher Ranks: For each rank you cast this jutsu attempting to black out the thoughts of your targets,
above D-Rank, increase the cost of this jutsu by 3 and making it difficult for them to form coherent or even
select one additional creature to be affected. manageable thoughts.
Select one creature you are aware of, that can hear you
ENVIRONMENTAL AFFINITY within range, forcing them to make a Wisdom Saving
Classification: Genjutsu Throw.
Rank: D-Rank
Casting Time: 1 Action Critical Success: Affected creature is able to resist this
Range: Self jutsu’s effect, becoming immune to further castings of
Duration: Special this jutsu for the next 10 minutes.
Components: HS, CM Success: Affected creature is able to resist most of this
Cost: 5 Chakra jutsu’s effects.
Keywords: Genjutsu, Visual Failure: Affected creatures begins to suffer mental black
Description: The environment seems to shift and swirl outs. At the beginning of each of their turns, they must
around you. For this jutsu’s duration, creatures looking at make a Wisdom ability check vs a DC 13. On a failed
you see the natural terrain moving at your beck and call check, all creatures in the turn initiative, is treated as a
giving them pause. hostile creature for them, and they cannot exclude
If cast while you are not in combat, this jutsu lasts for 1 creatures in the effect area of a jutsu or features
hour. For that duration, you make your next initiative roll at effects. At the end of each of their turns, they remake
advantage. their Saving Throw, ending this jutsu’s effect on them
If cast while in combat, this jutsu’s duration becomes on a success.
Concentration, Up to 1 Minute, and creatures that target you Critical Failure: Same as failure, but the ability check DC
with an attack or jutsu treat you as if you are in half cover. is increase to a DC 16.
If the terrain is not natural and instead industrial such as a
At Higher Ranks: For each rank you cast this jutsu
concrete hallway, steel floors, or anything similar, a creature
above D-Rank, increase the cost of this jutsu by 3 and
makes a Wisdom (Illusions) check vs your Genjutsu Save DC
the number of creatures you can target by +1.
at advantage, gaining immunity to this jutsu for the duration.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. When casted at
B-Rank this jutsu no longer requires concentration.
166
FRENZY: BLUE FRENZY: GREEN
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: 45 feet Range: 30 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: Genjutsu, Auditory, Unaware Keywords: Genjutsu, Auditory, Unaware
Description: You collect and build illusionary chakra, Description: You collect and build illusionary chakra,
attempting to inflict a fit of depressing madness causing attempting to infuse a target within range, with an
your eyes to glow blue. aspect of your madness, causing their eyes to glow
Select one creature you are aware of, that can hear you green.
within range, forcing them to make a Wisdom Saving Select one creature you are aware of, that can hear you
Throw. within range, forcing them to make a Wisdom Saving
Throw.
Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of Critical Success: Affected creature is able to resist this
this jutsu for the next 10 minutes. jutsu’s effect, becoming immune to further castings of
Success: Affected creature is able to resist this jutsu’s this jutsu for the next 10 minutes.
effects. Success: Affected creature is able to resist most of this
Failure: If the affected creature would make a Saving jutsu’s effects, instead only becoming Concussed until
Throw for the duration, on a failed save, they after the end of the next turn.
suffering the triggering jutsu’s effects, they fall Prone Failure: Affected creatures succumbs to your aspect of
and have their movement speed reduced by half, until madness. For the duration, if they would attempt to
the end of their next turn. Creatures remake their cast a Jutsu with a casting time of a Bonus Action, they
Saving Throw against this jutsu, at the end of each of must roll a 1d4. On a roll of 1 or 2, they fail to cast it as
their turns. they lose focus with constant mutterings. On a roll of 3
Critical Failure: Same as failure, but their speed is or 4, they cast it as normal, and remake their Saving
instead reduced to 0. Throw to end this jutsu’s effects, while still unaware it
is affected by this Genjutsu.
At Higher Ranks: For each rank you cast this jutsu
Critical Failure: Same as failure, but they instead must
above D-Rank, increase the cost of this jutsu by 3 and
roll a 1d6, only being able to cast normally on a roll of
the number of creatures you can target by +1.
a 5 or 6.
167
FRENZY: ORANGE FRENZY: RED
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: 30 feet Range: 30 feet
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Genjutsu, Auditory Keywords: Genjutsu, Auditory, Unaware
Description: You collect and build illusionary chakra, Description: You collect and build illusionary chakra,
attempting to inflict a fit of calm insanity, causing their attempting to bring about a fit of rage and fury to a
eyes to flicker orange. creature, causing their eyes to glow red.
Select one creature you are aware of, that can hear you Select one creature you are aware of, that can hear you
within range, forcing them to make a Wisdom Saving within range, forcing them to make a Wisdom Saving
Throw. Throw.
Critical Success: Affected creature is able to resist this Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of jutsu’s effect, becoming immune to further castings of
this jutsu for the next 10 minutes. this jutsu for the next 10 minutes.
Success: Affected creature is able to resist this jutsu’s Success: Affected creature is able to resist most of this
effects. jutsu’s effects.
Failure: The affected creature must spend its Bonus Failure: Affected creature gains a rank of Berserk.
Action, on each of its turns calmly but in a harmful Critical Failure: Affected creature gains a rank of Berserk
way scratch at its arms, drawing wounds upon it, that is not lost at the end of its turn. Instead it must
dealing 1d8+ the targets Strength modifier Slashing make a Wisdom Saving Throw at the end of its turn,
Damage. They then remake their Saving Throw vs this ending this condition on a success.
jutsu, ending it on a successful save.
At Higher Ranks: For each rank you cast this jutsu
Critical Failure: Same as failure, but they instead must
above D-Rank, increase the cost of this jutsu by 3 and
spend their action, not their Bonus Action, and they
the number of creatures you can target by +1.
deal 2d6 + the targets Strength modifier Slashing
Damage.
FRENZY: SILVER
At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
the number of creatures you can target by +1 and the Casting Time: 1 Action
Range: 30 feet
critical failure damage by 1d6.
Duration: Concentration, up to 1 minute.
FRENZY: PURPLE Components: HS, CM
Cost: 5 Chakra
Classification: Genjutsu
Rank: D-Rank Keywords: Genjutsu, Auditory
Casting Time: 1 Action. Description: You collect and build illusionary chakra,
Range: 45 feet attempting to inflict a fit of twisted psychosis, causing
Duration: Instant your eyes to flash silver.
Components: HS, CM Select one creature you are aware of, that can hear you
Cost: 4 Chakra within range, forcing them to make a Wisdom Saving
Keywords: Genjutsu, Visual, Unaware Throw.
Description: You collect and build illusionary chakra,
Critical Success: Affected creature is able to resist this
attempting to touch the madness building deep in the jutsu’s effect, becoming immune to further castings of
psyche of your foes causing their eyes to glow purple.
this jutsu for the next 10 minutes.
Select one creature you are aware of, that can hear you Success: Affected creature is able to resist this jutsu’s
within range, forcing them to make a Wisdom Saving effects.
Throw. Failure: The affected creature finds it difficult to
Critical Success: Affected creature is able to resist this maintain focus on anything if they would take
jutsu’s effect, becoming immune to further castings of damage. When the target would take damage, for the
this jutsu for the next 10 minutes. duration, they automatically fail their concentration
Success: Affected creature is able to resist this jutsu’s check
secondary effects. Critical Failure: Same as failure, but when they lose
Failure: Affected creatures falls into a momentary concentration of a jutsu while under this jutsu’s
madness. The next time they would cast a jutsu that effects, they take 2d6 psychic damage, for each jutsu
deals damage, they must target a creature they they lose concentration of.
consider an allied creature, before the end of their
At Higher Ranks: For each rank you cast this jutsu
next turn.
above D-Rank, increase the cost of this jutsu by 3 and
Critical Failure: Same as failure, but they also must cast
the number of creatures you can target by +1 and the
a jutsu of at least C-Rank on their next turn if they
critical failure damage by 1d6.
have access to a jutsu of such rank. If they only have
access to D-Rank jutsu, they instead cast one of these.
168
FRENZY: YELLOW HEROISM
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: 30 feet Range: Touch
Duration: Instant
Duration: Concentration, Up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 4 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Unaware
Keywords: Genjutsu, Auditory
Description: You collect and build illusionary chakra,
Description: A willing creature you touch is imbued with
attempting to bring about a fit of insanity as their eyes
heroic bravery. Until the genjutsu ends, the creature is
flash a golden yellow.
immune to the fear condition and gains Temporary Hit
Select one creature you are aware of, that can hear you
Points equal to twice your Genjutsu ability modifier at the
within range, forcing them to make a Wisdom Saving
start of each of its turns. When the Genjutsu ends, the target
Throw.
loses any remaining Temporary Hit Points.
Critical Success: Affected creature is able to resist this At Higher Ranks: For each rank you cast this jutsu above
jutsu’s effect, becoming immune to further castings of D-Rank, increase the cost of this jutsu by 3 and the number
this jutsu for the next 10 minutes. of creatures affected by this jutsu by 1.
Success: Affected creature is able to resist this jutsu’s
effects. HYPNOSIS
Failure: If the affected creature would make an attack on Classification: Genjutsu
their next turn, they gain an additional action, which Rank: D-Rank
they must use to make an additional attack, using the Casting Time: 1 Action
same ability, action or jutsu. If the jutsu would end Range: 30 Feet
Duration: Concentration, up to 1 minute.
after making the original first attack, it instead does
Components: HS, CM
not until this additional attack is made. This
Cost: 5 Chakra
additional attack must be targeting one of its allies
Keywords: Genjutsu, Visual, Unaware
within the attacks, jutsu’s or abilities range. This
Description: You manifest a collection of sheep wool in
effect immediately ends if they never make an attack
the form of pollen as you attempt to lull a creature into a
on the turn following this jutsu’s casting.
deep sleep.
Critical Failure: Same as failure, but they must make
Select a creature you can see within range. The target
both the original attack and the additional attack,
must make a Wisdom Saving Throw. A creature who is
targeting an allied creature.
currently in combat is immune to this jutsu’s effects.
At Higher Ranks: For each rank you cast this jutsu
Critical Success: Affected creature is able to resist this
above D-Rank, increase the cost of this jutsu by 3 and jutsu’s effects.
the number of creatures you can target by +1. Success: Affected creature is Slowed until the end of the
GLAMOR TONGUE
next turn as they are only slightly drowsy.
Failure: Affected creature begins to daydream. They
Classification: Genjutsu
become Blinded and Deafened to all events and
Rank: D-Rank
Casting Time: 1 Action happenings that is further than 10 feet away from
Range: Touch them. Anything that would affect them or the area
Duration: Concentration, up to 10 Minutes within 10 feet of them would break them from this day
Components: HS, CM dream.
Cost: 5 Chakra Critical Failure: Affected creature falls asleep,
Keywords: Genjutsu, Auditory unconscious for the next 10 minutes. A creature who is
Description: A willing creature you touch is enhanced with a asleep in this way can be awoken by yells, screams or
Genjutsu that makes the words they speak seem more loud sounds or by being physically shaken or taking
interesting, attractive or compelling. damage of any type.
For the duration an affected creature has advantage on all
At Higher Ranks: For each rank you cast this jutsu
charisma-based checks using skills to talk with another
above D-Rank, increase the cost of this jutsu by 3 and
creature.
the number of creatures you can target by +1.
When a creature who finds them even slightly attractive
hears them speak, that creature must make a Charisma
ILLUSIONARY REINFORCEMENT
Saving Throw. On a failed save that creature gains 1 rank of Classification: Genjutsu
Charmed against them for the duration. Rank: D-Rank
Casting Time: 1 Reaction, which you take when an allied
creature makes an attack roll or Saving Throw.
Range: 30 Feet
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: You manifest a possible future and show it
to your ally, granting them the chance to take ability to
take that future by the horns. When an allied creature
makes an attack roll or Saving Throw, you also roll 1d20.
The allied creature can choose to use your d20 result or
their own.
169
ILLUSORY SCRIPT INSINUATION
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 60 feet
Duration: Permanent
Duration: Instant
Components: HS, CM, CS
Components: HS, CM
Cost: 3 Chakra
Cost: 4 Chakra
Keywords: Genjutsu, Fuinjutsu, Visual
Keywords: Genjutsu, Auditory, Tactile
Description: You take a Chakra Seal and write upon it as you
Description: You unleash a torrent of conflicting desires
imbue your chakra into the parchment.
into the mind of one creature you can see within range,
For the duration, you and any creatures you designate
impairing its ability to make decisions. The target must
when you cast the jutsu, can see the writing as it should be.
make an Intelligence Saving Throw
To all others, the writing appears as if it were written in an
unknown or foreign script that is unintelligible. Success: Affected creature is able to resist this Jutsu's effect
Alternatively, you can cause the writing to appear to be an but still takes 1d12 Psychic damage.
entirely different message, written in a different hand and Failure: Affected creature takes 2d12 psychic damage and
language, though the language must be one you know. makes their Chakra Control Check to maintain
Should the jutsu be dispelled, the original script and the concentration at disadvantage.
illusion both disappear. A creature with Chakra Sight or Critical Failure: Affected creatures takes 3d12 + Genjutsu
Truesight can read the hidden message. Ability modifier psychic damage and loses concentration
on a jutsu with the lowest cost they are currently
IMPERFECT SILENCE concentrating on.
Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu above
Rank: D-Rank
D-Rank, increase the cost of this jutsu by 3 and the damage
Casting Time: 1 Action
by 1d12.
Range: 60 feet (15 Foot radius Sphere)
Duration: Concentration, Up to 1 minute
LIGHT BLINDNESS
Components: HS, CM Classification: Genjutsu
Cost: 4 Chakra Rank: D-Rank
Keywords: Genjutsu, Auditory, Unaware Casting Time: 1 Action
Description: Select a space you can see in a 60-foot radius. Range: 60 Feet
All creatures in and attempting to enter a 30-foot sphere Duration: Concentration, Up to 1 Minute
centering on your selected space must make an Intelligence Components: HS, CM
Saving Throw. Cost: 5 Chakra
Keywords: Genjutsu, Visual
Success: Affected creature is able to resist this Jutsu's effect
Description: You target a creature you can see in range and
being able to hear other creatures while within the
attempt to switch its brains perception of light. The target
spheres radius.
creature must make an Intelligence Saving Throw. If this
Failure: Affected creatures becomes Deafened and unable to
jutsu is cast on a creature who is not benefiting from Bright
hear other creatures who are also inside the spheres
Light prior to this jutsu’s casting, this jutsu gains the
radius. If an affected creature leaves the radius this
Unaware Keyword for the duration.
jutsu’s effect ends on them.
Critical Failure: Affected creatures become Deafened for the Success: Affected creature is able to resist this Jutsu's effect.
duration. A Deafened creature must remake their Failure: Affected creature treats Bright light as Dim light,
Intelligence Saving Throw at the end of each of their turns and Dim light as total darkness for the duration.
to end this jutsu’s effect on themselves. Critical Failure: Affected creatures treat Bright Light as total
darkness for the duration.
INEPTITUDE At Higher Ranks: For each rank you cast this jutsu above
Classification: Genjutsu
D-Rank, increase the cost of this jutsu by 3 and the number
Rank: D-Rank
of targets by +1.
Casting Time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 minute
LOST LIES
Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Genjutsu, Auditory, Tactile
Range: 15 Foot Cube
Description: You bend the minds of a target creature
Duration: 10 Minutes
making them less capable than they once were. Select one
Components: HS, CM, CS
creature that you can see within range. The target must
Cost: 5 Chakra
make a Charisma Saving Throw.
Keywords: Genjutsu, Fuinjutsu, Auditory, Unaware
Success: Affected creature is able to resist this Jutsu's effect.
Description: You bind your chakra to a Chakra seal and mark
Failure: Affected creature suffers a 1d6 penalty to attack
an area. Your chakra radiates in a 15-foot cube centering on
rolls.
the chakra seal you placed. For the duration of this jutsu,
Critical Failure: Affected creatures suffers a 1d8 penalty to
creatures that start their turn, or enter the Chakra seals area
attack rolls.
for the first time must make a Charisma Saving Throw. On a
At Higher Ranks: For each rank you cast this jutsu above
failed save, the creature cannot speak a deliberate lie while
D-Rank, increase the cost of this jutsu by 3. If cast at B-
in the radius, instead being unable to speak at all when they
Rank, increase the penalty by 1 die. If cast at S-Rank,
attempt to do so.
increase the penalty by 2 dice.
170
LOTUS: ANXIOUS PETALS LOTUS: CALMING PETALS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet (10-foot cube) Range: Self (25-foot cube)
Duration: 1 Minute Duration: 1 Minute
Components: HS, CM, NT (Poison Kit, 1 Charges) Components: HS, CM, NT (Poison Kit, 1 Charges)
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Inhale Keywords: Genjutsu, Inhale, Tactile
Description: You grasp a hand full of poisonous Lotus Description: You grasp a hand full of poisonous Lotus
petals, spreading them in a unique way. Select a space petals, spreading them enough to fill a 25-foot cube
you can within range as you fill a 10-foot cube with a originating from yourself in a dance of serenity. A creature
petal dance of revulsion. A creature who’s failed this who’s failed this jutsu’s save once before, cannot be
jutsu’s save once before, cannot be affected again for 1 affected again for 1 minute.
minute. As they flutter in front of you, all creatures within range
As they flutter in front of you, all creatures within must make a Charisma Saving Throw to as the pollen
range must make a Charisma Saving Throw to as the begins to affect their emotional state.
pollen begins to affect their emotional state.
Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of
jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters next turn.
this jutsu until the end of the casters next turn. Success: Affected creature is able to resist most of this
Success: Affected creature is able to resist most of this jutsu’s effects.
jutsu’s effects. Failure: Affected creature enters a calm and less hostile
Failure: Affected creatures enters a state of panic. For the state, lacking a drive for combat. For the duration,
duration, creatures must spend its action to take the calmed creatures cannot take a hostile action towards
Dash action. At the end of an affected creatures turns, another creature. This jutsu immediately ends if another
remake their Saving Throw, ending this effect on a creature would attempt to take a hostile action towards
success. If it cannot move or has a movement speed of another creature that this affected creature can see. This
0, this jutsu immediately ends. does not prevent them from acting in their self-interest,
Critical Failure: Same as failure, but the target must also but instead only prevents them from directly engaging
spend its Bonus Action to make an Athletics Check vs a in hostile actions.
DC 15, to gain an additional +10 movement speed. Critical Failure: Same as failure, but this jutsu’s duration is
increased to 10 minutes.
LOTUS: BITTER PETALS
Classification: Genjutsu LOTUS: DANCING PETALS
Rank: D-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 30 feet (5-foot radius) Casting Time: 1 Action
Duration: 1 Minute Range: Self (10-foot radius)
Components: HS, CM, NT (Poison Kit, 1 Charges) Duration: 1 Minute
Cost: 5 Chakra Components: HS, CM, NT (Poison Kit, 1 Charges)
Keywords: Genjutsu, Inhale, Tactile, Unaware Cost: 4 Chakra
Description: You grasp a hand full of poisonous Lotus Keywords: Genjutsu, Inhale, Tactile
petals, spreading them in a unique way. Select two Description: You grasp a hand full of poisonous Lotus
points you can within range as you fill two, 5-foot petals, spreading them around yourself in a dance of
radius’s with a petal dance of bitterness. A creature despair. Once this jutsu is cast, you cannot cast it again
who’s failed this jutsu’s save once before, cannot be until the end of your next turn.
affected again for 1 minute. As they flutter around you, all creatures within range
As they flutter, all creatures within range must make a must make a Charisma Saving Throw to realize they should
Charisma Saving Throw to as the pollen begins to affect hold their breath before inhaling the poisonous pollen.
their emotional state.
Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of
jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters next turn.
this jutsu until the end of the casters next turn. Success: Affected creature is able to resist most of this
Success: Affected creature is able to resist most of this jutsu’s effects, but still takes 2d6 Poison Damage.
jutsu’s effects. Failure: Affected creature inhales a mass of poisonous
Failure: Affected creature enters a bitter state of mind as petal pollen taking 3d6 Poison Damage and are begin to
for the duration, if a creature allied to themselves, cough and retch in an attempt to remove the pollen from
within their movement speed range would take their breathing passages. Creatures who failed this save
damage from an attack, they must spend their lose concentration of any Ninjutsu they are
Reaction to interpose the attack, becoming the new concentrating on for the duration. As an action on an
target. At the end of an affected creatures turns, affected creatures turn, they can make a Constitution
remake their Saving Throw, ending this effect on a check vs a DC 13. On a success, this jutsu’s effects end.
success. Critical Failure: Same as failure, but if the target attempts
Critical Failure: Same as failure, but they gain an the ability check to end its effects, all creatures who are
additional Reaction which can only be used to currently unaffected by this jutsu, within 10 feet of the
interpose attacks targeting their allies. retching target must also make the DC 11 Constitution
ability check. On a failure, they suffer the effects of this
jutsu’s failure. On a success, they suffer no effects.
171
LOTUS: FURIOUS PETALS LOTUS: GUILTY PETALS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (20-foot Cone) Range: 30 Feet
Duration: 1 Minute Duration: 1 Round
Components: HS, CM, NT (Poison Kit, 1 Charges) Components: HS, CM, NT (Poison Kit, 1 Charges)
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Inhale, Tactile Keywords: Genjutsu, Inhale, Tactile, Unaware
Description: You grasp a hand full of poisonous Lotus Description: You grasp a hand full of poisonous Lotus
petals, spreading them in a wide cone originating from petals, spreading them in a unique way by throwing
yourself in a dance of anger. Once this jutsu is cast, you them against a creature you can see within range.
cannot cast it again until the end of your next turn. A As they flutter, the target creature must make a
creature who’s failed this jutsu’s save once before, Charisma Saving Throw to as the pollen begins to affect
cannot be affected again for 1 minute. their emotional state.
As they flutter in front of you, all creatures within
Critical Success: Affected creature is able to resist this
range must make a Charisma Saving Throw to as the jutsu’s effect, becoming immune to further castings of
pollen begins to affect their emotional state. this jutsu until the end of the casters next turn.
Critical Success: Affected creature is able to resist this Success: Affected creature is able to resist most of this
jutsu’s effect, becoming immune to further castings of jutsu’s effects.
this jutsu until the end of the casters next turn. Failure: Affected creature enters a guilty state of self-
Success: Affected creature is able to resist most of this loathing. For the duration, creatures cannot lie and
jutsu’s effects. must answer any questions as truthfully as possibly. If
Failure: Affected creature enters an enraged state, full of asked a question, it spends it Action answering the
anger and fury. For the duration, enraged creatures first question it is asked. Creatures can only ask
must upcast all jutsu cast to its highest possible rank. questions on their turn. This jutsu then ends.
If a jutsu cast does not have the ‘At Higher Ranks’ Critical Failure: Same as failure, but they also must
language, they instead increase the cost of the jutsu spend their Bonus Action answering the second
cast by +3. Affected creatures can spend an Action on question asked.
their turn attempting to calm down, by making a DC 13
Charisma ability check. On a success, this jutsu ends. LOTUS: PANICKED PETALS
Critical Failure: Same as failure, but the DC to end this Classification: Genjutsu
effect is increased to 16. Rank: D-Rank
Casting Time: 1 Reaction, which you take when you see a
LOTUS: GLOOM PETALS hostile creature attempt to Interrupt an allied creatures.
Classification: Genjutsu Range: 30 feet
Duration: 1 Round
Rank: D-Rank
Components: HS, CM, NT (Poison Kit, 1 Charges)
Casting Time: 1 Action
Range: Self (30-foot line) Cost: 5 Chakra
Duration: 1 Minute Keywords: Genjutsu, Inhale, Tactile
Components: HS, CM, NT (Poison Kit, 1 Charges) Description: You grasp a hand full of poisonous Lotus
Cost: 5 Chakra petals, spreading them in a unique way throwing them
Keywords: Genjutsu, Inhale, Tactile against a creature you can see attempting to interrupt
Description: You grasp a hand full of poisonous Lotus the casting of another creatures jutsu. This jutsu’s
petals, throwing them in a straight line in a dance of casting is treated as an attempt to Interrupt a creatures
gloom. A creature who’s failed this jutsu’s save once jutsu.
before, cannot be affected again for 1 minute. As they flutter, select creature in range must make a
As they flutter in front of you, all creatures within Charisma Saving Throw to as the pollen begins to affect
range must make a Charisma Saving Throw to as the their emotional state.
pollen begins to affect their emotional state. Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of
jutsu’s effect, becoming immune to further castings of this jutsu until the end of the casters next turn.
this jutsu until the end of the casters next turn. Success: Affected creature is able to resist most of this
Success: Affected creature is able to resist most of this jutsu’s effects, but still increases the cost of the jutsu
jutsu’s effects. they cast by +3
Failure: Affected creature enters a gloomy state of mind Failure: Affected creature increases the cost of the jutsu
as for the duration, they cannot cast jutsu that would they cast by +6.
grant creatures other than itself a bonus to attack, Critical Failure: Affected creature increases the cost of
damage, speed, skill or ability checks. If they are the jutsu they cast by +9.
currently concentrating on such a jutsu, they lose
At Higher Ranks: For each rank you cast this jutsu
concentration on it. Affected creatures can spend its
above D-Rank, increase the cost of this jutsu by 3 and
Action to make a DC 13 Wisdom ability check to end
the cost of the affected creatures jutsu by +2.
this jutsu’s effects on them.
Critical Failure: Same as failure, but this jutsu’s duration
is increased to 10 minutes.
172
LOTUS: REVILED PETALS MEDICAL RELEASE: HEALED THOUGHTS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet (10-foot Cube) Range: 60 feet
Duration: 1 Minute Duration: Instant
Components: HS, CM, NT (Poison Kit, 1 Charges) Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Inhale, Tactile Keywords: Genjutsu, Visual, Medical
Description: You grasp a hand full of poisonous Lotus Description: You manifest a restorative illusion designed
petals, spreading them in a unique way. Select two to help soothe the mental scars of battle.
points you can within range as you fill both 10-foot Select one Mental or Sensory condition a creature is
cubes with a petal dance of revulsion. A creature who’s under the effects of and reduce it by 1 rank.
failed this jutsu’s save once before, cannot be affected At Higher Ranks: For each rank you cast this jutsu
again for 1 minute. above D-Rank, increase the cost of this jutsu by 3 and
As they flutter in front of you, all creatures within the number of conditions with different names this jutsu
range must make a Charisma Saving Throw to as the can select by +1.
pollen begins to affect their emotional state.
Critical Success: Affected creature is able to resist this
MIND MIST
Classification: Genjutsu
jutsu’s effect, becoming immune to further castings of
Rank: D-Rank
this jutsu until the end of the casters next turn. Casting Time: 1 Action
Success: Affected creature is able to resist most of this Range: 30 Feet
jutsu’s effects. Duration: Concentration, up to 1 minute
Failure: Affected creature enters a state of repulsion. For Components: HS, CM, NT (Poison Kit)
the duration, affected creatures refuse effects that Cost: 5 Chakra
would grant them Temporary Hit Points or healing. Keywords: Genjutsu, Inhale, Tactile
Affected creatures can spend its action to make a DC 13 Description: You release a mist formed of illusory chakra
Intelligence check to ends its effects to see through as you suppress the targets mental combat potential.
their own thoughts. One creature of your choice within range must make a
Critical Failure: Same as failure, but the ability check DC Wisdom Saving Throw.
to end this jutsu is increased to 16.
Success: Affected creature is able to resist this jutsu’s
173
Critical Failure: Same as failure, but the targets jutsu NIGHT: BITTER REACTIONS
effect area size is reduce by an additional 10 feet. Classification: Genjutsu
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Reaction, which you take when a hostile
above D-Rank, increase the cost of this jutsu by 3 and creature would take damage.
the jutsu’s effect area size reduction by 5 feet. Range: 30 Feet
Duration: Instant
NIGHT: BITTER FEELINGS Components: HS, CM
Classification: Genjutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Genjutsu, Auditory
Casting Time: 1 Reaction, which you take when an Description: You manifest a potent but powerful sense of
hostile creature gains a rank of a Mental or Sensory
sluggishness in the form of illusionary chakra, and
condition.
impose it on a target creature you can see in range who
Range: 60 Feet
Duration: Instant has taken damage. This Reaction’s effects takes place
Components: HS, CM before the target creature’s Reaction to the damage that
Cost: 4 Chakra triggered this Jutsu, if any.
Keywords: Genjutsu, Visual The target creature must make an Intelligence Saving
Description: You manifest a potent but powerful sense of Throw.
spite or hatred in the form of illusionary chakra, and Critical Success: Affected creature is able to resist this
impose it on a hostile creature you can see in range who jutsu’s effect, becoming immune to this jutsu’s effects
has just gained a rank of either a Mental or Sensory until the end of your next turn.
condition, that can have more than 1 rank. Success: Affected creature is able to resist this jutsu’s
The target creature must make an Intelligence Saving effects.
Throw. Failure: Affected creatures thought speed is reduced.
Critical Success: Affected creature is able to resist this They become unable to take Reactions until the end of
jutsu’s effect, becoming immune to this jutsu’s the current turn.
secondary effects until the end of your next turn. Critical Failure: Same as failure, but they cannot take
Success: Affected creature is able to resist this jutsu’s Reactions until the beginning of their next turn.
negative effects.
Failure: Affected creatures gains 1 additional rank of the NIGHT: BITTER VENGEANCE
Classification: Genjutsu
same condition.
Rank: D-Rank
Critical Failure: Same as failure, but the target instead
Casting Time: 1 Reaction, which you take when an allied
gains 2 additional ranks of the same condition. creature takes damage.
Range: 30 Feet
NIGHT: BITTER LIGHT Duration: Instant
Classification: Genjutsu Components: HS, CM
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Reaction, which you take when a hostile
Keywords: Genjutsu, Auditory, Tactile
creature casts a jutsu that affects a single target.
Description: You manifest a potent but powerful sense of
Range: 60 Feet
Duration: Instant hyper aggressiveness in the form of illusionary chakra,
Components: HS, CM and impose it on an allied creature you can see in range
Cost: 3 Chakra who has taken damage, excluding yourself.
Keywords: Genjutsu, Visual They gain a boost to their aggressiveness, increasing
Description: You manifest a potent but powerful sense of their bonus to attack and damage rolls by 1d6 until the
friendliness or comradery in the form of illusionary end of their next turn.
chakra, and impose it on a hostile creature you can see in At the conclusion of their next turn though, they
range who is casting a jutsu with range. suffer a bit of psychosis, forcing them to make an
The target creature must make an Intelligence Saving Intelligence Saving Throw.
Throw. This counts as Interrupting this jutsu’s casting. Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s
jutsu’s effect, becoming immune to this jutsu’s secondary effects until the end of your next turn.
secondary effects until the end of your next turn. Success: Affected creature is able to resist this jutsu’s
Success: Affected creature is able to resist this jutsu’s negative effects.
negative effects. Failure: Affected creature suffers a small but painful
Failure: Affected creatures must select a new target, feedback, taking 2d6 psychic damage.
even if this means they would have to select a creature Critical Failure: Same as failure, but they also gain a 1d6
allied to them. They cannot select the same creature penalty to their attack and damage rolls until the end
they previously did to trigger this jutsu’s Reaction. of their next turn.
Critical Failure: Same as failure, the target must now
select a creature allied to themselves, even if a
creature hostile to it is also in range.
174
NIGHT: FRIGID PAIN NIGHT: FRIGID THOUGHTS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 feet Range: Self (25-foot cube)
Duration: Instant Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Tactile Keywords: Genjutsu, Auditory, Tactile
Description: You manifest a blade of chilling illusionary Description: You manifest a shockwave of chilling
chakra to strike through a targets senses, impeding them illusionary chakra from your voice, influencing the
temporarily. thoughts of creatures in range affecting all creatures of
Make a Melee Genjutsu Attack again a creature you can your choice in a 25-foot cube, originating from you,
see within range. On a hit, you deal 4d6 psychic damage forcing them to make an Intelligence Saving Throw.
and force them to make an Intelligence Saving Throw.
Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to this jutsu’s effects
jutsu’s effect, becoming immune to this jutsu’s for the next 10 minutes.
secondary effects until the end of your next turn. Success: Affected creature is able to resist this jutsu’s
Success: Affected creature is able to resist this jutsu’s effects.
effects. Failure: Affected creature is overwhelmed by the
Failure: Affected creatures senses are damaged. They illusionary chakra, as they find it difficult to think and
gain 1 rank of Concussed. thus cannot think a full thought through without
Critical Failure: Same as failure, but they instead gain 2 being assailed by Slowed ideas. They gain 1 rank of
ranks of Concussed. Slowed for the duration.
Critical Failure: Same as failure, but they also gain 1 rank
At Higher Ranks: For each rank you cast this jutsu
of Dazzled for the duration.
above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6 and the number of targets by +1. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
NIGHT: FRIGID SIGHT the size of the cube by 5 feet.
Classification: Genjutsu
Rank: D-Rank NIGHT: FRIGID TOUCH
Casting Time: 1 Action Classification: Genjutsu
Range: Self (20-foot radius) Rank: D-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Action
Components: HS, CM Range: Self (30-foot line)
Cost: 5 Chakra Duration: Concentration, up to 1 minute.
Keywords: Genjutsu, Visual Components: HS, CM
Description: You manifest an aura of chilling illusionary Cost: 5 Chakra
chakra centered on you affecting all creatures of your Keywords: Genjutsu, Visual, Tactile
choice within range forcing them to make an Description: You manifest a beam of chilling illusionary
Intelligence Saving Throw. If the target has Chakra sight, chakra from within yourself, affecting all creatures of
they do not gain advantage on this Saving Throw. your choice in a 5-foot wide, 30-foot line, originating
from you within range forcing them to make an
Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to this jutsu’s effects Intelligence Saving Throw.
for the next 10 minutes. Critical Success: Affected creature is able to resist this
Success: Affected creature is able to resist this jutsu’s jutsu’s effect, becoming immune to this jutsu’s effects
effects. for the next 10 minutes.
Failure: If the affected creature has Chakra sight or Success: Affected creature is able to resist this jutsu’s
Darkvision, they gain 2 ranks of Dazzled while inside effects.
of the radius of this jutsu so long as they are gaining Failure: Affected creature is overwhelmed by the
the benefits of said special senses, as the illusionary illusionary chakra, as they find it difficult to feel and
chakra overwhelms their visual senses. thus cannot distinguish pain from healing. The next
Critical Failure: Same as failure, but affected creatures Genjutsu that would affect them for the duration,
also lose Chakra sight or Darkvision for the duration of gains the Unaware keyword, this jutsu then ends.
this jutsu. Critical Failure: Same as failure, but they also take 3d6
psychic damage at the beginning of each of their turns
for the duration. A creature who critically failed this
jutsu’s Saving Throw remakes its save at the end of
each of its turns, ending this jutsu’s critical failure
damage on a success.
175
NIGHT: FRIGID WORDS PAINFUL VISION
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20-foot cone) Range: 60 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: Genjutsu, Auditory Keywords: Genjutsu, Visual, Tactile
Description: You manifest a wave of chilling illusionary Description: You target one creature you can see within
chakra from your words alone, affecting all creatures of range as you begin to intensify their sensitivity to light.
your choice within range forcing them to make an The target creature must make a Wisdom Saving Throw.
Intelligence Saving Throw.
Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this Jutsu's effect.
jutsu’s effect, becoming immune to this jutsu’s effects Success: Affected creature is able to resist most of this
for the next 10 minutes. jutsu’s effects but gains sunlight sensitivity, causing
Success: Affected creature is able to resist this jutsu’s them to suffers a -2 penalty to Attack rolls while in
effects. bright light until the end of their next turn.
Failure: Affected creature is overwhelmed by the Failure: At the beginning of an affected creatures turn
illusionary chakra, as they find it difficult to hear and that they take 2d8 + your Genjutsu ability modifier in
thus are distracted. They become Deafened to all psychic damage. If they are in dim light, they instead
sound not originating from you. take 2d6 + your Genjutsu ability modifier in psychic
Critical Failure: Same as failure, but affected creatures damage. At the end of each of the affected creatures
also gain a 1d4 penalty to all Saving Throws against turns they remake the Saving Throw, ending this jutsu
Genjutsu with the Auditory keyword for the duration. on a success.
Critical Failure: At the beginning of an affected creatures
NIP AT THE HEELS turn that they take 3d8 + your Genjutsu ability
Classification: Genjutsu modifier in psychic damage. If they are in dim light,
Rank: D-Rank they instead take 3d6 + your Genjutsu ability modifier
Casting Time: 1 Action in psychic damage. At the end of each of the affected
Range: 90 Feet
creatures turns they remake the Saving Throw, ending
Duration: Concentration, Up to 1 Minute
this jutsu on a success. If they are in bright light, they
Components: HS, CM
remake their Saving Throw at disadvantage.
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Unaware At Higher Ranks: For each rank you cast this jutsu
Description: You slam your hands onto the ground above D-Rank, increase the cost of this jutsu by 3, the
creating an illusory puff of smoke as a pack of wild dogs damage by 1d8 or 1d6, and the number of creatures you
that look aggressive rush in and nip at one creature you can target by +1.
can see within range, which must make an Intelligence
Saving Throw. A target that is at least 10 feet off the
ground (in a tree, flying, and so forth) or has any senses,
features or active jutsu that would give it advantage to
its Wisdom (Perception), has advantage on the Saving
Throw.
Success: Affected creature is able to resist this Jutsu's
effect.
Failure: Affected creature has disadvantage on Attack
rolls and Skill Checks against one other creature of
your choice as it becomes distracted by the attacking
dogs. At the end of each of its turns, the target
remakes its Saving Throw, ending the effect on itself
on a successful save.
Critical Failure: Same as Failure and the affected
creature(s) who would cast a jutsu with the Hand Sign
(HS) or Mobility (M) components would take 2d8
psychic damage as the dogs bite into them.
176
PAINFUL VOICE PSIONICS: BRAIN LOCK
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-Foot Cone) Range: Touch
Duration: Instant Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Tactile Keywords: Genjutsu, Visual, Tactile
Description: You cup your hands and scream through Description: You attempt to lock a targets thoughts, into
the opening on the other end. All creatures that can hear a never-ending cycle of circular thought, always ending
you in a 30-foot cone originating from you must make a on its previous answer.
Wisdom Saving Throw. Select one hostile creature you can see and reach
within range, forcing them to make an Intelligence
Critical Success: Affected creature is able to resist this
Saving Throw.
Jutsu's effect.
Success: Affected creature is able to resist most of this Critical Success: Affected creature is able to resist this
jutsu’s effects but becomes Deafened until the end of jutsu’s effect, becoming immune to further castings of
their next turn. this jutsu for the next 10 minutes.
Failure: Affected creature takes 4d6 psychic damage. Success: Affected creature is able to resist this jutsu’s
Critical Failure: Affected creature takes 4d8+Genjutsu effects.
ability modifier psychic damage. Failure: Affected creature must spend its action, on each
of its subsequent turns recasting the same jutsu (of
At Higher Ranks: For each rank you cast this jutsu
your choice), it cast on its previous turn. If the target
above D-Rank, increase the cost of this jutsu by 3, the
did not cast a jutsu on its last turn, this jutsu
damage by 1d6 or 1d8 and the range by 5 feet.
immediately ends. This creature remakes its Saving
PHANTOM LIGHT Throw at the end of each of its turns, ending this jutsu
on a success.
Classification: Genjutsu
Rank: D-Rank Critical Failure: Same as failure, but also the creature
Casting Time: 1 Action gains a 1d4 penalty to its first Saving Throw to end this
Range: Touch jutsu’s effects on it.
Duration: 1 Hour
Components: HS, CM PSIONICS: CONFUSION!
Cost: 3 Chakra Classification: Genjutsu
Keywords: Genjutsu, Visual Rank: D-Rank
Description: You touch a single object that measure less Casting Time: 1 Action
than 10 feet in every dimension. Until this Jutsu ends, Range: 60 feet
Duration: Instant
you and up to 3 other creatures can see Bright light
Components: HS, CM
originating from that object in a 20-foot radius, and dim
Cost: 5 Chakra
light for another 20 feet.
Keywords: Genjutsu, Visual, Tactile
The light can be colored as you like. Only you and the
Description: You attempt to shatter the string of thought
selected creatures can gain benefit from this artificial
a creature has, instilling severe confusion while also
light source. You can use your Bonus Action to dismiss
causing them mental pain through inconsistency.
this jutsu.
Select one target within range. They must make a
At Higher Ranks: For each rank you cast this jutsu
Wisdom Saving Throw.
above D-Rank, increase the cost of this jutsu by 3, the
number of objects you can affect with this jutsu by +1. Success: Affected creature is able to resist this jutsu’s
effects.
PSIONICS: ASSURANCE! Failure: Affected creature gains 1 rank of Confusion.
Classification: Genjutsu Critical Failure: Affected creature gains 1 rank of
Rank: D-Rank Confusion, and the first check made to end the
Casting Time: 1 Reaction, which you take when you see a condition is increased by 2.
hostile creature take damage
Range: 60ft 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: HS, CM the number of creatures you can target by +1.
Cost: 4 Chakra
Keywords: Genjutsu, Tactile
Description: You see a creature take damage, and can see
the impact it leaves. You take this opportunity to ensure
that the damage dealt, sticks. The triggering creature
must make an Intelligence Saving Throw.
Success: Affected creature is able to resist most of this
jutsu’s effects, taking 2d6 psychic damage.
Failure: Affected creature takes an amount of psychic
damage equal to Xd6, where X equals your Genjutsu
ability modifier.
Critical Failure: Affected creature suffers the effects of a
failure and becoming Slowed until the end of their
next turn.
177
PSIONICS: CUT! PSIONICS: EXPOSE WEAKNESS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: 60 Feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Auditory, Tactile, Unaware
Description: You manifest blades formed of illusionary Description: You attempt to expose the weakness of your
chakra, that rend through a creatures mental defenses. foes by making them unconsciously expose themselves.
Make a Ranged Genjutsu Attack dealing 4d8 psychic Select one creature you can see within range, forcing
damage. them to make an Intelligence Saving Throw.
If this jutsu is cast while within 10 feet of the target
Success: Affected creature is able to resist this jutsu’s
creature, increase the critical threat range of this attack
effects.
by +1. Failure: Affected creature immediately begins to move in
At Higher Ranks: For each rank you cast this jutsu unnatural and clumsy ways. Attacks targeting the
above D-Rank, increase the cost of this jutsu by 3, the creature gains a 1d4 bonus to hit, once per turn, per
damage by 1d8. If this jutsu is cast at B-Rank, increase
creature.
the critical threat range by +1. If this jutsu is cast at S-
Critical Failure: Same as failure, but they also reduce
Rank, increase the critical threat range by +2. their AC by 1, for the duration.
PSIONICS: DELAY! At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the number of creatures you can target by +1.
Casting Time: 1 Action
Range: 60 feet PSIONICS: FALSE FUTURE
Duration: Instant Classification: Genjutsu
Components: HS, CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Auditory Range: 60 Feet
Description: You manifest a delayed sound that remains Duration: Instant
humming for a few moments before vanishing. You then Components: HS, CM
select one creature whom you can see within range. At Cost: 5 Chakra
the end of your next turn this jutsu takes effect. If the Keywords: Genjutsu, Visual, Unaware
target creature has cast a jutsu of any type on their next Description: You attempt to force a vision of a false
turn, they take 3d12 psychic damage. future onto a target, causing them to make a poorly
At Higher Ranks: For each rank you cast this jutsu informed decision.
above D-Rank, increase the cost of this jutsu by 3 and Select one hostile creature you can see within range,
the damage by 1d12. forcing them to make an Intelligence Saving Throw.
Critical Success: Affected creature is able to resist this
PSIONICS: DRAIN! jutsu’s effect, becoming immune to further castings of
Classification: Genjutsu
this jutsu for the next 10 minutes.
Rank: D-Rank
Success: Affected creature is able to resist this jutsu’s
Casting Time: 1 Action
Range: Touch effects.
Duration: 1 Minute Failure: The hostile creature must spend its Reaction, to
Components: HS, CM move no less than 30 feet, if it can, into a space it
Cost: 5 Chakra would move into if its turn were right now.
Keywords: Genjutsu, Auditory, Tactile, Unaware Critical Failure: Same as failure, but its movement speed
Description: You attempt to drain the mental power of a it reduced by half after its movement ends, until the
hostile creature you can see, making it more difficult for end of its next turn.
them to think clearly in the moment. At Higher Ranks: For each rank you cast this jutsu
Select one hostile creature you can see within range,
above D-Rank, increase the cost of this jutsu by 3 and
forcing them to make an Intelligence Saving Throw.
the number of creatures this can target by +1.
Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of
this jutsu for the next 10 minutes.
Success: Affected creature is able to resist this jutsu’s
effects.
Failure: The hostile creature takes 3d6 psychic damage,
and suffers a 1d4 penalty on all Intelligence based
attack rolls and Skill Checks for the next minute.
Critical Failure: Same as Failure, but damage is increased
to 5d8.
178
PSIONICS: FORTRESS PSIONICS: MEDITATE!
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Tactile
Description: You conjure a suit of illusionary armor. This Description: You steady your thoughts, finding balance
armor grants you a +1 bonus to your AC. If you would be and inner peace in the moment of battle. For the
the target of a Genjutsu Attack, you instead treat this duration, you gain a 1d4 bonus to Genjutsu Attacks and
bonus as a +2. deal an additional 1d6 psychic damage with Genjutsu you
If a creature manages to score a hit with a melee cast.
weapon or taijutsu attack against you, you force them to At Higher Ranks: For each rank you cast this jutsu
make an Intelligence Saving Throw as you send back a above D-Rank, increase the cost of this jutsu by 3. If this
psychic feedback. jutsu is cast at B-Rank, increase the to hit and damage
bonus by 1 die step (1d6, 1d8). If this jutsu is cast at S-
Success: Affected creature is able to resist this jutsu’s
Rank, increase the to hit and damage bonus by 1 die step
effects.
(1d8, 1d10).
Failure: Affected creature immediately falls Prone and
PSIONICS: MIGRAINE!
drops their weapon, if any. This does not prevent
damage. This Jutsu then ends.
Classification: Genjutsu
Critical Failure: Same as failure, but their movement
Rank: D-Rank
speed is also reduced to 0, until the end of their next Casting Time: 1 Action
turn. Range: 60 Feet
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. If this
Cost: 5 Chakra
jutsu is cast at B-Rank, you gain 5 Psychic Damage
Keywords: Genjutsu, Visual, Tactile
reduction for this jutsu’s duration. If this jutsu is cast at
Description: You outstretch your hand and select a
S-Rank, you gain 10 Psychic Damage reduction for this
target within range. The target creature must make an
jutsu’s duration.
Intelligence Saving Throw. If their Intelligence ability
PSIONICS: HOSTILE TRANSFER score is 12 or less, they make this save at disadvantage.
Classification: Genjutsu Success: Affected creature is able to resist this jutsu’s
Rank: D-Rank effects.
Casting Time: 1 Action Failure: Affected creature sees their body swell and
Range: 60 Feet experience an extraordinary amount of pain as their
Duration: Instant
head feels like it will explode. They take 4d4 psychic
Components: HS, CM
damage and until the end of their next turn, they
Cost: 3 Chakra
suffer a -10 penalty to their speed.
Keywords: Genjutsu, Auditory, Tactile
Critical Failure: Affected creature sees their body swell
Description: You attempt to transfer the negative mental
and experience an extraordinary amount of pain as
conditions of an allies creature to a hostile one. Select
their head feels like it will explode. They take 6d4
one allied creature you can see within range who has
psychic damage and until the end of their next turn,
ranks of a Mental condition. When you do, select one
they suffer a -20 penalty to their speed and the next
hostile creature you can see within range, forcing them
jutsu they cast and concentration cost they pay, cost is
to make an Intelligence Saving Throw.
doubled, before the end of their next turn.
Success: Affected creature is able to resist this jutsu’s
effects. At Higher Ranks: For each rank you cast this jutsu
Failure: The Hostile creature gains one of the Mental above C-Rank, increase the cost of this jutsu by 3, the
conditions the allied creature has, (your choice) damage by 1d4 and the number of creatures they can
target by +1.
Critical Failure: The hostile creature gains all Mental
conditions the allied creature has, and the allied
creature loses each mental condition the hostile
creature gains.
179
PSIONICS: MIND BLANK! PSIONICS: PULSE
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self (20 –feet)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Tactile, Unaware Keywords: Genjutsu, Auditory, Tactile
Description: You weave a guttural and visceral sound Description: You manifest a pulse of thought, meant to
that echoes outward designed to create pockets of blank inflict pain and disorient everyone near you.
space in the minds of the listener. Select a creature All creatures of your choice, within range must make
whom can hear you within range. The target must make an Intelligence Saving Throw.
an Intelligence Saving Throw.
Success: Affected creature is able to resist this jutsu’s
Critical Success: Affected creature is able to resist this effects.
Genjutsu’s effects. Failure: Affected creature takes 3d4 psychic damage and
Success: Affected creatures next jutsu cast increases its is forced to move back 10 feet away from you.
cost by +4 Critical Failure: Affected creature takes 5d4 psychic
Failure: Affected creature becomes unable to cast a jutsu damage and is forced to move back 25 feet away from
they cast on their previous turn. If they would attempt you.
to cast such a jutsu, it fails.
At Higher Ranks: For each rank you cast this jutsu
Critical Failure: Affected creature becomes unable to cast
above D-Rank, increase the cost of this jutsu by 3,
a jutsu they cast on their previous turn. If they would
damage by 1d4 and radius by 5 feet.
attempt to cast such a jutsu, it fails, and they suffer a
splitting migraine taking 5d6 psychic damage.
PSIONICS: RANGE CRIPPLING
At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above D-Rank, increase the cost of this jutsu by 3 and the Rank: D-Rank
number of creatures you can target by +1 and the damage Casting Time: 1 Action
Range: 60 Feet
by 1d6.
Duration: Concentration, up to 1 minute.
PSIONICS: PSYCHO WAVE! Components: HS, CM
Cost: 5 Chakra
Classification: Genjutsu
Rank: D-Rank Keywords: Genjutsu, Visual
Casting Time: 1 Action Description: You attempt to reduce a creatures effective
Range: Self (15-foot cone) combat range by clouding their vision and imposing
Duration: Instant visual limitations upon them
Components: HS, CM Select one hostile creature you can see within range,
Cost: 5 Chakra forcing them to make an Intelligence Saving Throw.
Keywords: Genjutsu, Visual
Success: Affected creature is able to resist this jutsu’s
Description: You manifest gauntlet of formed of effects.
illusionary pulses, that beat on the thought patterns of a
Failure: Affected creature gains 2 ranks of Dazzled for
creature, leaving it mentally drained.
the duration. Ranks of Dazzled inflicted by this jutsu
All creatures within a 15-foot cone originating from does not go away at the end of the affected creatures
you must make a Wisdom Saving Throw. turns, instead only going away when this jutsu ends
Success: Affected creature is able to resist this jutsu’s Critical Failure: Same as failure, but also if the creature
effects. would cast a jutsu or make an attack with a range,
Failure: Affected creature is Dazzled and Confused. greater than 15 feet, reduce the range of the jutsu or
Critical Failure: Affected creature is Dazzled, Confused attack by 10 feet.
and Concussed.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the number of creatures this can target by +1 and the
the size of the cone by 5 feet. range reduction of a critical failure by 5 feet.
180
PSIONICS: SHARED THOUGHTS PSIONICS: STRIKE!
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: Touch
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: Genjutsu, Auditory, Unaware Keywords: Genjutsu, Visual, Tactile
Description: You attempt to see into and share the Description: You coat the hands and feet of a creature
thoughts of a creature you can see, seeing what they are you touch in psionic energy. Making each strike harm
thinking or planning. both the body and mind simultaneously.
Select one creature you can see within range, forcing When they would deal damage with an unarmed
them to make an Intelligence Saving Throw. attack, they deal an additional 1d10 psychic damage,
once per turn. If they would score a critical hit while
Critical Success: Affected creature is able to resist this
jutsu’s effect, becoming immune to further castings of gaining the benefits of this jutsu, you can choose to
this jutsu for the next 10 minutes. Additionally, they convert all damage dealt with the attack into psychic
become aware someone tried to peer into their mind. damage.
At Higher Ranks: For each rank you cast this jutsu
Success: Affected creature is able to resist this jutsu’s
above D-Rank, increase the cost of this jutsu by 3 and
effects.
Failure: The hostile creature begins to unknowingly the damage by 1d10.
181
PUPPETS OF DARKNESS If the target would take damage, they repeat the
Classification: Genjutsu Saving Throw to end this jutsu.
Rank: D-Rank Another creature who can touch the affected target,
Casting Time: 1 Action can attempt a Wisdom (Illusions) check vs your Genjutsu
Range: 60 Feet Save DC to forcefully end this jutsu on them.
Duration: Concentration, Up to 1 minute At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3. If Cast
Cost: 5 Chakra
at B-Rank, increase the number of creatures you target
Keywords: Genjutsu, Visual, Tactile
with this jutsu to 2. If Cast at S-Rank, increase the
Description: You weave chakra creating animated
number of creatures you target with this jutsu to 3.
illusions of a creatures shadow within range, causing it
to attack. SEALING ART: SWEET DREAMS
As a Bonus Action, when you cast this jutsu or as a Classification: Genjutsu
Bonus Action on subsequent turns, while you maintain Rank: D-Rank
concentration, command the shadow to attack. Make a Casting Time: 1 Action
Melee Genjutsu Attack against a target creature. On a hit, Range: 60 Feet
you deal 2d10 psychic damage and they must make an Duration: Concentration, Up to 1 minute
Intelligence Saving Throw, being Dazed until the start of Components: HS, CM, CS
your next turn on a failed save. Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Genjutsu, Visual, Fuinjutsu
above D-Rank, increase the cost of this jutsu by 3, the Description: You infuse chakra into chakra seals as you
number of creatures you target with this jutsu by +1. attempt to mark a willing creature you can see in range
with the seal of the rest.
SANCTUARY For the duration, as a Bonus Action you can force the
Classification: Genjutsu creature to experience a hyper accelerated sleep pattern.
Rank: D-Rank The target creature gains some of the benefit of a short
Casting Time: 1 Bonus Action rest allowing them to spend hit die to recover Hit Points.
Range: 30 Feet The affected creature does not regain any features or
Duration: 1 Minute resources that would reset or be recovered on a short
Components: HS, CM
rest.
Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Visual, Unaware
above D-Rank, increase the cost of this jutsu by 3, the
Description: You weave chakra creating a hazy ward of
number of creatures you target with this jutsu by +1.
illusions protecting a creature within range against
attack. SEMBLANCE OF DREAD
Until this jutsu ends, any creature who targets the Classification: Genjutsu
warded creature with an attack or a jutsu must first Rank: D-Rank
succeed a Wisdom Saving Throw. On a failed save, the Casting Time: 1 Action
creature must choose a new target or lose the attack or Range: Self (20-foot radius)
jutsu. This ward does not protect against area effects, Duration: Concentration, Up to 1 minute
such as a Fire Release: Fireball or any similar jutsu. Components: HS, CM
If the warded creature makes an attack or casts a jutsu Cost: 4 Chakra
that affects a creature, this jutsu ends. Keywords: Genjutsu, Visual
At Higher Ranks: For each rank you cast this jutsu Description: You morph your visage into that of a faceless
above D-Rank, increase the cost of this jutsu by 3, the monstrosity known as Nyarlathotep. This visage can be of
number of creatures you target with this jutsu by +1. your own description as this monstrosity has no known
singular description.
SEALING ART: DELUSIONS For the duration, any creature within 20 feet of you
Classification: Genjutsu becomes unable to willingly move closer to you unless it
Rank: D-Rank makes a successful Wisdom Saving Throw at the start of its
Casting Time: 1 Action turn. Constructs and undead are immune to this effect.
Range: 60 Feet Additionally, you gain advantage on Saving Throws to
Duration: Concentration, Up to 1 minute resist the fear condition.
Components: HS, CM, CS
At Higher Ranks: For each rank you cast this jutsu above
Cost: 5 Chakra
D-Rank, increase the cost of this jutsu by 3 and the radius by
Keywords: Genjutsu, Visual, Fuinjutsu
5 feet.
Description: You infuse chakra into chakra seals as you
attempt to mark a creature you can see in range with the
seal of the desires.
The target creature must make a Charisma Saving
Throw. On a failed save, the target is marked with the
seal of desires as they begin to see flashes and visions of
the things they want most in life causing them to freeze
in place, focusing on the things before them.
For the duration, a creature who is marked with this
seal, at the beginning of each of their turns remake the
Saving Throw, being Stunned until the end of their turn
on a failed save. On a successful save, they resist the
seals effects, ending this jutsu.
182
SHADOW BITE SOFT SPOKEN SONG
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 30 feet
Duration: Instant Duration: Concentration, up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Auditory
Description: You create a single momentary needle of Description: You begin to hum a tune or speak a phrase of
darkness that erupts upwards from a creatures shadow that your choice. When you do, all willing creatures within 30 feet
you can see within range. of you begin to feel revitalized by your melody.
Make a Ranged Genjutsu Attack. On a hit you deal psychic For the duration, you do not spend chakra to maintain this
damage equal to 4d6 + Your Genjutsu ability modifier and jutsu, instead you must spend a Bonus Action on subsequent
reducing their speed by 10 until the start of your next turn. turns to maintain it.
A creature who’s speed is reduced in this way cannot Creatures who begin their turns within range, gain
benefit from additional speed for the duration of their speed advantage on Saving throws to resist Genjutsu with the
reduction. Auditory Keyword, regardless of any other keywords the Jutsu
At Higher Ranks: For each rank you cast this jutsu above may have.
D-Rank, increase the cost of this jutsu by 3, the number of Additionally, Genjutsu with the Auditory and Unaware
creatures you can target by +1, the damage by 1d6 and the Keywords, lose the unaware keyword when affecting creatures
speed reduction by -5. benefiting from this jutsu.
SILHOUETTE At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the radius by 5.
Casting Time: 1 Action
Range: 100 feet
Duration: Concentration, up to 10 minutes
Components: HS, CM
Cost: 3 Chakra
Keywords: Genjutsu, Visual, Unaware
Description: You create a shadow play against a screen or wall.
The surface can encompass up to 100 square feet and does not
have a singular point of origin, instead making use of all the
shadows that mundane objects and structures give off.
The number of creatures that can see the shadow play
equals your Genjutsu ability modifier. The shadowy figures
make no sound but they can dance, run, move, kiss, fight, and
so forth. Most of the figures you can create are based on
creatures you may have seen before.
183
SOUNDLESS, BLINDING ECHO When you would take psychic damage, you reduce the
Classification: Genjutsu damage taken by 3d6. Additionally, you gain a 1d4 bonus
Rank: D-Rank to Saving Throws made to resist a Genjutsu’s effect, if
Casting Time: 1 Action any.
Range: self (30 Foot Cone) At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3 and the
Components: HS, CM damage reduction by 1d6.
Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Visual, Unaware THOUGHT REJECTION
Description: You scream in a silent misleading roar, you Classification: Genjutsu
then cup your hands around your mouth while screaming. Rank: D-Rank
Casting Time: 1 Reaction, which you take when you
All creatures of your choice in a 30-foot cone in front of you,
would take damage.
must make a Wisdom Saving Throw.
Range: 90 feet (10-foot radius)
Critical Success: Affected creature is able to resist this Duration: Instant
Jutsu's effect. Components: HS, CM
Success: Affected creature is able to resist most of this Cost: 5 Chakra
jutsu’s effects but becomes Deafened until the end of Keywords: Genjutsu, Visual, Tactile
their next turn. Description: You take a snapshot of the pain you feel,
Failure: Affected creature takes 2d6 psychic damage and and attempt to inject it into the mind of a creature within
becomes Blinded. At the end of each of its turns the range.
target can make another Saving Throw to end this Select a point you can see within range, where you
effect. send your psychic projection, which then explodes
Critical Failure: Affected creature becomes blind on a affecting all creatures within 10 feet of the chosen point.
failed save. At the end of each of its turns the target All affected creatures must make a Wisdom Saving
can make another Saving Throw to end this effect. The Throw.
creature also takes 4d6 psychic damage the turn they Success: Affected creature is able to resist this jutsu’s
fail the save and 4d6 psychic damage at the beginning effects.
of the casters next turn. Failure: Affected creature takes 4d6 psychic damage.
Critical Failure: Affected creature gains 1 rank of Dazzled
STARTLE and takes 4d6 psychic damage.
Classification: Genjutsu
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3 and
Range: 90 feet the damage by 1d6.
Duration: Instant
Components: HS, CM UNBOUND LAUGHTER
Cost: 4 Chakra Classification: Genjutsu
Keywords: Genjutsu, Visual Rank: D-Rank
Description: You weave together an image designed to Casting Time: 1 Action
startle and scare a creature but for a moment. Range: 30 Feet
Select one creature you can see withing range, target Duration: Concentration, up to 1 minute.
must make a Charisma Saving Throw. A creature Components: HS, CM, NT (Laughing Powder)
immune to being frightened is immune to this jutsu’s Cost: 4 Chakra
effects. Keywords: Genjutsu, Auditory, Inhale
Success: Affected creature is able to resist this jutsu’s Description: A creature of your choice that you can see
effects. within range, perceives everything as extremely funny and
Failure: Affected creature is spooked ending falls into a fit of laughter if this jutsu affects it. The target
concentration on one jutsu it is concentrating on with must make a Wisdom Saving Throw. If the creature is
the highest base cost. damaged the jutsu ends immediately. A creature with an
Critical Failure: Affected creature is spooked ending intelligence score of 4 or less is unaffected. A creature with a
concentration on all jutsu it is concentrating on. wisdom score of 15 or more makes its save with advantage.
At Higher Ranks: For each rank you cast this jutsu Critical Success: Affected creature is able to resist this
above D-Rank, increase the cost of this jutsu by 3 and the Jutsu's effect.
number of creatures you can target by +1. Success: Affected creature is able to resist most of this
jutsu’s effects but becomes unable to take Reactions
THOUGHT FILM until the beginning of its next turn.
Classification: Genjutsu Failure: Affected creature succumbs to a fit of laughter
Rank: D-Rank falling Prone and being unable to take Reactions. A
Casting Time: 1 Reaction, which you take when you take laughing creature remakes its Saving Throw at the end
psychic damage. of each of its turns to end this jutsu’s effects.
Range: Self Critical Failure: Affected creature falls into a fit of
Duration: Instant laughter falling Prone and becoming Incapacitated. A
Components: HS, CM
laughing creature remakes its Saving Throw at the end
Cost: 4 Chakra
of each of its turns to end this jutsu’s effects.
Keywords: Genjutsu, Tactile
Description: You manifest a psychic barrier designed to
protect your mind from the harm another creature
would inflict on it.
184
UNGLAMOROUS FACE WEAPONS OF DARKNESS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Touch Range: Self
Duration: 10 Minutes
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 5 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Visual
Keywords: Genjutsu, Visual, Tactile
Description: A willing creature you touch, has its face
Description: You conjure daggers made of darkness and
twisted until it becomes as mundane as possible. So
fear. When they strike a target creature it instills them with
much so that they become absolutely un-unique and
a terrible sense of dread. The blade is similar in size and
incapable of standing out.
shape to a Kunai, and it lasts for the Duration. These
For the duration, they become unrecognizable and
daggers are simply illusions but feel extremely real if they
become unable to be pointed out in a crowd. A creature
strike a creature. You can throw them up to 60 feet before
attempting to see through this illusion must make a
they dissipate.
Wisdom (Insight) or Wisdom (Illusions) check vs your
You can spend your action to Make a melee or Ranged
Genjutsu Save DC. On a success, they become immune to
Genjutsu Attack against a target creature in range. On a
this genjutsu’s effects for the next hour.
hit, the target creature takes 5d4 Psychic damage. If you
185
ALIENATION BLUR
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minutes
Components: HS, CM
Components: HS, CM
Cost: 9 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Auditory
Keywords: Genjutsu, Visual
Description: You manifest a pulse of illusory chakra that
Description: Your body becomes blurred, shifting and
overwhelms a creature in an attempt to make it difficult
wavering to all who can see you. For the duration, any
for them to communicate or be communicated with.
creature has disadvantage on attack rolls against you. An
Select one creature within range, who must make an
attacker is immune to this effect if it doesn’t rely on sight, as
Intelligence Saving Throw.
with blind sight, or can see through illusions, as with true
Critical Success: Affected creature is able to resist this sight.
jutsu’s effects and becomes immune to this jutsu’s
effects for 1d4 of its turns. CAJOLERY OF GLAMOUR
Success: Affected creature is able to resist this jutsu’s Classification: Genjutsu
effects. Rank: C-Rank
Failure: Affected creature loses the ability to Casting Time: 1 Action
communicated with or understand others for the Range: 30 Feet
duration. Duration: 1 Minute
Critical Failure: Affected creature suffers the failure Components: HS, CM
effect and also cannot carry weapons, chakra seals, or Cost: 8 Chakra
ninja tools effectively, becoming unable to use them Keywords: Genjutsu, Auditory, Visual
for the duration. Description: A powerful Genjutsu, that puts a creature
under an illusion only using words and speech. While in
At Higher Ranks: For each rank you cast this jutsu
the Genjutsu, the target can be easily swayed by their
above C-Rank, increase the cost of this jutsu by 3. If this
will and self-assurance. Select a target creature you can
jutsu is cast at A-Rank, increase the number of creatures
see within range; the target must make a Charisma
this jutsu can target by +1.
Saving Throw.
186
CHAKRA SHATTER CLOSING IN
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you see a Casting Time: 1 Action
creature casting a Ninjutsu or Genjutsu that requires HS. Range: 60 feet
Duration: Concentration, Up to 1 minute.
Range: 60 feet
Components: HS, CM
Duration: Instant
Cost: 6 Chakra
Components: HS, CM
Keywords: Genjutsu, Visual, Tactile, Unaware
Cost: 9 Chakra
Description: Select one creature you can see within range.
Keywords: Genjutsu, Tactile
The target must make an Intelligence Saving Throw,
Description: You attempt to break the concentration of a
which it makes at disadvantage if it’s an enclosed space.
creature in the process of casting a Jutsu that requires
handsigns by creating an illusion that throws off their Critical Success: Affected creature is able to resist this
focus, creating an imbalanced chakra flow within them. Jutsu's effects.
This jutsu counts as an Interrupt. You force the creature Success: Affected creature is able to resist most of this
to deal with a powerful chakra disrupting illusion. If the jutsu’s effects but begins to see the world shift slightly
jutsu cast is of a Rank equal to or lower than this jutsu becoming unable to take the dash or dodge actions until
when you cast it, you make a contested Illusions Check vs the end of their next turn.
the targets Ninshou or Illusion check (If Ninjutsu, they make Failure: Affected creature see’s the world is closing in on
a Ninshou Check. If Genjutsu, they make an Illusions Check). them and threatening to crush it. Even in open or clear
If the Jutsu is of a higher rank, they make their check at terrain, the creature feels as though it is sinking into a
advantage. If you win the contested Skill Check, their pit or that the land is rising around it gaining
jutsu’s casting fails, has no effect and the jutsu that failed disadvantage on Skill Checks and ranged attack rolls for
cannot be cast until the end of that creatures following the duration, remaking its Saving Throw at the end of
turn. each of its turns to break free of this Genjutsu’s effect.
At Higher Ranks: For each rank you cast this jutsu above Critical Failure: Affected creature suffers the same effect
C-Rank, increase the cost of this jutsu by 3. as a failure but also takes 2d6+Genjutsu ability modifier
psychic damage at the beginning of each of its turns.
CIRCULAR MOVEMENT At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu
Rank: C-Rank above C-Rank, increase the cost of this jutsu by 3, the
Casting Time: 1 Action number of creatures you can target by +1 and the damage
Range: 120 feet by 1d6.
Duration: 1 Minute.
Components: HS, CM, NT (Poison Kit) CORRUPTION: BALEFUL INCEPTIONS
Cost: 6 Chakra Classification: Genjutsu
Keywords: Genjutsu, Auditory, Inhale, Unaware Rank: C-Rank
Description: You release an odorless poison into the air Casting Time: 1 Action.
Range: Self (15-foot radius)
that you then manipulate to affect up to two creatures
Duration: Concentration, up to 1 minute
you can see within range.
Components: HS, CM
Each of the selected creatures must make a
Cost: 8 Chakra
Intelligence Saving Throw. On a failed save, they become
Keywords: Genjutsu, Auditory
Envenomed.
Description: You collect and release illusionary chakra,
A creature Envenomed as a result of this jutsu is both
corrupting the thoughts of all targets, forcing them to
unaware they are Envenomed and also cannot willingly
have dangerous thoughts of betrayal.
move further than 30 feet from their current position,
Select up to 3 creatures of your choice within a 15-foot
regardless of the direction they move in. When a creature
radius sphere, centered on you, forcing them to make a
attempts to move further than 30 feet from their current
Charisma Saving Throw.
position, they instead spend their remaining movement
walking backwards, moving back to their starting Critical Success: Affected creature is able to resist this
position. A creature moving backwards is unaware they jutsu’s effect, becoming immune to further castings of
are moving backwards, instead believing they are still this jutsu for the next minute.
moving forwards and the distance between them and the Success: Affected creature is able to resist most of this
location they are attempting to move to is growing jutsu’s effects.
infinitely for the duration. Failure: Affected creatures, who see their allies
If a creature Envenomed as a result of this jutsu is cured attempting to cast a jutsu must spend its Reaction to
of the Envenomed condition, this jutsu also ends on them take the Attack action, with a weapon if the weapon
immediately. would have a larger damage die in place of their
unarmed damage, if able against the triggering
creature. The creature whom the affected creature
attacks must be in range of their attacks, if they are
not, the affected creature is forced to move up to 15
feet closer as part of the Reaction taken before taking
the attack action. An affected creature remakes Saving
Throws at the end of each of its turns, ending this
jutsu on a success.
Critical Failure: Same as failure, but affected creature
instead must move its full movement towards their
triggering allies.
187
At Higher Ranks: For each rank you cast this jutsu CORRUPTION: HOSTILITY
above C-Rank, increase the cost of this jutsu by 3 and the Classification: Genjutsu
size of the radius by 5 feet. Rank: C-Rank
Casting Time: 1 Action.
CORRUPTION: CRUELTY Range: 60 feet
Classification: Genjutsu Duration: Concentration, up to 1 minute
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 9 Chakra
Range: 30 Feet Keywords: Genjutsu, Auditory
Duration: Concentration, up to 1 minute Description: You collect and build illusionary chakra,
Components: HS, CM attempting to mentally inject a sense of your hostility
Cost: 8 Chakra into your foes, causing them to focus on both you and
Keywords: Genjutsu, Visual, Tactile, Fuinjutsu everything else going on.
Description: You collect and build illusionary chakra, Select one creature you can see within range, forcing
attempting to mentally scar them with a seal of cruelty. them to make a Charisma Saving Throw.
Select one creature you can see within range, forcing
Critical Success: Affected creature is able to resist this
them to make a Charisma Saving Throw.
jutsu’s effect, becoming immune to further castings of
Success: Affected creature is able to resist most of this this jutsu for the next 10 minutes.
jutsu’s effects. Success: Affected creature is able to resist most of this
Failure: Affected creatures are marked with a seal of jutsu’s effects.
cruelty, corrupting and burning through their psyche. Failure: Affected creatures who would make a Dexterity
At the beginning of each of their turns, this seal forces Saving Throw, must instead make a Dexterity ability
their mind to discharge large chunks of chakra, check, once per round. A creature under this effect,
dealing 3d6 Chakra Damage. Affected creatures can, as remakes their Saving Throw at the end of each of their
an action, remake their Saving Throw to end this turns, to end this jutsu’s effect on them.
jutsu’s effects. Critical Failure: Same as failure, but the target must now
Critical Failure: Same as failure, but the Chakra Damage make that ability check up to twice per round if forced.
is increased to 5d6.
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 C-Rank, increase the cost of this jutsu by 3 and the number of target creatures by +1.
number of target creatures by +1.
CORRUPTION: LOATHING
CORRUPTION: HATRED Classification: Genjutsu
Classification: Genjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action.
Casting Time: 1 Action. Range: 60 feet
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 9 Chakra Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Auditory Description: You collect and build illusionary chakra,
Description: You collect and build illusionary chakra, attempting to mentally inject a level of self-loathing on
attempting to mentally impose a level of physical your foes.
invalidation on your foes. Select one creature you can see within range, forcing
Select one creature you can see within range, forcing them to make a Charisma Saving Throw.
them to make a Charisma Saving Throw.
Critical Success: Affected creature is able to resist this
Critical Success: Affected creature is able to resist this jutsu’s effect, becoming immune to further castings of
jutsu’s effect, becoming immune to further castings of this jutsu for the next 10 minutes.
this jutsu for the next 10 minutes. Success: Affected creature is able to resist most of this
Success: Affected creature is able to resist most of this jutsu’s effects.
jutsu’s effects. Failure: Affected creatures who would make a Strength
Failure: Affected creatures who would make a Saving Throw, must instead make a Strength ability
Constitution Saving Throw, must instead make a check, once per round. A creature under this effect,
Constitution ability check, once per round. A creature remakes their Saving Throw at the end of each of their
under this effect, remakes their Saving Throw at the turns, to end this jutsu’s effect on them.
end of each of their turns, to end this jutsu’s effect on Critical Failure: Same as failure, but the target must now
them. make that ability check up to twice per round if forced.
Critical Failure: Same as failure, but the target must now
make that ability check up to twice per round if forced. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu number of target creatures by +1.
above C-Rank, increase the cost of this jutsu by 3 and the
number of target creatures by +1.
188
CORRUPTION: MALFEASANCE has no effect if you are Invisible, Hidden, in total
Classification: Genjutsu darkness or if the attacker is Blinded.
Rank: C-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: 90 feet number of illusory weapons you summon by +1.
Duration: Concentration, up to 1 minute
Components: HS, CM DARK DEMENTING
Cost: 9 Chakra Classification: Genjutsu
Keywords: Genjutsu, Auditory, Fuinjutsu, Tactile Rank: C-Rank
Description: You collect and build illusionary chakra, Casting Time: 1 Action
corrupting the thoughts of your targets, forming a Range: 120 feet
psychological tumor in the back of their mind. Duration: 1 Minute.
Select one creature you can see within range, forcing Components: HS, CM, NT (Poison Kit)
them to make a Charisma Saving Throw. Cost: 9 Chakra
Keywords: Genjutsu, Visual, Inhale, Unaware
Critical Success: Affected creature is able to resist this
Description: You cast a dark shadow over a target
jutsu’s effect, becoming immune to further castings of
creatures thoughts by manipulating the particles of a
this jutsu for the next minute.
special drug concoction.
Success: Affected creature is able to resist most of this
Select one creature you can see within range to send
jutsu’s effects.
this odorless gaseous drug to affect. The creature must
Failure: Affected creatures, for the duration begins to
make a Wisdom Saving Throw.
experience a growing mass of mental energy. At the
beginning of each of their turns, they gain 2 Psychic Critical Success: Affected creature is able to resist this
Malignance, up to a maximum of 20. When this jutsu Jutsu's effects, gaining advantage against this jutsu’s
ends as a result of a successful Saving Throw or the effects if cast against them a second time within the
duration expiring, all Psychic Malignance a creature next hour
has detonates, dealing 1d10 psychic damage for each Success: Affected creature is able to resist most of this
Psychic Malignance a creature has when it detonates. A jutsu’s effects.
creature can choose to remake their Saving Throw,
once on each of its turns, ending this jutsu on a Failure: Affected creature begin to see a shadow out of the
success. corner of their eyes for the duration, always there, always
Critical Failure: Same as failure, but creatures instead just out of sight gaining 1 rank of fear at the end of each turn
gain 3 Psychic Malignance. it begins in a space that is not brightly lit. It will also avoid
dim light and darkness, choosing to spend each action it has
At Higher Ranks: For each rank you cast this jutsu to find light or escape to light, rationalizing the fear as its
above C-Rank, increase the cost of this jutsu by 3 and the own. An affected creature remakes the Saving Throw at the
number of target creatures by +1. end of each of its turns to end this effect.
Critical Failure: Affected creature suffers the same effect as a
DANCING BLADES failure but instead does not remake Saving Throws at the
Classification: Genjutsu
end of each of its turns, and only when it would take
Rank: C-Rank
damage.
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute.
Components: HS, CM, W (Any)
Cost: 8 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: When you cast Dancing blades, you create
four Illusionary copies of a weapon you are currently
holding. This illusionary weapon floats within 5 feet of
you hovering spinning and circling around you, while
mimicking your attacks.
As an Action, you may spend one of your illusionary
weapons to slam into a creature within range. Make a
Ranged Genjutsu Attack targeting a creature up to 60
feet away. On a hit you deal 2d10 + Your Genjutsu ability
modifier.
When you are hit by a melee attack that exceeds your
AC by 1-3, one of your illusory weapons parries the
attack, preventing you from taking damage and
destroying the illusory weapon.
When you are hit by a melee attack that exceeds your
AC by 4-6, you take half damage from the triggering
attack and one illusory weapon is destroyed.
Once per turn, while you still have illusory weapons,
when you hit a creature with a Genjutsu Attack, one of
your illusory weapons also strikes the target, dealing
Psychic Damage equal to 1d10.
An attacker must be able to see you, in order to see the
illusory weapons to be affected by this jutsu. This jutsu
189
ENTHRALL FALSE VISIONS
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 90 feet
Duration: Concentration, Up to 1 minute.
Duration: 1 Minute
Components: HS, CM
Components: HS, CM
Cost: 7 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware
Keywords: Genjutsu, Auditory, Unaware
Description: You begin to create false visions that a
Description: You weave a distracting string of words, causing
creature will see regardless of what is really happening.
creatures of your choice that you can see within range and that
Select one creature that you can see within range. The
can hear you to make a Wisdom Saving Throw. Any creature
target creature must make an Intelligence Saving Throw.
that can’t be Charmed succeeds on this Saving Throw
automatically, and if you or your companions are fighting the Success: Affected creature is able to resist this jutsu’s
target creature, it has advantage on the save. effects.
Failure: Affected creature becomes Blinded, but begins to
Success: Affected creature is able to resist this jutsu’s effects.
hallucinate seeing only what you declare they see.
Failure: Affected creature gains disadvantage on Wisdom
Describe what the affected creature will see other
(Perception) and Wisdom (Insight) checks made to perceive
creatures do on their respective turns. This can be
and interact with any other creature other than the caster of
anywhere from attempting to cast a jutsu, attempt to
this genjutsu for the duration or until the target can no
attack them, go in another direction, attempt to hide or
longer hear you. This genjutsu ends if you stop
anything they would be able to see. When they take
communicating with the creature for longer than 6 seconds.
damage, the damage is dealt as normal, and they remake
Critical Failure: Affected creature suffers the effects of a
the Saving Throw ending this jutsu on a success.
failure but instead automatically fail all Wisdom
Critical Failure: Affected creature suffers the effects of a
(perception) and Wisdom (Insight) checks made to perceive
failure but instead they make their Saving Throw to end
and interact with other creatures, only seeing the caster and
this jutsu with a 1d4 penalty to the result.
ignoring all others.
At Higher Ranks: For each rank you cast this jutsu
FALSE PAIN above C-Rank, increase the cost of this jutsu by 3 and the
Classification: Genjutsu number of creatures you can target by +1.
Rank: C-Rank
Casting Time: 1 Action FLOWER PETAL ESCAPE
Range: 30 feet
Classification: Genjutsu
Duration: Concentration, Up to 1 minute.
Rank: C-Rank
Components: HS, CM
Casting Time: 1 Reaction, to being Damaged
Cost: 9 Chakra
Range: Self
Keywords: Genjutsu, Medical, Auditory, Tactile
Duration: Instant
Description: You speak words of reinforcement. Select up to
Components: HS, CM
two willing creatures other than yourself that you can see
Cost: 9 Chakra
within range.
Keywords: Genjutsu, Visual
Each of the selected creatures pain receptors becomes
Description: An advanced version of the “Feather Burst”
dulled and numb, becoming unable to feel the pain or sickness
Genjutsu. When you are hit your body breaks into a swarm
they felt prior. For this jutsu’s duration, all damage they
of flower petals of your own description, while you regroup
would take is delayed, until this jutsu ends. They record all
yourself from a stealthy position. When you are struck by an
damage they would normally take over the course of the
attack you may roll 2d4, reducing the triggering creatures
encounter as normal.
attack bonus by the result, potentially causing the attack to
Additionally, they ignore the effects of the Weakened,
miss, making any damage you took prior never actually
Dazed, Incapacitated, and Envenomed conditions for this
happen.
jutsu’s duration. If any of the aforementioned conditions
As part of the activation of the jutsu, regardless if you are
duration would last beyond this jutsu’s duration, they begin
hit or not; Make a Dexterity (Stealth) or Wisdom (Stealth)
suffering the effects of that condition as normal.
check vs the triggering creatures Passive perception. On a
At the end of this jutsu’s duration, affected creatures take
success, you immediately moving up to your movement
psychic damage equal to the total delayed damage they have
speed away without triggering an attack of opportunity and
recorded at once. This damage ignores Resistance and
you become hidden from the triggering creature if you end
Immunity.
your movement in a space where you are at least partially
covered.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and reduce
attack bonus further by 1d4.
190
FOG OF WAR HALLUCINATORY TERRAIN
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 10 Minutes
Range: 90 feet (30-foot cube) Range: 300 Feet
Duration: Concentration, Up to 1 minute.
Duration: 24 Hours
Components: HS, CM
Components: HS, CM, CS
Cost: 7 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware
Keywords: Genjutsu, Visual, Unaware
Description: You cloud the minds of your opponents,
Description: You make natural terrain in a 150-foot cube
hindering their perception of the environment around
in range look, sound, and smell like some other sort of
them, veiling reality with twisted illusions.
natural terrain. Thus, open fields or a road can be made
All creatures within a 30-foot cube, centered on a
to resemble a swamp, hill, crevasse, or some other
point you can see within range must make a Wisdom
difficult or impassable terrain. A pond can be made to
Saving Throw. On a failed save they fall under this
seem like a grassy meadow, a precipice like a gentle
genjutsu’s influence for the duration. A creature who is
slope, or a rock-strewn gully like a wide and smooth
under this genjutsu’s influence remains under its
road. Creatures within the area aren't changed in
influence until the jutsu ends or they end this jutsu’s
appearance. The tactile characteristics of the terrain are
effects on themselves.
unchanged. Creatures entering the area are likely to see
Creatures under this jutsu’s influence have
through the Illusion. If the difference isn't obvious by
disadvantage on Wisdom (Perception) checks made to
touch, a creature examining the Illusion can attempt a
locate enemies.
Wisdom (Illusion) check against your Genjutsu Save DC
Additionally, if an affected creature makes an attack
to disbelieve it.
against a creature that has at least one other creature
adjacent to it-friend or foe- the affected creature must
HAZE CLONE
roll a d20. On a roll of 11 or higher, its attack is applied to Classification: Genjutsu
the adjacent creature instead. (Randomly decide the new Rank: C-Rank
target if there are more than one adjacent creature) and Casting Time: 1 Action
deals damage as normal if it hits. Range: Self (45-foot radius sphere)
At the beginning of an affected creatures turn, they Duration: Concentration, up to 1 minute
make a Wisdom Saving Throw. On a successful save, the Components: HS, CM
creature is unhindered by this jutsu until the beginning Cost: 8 Chakra
of their next turn. Keywords: Genjutsu, Visual
GENJUTSU BREAK
Description: This technique creates a thin haze centered
on the user that spans a 45-foot radius sphere, that once
Classification: Genjutsu
cast, does not move. Creatures inside the radius see
Rank: C-Rank
duplicates formed from the haze.
Casting Time: 1 Action
The duplicates do not move or make a sound, instead
Range: Touch
they burst into more haze when touched. While inside
Duration: Instant
the haze the user gain the benefits of partial cover, and
Components: HS, CM, CS
can take the hide action without fully obscuring
Cost: 8 Chakra
themselves due to the number of duplicates there are.
Keywords: Genjutsu, Fuinjutsu
Creatures outside the radius of this jutsu, do not see
Description: Choose one creature, object, or Genjutsu
any haze or any duplicates. Creatures who enter the
effect within range. Any Genjutsu of equal rank or lower
radius do begin to see the duplicates of the user.
is transferred into the Chakra seal used in this jutsu’s
casting, immediately ending its effect on the affected
creature(s), or object(s). For each Genjutsu of higher
rank, affecting the target, make an ability check using
your Genjutsu ability. The DC equals 12 + The Jutsu’s
Rank. Rank (B-3, A-4, S-5). On a successful check, the
Genjutsu is transferred to the Chakra seal and can be
stored for no more than 10 minutes.
For the duration of this hour, you can attempt to
transfer this genjutsu to another creature within 5 feet
of you by spending an action to make a Melee Genjutsu
Attack against a creature within 5 feet of you. On a hit
the Sealing tag is applied to the target, and at the
beginning of its next turn they must make a Saving
Throw against the original save DC to resist its effects as
if the jutsu were originally cast on them.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. The removed
jutsu has no effect if its rank is less than or equal to the rank
of this jutsu when you cast it.
191
HYPNOTIC PATTERNS ILLUSORY MISDIRECTION
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet (30-foot-cube) Range: 60 feet
Duration: Concentration, Up to 1 minute
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 7 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware
Keywords: Genjutsu, Visual, Unaware
Description: You conjure a beautiful illusory creature of
Description: You create a twisting pattern of colors that
your description. All creatures who aren’t Blinded within
weaves through the air inside a 30-foot cube within
30 feet of the conjured illusion must make a Charisma
range. The pattern appears for a moment and vanishes.
Saving Throw. On a failed save they become Charmed by
Each creature in the area who sees the pattern must
the illusory creature for the duration.
make a Wisdom Saving Throw.
As a Bonus Action, on your turn, you can reveal that
Critical Success: Affected creature is able to resist this the creature you created, is actually not what the
Jutsu's effects, gaining advantage against this jutsu’s Charmed creatures believed it to be, while still having
effects if cast against them a second time within the the same beautiful features as when you created them.
next hour. Affected creatures must make a Charisma Saving
Success: Affected creature is able to resist most of this Throw. On a failed save, they are in shock from the
jutsu’s effects. realization of the creature turning into something else
Failure: Affected creature becomes enamored by the entirely, as they become Dazed. On a success they steel
colors, being unable to leave the radius of the cube themselves, ending the Charmed condition.
and having their movement speed reduced by half. Regardless, when you reveal the illusory creatures true
Additionally, they cannot maintain concentration on nature, regardless if affected creatures pass or fail, this
more than one jutsu while enamored in this way. jutsu immediately ends.
They remake their Saving Throws at the end of each
of their turns, ending this jutsu on themselves on a INNOCUOUS ASPECT
success. The Jutsu ends for an affected creature if it Classification: Genjutsu
takes any damage. Rank: C-Rank
Critical Failure: Affected creature suffers the same Casting Time: 1 Action
effect as a failure but also becomes Incapacitated as Range: Self (20-foot radius)
their movement speed is reduced to 0 for the Duration: Concentration, Up to 10 minute
Components: HS, CM
duration. The Jutsu also ends for an affected creature
Cost: 6 Chakra
if it is moved more than 10 feet against its will.
Keywords: Genjutsu, Visual
ILLUSORY BAMBOOZLEMENT Description: You create an area of false visions that
Classification: Genjutsu encompasses all willing creature in a 20-foot radius
Rank: C-Rank centered on you, of your choice. You do not need to spend
Casting Time: 1 Action chakra to maintain concentration on this jutsu.
Range: Touch You and each affected creature takes on the appearance
Duration: Permanent of a harmless creature or object of your choice. Each
Components: HS, CM, CS image is identical and only appearance is affected. Sound,
Cost: 8 Chakra movement or physical inspection can reveal that this is a
Keywords: Genjutsu, Fuinjutsu, Visual, Unaware genjutsu.
Description: You create the illusion of a trap upon an A creature that uses its action to study the image
object you touch, such as a door, a chest, or a 5-foot visually can determine that it is an illusion with a
square area of floor. A creature specifically looking for successful Wisdom (Illusions) check vs your Genjutsu
traps that examines the object must make a Wisdom Save DC. If a creature discerns the illusion for what it is,
Saving Throw. On a successful save the jutsu ends and that creature sees through the image.
the creature realizes the trap was not real.
Success: Affected creature is able to see through this
illusory trap, rendering it useless against them.
Failure: Affected creature believes the object contains a
trap. If the creature then tries to disarm or otherwise
interact with the trap in order to set it off, it must make
a Sleight of Hand Check vs your Genjutsu Save DC. On a
successful check, it creates a feedback dealing 2d10
psychic damage, and they realize that the trap was only
an illusion, immediately ending this jutsu. On a failed
check, the creature takes 5d10 psychic damage and is
Stunned for 1 round, believing that it accidentally set
off the trap and was injured by it. The illusion then
resets as if the trap can trigger multiple times
Critical Failure: Affected creature suffers the same effect as a
failure but the damage die becomes a d12.
192
MEDICAL RELEASE: SHARED PAIN MENTAL TAUNT
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
would take damage Range: 60 Feet
Range: 60 feet Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 6 Chakra
Cost: 6 Chakra Keywords: Genjutsu, Auditory, Tactile
Keywords: Genjutsu, Visual, Tactile, Medical Description: You create a sound of attraction. Meant to force
Description: You manifest a self-sustaining illusion creatures to focus on you against their will.
designed to help soothe the mental scars of battle. Select a creature within range and force them to make a
Select one willing allied creature within range. You Charisma Saving Throw.
share your pain with them, reducing the damage you
Success: Affected creature is able to resist this jutsu’s
take by half, and inflicting psychic damage on the target
effects.
ally equal to the damage you took.
Failure: Affected creature must target you with any jutsu
At Higher Ranks: For each rank you cast this jutsu
they cast until the end of their next turn.
above C-Rank, increase the cost of this jutsu by 3 and the
Critical Failure: Same effect as failure, and they cannot cast
number of allies you can target by +1. You instead divide
jutsu or used features, effects or items that would heal
the damage you take, by the number of allied creatures
them.
you target with this jutsu.
At Higher Ranks: For each rank you cast this jutsu above
MENTAL BARRIER C-Rank, increase the cost of this jutsu by 3 and the number
Classification: Genjutsu of creatures you can target by +1.
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you are MIND SPIKE
forced to make an Intelligence, Wisdom or Charisma Classification: Genjutsu
Saving Throw Rank: C-Rank
Range: Self Casting Time: 1 Action
Duration: 1 round Range: 60 Feet
Components: HS, CM Duration: 10 Minutes
Cost: 8 Chakra Components: HS, CM
Keywords: Genjutsu, Fuinjutsu Cost: 9 Chakra
Description: You protect your mind with a wall of looping, Keywords: Genjutsu, Visual, Tactile
repetitive thought. As a Reaction, when you would make a Description: You reach into the mind of one creature you
Saving Throw against a Genjutsu without the Unaware can see within range. Make a Ranged Genjutsu Attack as
keyword, you gain a 1d6 bonus in one of the following you launch a psychic lance into the mind of the target. On
Saving Throws Intelligence, Wisdom, or Charisma, until a hit, the target takes 5d8 psychic damage and must make
the end of the current turn. You also gain resistance to a Wisdom Saving Throw.
Psychic damage for the duration.
Success: Affected creature is able to resist this Genjutsu’s
MENTAL SHIELD
effects.
Failure: Affected creature’s location is always known by
Classification: Genjutsu
the caster. The affected creature cannot gain the benefit
Rank: C-Rank
Casting Time: 1 Action of being hidden from the caster. If the affecter creature
Range: Self is invisible, it begins to glow a bright neon purple to
Duration: 1 Minute you, allowing the caster to ignore any effect granting
Components: HS, CM the creature invisibility
Cost: 8 Chakra Critical Failure: Affected creature suffers the effect of failure,
Keywords: Genjutsu, Tactile and their location is also always known by one other
Description: You manifest an armor of illusory chakra creature of the casters choice.
that shields and protects you from assaults of other
At Higher Ranks: For each rank you cast this jutsu
psychic based attacks or effects.
above C-Rank, increase the cost of this jutsu by 3 and the
You reduce all incoming Psychic Damage by 5, if you
damage by 1d8.
would reduce psychic damage to 0 while gaining the
benefits of this jutsu, and the hostile jutsu or effect
would also attempt to inflict an effect or condition, you
ignore that effect or condition.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
psychic Damage Reduction by 5.
193
MIND THRUST Saving Throw, their ranks of fear instead immediately
Classification: Genjutsu becomes 5 for the duration.
Rank: C-Rank A creature who has any number of fear ranks as a result
Casting Time: 1 Bonus Action of this jutsu cannot gain additional ranks of fear from
Range: 90 feet other sources.
Duration: 1 round Additionally, affected creature remake their Charisma
Components: HS, CM Saving Throw at the end of each of their turns. On a
Cost: 7 Chakra successful save they remove all ranks of fear and ends
Keywords: Genjutsu, Visual, Tactile this jutsu’s effects on themselves.
Description: You thrust a blade formed through your Alternatively, when you lose concentration on this
genjutsu into the mind of one creature you can see within jutsu, the affected creature immediately loses all ranks
range. The target must make an Intelligence Saving of fear.
Throw. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
Success: Affected creature is able to resist this Genjutsu’s
number of creatures you can target by +1.
effects.
Failure: Affected creature’s takes 2d8 psychic damage,
and it can’t take a Reaction until the end of its next
OUTFLANK
Classification: Genjutsu
turn. Rank: C-Rank
Critical Failure: Affected creature takes 3d8+Genjutsu ability Casting Time: 1 Action
modifier psychic damage, it can’t take a Reaction until the Range: 60 feet
end of its next turn and at the beginning of the targets next Duration: Concentration, Up to 1 Minute
turn, they must make an Intelligence Saving Throw. On a Components: HS, CM
failed save, the target must choose to either move, take an Cost: 9 Chakra
action, or a Bonus Action. It can only do one of the three. Keywords: Genjutsu, Visual, Tactile, Unaware
Description: Select one creature you can see within
At Higher Ranks: For each rank you cast this jutsu
range. For the duration, when you make a Genjutsu
above C-Rank, increase the cost of this jutsu by 3 and the
Attack against the creature, an illusory double of you
number of creatures you can target by +1.
attempts the same attack.
194
additional 3d10 psychic damage to affected creatures, modifier if it doesn’t already add your Genjutsu ability
once per turn. modifier to the damage rolls.
Alternatively, as an action on their turn, the affected 32 Chakra: You gain all previous chakra cost effects. In
ally can perform a ferocious roar. All creatures within addition, genjutsu you cast while within 250 feet of your
120 feet excluding you and other creatures who have flower, does not require you to spend chakra to maintain
seen through this genjutsu must make a Charisma concentration for up to 10 minute. Additionally, any
Saving Throw. On a failed save they gain 1 rank of fear genjutsu you cast with a duration of concentration, up to
for the next minute against the illusory dragon. A 1 minute, instead becomes 10 minutes, while within 250
creature who has ranks of fear as a result of this jutsu feet of your flower. After 10 minutes, or after the flower
can spend their action to remake the Charisma Saving is destroyed, this jutsu ends.
Throw removing all ranks of fear they have on a success.
POWER TRIP
POISON LOTUS FIELD Classification: Genjutsu
Classification: Genjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Bonus Action
Casting Time: 10 Minutes Range: Self
Range: Special Duration: Instant
Duration: Special Components: HS, CM
Components: HS, CM, NT (Poison Kit & Any Poisonous Cost: Special
Flower) Keywords: Genjutsu, Tactile
Cost: Special Description: You mentally track all of the pain you’ve
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, experienced this encounter. Record the difference
Unaware between your current Hit Points and your maximum Hit
Description: As a part of casting this jutsu, you must Points.
have fertile soil which can facilitate a flowers growth. On your next turn, if you would deal psychic damage
You take your poisonous flower and infuse a dose of to a creature, you can spend a number of chakra up to the
poisonous chemicals into the flower itself before you amount recorded. When you do, the target who took the
plant the flower into the soil and infuse your chakra into psychic damage takes additional damage equal to the
it giving it life and influencing the potency of the poison amount of chakra spent.
this jutsu produces. Once this jutsu is cast and you successfully deal bonus
If this flower, before or after being planted is killed or damage with its effects, you cannot cast it again until at
destroyed, this jutsu immediately ends, requiring you to least 10 minutes have passed.
recast it. The flowers look like a sacred lotus with purple
petals. Creatures looking for this flower, if they are POWERFUL CALM
proficient in Nature, Medicine, or Survival they may Classification: Genjutsu
make any of the aforementioned Skill Checks vs your Rank: C-Rank
Genjutsu Save DC being able to find it on a success. If the Casting Time: 1 Action
creature is not proficient, they instead make a Wisdom Range: 30 Foot radius Sphere
(perception) check with a -5 penalty, to their check. If Duration: Instant
your flower is in a bed of other sacred lotuses, regardless Components: HS, CM
if they are proficient or not, they take a -5 Penalty to Cost: 9 Chakra
their check. The flower has 1 Hit point and an AC of 5. Keywords: Genjutsu, Auditory, Unaware
At the conclusion of casting this jutsu you can infuse Description: You release a Genjutsu aura originating from
different volumes of chakra into the soil and roots you completely suppressing creatures in a 60-foot sphere
facilitating different effects. centering on you, aggressive feelings for 4d8 Minutes. If the
8 Chakra: This flower grows, producing purple flower target is attacked, damaged or the end of the rolled time
buds in the shape of a sacred lotus flower. As an action, passes, creatures return to being hostile to whomever they
for the next minute, while you are within 90 feet of this were hostile to before with compressed and compounded
flower, the flower blooms releasing a potent poisonous, rage. Creatures in the target area must make a Charisma
but odorless gas. All creatures within 60 feet of the Saving Throw, losing all will to fight for the rolled duration
flower of your choice must make an Intelligence Saving on a failed save. On a success, creatures remain aggressive
Throw Saving Throw at the beginning of each of their and cannot be affected by this Genjutsu again for 24 hours.
turns. On a failed save they become Envenomed. A
creature Envenomed as a result of this jutsu who would
make a Saving Throw or Skill Check as the result of, or
against a Genjutsu you cast, must roll an additional 1d4,
reducing their Saving Throw or check by the result.
Additionally, the Envenomed creature treats all Genjutsu
you cast as if it has the unaware keyword. After 1 minute
or after the flower is destroyed, this jutsu ends.
16 Chakra: You gain all previous chakra costs effects.
In addition, you can activate this jutsu while you are
within 120 feet of the flower and it affects all creatures
within 90 feet of it.
24 Chakra: You gain all previous chakra costs effects.
In addition, affected creatures instead rolls 2d4,
reducing their Saving Throw or check by the result and
any psychic damage they would take deals additional
psychic damage equal to twice your Genjutsu ability
195
PSIONICS: BEAM! Critical Failure: Affected creature takes 6d6 psychic
Classification: Genjutsu damage and their next jutsu fails to cast, they spend
Rank: C-Rank double the chakra cost as normal.
Casting Time: 1 Action
Range: Self (60-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: HS, CM range of the cone by 5 feet.
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Tactile PSIONICS: MIND CRUNCH!
Description: You manifest a wave of psionic chakra that Classification: Genjutsu
disorients creatures that are touched by it. Rank: C-Rank
Casting Time: 1 Action
All creatures of your choice in a 5-feet wide, 60-feet
Range: 60 Feet
long line, originating from you must make an
Duration: Instant
Intelligence Saving Throw. Components: HS, CM
Success: Affected creature is able to resist this jutsu’s Cost: 7 Chakra
effects. Keywords: Genjutsu, Visual, Tactile
Failure: Affected creature takes 2d10 psychic damage Description: You manifest fangs of black psionic chakra that
and becomes Confused. bite into your enemies thoughts. Make a Ranged Genjutsu
Critical Failure: Affected creature takes 3d10 psychic Attack. On a hit you deal 2d10 psychic damage and the
damage and gains 2 ranks of Confused. affected creature must make an Intelligence Saving Throw.
At Higher Ranks: For each rank you cast this jutsu Critical Success: Affected creature is able to resist this
above C-Rank, increase the cost of this jutsu by 3 and the jutsu’s effects.
damage by 1d10. Success: Affected creatures AC is reduced by 1, until the end
of their next turn.
PSIONICS: DARK DAZE! Failure: Affected creatures AC is reduced by 2, until the end
Classification: Genjutsu of their next turn.
Rank: C-Rank Critical Failure: Affected creatures AC is reduced by 2, two
Casting Time: 1 Action ranks of concussion and they cannot take Reactions until
Range: Self (30-foot radius) the end of their next turn.
Duration: Instant
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 Chakra C-Rank, increase the cost of this jutsu by 3 and the number
Keywords: Genjutsu, Visual, Tactile of creatures you can target by +1.
Description: You manifest a shockwave of psionic chakra
and release it into an omnidirectional wave around you. PSIONICS: PAUSE!
All creatures of your choice in a 30-foot radius, Classification: Genjutsu
originating from you must make an Intelligence Saving Rank: C-Rank
Casting Time: 1 Action
Throw.
Range: 60 feet
Success: Affected creature is able to resist this jutsu’s Duration: 1 Round
effects. Components: HS, CM
Failure: Affected creature takes 3d8 psychic damage and Cost: 9 Chakra
becomes Dazzled. Keywords: Genjutsu, Visual, Auditory
Critical Failure: Affected creature takes 5d8 psychic Description: You manifest a pulse of illusory chakra that
damage and affected creatures gains 3 ranks of delays a creatures synaptic response time to events.
Dazzled. Select one creature you can see within range, forcing
them to make an Intelligence Saving Throw.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the Critical Success: Affected creature is able to resist this
damage by 1d8. jutsu’s effects and becomes immune to this jutsu’s
effects for 1d4 of its turns.
PSIONICS: DARK PULSE! Success: Affected creature is able to resist this jutsu’s
Classification: Genjutsu effects.
Rank: C-Rank Failure: Affected creature decides on their actions on
Casting Time: 1 Action their turn, but can only actively take them at the end
Range: Self (30-foot cone) of the next creatures turn. If the affected creature
Duration: Instant would target a creature who is no longer in range,
Components: HS, CM
their jutsu fails to cast.
Cost: 7 Chakra
Critical Failure: Affected creature decides on their
Keywords: Genjutsu, Visual, Tactile
actions on their turn, but they can only actively take
Description: You manifest a shockwave of psionic chakra
them on initiative count 0.
and release it into a dark wave of mental force.
All creatures in a 30-foot cone, originating from you At Higher Ranks: For each rank you cast this jutsu
must make an Intelligence Saving Throw. above C-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, increase the number of creatures
Success: Affected creature is able to resist this jutsu’s
this jutsu can target by +1.
effects.
Failure: Affected creature takes 4d6 psychic damage and
at the beginning of their next turn must roll a d8. On a
roll of 1 or 2 their next jutsu fails to cast. They still
spend the chakra as normal.
196
PSIONICS: PSYCHO CUT! RABENDA: ENIGMATIC STORM
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 30 feet (10-foot radius)
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, NT (Poison Kit, 1 Charges)
Cost: 8 Chakra Cost: 7 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Inhale, Tactile
Description: You manifest a vertical slash of psionic chakra Description: You grasp a hand full of poisonous Rabenda
from your hand that you whip towards your enemies. Make flower buds, enhancing them with your chakra and
a Ranged Genjutsu Attack, with a +1 to its critical threat spreading its spores into a storm filling a 10-foot radius,
range. On a hit you deal 3d6+ your genjutsu ability modifier centered on a space you can see in range. Once this jutsu
in psychic damage and the affected creature must make an is cast, you cannot cast it again until the end of your next
Intelligence Saving Throw. If this jutsu scores a critical hit, turn after this jutsu ends.
the target suffers the effects of a Critical failure, regardless All creatures who begin their turns in this jutsu’s
of their Saving Throw results. range must make a Charisma Saving Throw as their
mind is overwhelmed with intruding thoughts from the
Critical Success: Affected creature is able to resist this
Genjutsu enhanced flower buds. You can move the
jutsu’s effects.
torrent of flower buds, as an action on each of your
Success: Affected creature gains 1 rank of Confused until the
beginning of their next turn turns, up to 30 feet in any direction.
Failure: Affected creatures gains 1 rank of Confused until the Critical Success: Affected creature is able to resist this
end of their next turn. jutsu’s effect, becoming immune to further castings of
Critical Failure: Affected creatures gains 1 rank of Confused, this jutsu until the end of the casters next turn.
Dazzled and Concussed. Success: Affected creature is able to resist most of this
jutsu’s effects.
At Higher Ranks: For each rank you cast this jutsu above
Failure: Affected creature becomes Slowed for the
C-Rank, increase the cost of this jutsu by 3, the number of
duration and at the beginning of each affected
creatures you can target by +1 and the damage by 1d6.
creatures turns, they gain 1 rank of Concussed, while
197
SHADOW MONSTERS SONG OF COURAGE
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet Range: self (30-foot radius)
Duration: Concentration, Up to 1 Minute Duration: Concentration, up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Auditory
Description: Select one creature you can see within Description: You begin to hum or sing an inspirational
range. The select creature must make a Wisdom Saving tune designed to make those who hear it believe they can
Throw. achieve anything. All creatures of your choice within
range begins to experience this refreshing delusion.
Success: Affected creature is able to resist this
For the duration, you do not spend chakra to maintain
Genjutsu’s effects.
this jutsu, instead you must spend a Bonus Action on
Failure: Affected creature becomes Berserk, seeing all of
its allies become shadowy monsters in a horrific subsequent turns to maintain it.
fashion of your description. Affected creature makes a Creatures who begin their turns within range gain
Wisdom Saving Throw if they deal damage to one of immunity to the fear condition until the beginning of
their next turn. Additionally, creatures who have to
their allies. On a success, they end the Berserk
make Saving Throws against a jutsu a hostile creature
condition.
Critical Failure: Affected creature becomes Berserk, seeing all has cast, cannot make the Saving Throw at disadvantage.
of its allies become shadowy monster in a horrific fashion of Finally, the affected creature ignores any penalties to
your description. You and up to 3 other creatures of your their rolls as a result of a hostile creatures jutsu or
choice transform and begin to look like its allies as it effects.
At Higher Ranks: For each rank you cast this jutsu
mentally sees you as allied creatures for the duration.
above C-Rank, increase the cost of this jutsu by 3 and the
Affected creature makes a Wisdom Saving Throw at
disadvantage if they deal damage to one of their allies. On a radius by 5.
SONG OF PAIN
success, they end the Berserk condition.
At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above C-Rank, increase the cost of this jutsu by 3 and the Rank: C-Rank
number of creatures you can target by +1. Casting Time: 1 Action
Range: self (30-foot radius)
SLEEP OF THE DEEP Duration: Concentration, up to 10 minutes
Classification: Genjutsu Components: HS, CM
Rank: C-Rank Cost: 9 Chakra
Casting Time: 1 Action Keywords: Genjutsu, Auditory, Tactile
Range: 60 Foot Radius Description: You begin to hum or sing a tune of pain and
Duration: 8 Hours suffering designed to make those who hear it experience
Components: HS, CM bouts of pain that they can only wish would end.
Cost: 6 Chakra For the duration, you do not spend chakra to maintain
Keywords: Genjutsu, Auditory, Unaware this jutsu, instead you must spend a Bonus Action on
Description: Your chakra creeps into the dreams of subsequent turns to maintain it.
others, haunting and terrifying them. Choose any Creatures who begin their turns within range who
number of sleeping creatures that you are aware of attempts to cast a jutsu with the Mobility (M) keyword,
within range. Creatures that do not need to sleep, cannot must make an Intelligence Saving Throw. On a failed
be targeted. save, if they experience extreme muscle pain in parts of
The creatures must make a Wisdom Saving Throw. On the body you see them attempting to utilize, causing
a failed save they do not benefits from any form of rest them to lose the jutsu attempted.
for the duration and when they awaken from any rest At Higher Ranks: For each rank you cast this jutsu
they may take, they gains 2 ranks of Exhaustion and are above C-Rank, increase the cost of this jutsu by 3 and the
Demoralized for as long as they have any ranks of radius by 5.
Exhaustion inflicted by this jutsu.
198
SONG OF RESPITE THOUGHT SHIELD
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: self (30-foot radius) Range: 30 Feet
Duration: Concentration, Up to 10 minutes
Duration: 8 Hour
Components: HS, CM
Components: HS, CM
Cost: 9 Chakra
Cost: 8 Chakra
Keywords: Genjutsu, Medical, Auditory, Tactile
Keywords: Genjutsu, Fuinjutsu
Description: You begin to hum or sing a tune of
Description: You weave a clouding veil over the mind of one
restoration and healing designed to make those who
creature you touch. For the duration, the target’s mind can’t
hear it feel as if their wounds are closing and being
be read or detected, creatures can’t telepathically
mended.
communicate with the target unless the target allows it, and
For the duration, you do not spend chakra to maintain
the target has advantage on Saving Throws against any
this jutsu, instead you must spend a Bonus Action on
effect that would determine whether it is telling the truth.
subsequent turns to maintain it.
Additionally, the target has advantage on the first
All allied creatures of your choice within range gains a
Intelligence or Wisdom Saving Throw it makes against a
number of Temporary Hit Points equal 1d4+ your
Genjutsu. Regardless if you pass or fail the save, this
Genjutsu Ability Modifier at the beginning of each of
jutsu then ends on that creature.
your turns.
Temporary Hit Points gained as a result of this jutsu
remain for up to 1 minute after this 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
radius by 5.
SUGGESTION
Classification: Genjutsu
Rank: C-Rank
Casting Time: 1Action
Range: 30 Feet
Duration: Special
Components: HS, CM
Cost: 9 Chakra
Keywords: Genjutsu, Auditory, Unaware
Description: You suggest a course of activity (limited to a
sentence or two) and use genjutsu to influence a creature
you can see within range that can hear and understand you.
Creatures that can’t be Charmed are immune to this effect.
The suggestion must be worded in such a manner as to
make the course of action sound reasonable.
Asking the creature to stab itself, throw itself
onto a spear, immolate itself, or do some other
obviously harmful act ends the jutsu. The target
must make a Wisdom Saving Throw.
Critical Success: Affected creature is able to resist this
Genjutsu’s effects and is aware you attempted to
control it.
Success: Affected creature is able to resist this
Genjutsu’s effects.
Failure: Affected creature immediately follows
your suggestion. This jutsu lasts for 1 minute or
until the target has completed a finite suggestion or the
suggestion becomes harmful to the creature or has
other obvious negative effects.
Critical Failure: Affected creature is affected in the same as if
they normally failed, but the duration becomes 1 hour.
199
TRUE LIGHT B-RANK:
Classification: Genjutsu
Rank: C-Rank BLESS
Casting Time: 1 Action Classification: Genjutsu
Range: self (30-foot radius)
Rank: B-Rank
Duration: Concentration, Up to 1 minutes
Casting Time: 1 Action
Components: HS, CM
Range: Self (30-Feet)
Cost: 9 Chakra
Duration: Concentration, up to 1 minute
Keywords: Genjutsu, Visual, Tactile
Components: HS, CM
Description: Your body releases a golden radiance that
Cost: 10 Chakra
spreads out from you, providing bright light up to 30 feet
Keywords: Genjutsu, Auditory
away. Any creature or object in the area of bright light
Description: You release a pulse of chakra targeting all
that are invisible, transformed, or hidden as a result of a
allied creatures within 30 feet of you causing them feel deep
Genjutsu of C-Rank or Lower, they are immediately
seeded Pride or ambition. Whenever an allied creature
revealed. Likewise, any Genjutsu with the Visual
makes an attack roll, Saving Throw, or Skill Check during
keyword of C-Rank or lower within 30 feet of you
this jutsu’s duration, they can roll an additional 1d4 and add
becomes feeble and transparent as their illusory nature
the number rolled to their Attack, Saving throw, or Skill
becomes obvious.
Check.
A creature who’s Genjutsu would be revealed to be an
This jutsu’s cost cannot be reduced below 1, by any
illusion may as a Reaction make a Wisdom (Illusions)
means.
check at disadvantage vs your Genjutsu Save DC. On a
At Higher Ranks: For each rank you cast this jutsu above
success, their Genjutsu retains is shape and form
B-Rank, increase the cost of this jutsu by 3 and the radius by
without revealing its true nature.
10 feet. If cast at S-Rank the die becomes a d6.
A hostile creature attempting to cast a Genjutsu of C-
CHAOTIC WORLD
Rank or lower that has the visual keyword, while within
the bright light, must make a Wisdom Saving Throw. On
Classification: Genjutsu
a failed save, any creature who would make a Saving
Rank: B-Rank
Throw as a result of their Genjutsu, makes their Saving Casting Time: 1 Action
Throw at advantage. Range: 60 feet
At Higher Ranks: For each rank you cast this jutsu Duration: Concentration, up to 1 minute.
above C-Rank, increase the cost of this jutsu by 3 and the Components: HS, CM, NT (Poison Kit)
rank of jutsu this jutsu affects to a rank equal to the rank Cost: 14 Chakra
you cast this jutsu at Keywords: Genjutsu, Visual, Auditory, Inhale, Unaware
Description: You throw a handful of colorful dust into
ZONE OF TRUTH the air while saying a litany of disjointed phrases. A
Classification: Genjutsu moment later, a 25-foot cube centered on a point you
Rank: C-Rank can see within range fills with multicolored light,
Casting Time: 1 Action cacophonous sound, and overpowering scents and other
Range: 15 Foot radius Sphere confusing sensory information.
Duration: Concentration, up to 10 minutes. The effect is dizzying and overwhelming. A creature
Components: HS, CM who begins its turn while within the cube, must make an
Cost: 9 Chakra Intelligence Saving Throw.
Keywords: Genjutsu, Fuinjutsu, Auditory
Critical Success: Affected creature is able to resist this
Description: You create a chakra filled zone that guards
Genjutsu’s effects and becomes aware that they were a
against deception in a 30-foot sphere centered on a point of
target of some Illusory effect.
your choice within range. Until the Genjutsu ends, a
Success: Affected creature is able to resist this genjutsu’s
creature that enters the jutsu’s area for the first time on a
effects.
turn or starts its turn there must make a Charisma Saving
Failure: Affected creature becomes Blinded, Deafened
Throw. You know whether each creature succeeds or fails on
and falls Prone. An affected creature cannot stand up
its Saving Throw.
or recover from any single condition granted by this
Critical Success: Affected creature is able to resist this jutsu, while within the area. However, all conditions
Genjutsu’s effects and you are unaware if it passed or automatically end if a creature leaves this jutsu’s area
failed the save. or this jutsu ends.
Success: Affected creature is able to resist some of this Critical Failure: Same effect as failure, but affected
jutsu’s effects but they still find it difficult to lie. They creature instead must begin to remake their Saving
suffer a 1d4 penalty to Deception Checks. Throws at the end of each of their turns to end the
Failure: Affected creature find it very difficult to speak jutsu’s effect, if they leave the area of the jutsu.
any deliberate or intentional lies as they show a look of
obvious discomfort and suffers a 1d6 penalty to At Higher Ranks: For each rank you cast this jutsu
Deception Checks. above B-Rank increase the cost of this jutsu by 3, the
Critical Failure: Affected creature becomes unable to speak if range of this jutsu by 15 feet, and the size of the cube by 5
they would lie. feet.
200
COMMAND OF THE FOUND CONFUSION
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: 90 feet
Duration: 10 Minutes Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 14 Chakra Cost: 12 Chakra
Keywords: Genjutsu, Auditory, Unaware Keywords: Genjutsu, Auditory, Inhale, Visual
Description: You issue a single command, no longer Description: This genjutsu assaults and twists creatures’
than 25 words, directed at a single creature whom you minds, spawning delusions and provoking uncontrolled
can see who’s name you include in your command. If the actions. Each creature in a 10-foot-radius sphere
creature can hear you, they must make a Charisma centered on a point you choose within range must make
Saving Throw. If you command a creature to enter a Wisdom Saving Throw.
hazardous terrain, or to injure itself, it remakes its
Critical Success: Affected creature is able to resist this
Charisma Saving Throw each time it takes damage or Genjutsu’s effects and becomes immune to this jutsu
suffer any effects fall under any conditions, immediately until the end of its next turn.
ending this jutsu on a success, or completing the task as Success: Affected creature is able to resist this genjutsu’s
commanded. Once completed, this jutsu then
effects.
immediately ends.
Failure: Affected creature cannot take Reactions and
Success: Affected creature is able to resist this genjutsu’s must roll a d10 at the start of each of its turns to
effects. determine its behavior for that turn.
Failure: Affected creature becomes Charmed by you and Critical Failure: Same effect as failure, but affected
must attempt to complete whatever command you creature instead must roll a d8.
issued to them by any means necessary for the
duration. C ONFUSION E FFECTS
D10 Behavior
Critical Failure: Same effect as failure, but affected
creature instead rationalizes the command as being
1 The creature uses all its movement to move in a random
beneficial to both themselves and for you, seeing it as direction. To determine the direction, roll a d8 and assign
mutually beneficial. At the end of this jutsu’s duration, a direction to each die face. The creature doesn’t take an
they lose any will or drive to complete the task. action this turn.
2-6 The creature doesn’t move or take actions this turn.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the 7-8 The creature uses its action to make a melee attack
number of creature you can target with this jutsu by +1. against a randomly determined creature within its reach.
If there is no creature within its reach, the creature does
COMPULSION nothing this turn.
Classification: Genjutsu
9-10 The creature can act and move normally.
Rank: B-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 13 Chakra
Keywords: Genjutsu, Auditory
Description: Creatures of your choice that you can see
within range and that can hear you must make a
Wisdom Saving Throw. A target automatically succeeds
on this Saving Throw if it can’t be Charmed.
Success: Affected creature is able to resist this genjutsu’s
effects.
Failure: For the duration, you can spend a Bonus Action
on each of your turns to designate a direction. The
affected targets must use as much of its movement as
possible to move in that direction on its next turn. It
can take its action before it moves. After moving in
this way, it can remake its Saving Throw to try and end
this effect. They cannot be compelled to move into an
obviously hazardous terrain, such as a fire pit, but it
will provoke an attack of opportunity.
Critical Failure: Same effect as failure, but affected
creature can be commanded to move into a hazardous
terrain.
201
DARK LOTUS FIELD DETRIMENTAL ENVIRONMENT
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Hour Casting Time: 1 Action
Range: Special Range: 90 feet (60-foot cube)
Duration: Special Duration: Concentration, 10 Minutes
Components: HS, CM, NT (Poison Kit & Any Poisonous Components: HS, CM
Flower) Cost: 11 Chakra
Cost: Special Keywords: Genjutsu, Visual, Auditory, Unaware
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, Description: You create an illusory hostile environment
Unaware designed to act detrimental to creatures of your choice. You
Description: As a part of casting this jutsu, you must do not need to spend chakra to maintain concentration on
have fertile soil which can facilitate a flowers growth. this jutsu.
You take your poisonous flower and infuse a dose of Select a space you can see within range. The
poisonous chemicals into the flower itself before you environment in a 60-foot cube centered on this point
plant the flower into the soil and infuse your chakra into begins to move and act seemingly on its own. When a
it giving it life and influencing the potency of the poison creature begins its turn in the space, or enters the space for
this jutsu produces. the first time it must make a Wisdom Saving Throw.
If this flower, before or after being planted is killed or
Critical Success: Affected creature is able to resist this
destroyed, this jutsu immediately ends, requiring you to
Genjutsu’s effects and becomes immune to this jutsu
recast it. The flowers look like a sacred lotus with black until the end of its next turn.
petals. Creatures looking for this flower, if they are Success: Affected creature is able to resist this genjutsu’s
proficient in Nature, Medicine, or Survival they may effects.
make any of the aforementioned Skill Checks vs your Failure: Affected creature begin to see and hear the
Genjutsu Save DC being able to find it on a success. If the
environment begin to turn on them, grappling and
creature is not proficient, they instead make a Wisdom
holding them in place. Their speed is reduced to 0 and
(perception) check with a -5 penalty, to their check. If they lose the ability to move one of their hands. An
your flower is in a bed of other sacred lotuses, regardless affected creature remakes their save at the end of each
if they are proficient or not, they take a -5 Penalty to of their subsequent turns, ending this Genjutsu on a
their check. The flower has 10 Hit point and an AC of 15.
success.
At the conclusion of casting this jutsu you can infuse
Critical Failure: Same effect as failure, but affected
different volumes of chakra into the soil and roots creature instead loses the ability to move either hand.
facilitating different effects.
11 Chakra: This flower grows, producing black flower EFFORTLESS PARALYSIS
buds in the shape of a sacred lotus flower. As an action, Classification: Genjutsu
for 10 minutes, while you are within 100 feet of this Rank: B-Rank
flower, the flower blooms releasing a black poisonous, Casting Time: 1 Action
but odorless cloud. All creatures within 60 feet of the Range: 90 Feet
flower of your choice must make a Intelligence Saving Duration: Concentration, up to 1 minute
Throw at the beginning of each of their turns. On a failed Components: HS, CM
save they become Envenomed for the next hour. A Cost: 13 Chakra
creature Envenomed as a result of this jutsu takes a -2 Keywords: Genjutsu, Visual
penalty to their attack and damage rolls, Saving Throws, Description: You create a visual image of your own
Skill Checks. Additionally, the Envenomed creature description that grabs and restrains a creature you can
treats all Genjutsu you cast as if it has the unaware see within range. The target must make a Wisdom
keyword. After 10 minutes or after the flower is Saving Throw. This jutsu has no effect on undead,
destroyed, this jutsu ends. constructs, plants, or Demons.
22 Chakra: You gain all previous chakra costs effects.
Success: Affected creature is able to resist this genjutsu’s
In addition, you can activate this jutsu while you are
effects.
within 250 feet of the flower and it affects all creatures
Failure: Affected creature becomes Stunned for the
of your choice within 120 feet of it.
duration. A Stunned creature remakes their save at the
33 Chakra: You gain all previous chakra costs effects.
end of each of its turns or when it takes damage,
In addition, affected creatures instead have a -5 penalty
ending this jutsu’s effect on it, on a success.
to their attack and damage rolls, and any psychic
Critical Failure: Same effect as failure, but affected
damage they would take deals additional psychic damage
creature also only makes its saves when it takes
equal to twice your Genjutsu ability modifier. If any
damage.
psychic damage you deal, adds your Genjutsu ability
modifier, this jutsu’s damage is in addition to it.
44 Chakra: You gain all previous chakra cost effects. In
addition, genjutsu you cast while within 250 feet of your
flower, does not require you to spend chakra to maintain
concentration for up to 1 Hour. Additionally, any
genjutsu you cast that requires concentration, instead
has its duration become 1 hour, while within 250 feet of
your flower so long as your flower is still alive. After 1
hour, or after the flower is destroyed, this jutsu ends.
202
ENCROACHING DARKNESS FEAR
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 150 feet (60-foot radius sphere) Range: Self (15-foot cube)
Duration: Concentration, Up to 1 Hour
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 13 Chakra
Cost: 13 Chakra
Keywords: Genjutsu, Visual
Keywords: Genjutsu, Visual, Unaware
Description: You cause menacing shadows to invade an
Description: You project a phantasmal image of a
area, centered on a point you can see within range.
creature’s worst fears. Each creature in a 15-foot cube
Creatures become unable to see Bright or dim light as it
originating from you must make a Wisdom Saving
seems to vanish before their eyes. Any jutsu or effect of C-
Throw.
Rank or lower that would create light, does not produce
visible light for creatures within range to see. Critical Success: Affected creature is able to resist this
Yourself and up to 3 creatures of your choice are immune jutsu’s effects and becomes immune to this jutsu until
to this jutsu’s effects and are treated as if being concealed the end of its next turn.
by darkness against creatures who are under this jutsu’s Success: Affected creature is able to resist this jutsu’s
effects. effects.
A creature can, on their turn as an Action, make a Failure: Affected creature drops whatever they are
Wisdom Saving Throw. On a successful save, they can see holding and gains 2 ranks of Fear for the duration, and
through the darkness until the beginning of their next at the beginning of each of a frightened creatures
turn. turns, they must spend as many actions as possible to
If a jutsu of B-Rank or higher is cast within this jutsu’s move away from the caster, unless there is nowhere to
area of effect that produces light, this jutsu immediately move. A frightened creature remakes their save at the
ends. end of each of their turns to end this jutsu’s effect.
Critical Failure: Same effect as failure, but instead they
ENEMIES ABOUND gain 4 ranks of fear.
Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank
above B-Rank, increase the cost of this jutsu by 3 and the
Casting Time: 1 Action
size of the cube by 10 feet.
Range: 120 Feet
Duration: Concentration, Up to 1 minute
FORGET ME NOT
Components: HS, CM Classification: Genjutsu
Cost: 13 Chakra Rank: B-Rank
Keywords: Genjutsu, Visual, Unaware Casting Time: 1 Action
Description: You reach into the mind of one creature you Range: Touch
can see and force it to make an Intelligence Saving Duration: Special
Throw. A creature automatically succeeds if it is immune Components: HS, CM, NT (Poison Kit or Poisonous Flower)
to the fear condition. Cost: 11 Chakra
Keywords: Genjutsu, Inhale, Unaware
Success: Affected creature is able to resist this genjutsu’s
Description: You infuse chakra into a poisonous flower
effects.
that you are holding. When you release the flower, all
Failure: Affected creature becomes Berserked for the
creatures except yourself within 5 feet of the flower are hit
duration. A Berserked creature makes a Charisma
with a powerfully potent, yet odorless plume of poisonous
Saving Throw at the end of each of its turns, ending
pollen laced with your chakra. Creatures within range must
this Jutsu's effects on them on a success.
make a Constitution and Intelligence Saving Throw, in that
Critical Failure: Same effect as failure, but affected
order.
creature also take 4d6 psychic damage at the end of
On a failed Constitution Saving Throw, the affected
each of their turns, they don’t end this jutsu’s effect.
creature becomes Envenomed for 1 hour (This cannot
EYES OF TRUTH become Envenomed) and a creature Envenomed by this
Classification: Genjutsu jutsu makes the next Saving Throw at disadvantage.
Rank: B-Rank On a failed Intelligence Saving Throw, they lose all
Casting Time: 1 Action memory of the past 24 hours, for the next hour as it
Range: Touch becomes a haze. This memory is still there, but clouded
Duration: 1 Minute and hazy. If they attempt to remember, they must make
Components: HS, CM, NT (Glass or translucent crystal) an Intelligence Saving Throw throw at disadvantage.
Cost: 12 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Visual above B-Rank increase the cost of this jutsu by 3. When
Description: You coat your glass or crystal in chakra that you cast this jutsu at A-Rank, on a failed save, their
creates a visual illusion, that shows what friendly memory is permanently clouded over by this jutsu until
creatures in a 60-foot radius centering on you is able to Dispelled.
see. If they see an illusion or can perceive something
with special senses like Truesight, or Chakra Sight, you
can also see what they can see, while looking through
this glass or crystal.
203
FRENZY: BLADES FRENZY: CACKLE
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action. Casting Time: 1 Action.
Range: 60 feet Range: Self (30 feet)
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 13 Chakra Cost: 13 Chakra
Keywords: Genjutsu, Visual, Auditory, Tactile Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You collect and build all of your madness Description: You collect and build all of your madness
and instability and focus it into the shape of floating and instability and release it into an echoing wave that
blades of your design. These blades oscillate around you tears through the minds of creatures within range.
and can be commanded to strike at your command. You All creatures, including yourself, in range must make
manifest 4 of such blades. an Intelligence Saving Throw. You make your Saving
When you would deal damage with a Genjutsu with the Throw at advantage.
‘Frenzy’ prefix, you subconsciously fire a blade made by
Critical Success: Affected creature is able to resist this
this jutsu, making a Ranged Genjutsu Attack at jutsu’s effects.
advantage, dealing 4d8 psychic damage on a hit. Success: Affected creature becomes Blinded until the end
Alternatively, as a Bonus Action, you can command
of the current turn as their madness blinds them.
one of these blades to strike your enemies. Make a
Failure: Affected creatures takes 4d12 psychic damage
Ranged Genjutsu Attack, dealing 5d8 psychic damage on and becomes Blinded for the next minute, remaking
a hit. Saving Throws at the end of each of their turns,
A creature who takes damage from this jutsu must ending this jutsu’s effect on a success.
make an Intelligence Saving Throw. Critical Failure: Affected creatures takes 6d12 psychic
Success: Affected creature is able to resist this jutsu’s damage and becomes Blinded, Deafened, and
secondary effects. incapable of smelling or tasting as they begin to laugh
Failure: Affected creatures falls Prone and falls into a bit manically for the next minute, remaking their Saving
of insanity as their eyes begin to swell and their Throw at the end of each of their turns, with a 1d4
thoughts slow down, as they gain the Slowed penalty ending this jutsu’s effect on a success.
condition until the end of their next turn.
Critical Failure: Affected creature falls Prone and falls INVISIBILITY
into a bout of insanity as their eyes begin to swell and Classification: Genjutsu
their thoughts slow down, as they gain the Slowed Rank: B-Rank
condition for the duration. Casting Time: 1 Action
Range: Touch
FRENZY: BURST Duration: Concentration, up to 1 minute
Classification: Genjutsu Components: HS, CM
Rank: B-Rank Cost: 14 Chakra
Casting Time: 1 Action. Keywords: Genjutsu, Visual
Range: 60 feet Description: You or a creature you touch becomes
Duration: Instant
invisible until the Genjutsu ends. Anything the target is
Components: HS, CM
wearing or carrying is invisible as long as it is on the
Cost: 13 Chakra
target’s person.
Keywords: Genjutsu, Visual, Auditory,
Tactile
KEEN THOUGHTS
Description: You collect and build all of Classification: Genjutsu
your madness and instability and focus Rank: B-Rank
it into a beam, that another creature is Casting Time: 1 Action
forced to take on. Range: Touch
Select one creature you can see within Duration: Concentration, Up to 1 Minute
range, and make a range Genjutsu Attack, Components: HS, CM, CS
dealing 8d6 psychic damage. On a Cost: 14 Chakra
successful hit, the target must also make an Keywords: Genjutsu, Fuinjutsu
Intelligence Saving Throw. Description: You touch a creature within
reach who you can see. For the duration you
Success: Affected creature is able to resist this
increase their focus and enhance their mental
jutsu’s secondary effects.
efficiency.
Failure: Affected creatures falls Prone and falls into
For the duration target creature gain a +1 to
a bit of insanity. They become Berserk.
their critical threat range with Genjutsu Attacks.
Critical Failure: Affected creature falls Prone and
Additionally, when they score a critical hit with
falls into a bout of insanity. They gain 2 ranks of
a Genjutsu Attack, add 2 additional damage die to
Berserk.
the damage roll.
At Higher Ranks: For each rank you cast this
jutsu above B-Rank increase the cost of this jutsu
by 3 and the critical threat range by +1. If this jutsu
is cast at S-Rank, when they score a critical hit with
a Genjutsu Attack, you instead add 5 additional
damage die to the roll.
204
LABYRINTHINE HOWL MAJOR IMAGE
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60 feet) Range: 120 Feet
Duration: 1 Round
Duration: Until Dispelled
Components: HS, CM
Components: HS, CM, CS
Cost: 14 Chakra
Cost: 12 Chakra
Keywords: Genjutsu, Auditory, Tactile, Unaware.
Keywords: Genjutsu, Auditory, Visual, Tactile
Description: You let loose the howl of a ravenous beast,
Description: You create the image of an object, a
causing each hostile creature within range that can hear
creature, or some other visible phenomenon that is no
you to make a Wisdom Saving Throw.
larger than a 20-foot cube. The image appears at a spot
On a failed save, a creature believes it has been moved
that you can see within range and lasts for the duration.
into a labyrinth and is under attack by a savage beast of
It seems completely real, including sounds, smells, and
your description.
temperature appropriate to the thing depicted. You can’t
An affected creature on its turn must decide to face the
create sufficient heat or cold to cause damage, a sound
beast head on or defend itself from the beast. A creature
loud enough to deal damage or deafen a creature, or a
that faces the beast takes 8d6 psychic damage and this
smell that might sicken a creature.
jutsu ends. A creature that defends itself from the beast
As long as you are within range of the illusion, you can
falls Prone and is Stunned until the beginning of its next
use your action to cause the image to move to any other
turn.
spot within range. As the image changes location, you
At Higher Ranks: For each rank you cast this jutsu
can alter its appearance so that its movements appear
above B-Rank increase the cost of this jutsu by 3 and the
natural for the image. Similarly, you can cause the
damage by 2d6.
illusion to make different sounds at different times, even
205
MEMORY DOMINATION MISLEADING DUPLICATE
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: Self
Duration: Until Restored Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Genjutsu, Fuinjutsu, Kinjutsu Keywords: Genjutsu, Visual
Description: You attempt to reshape another creature’s Description: You become invisible at the same time that
memories. One creature that you touch must make an an illusory double of you appears where you are
Intelligence Saving Throw. If you are fighting the standing. The double lasts for the duration, but the
creature, it has advantage on the Saving Throw. On a invisibility ends if you attack or cast a Jutsu. You can use
failed save, the target becomes Charmed by you for 1 your action to move your illusory double up to twice your
minute. The Charmed target is Incapacitated and speed and make it gesture, speak, and behave in
unaware of its surroundings, though it can still hear you. whatever way you choose. You can see through its eyes
If it takes any damage or is targeted by another jutsu, and hear through its ears as if you were located where it
this jutsu ends, and none of the target’s memories are is. On each of your turns as a Bonus Action, you can
modified. While this charm lasts, you can affect the switch from using its senses to using your own, or back
target’s memory of an event that it experienced within again. While you are using its senses, you are Blinded
the last 12 Months and that lasted no more than 1 Day. and Deafened in regard to your own surroundings. You
You can Temporarily overwrite all memory of the can move up to 120 Feet away from your duplicate.
event, allow the target to recall the event with perfect
clarity and exacting detail, change its memory of the PARASITIC RIDER
details of the event, or create a memory of some other Classification: Genjutsu
event. Rank: B-Rank
You must speak to the target to describe how its Casting Time: 1 Action
Range: 120 feet
memories are affected and it must be able to understand
Duration: Concentration, up to 10 minutes
your language for the modified memories to take root.
Components: HS, CM
Its mind fills in any gaps in the details of your
Cost: 14 Chakra
description. If the jutsu ends before you have finished
Keywords: Genjutsu, Fuinjutsu, Unaware
describing the modified memories, the creature’s
Description: You take the teachings of the Yamanaka clan
memory isn’t altered.
and attempt to invade the mind of another creature you can
The modified memories take hold when the jutsu
see within range. You make a similar hand sign to that of the
ends. A modified memory doesn’t necessarily affect how
Yamanaka and fire your consciousness into the target
a creature behaves, particularly if the memory
creature, they must make a Charisma Saving Throw. A
contradicts the creature’s natural inclinations,
creature aware of your presence automatically passes their
allegiance, or beliefs. An illogical modified memory is
Saving Throw. You cannot lose concentration on this jutsu as
dismissed, perhaps as a bad dream. The DM might deem
a result of damage and your body is forced to spend chakra to
a modified memory too nonsensical to affect a creature
maintain concentration so long as you occupy the body of
in a significant manner.
another creature.
A Genjutsu Break or Greater Restorative Jutsu cast on
When you cast this jutsu your body remains where it is,
the target, specifically intended to restore the creature’s
falling Prone and becoming Stunned for the duration. You
true memory will restore the memory.
lose all ability to experience sensations your body
MENTAL SCHISM experiences, such as pain etc. If your body is killed this
jutsu’s duration becomes permanent or until dispelled, as
Classification: Genjutsu
Rank: B-Rank you have no body to return to, remaining trapped in the body
Casting Time: 1 Action you chose to inhabit.
Range: Self Critical Success: Affected creature is able to resist this jutsu’s
Duration: 10 Minutes effects and becomes aware that something or someone has
Components: HS, CM attempted to enter their mind.
Cost: 11 Chakra Success: Affected creature is able to resist this jutsu’s effects.
Keywords: Genjutsu, Tactile
Failure: You enter the mind of the target creature. You cannot
Description: You manifest a second mind. A second
control or influence them by any means, but you can see
‘you’. This second mind exists and functions and experience everything they do through their senses. If
independently of your primary mind. It cannot control or they would take damage, you must make a Charisma
influence your physical body, but it able to perform Saving Throw vs your own Save DC to remain within the
mental actions freely. On each of your turns, this second body of the creature.
mind gains 1 Action and 1 Reaction, which is can only use
Critical Failure: You gain the effects of the Failure effect, and
to complete purely mental task such as making any
you can occasionally act as a voice in their mind speaking
Intelligence or Wisdom based Skill Checks, Read the to them as if you were their normal thoughts. This does not
Enemy, Search, or cast any E-Rank Ninjutsu or Genjutsu control them or take away their free will, but you may
that doesn’t require hand signs (HS) or Ninja tools (NT). make Charisma based Skill Checks to attempt to influence
them.
206
PHANTASMAL KILLER PSIONICS: CRUSH!
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: 120 Feet Range: 60 feet
Duration: Instant
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 12 Chakra
Cost: 14 Chakra
Keywords: Genjutsu, Visual, Auditory, Tactile
Keywords: Genjutsu, Visual, Tactile
Description: You create the image of yourself that
Description: You tap into the nightmares of a creature
enlarges and attempts to crush your target by stepping
you can see within range and create an illusory
on them.
manifestation of its deepest fears, visible only to that
Select one creature you can see within range, and
creature. The target must make a Wisdom Saving Throw.
make a range Genjutsu Attack, dealing 5d10 psychic
Critical Success: Affected creature is able to resist this damage. On a successful hit, the target must also make a
jutsu’s effects. Wisdom Saving Throw.
Success: Affected creature gains 1 rank of fear until the
Success: Affected creature is able to resist this jutsu’s
end of their next turn.
secondary effects.
Failure: Affected creatures gains 3 ranks of fear for the
Failure: Affected creatures falls Prone and find it
duration, remaking Saving Throws at the end of each
difficult to stand. If they would attempt to stand, they
of their turns, ending this jutsu’s effect on a success.
must spend all of their movement.
Critical Failure: Same as failure, but affected creatures
Critical Failure: Affected creature falls Prone and cannot
also takes 6d10 psychic damage at the beginning of
stand. They remain Prone until another creature
each of their turns that they remain feared.
assists them to help them stand. While Prone in this
At Higher Ranks: For each rank you cast this jutsu way, their movement speed is 0.
above B-Rank, increase the cost of this jutsu by 3 and the
number of creatures you can target by +1. PSIONICS: SENSORY OVERLOAD
Classification: Genjutsu
PROGRAMMED ILLUSIONS Rank: B-Rank
Classification: Genjutsu Casting Time: 1 Action
Rank: B-Rank Range: 5 Feet
Casting Time: 1 Action Duration: Instant
Range: 60 Foot radius Sphere Components: HS, CM
Duration: Until Dispelled Cost: 12 Chakra
Components: HS, CM, CS Keywords: Genjutsu, Tactile, Sensory
Cost: 14 Chakra Description: You press your index and middle finger to
Keywords: Genjutsu, Auditory, Tactile, Visual side of your head and your ring finger on your check. You
Description: After placing your specially made Genjutsu flood your eyes with chakra and send a wave of chakra at
chakra seal onto a surface of your choice, the chakra seal a nearby creature to cause their chakra network to
creates an illusion of an object, creature, or some other overload, shutting their senses down.
visible phenomenon within range that activates when a Make a Melee Genjutsu Attack. On hit, the creature
specific condition occurs. This Genjutsu was becomes Blinded until the end of their next turn and
imperceptible until then. It must be no larger than a 30- must make an Intelligence Saving Throw.
Foot cube, and you decide when you cast the Genjutsu
Critical Success: Affected creature is able to resist this
how the illusion behaves and what sounds it makes. The jutsu’s effects and becomes immune to this jutsu until
scripted performance can last up to 5 minutes. But will the end of their next turn.
repeat from the beginning.
Success: Affected creature is able to resist this Jutsu's
When the condition you specify occurs, the illusion
effects.
springs into existence and performs in the manner you
Failure: Affected creatures becomes Concussed.
described. Once the Illusion finishes performing, it
Critical Failure: Same as Failure and the affected
repeats from the beginning continuing until the creature becomes disoriented, their legs become
condition of the illusion being cast is no longer met. wobbly and they become unable to feel, taste, hear or
Physical interaction with the image reveals it to be an
smell for the next minute. Creatures who possess an
illusion, because things can pass through it. A creature
Intelligence of 8 or less automatically critical fail this
that uses its action to examine the illusion can
jutsu.
determine that it is an illusion with a successful
Genjutsu (Wisdom) check against the Jutsu save DC. If a At Higher Ranks: For each rank you cast this jutsu
creature discerns the illusion for what it is, the creature above B-Rank, increase the cost of this jutsu by 3. If this
can see through the image, and any noise it makes jutsu is cast at S-Rank, creatures who fail their Saving
sounds hollow to the creature. Throw against this jutsu also become Incapacitated.
207
PSIONICS: TORMENT! Critical Failure: Affected creatures take 10d8 psychic
Classification: Genjutsu damage, is knocked Prone and Incapacitated until the
Rank: B-Rank end of their next turn.
Casting Time: 1 Action.
Range: Self (30 feet) At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above B-Rank, increase the cost of this jutsu by 3 and the
Components: HS, CM damage by 1d8.
Cost: 13 Chakra
Keywords: Genjutsu, Auditory, Tactile REQUEST OF THE DAMNED
Description: You create a mundane sound that pulses Classification: Genjutsu
outward and all who perceives it, hears it as a brutally high Rank: B-Rank
Casting Time: 1 Action
decibel that causes intense pain and agony.
Range: 90 feet
All creatures of your choice within 30 feet of you must
Duration: Concentration, Up to 1 minute.
make a Wisdom Saving Throw. Components: HS, CM
Success: Affected creature is able to resist this jutsu’s Cost: 14 Chakra
effects. Keywords: Genjutsu, Auditory
Failure: Affected creatures takes 5d8 psychic damage and Description: You issue a single command, no longer
gains 3 ranks of Dazzled. than 25 words, directed at a single creature whom you
Critical Failure: Affected creature takes 5d8 psychic can see who’s name you include in your command. If the
damage, gains 3 ranks of Concussed and gains a rank of creature can hear you, they must make a Charisma
slow. A Slowed creature remakes their Wisdom Saving Saving Throw.
Throw at the end of each of their turns to end that
Critical Success: Affected creature is able to resist this
condition. jutsu’s effects.
208
SEALING ART: CURSED TONGUE SEAL SLOW
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Minute Casting Time: 1 Action
Range: Touch Range: 120 Feet
Duration: Permanent Duration: 1 Minute.
Components: HS, CM, CS Components: HS, CM
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Genjutsu, Fuinjutsu, Kinjutsu Keywords: Genjutsu, Visual, Auditory, Tactile
Description: As a part of the activation of this jutsu. The Description: You alter the perception of time for up to
target must currently be Incapacitated or willing. Over six creatures of your choice in a 40-foot cube within
the course of a minute, you tattoo a seal on a target range. Each target must make an Intelligence Saving
creatures’ tongue. You select 1 topic, which you wish for Throw.
the target creature to be unable to speak of. Once this
Critical Success: Affected creature is able to resist this
jutsu is casted the target creature becomes unable to
jutsu’s effects.
speak, write, or willing reveal information on or about Success: Affected creature becomes slow until the end of
the topic you chose. A creature can attempt to undo the the next turn.
effects of this jutsu by making a Ninshou Check against Failure: Affected creatures gains 1 rank of slow for the
your Genjutsu Save DC + 5. An affected creature cannot next minute. A Slowed creature remakes their Saving
gain a bonus to this check as the result of a jutsu. Each
Throw at the end of each of their turns, ending this
attempt takes 1 hour. On a successful check the target
jutsu’s effects on themselves.
creature becomes able to speak on the topic freely again. Critical Failure: Same as Failure, but they gain 2 ranks of
Classification: Genjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank, increase the cost of this jutsu by 3 and the
Casting Time: 1 Action number of targets by 2.
Range: 60 feet
Duration: Concentration, up to 1 minute. SONG OF RETREAT
Components: HS, CM Classification: Genjutsu
Cost: 13 Chakra Rank: B-Rank
Keywords: Genjutsu, Visual, Fuinjutsu Casting Time: 1 Action
Description: You manifest an illusory seal, designed to seal Range: self (45-foot radius)
away thoughts and memories. Select one creature whom you Duration: Concentration, up to 10 minutes
can see within range. That target must make a Charisma Components: HS, CM
Saving Throw. Cost: 11 Chakra
Keywords: Genjutsu, Auditory
Success: Affected creature is able to resist this jutsu’s effects.
Description: You begin to hum or sing a tune of
Failure: Affected creature has their thoughts Sealed. The last
avoidance designed to make those who hear it want to
jutsu they cast, cannot be recast for the duration, each
run. All creatures of your choice within range begins to
attempt leading to it failing and the chakra still being
experience this anxiousness to escape.
spent.
For the duration, you do not spend chakra to maintain
Critical Failure: Affected creature suffers the same effects of
this jutsu, instead you must spend a Bonus Action on
a Failure, and also cannot cast any jutsu that both you and
subsequent turns to maintain it.
it has on its known jutsu list.
Creatures whom you selected, who begin their turns
At Higher Ranks: For each rank you cast this jutsu above within range fall under the following effects if they are
B-Rank, increase the cost of this jutsu by 3 and the number of allied or hostile to you when you cast this jutsu;
creatures you can target by +1. Hostile: If you select a hostile creature to experience
this feeling, they must make a Wisdom Saving Throw. On
a failed save, they must spend their turn doing
everything they can to move away from the closest
hostile creature near it.
Allied: If you select an Allied Creature to experience
this feeling, they gain the benefits of the Dash and
Disengage action when attempting to move away from a
hostile creature. Additionally, they cannot have their
movement impeded as a result of difficult terrain, and
they do not trigger attacks of opportunity. A creature
loses the benefits of this jutsu and cannot gain them
until the end of their next turn if they attempt to cast a
jutsu that deals damage or declare an attack of any kind.
209
SONG OF REVERSAL TREE BINDING DEATH
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: self (45-foot radius) Range: 90 Feet
Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 14 Chakra
Cost: 12 Chakra
Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Inhale, Tactile, Visual
Description: You begin to hum or sing a tune of defeat
Description: You create the illusion of the target being
designed to make those who hear it believe they cannot
completely bound by a growing tree as you vanish from
achieve anything. All creatures of your choice within
sight. You will remain invisible to all the target
range begins to experience this delusion of despair.
creature's senses as it is affected by the Genjutsu. The
For the duration, you do not spend chakra to maintain
illusion will remain until the target takes damage or
this jutsu, instead you must spend a Bonus Action on
resists the Genjutsu. Select up to 3 Target creatures you
subsequent turns to maintain it.
can see within range, each target must make a Wisdom
Creatures who begin their turns within range must
Saving Throw.
make a Charisma Saving Throw. Creatures who fail the
Saving Throw, who have advantage or disadvantage Critical Success: Affected creature is able to resist this
from any source, now have the opposite. (Advantage jutsu’s effects and becomes immune to this jutsu until
becomes Disadvantage, and Disadvantage becomes the end of their next turn.
Advantage.). Success: Affected creature becomes Slowed until the end
Additionally, creatures who fail, who begin their turn of the next turn.
within range who have penalties to their attack rolls, Failure: Affected creatures becomes Incapacitated, blind,
Skill Checks, or Saving throws now instead lose those Deafened and Grappled for the duration. Affected
penalties, and gain bonuses equal to the penalty lost. creatures remakes their Saving Throws at the end of
Alternatively, if a creature who fails begins their turn each of their turns to end this Jutsu's effects on them.
within range who have bonuses to their attack rolls, Skill Critical Failure: Same as Failure, but affected creatures
Checks, or Saving Throws now instead lose those are Stunned instead of Incapacitated.
bonuses and gain penalties equal to the bonus lost.
UNLIMITED FOCUS
SONG OF WAR Classification: Genjutsu
Classification: Genjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: self (45-foot radius) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes Components: HS, CM
Components: HS, CM Cost: 12 Chakra
Cost: 14 Chakra Keywords: Genjutsu, Visual, Auditory
Keywords: Genjutsu, Auditory Description: You touch a willing creature who you can
Description: You begin to hum or sing a tune of battle see. You impart upon them a focusing genjutsu designed
designed to make those who hear it want to engage in to enhance their perception and reactionary abilities.
endless conflict. All allied creatures of your choice within For the duration, affected creature gains the
range begins to experience this lust for battle. following;
For the duration, you do not spend chakra to maintain • Adds 1d6 to any Constitution (Chakra Control) check
this jutsu, instead you must spend a Bonus Action on they make to maintain concentration on jutsu.
subsequent turns to maintain it. • They gain an additional Bonus action.
Select Creature(s) gain the following until the • When they would make an Intelligence or Charisma
beginning of your next turn. Saving Throw vs a Genjutsu, they roll an additional
• +5 Bonus to Ninshou, Illusions, and Martial Arts Skill 1d4 adding the result to their Saving Throw.
Checks.
• +3 Bonus to Initiative Count. If This would put your
initiative score above another creature, move up 1 step
in the turn order.
• +2 Bonus to Attack & Damage rolls & Saving throws.
210
UNMISTAKABLE FEAR WORD OF THE LOST
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (90-foot cube) Range: 90 feet
Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 14 Chakra
Cost: 14 Chakra
Keywords: Genjutsu, Auditory, Unaware, Kinjutsu
Keywords: Genjutsu, Visual, Tactile
Description: You utter a few words of destitution directed
Description: You project a phantasmal Genjutsu image
at a single creature whom you can see who’s name you
of all creatures' worst fears in a target area. Each
include in your statement. If the creature can hear you,
creature in a 90-foot cube originating from you must
they fall under the effects of this jutsu as they suffer a
make a Charisma Saving Throw.
series of mental flashes and fractured memories for this
Critical Success: Affected creature is able to resist this jutsu’s duration.
jutsu’s effects and becomes immune to this jutsu until At the beginning of an affected creatures turn they
the end of their next turn. make an Intelligence Saving Throw. On a failure, the
Success: Affected creature drops whatever it is holding. creature suffers a number of fracture’s based on the
Failure: Affected creatures drops whatever it is holding severity of their failure.
and gains 2 ranks of fear for the duration, remaking
• Failed by 1~4: They gain 1 Fracture.
their Saving Throws at the end of each of their turns.
• Failed by 5~9: They gain 2 Fractures.
When a creature with ranks of fear would take psychic
• Failed by 10~14: They gain 3 Fractures.
damage, they take an additional 5d6 psychic damage.
• Failed by 15+: They gain 4 Fractures.
Critical Failure: Same as Failure, but affected creatures
instead take 5d8 psychic damage. A creature suffers a number of effects based on the
number of fractures they have.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the • A creature with 2 or more fractures cannot cast jutsu of
damage by 1d8. A-Rank or Higher. This limitation grows in severity for
every 2 Fractures a creature has. (4 Fractures; B-Rank
UNRELENTING PAIN or Higher, 6 Fractures; C-Rank or Higher, 8 Fractures;
Classification: Genjutsu D-Rank or Higher.)
Rank: B-Rank • A creature with 3 or more fractures cannot maintain
Casting Time: 1 Action concentration on more than one jutsu at a time.
Range: 60 Feet • A creature with 5 or more fractures cannot recognize
Duration: Instant their allies and views all creatures as hostile.
Components: HS, CM • A creature with 7 or more fractures doubles the cost of
Cost: 14 Chakra all jutsu they cast.
Keywords: Genjutsu, Visual, Tactile • A creature with 9 or more fractures lose the ability to
Description: You target a single creature as you create an cast jutsu with the Hand Sign (HS) component.
image of them being impaled repeatedly by multiple • A creature with 10 or more fractures instead
sharp objects slowly while they are unable to stop it. The permanently retain all fractures and becomes a mental
target creature must make a Wisdom Saving Throw. vegetable moving forward. They can attempt to make
Critical Success: Affected creature is able to resist this an Intelligence Saving Throw once every 30 Days. On a
jutsu’s effects and becomes immune to this jutsu until success they reduce the number of fractures they have
the end of their next turn. by -3.
Success: Affected creature takes 4d6 psychic damage.
Failure: Affected creatures takes 13d6 psychic damage.
Critical Failure: Same as Failure and the affected
creature is Stunned until the end of their next turn.
211
A-RANK: DANCE MACABRE
Classification: Genjutsu
BLACK SUNSHINE Rank: A-Rank
Classification: Genjutsu Casting Time: 1 Action
Rank: A-Rank Range: 60 feet
Casting Time: 1 Action Duration: Concentration, Up to 10 minutes
Range: Self (60-foot radius) Components: HS, CM
Duration: Concentration, up to 1 minute. Cost: 18 Chakra
Components: HS, CM, NT (A Gem, Jewel, or crystalline Keywords: Genjutsu, Visual, Auditory, Tactile, Construct
object that can fit in the palm of your hand) Description: Threads of dark chakra leap from your
Cost: 20 Chakra fingers into the ground as 5 medium dark phantasms are
Keywords: Genjutsu, Visual conjured from the ground under your control. Each dark
Description: You hold up a jewel or other crystalline phantasm immediately stands up and takes a shape of
object as it disappears, leaving behind a sphere of your choice. Its attack and damage rolls are increased by
pulsing purple chakra. your genjutsu ability modifier. You can use a Bonus
The orb radiates an ominous purple light that affects Action to command the creature you make with this
all creatures within a 60-foot radius centered on you, genjutsu, issuing the same command to all of them. You
that moves with you. decide what action the creatures will take and where
All creatures of your choice within range who begin they will move during your turn. Once an order is given,
their turn within this jutsu’s radius must make a the creatures continue to follow it until the task is
Wisdom Saving Throw. On a failed save you become complete. The creatures have the following statistics.
invisible to them for the duration.
Additionally, Creatures you designate become
invisible at the same time you do to the same creatures
who fail their Wisdom Saving Throw if they’re within 60
feet of you and if light from the orb can reach the space Medium Illusion Fiend, unaligned
they occupy. An invisible creature casts a faint purple
shadow. A creature attempting to find these faint Armor Class 10 + Your Genjutsu Ability Modifier
shadows can as an action make a Wisdom (Perception) Hit Points 55 (10d8 + 10)
check vs your Genjutsu Save DC. On a success they can Speed 30 ft.
see and track the shadows allowing them to target them,
making attacks at disadvantage vs invisible creatures. STR DEX CON INT WIS CHA
A creature repeats their Saving Throw at the end of 1 (-5) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
each of their turns becoming immune to their jutsu until
the end of their next turn. Damage Immunities Acid, Psychic
At Higher Ranks: For each rank you cast this jutsu Condition Immunities Charmed, Exhaustion, frightened, Stunned,
above A-Rank increase the cost of this jutsu by 3 and the Petrified, Envenomed
radius of this jutsu by 15. Senses Darkvision 60 ft., passive Perception 10
BRINGER OF DARKNESS Incorporeal Movement. The phantasm can move through other
Classification: Genjutsu creatures and objects as if they were difficult terrain. It takes 5
Rank: A-Rank damage if it ends its turn inside an object.
Casting Time: 1 Action
Phantasmal Stride. The Phantasm can use your Stealth bonus.
Range: 30 Foot radius Sphere
Duration: Concentration, up to 10 minutes
Components: HS, CM
Claws. Melee Weapon Attack: +(Genjutsu Attack Bonus) to hit, reach
Cost: 18 Chakra
5 ft., one creature. Hit: 2d6 + 5 Psychic damage
Keywords: Genjutsu, Auditory, Tactile, Visual
Description: You release a surge of chakra from yourself
attempting to remove the sight, Sound, and Tactile senses
of all creatures in a 30 Foot Radius centering on you. Each
creature within range must make a Wisdom Saving
Throw, becoming Blind, Deafened and being unable to
even feel when they are touching or being touched on a
failed save. Creatures who attempt to enter the radius or
end their turns in the radius of this jutsu must make the
Wisdom Saving Throw as well. Creatures who are affected
by this jutsu are still affected even if they leave the radius
of this jutsu until they succeed their Wisdom Saving
Throw. At the end of each of their turns, creatures may
make a Wisdom Saving Throw to resist the effects of this
jutsu.
212
DEVIL SIGHT DEVIL’S ASSAULTS
Classification: Genjutsu Classification: Genjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 120 Feet
Duration: 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 19 Chakra Cost: 18 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You touch a willing creature who you can Description: You speak words of aggression and pain
see. You impart upon them eyes of absolute authority. against one creature that can hear you within range.
Affected creature gains 60 Feet of Dark Vision that see’s Affected creature begins to see illusionary duplicates of
through all forms of Chakra based Darkness. you as they make a barrage of martial attacks against
Additionally, creatures who gain Darkvision as a result them. Make 3 Ranged Genjutsu Attacks dealing psychic
of this jutsu gain Truesight against Genjutsu of A-Rank damage equal to 2d12 + Your genjutsu ability Modifier on
or lower. a successful hit.
If this jutsu is cast again, while currently affecting If you successfully score at least two Genjutsu Attacks
another creature, it ends on that other creature using this jutsu, the next Genjutsu Attack you make
immediately. against the same creature is at advantage and you reroll
1’s and 2’s for damage, taking the second result, even if
DEVIL’S AMBITION it is a 1 or a 2.
Classification: Genjutsu If you successfully score at least three attacks, the
Rank: A-Rank target must succeed a Charisma Saving Throw or gain a
Casting Time: 1 Action rank of Concussed.
Range: 30 Feet
At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Minute
above A-Rank increase the cost of this jutsu by 3 and the
Components: HS, CM, NT (Poison Kit)
number of Genjutsu Attacks by +1.
Cost: 18 Chakra
Keywords: Genjutsu, Inhale
Description: You take a venomous concoction of
DEVIL’S FEARS
Classification: Genjutsu
different steroids and performance enhancers and Rank: A-Rank
release it into the air, manipulating it to affect and Casting Time: 1 Action
enhance up to 2 willing creatures you can see within Range: Self (90 Feet)
range. Duration: Instant
Affected creature gain the following benefits for the Components: HS, CM
duration: Cost: 16 Chakra
• Strength, Dexterity, and Intelligence Check results can Keywords: Genjutsu, Auditory, Tactile
Description: You speak words of fear and anguish,
never be lower than their Character Level.
• You gain a rank of Mastery in Ninjutsu, Genjutsu and against all creature who are experiencing bouts of fear.
All creatures within range who have at least 1 rank of
Taijutsu attack rolls.
• They gain Mastery in saving throws vs Genjutsu with
Demoralized, must make a Charisma Saving Throw.
the Auditory keyword. Critical Success: Affected creature is able to resist this
• If they miss an attack roll against the last creature that jutsu’s effects and becomes immune to this jutsu until
dealt damage to them, they may reroll the missed the end of their next turn.
attack once per turn. Success: Affected creature is able to resist this Jutsu's
effects.
At the conclusion of this jutsu, affected creatures gain
Failure: Affected creatures takes 3d10 Psychic damage
3 ranks of Envenomed for the next hour, which cannot
for each rank of Demoralized they have and do not
be removed by jutsu.
benefit from the resave at the end of their turns
granted by the Demoralized condition.
Critical Failure: Same as Failure but instead affected
creatures takes 4d10 Psychic damage per rank of Fear
they have. Additionally, creatures whose Charisma
scores are 8 or lower, automatically critically fail this
jutsu Saving Throw.
213
DIE GEAS
Classification: Genjutsu Classification: Genjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 30 Feet
Duration: Instant Duration: 30 Days
Components: HS, CM Components: HS, CM
Cost: 18 Chakra Cost: 17 Chakra
Keywords: Genjutsu, Auditory, Tactile Keywords: Genjutsu, Auditory, Tactile, Kinjutsu
Description: You utter a word of absolute authority Description: You place a genjutsu based command on a
commanding a creature to attack itself with its most creature that you can see within range, forcing it to carry
potent attack. Target creatures whom can see and hear out some service or refrain from some action or course of
you within range, must make a Charisma Saving Throw. activity as you decide. If the creature can understand you, it
must make a Wisdom Saving Throw or become Charmed by
Critical Success: Affected creature is able to resist this
you for the duration.
jutsu’s effects and becomes immune to this jutsu until
the end of their next turn. While the creature is Charmed by you, it takes 9d10 psychic
Success: Affected creature is able to resist this Jutsu's damage each time it acts in a manner directly counter to
effects. your instructions, but no more than once each day. A
Failure: On the affected creatures next turn, they must creature that can’t understand you is unaffected by the
genjutsu. You can issue any command you choose, short of
cast a jutsu or make an attack of the casters choice,
an activity that would result in certain death. Should you
targeting themselves. If commanded to perform an
attack they do not know or are able to perform, they issue a suicidal command, the genjutsu ends. You can end
perform the last offensive damaging attack they used the spell early by using an action to dismiss it.
GLIBNESS
in combat, but on themselves. If they have not
performed any damaging actions this combat, they
Classification: Genjutsu
instead take 8d10 psychic damage.
Rank: A-Rank
Critical Failure: Same as Failure but affected creature
Casting Time: 1 Action
automatically scores a critical hit against themselves
Range: Self
on the first attack made.
Duration: 10 Minutes
DOMINATE MAN Components: HS, CM
Classification: Genjutsu Cost: 20 Chakra
Keywords: Genjutsu, Fuinjutsu, Unaware
Rank: A-Rank
Description: For the duration of this jutsu, when you make a
Casting Time: 1 Action
Range: 30 Feet Charisma check, you can replace the number you roll with a
Duration: Concentration, up to 10 minutes 10. Additionally, no matter what you say, jutsu that would
Components: HS, CM determine if you are telling the truth indicates that you are
being truthful.
Cost: 20 Chakra
KEEN FOCUS
Keywords: Genjutsu, Auditory
Description: You attempt to beguile a humanoid that you
Classification: Genjutsu
can see within range. It must make a Wisdom Saving
Rank: A-Rank
Throw or be Charmed by you for the duration. If you or Casting Time: 1 Action
creatures that are friendly to you are fighting it, it has Range: Touch
advantage on the Saving Throw. Duration: Concentration, Up to 1 Minute
While the target is Charmed, you have a telepathic link Components: HS, CM, CS
with it as long as the two of you are within 1 mile of each Cost: 20 Chakra
other. You can use this telepathic link to issue Keywords: Genjutsu, Fuinjutsu
commands to the creature while you are conscious (no Description: You touch a creature within reach who you
action required), which it does its best to obey. You can can see. For the duration you maximize their focus and
specify a simple and general course of action, such as enhance their mental efficiency.
"Attack that creature", "Run over there", or "Fetch that For the duration target creature increase their critical
object". If the creature completes the order and doesn’t threat range by +1.
receive further direction from you, it defends and Also, when affected creatures score a critical hit on a
preserves itself to the best of its ability. creature, they increase their damage die by 1 step.
You can use your action to take total and precise (D4>D6>D8>D10>D12)
control of the target. Until the end of your next turn, the Additionally, the first time an affected creature would
creature takes only the actions you choose, and doesn’t fall to 0 Hit Points, they instead fall to 1 hit point. This
do anything that you don’t allow it to do. During this jutsu then immediately ends.
time, you can also cause the creature to use a Reaction, At Higher Ranks: For each rank you cast this jutsu
but this requires you to use your own Reaction as well. above A-Rank increase the cost of this jutsu by 3 and the
Each time the target takes damage, it makes a new critical threat range by +1. If this jutsu is Cast at S-Rank,
Wisdom Saving Throw against the spell. If the Saving If the next jutsu the affected creature cast that scores a
Throw succeeds, the genjutsu ends. critical hit, they instead add 2 additional damage die to
the roll.
214
LACKLUSTER THOUGHTS
Classification: Genjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 90 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 17 Chakra
Keywords: Genjutsu, Auditory, Fuinjutsu
Description: You speak unfocused words and statements
of indecision into a chakra seal before you then attempt
to implant them into the mind of a creature you can see
within range.
Select creature within range must make an
Intelligence Saving Throw at the beginning of each of
their turns. On a failed save, they instead spend their
turn doing completely unproductive activities such as
drawing in the sand fixing the straps on their armor, MIND BREAK
counting their kunai and shuriken or verbally planning Classification: Genjutsu
out scenario’s in elaborate 10 step plans. Rank: A-Rank
If a creature succeeds their Intelligence Saving Throw Casting Time: 1 Action
by 10 or more, this jutsu immediately ends on them and Range: 30 Feet
they become immune to this genjutsu for 1 hour. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above A-Rank increase the cost of this jutsu by 3 and the Cost: 17 Chakra
number of creatures this jutsu can target by +1. Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You Target a creature and attempt to
MENTAL CLONE shatter their psyche by subjecting them to a yearlong
Classification: Genjutsu mental torture session on them in the span of 6 seconds.
Rank: A-Rank Target creature must make an Intelligence Saving
Casting Time: 1 Year Throw.
Range: Touch
Critical Success: Affected creature is able to resist this
Duration: Instant
jutsu’s effects and becomes immune to this jutsu until
Components: HS, CM, CS (Over 100), Replacement Body
the end of their next turn.
Cost: 20 Chakra a Week for 52 weeks consistently.
Success: Affected creature takes 5d12 psychic damage.
Keywords: Genjutsu, Fuinjutsu, Kinjutsu
Failure: Affected creature takes 10d12 psychic damage.
Description: This jutsu requires a living replacement body
Critical Failure: Affected creature takes 13d12 psychic
void of consciousness and 100 Chakra seals systematically
damage.
placed around the replacement body. This jutsu creates an
inert duplicate of a living creature's consciousness with all At Higher Ranks: For each rank you cast this jutsu
of its current memories and experiences as a safeguard above A-Rank, increase the cost of this jutsu by 3 and the
against death. This mental clone is cultured over the course damage by 1d12.
of 1 year, as the user would offer a portion of its chakra
weekly to grow the psyche of the clone. You can only have MIRAGE
one mental clone at a time. Classification: Genjutsu
You can choose to have the clone be a younger version of Rank: A-Rank
the subject. This culturing must be maintained consistently Casting Time: 10 Minutes
for at least a year. If the subject does not offer its chakra for Range: 1 Mile
more than 1 week, the culturing is prematurely stopped as Duration: 10 Days
the mental clone awakes with an insufficient amount of Components: HS, CM, CS
chakra as its own person and not linked to the original Cost: 16 Chakra
subject as intended. Keywords: Genjutsu, Auditory, Tactile, Inhale, Visual
If this jutsu is completed successfully, at any time after Description: You make terrain in an area up to 1 square
the clone matures, if the original creature dies, its mile look, sound, smell and even feel like some other
consciousness is transferred to the clone provided the sort of terrain. The terrain's general shape remains the
consciousness isn’t damaged and is able to transfer. The same, however, open fields or a road could be made to
clone only retains the mental stats (Intelligence, Wisdom & resemble a swamp, hill, crevasse, or some other difficult
Charisma) of the original subject and all of its knowledge at or impassable terrain. You can also alter the appearance
the point of this Jutsu’s original start. of structures or add them where none are present.
This does not affect creatures in the area. Creatures
with true sight can see through the illusion to the
terrain’s true form however, all other elements of the
illusion remain, so while the creature is aware of the
illusion’s presence, the creature can still physically
interact with the illusion.
215
POISON FOREST illusion is up to you. The genjutsu lasts for the duration,
Classification: Genjutsu unless you use your action to dismiss it sooner. The
Rank: A-Rank changes wrought by this genjutsu fail to hold up to
Casting Time: 1 Action physical inspections. For example, if you use this
Range: 60 Foot Cube genjutsu to add a hat to a creature’s outfit, objects pass
Duration: Concentration, up to 1 minute through the hat, and anyone who touches it would feel
Components: HS, CM, NT (Poison Dust) nothing or would feel the creature’s head and hair. If you
Cost: 19 Chakra use this genjutsu to appear thinner then you are, the
Keywords: Genjutsu, Inhale, Visual, Tactile hand of someone who reaches out to touch you would
Description: As part of the activation of this jutsu, you bump into you while it was seemingly still in midair.
spread the poison dust you need for this jutsu in a 30 A creature can use its action to inspect a target and
Foot Sphere in front of you. Creatures in the target area make an Intelligence (Investigation) or Wisdom
must make a Intelligence Saving Throw, being under the (Illusion) check against your Genjutsu Save DC. If it
effects of this Genjutsu on a failed save. Creatures succeeds, it becomes aware that the target is disguised.
affected by this Genjutsu are trapped inside a Forest of
Poison trees unable to leave the 30ft sphere turning UNLIMITED PAIN
around and running away from the edges of the radius. Classification: Genjutsu
For the duration, creatures who end their turn under this Rank: A-Rank
Genjutsu take 5d8 Poison Damage. At the end of each Casting Time: 1 Action
target's turn, they make a Constitution Saving Throw to Range: 90 Feet
end the Jutsu’s effect on them. Duration: Concentration, Up to 1 minute
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM, CS
above A-Rank, increase the cost of this jutsu by 3 and the Cost: 18 Chakra
damage by 2d8. Keywords: Genjutsu, Tactile, Fuinjutsu
Description: You target a creature and maximize their
PSYCHIC CRUSH nervous systems sensitivity to pain.
Classification: Genjutsu One creature you can see within range must make an
Rank: A-Rank Intelligence Saving Throw. On a failed save, for the
Casting Time: 1 Action duration, Once per turn, when the affected creature takes
Range: 60 feet psychic damage, they take an additional 3d8 damage.
Duration: Instant Additionally, whenever a creature deals damage to the
Components: HS, CM affected creature they reroll 1’s and 2’s, taking the
Cost: 15 Chakra second result.
Keywords: Genjutsu, Tactile If this jutsu is cast on a creature who is currently
Description: You overload the mind of one creature you under the effects of the Doubled Pain is targeted with
can see within range, filling its psyche with discordant this jutsu, they make their Saving Throw at disadvantage
emotions. The target must make an Intelligence Saving and if they fail the Saving Throw, you lose concentration
Throw. on the doubled pain genjutsu and this jutsu instead deals
an additional 4d8 psychic damage, and you reduce the
Critical Success: Affected creature is able to resist this
concentration cost of this jutsu by half for the duration.
jutsu’s effects and becomes immune to this jutsu until
If a creature is targeted by the Unrelenting Pain
the end of their next turn.
genjutsu while under the effects of this genjutsu, they
Success: Affected creature takes 6d6 psychic damage.
make their Saving Throw at disadvantage.
Failure: Affected creature takes 12d6 psychic damage
At Higher Ranks: For each rank you cast this jutsu
and are Confused
above A-Rank increase the cost of this jutsu by 3 and the
Critical Failure: Affected creature takes 14d6 Psychic
number of creatures this jutsu can target by +1.
damage and are Confused and Berserk.
SEEMING
Classification: Genjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 30 Feet
Duration: 8 Hours
Components: HS, CM
Cost: 17 Chakra
Keywords: Genjutsu, Visual
Description: This genjutsu allows you to change the
appearance of any number of creatures that you can see
within range. You give each target you choose a new,
illusory appearance. An unwilling target can make a
Charisma Saving Throw, and if it succeeds, it is
unaffected by this genjutsu.
The genjutsu disguises physical appearances as well as
clothing, armor, weapons, and equipment. You can make
each creature seem 1 foot shorter or taller and appear
thin, fat, or in-between. You can’t change a target’s
body type, so you must choose a form that has the same
basic arrangement of limbs. Otherwise, the extent of the
216
UNLIMITED PLEASURE S-RANK:
Classification: Genjutsu
Rank: A-Rank ANTIPATHY/SYMPATHY
Casting Time: 1 Action Classification: Genjutsu
Range: 90 Feet Rank: S-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Hour
Components: HS, CM, CS Range: 60 Feet
Cost: 18 Chakra Duration: 10 Days
Keywords: Genjutsu, Medical, Tactile Components: HS, CM, CS
Description: You target willing creature(s) and Cost: 28 Chakra
maximize their nervous systems sensitivity to pleasure Keywords: Genjutsu, Visual
and recouperation. Description: This genjutsu attracts or repels creatures of
Three creature(s) you can see within range who would your choice. You target something within range, either a
gain Temporary Hit Points as a result of a Genjutsu, also huge or smaller object or creature or an area that is no
regains a number of Hit Points equal to the number of larger than a 200-foot cube. Then specify a kind of
Temporary Hit Points gained. intelligent creature, such as Sage’s beasts, Demons, or
If the Genjutsu cast that gains Temporary Hit Points even Humans. You inject the target with an aura that
has the Medical keyword, increase the die rolled by 1 step either attracts or repels the specified creatures for the
and reroll all 1’s and 2’s, taking the second result. duration. Choose antipathy or sympathy as the aura’s
(D4>D6>D8>D10>D12) effect.
At Higher Ranks: For each rank you cast this jutsu Antipathy. The genjutsu causes creatures of the kind
above A-Rank increase the cost of this jutsu by 3 and the you designated to feel an intense urge to leave the area
number of creatures this jutsu can target by +2. and avoid the target. When such a creature can see the
target or comes within 60 feet of it, the creature must
WILL BREAKER make a Wisdom Saving Throw or become frightened. The
Classification: Genjutsu creature remains frightened while it can see the target or
Rank: A-Rank is within 60 feet of it. While frightened by the target, the
Casting Time: 1 Action creature must use its movement to move to the nearest
Range: 120 Feet safe spot from which it can’t see the target. If the
Duration: Concentration, Up to 1 minute creature moves more than 60 feet from the target and
Components: HS, CM, CS can’t see it, the creature is no longer frightened, but the
Cost: Special (20 Chakra) creature becomes frightened again if it regains sight of
Keywords: Genjutsu, Fuinjutsu, Auditory, Tactile the target or moves within 60 feet of it.
Description: You target creature(s) and attempt to break Sympathy. The enchantment causes the specified
their will by planting seeds of doubt and despair deep creatures to feel an intense urge to approach the target
into their mind. while within 60 feet of it or able to see it. When such a
Select one creature you can see within range. The creature can see the target or comes within 60 feet of it,
target must make either an Intelligence, Wisdom or the creature must make a Wisdom Saving Throw or use
Charisma Saving Throw at the beginning of each of their its movement on each of its turns to enter the area or
turns (Your choice, this cannot be changed once move within reach of the target. When the creature has
selected). done so, it can’t willingly move away from the target. If
Critical Success: Affected creature is able to resist this the target damages or otherwise harms an affected
jutsu’s effects and becomes immune to this jutsu until creature, the affected creature can make a Wisdom
the end of their next turn. Saving Throw to end the effect, as described below.
Success: Affected creature is able to resist this jutsu’s Ending the Effect. If an affected creature ends its turn
effects. while not within 60 feet of the target or able to see it, the
Failure: Affected creature reduces the chosen Ability creature makes a Wisdom Saving Throw. On a successful
score by 1d4 for the duration. A creature who’s ability save, the creature is no longer affected by the target and
score is reduced to 0 by this jutsu takes psychic recognizes the feeling of repugnance or attraction as
damage equal to 14d8 + Your genjutsu ability modifier, magical. In addition, a creature affected by the genjutsu
this jutsu then immediately ends. A creature within 5 is allowed another Wisdom Saving Throw every 24 hours
feet of the affected creature use its action to make a while the genjutsu persists. A creature that successfully
Wisdom (Illusions) check vs your Genjutsu Save DC. saves against this effect is immune to it for 1 minute,
On a success, they tear the break this genjutsu’s hold after which time it can be affected again.
on the affected creature immediately ending this
jutsu.
Critical Failure: Same as Failure, but instead they reduce
the chosen ability score by 1d6.
217
EAGLE’S EYE MAZE
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: 60 feet
Duration: 10 Minutes Duration: Concentration, 10 Minutes
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 28 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: You impart the visual prowess of the eagle- Description: You select up to 4 creatures you can see
eyed kings of the sky. within range. Each creature must make a Wisdom Saving
Yourself and all creatures of your choice within range Throw. On a failed save you banish the minds of the
gains the following benefits; creature into a labyrinth of your design. The target
• 120 Feet of Chakra Sight. mentally remains there for the duration or until it
• 90 Feet of Dark Vision. escapes the maze.
• 60 feet of blind sight.
A mentally trapped creature falls Prone and is
• 30 Feet of True Sight.
physically Stunned, but mentally active.
• The range of ranged attacks are doubled.
On each of its turns it can do one of the following vs
your Genjutsu Save DC in an attempt to escape. They can
FEEBLEMIND only make one of the following skills checks if they are
Classification: Genjutsu proficient. If they are not proficient in any of the
Rank: S-Rank following, they instead make a flat Intelligence Check vs
Casting Time: 1 Action your Genjutsu Save DC to escape. A creature does not add
Range: 150 Feet expertise or any feature that doubles their proficiency
Duration: Instant bonus for these checks;
Components: HS, CM • Intelligence (Investigation) check. On a successful
Cost: 25 Chakra check, it finds the exit immediately ending this Jutsu's
Keywords: Genjutsu, Tactile, Kinjutsu effects upon them.
Description: You blast the mind of a creature that you • Wisdom (Insight) check. On a successful check, at the
can see within range, attempting to shatter its intellect beginning of its next turn, it remakes its Wisdom
and personality. The target takes 8d6 psychic damage Saving Throw at advantage, ending this Jutsu's effects
and must make an Intelligence Saving Throw. upon them on a success.
On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t cast jutsu, MENTAL PRISON
activate chakra items, understand language, or Classification: Genjutsu
communicate in any intelligible way. The creature can, Rank: S-Rank
however, identify its friends, follow them, and even Casting Time: 1 Action
protect them. At the end of every 30 days, the creature Range: 120 Feet
can repeat its Saving Throw against this genjutsu. If it Duration: Up to 1 minute
succeeds on its Saving Throw, the genjutsu ends. The Components: HS, CM
spell can also be ended by an A-Rank Genjutsu break, Cost: 22 Chakra
Restorative, or Mind-Body Recovery. Keywords: Genjutsu, Visual, Auditory, Tactile, Kinjutsu
Description: You attempt to bind a creature within an
LIONS PRESENCE illusory cell that only it perceives. One creature you can
Classification: Genjutsu see within range must make an Intelligence Saving
Rank: S-Rank Throw. The target succeeds automatically if it is immune
Casting Time: 1 Action to being Charmed. On a successful save, the target takes
Range: Self (60-foot radius) 5d10 psychic damage, and the genjutsu ends. On a failed
Duration: 10 Minutes
save, the target takes 5d10 psychic damage, and you
Components: HS, CM
make the area immediately around the target’s space
Cost: 30 Chakra
appear dangerous to it in some way. You might cause the
Keywords: Genjutsu, Auditory
target to perceive itself as being surrounded by fire,
Description: You exude the courage of the infallible
floating razors, or hideous maws filled with dripping
kings of the jungle.
teeth. Whatever form the illusion takes, the target can’t
All hostile creatures within range must make a
see or hear anything beyond it and is Restrained for the
Charisma Saving Throw. On a failed save, for the
genjutsu’s duration. If the target is moved out of the
duration they gain the following while within range of
illusion, makes a melee attack through it, or reaches any
you;
part of its body through it, the target takes 10d10 psychic
• Affected creatures cannot score critical hits. damage, and the genjutsu ends.
• Affected creatures have a -5 penalty to attack rolls,
Skill Checks and ability checks.
• Affected creatures cannot maintain concentration on
more than 1 Jutsu.
• Affected creature loses resistance and immunity to the
Fear condition.
• Affected creature becomes vulnerable to psychic
damage.
218
NEVERENDING DREAM SNAKE PLAY
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Hour Casting Time: 1 Action
Range: Touch Range: 120 Feet
Duration: Until Dispelled Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 28 Chakra Cost: 22 Chakra
Keywords: Genjutsu, Fuinjutsu, Visual, Kinjutsu Keywords: Genjutsu, Visual
Description: You create a looping Genjutsu of your Description: You conjure snakes that appear under the
description and seal it into your custom-made chakra target as more begin to appear, swarming the target and
seal. You have to make a Melee Genjutsu Attack, on a constricting them to the point of being unable to
creature in range. On a hit, the target creature must breathe. Select up to 7 Creatures in range. The target(s)
make a Wisdom Saving Throw. On a failed save, they are must make a Wisdom Saving Throw, being Stunned and
placed into the Genjutsu loop that you created. Their suffering 2 rans of Exhaustion as they hold their breath,
body is rendered sleep for the duration. At the end of under the impression that they are unable to breathe. At
each day, the targeted creature makes a Wisdom Saving the end of each of their turns they must make another
Throw at disadvantage. On a successful save, the target Wisdom Saving Throw, suffering another two ranks of
creature becomes one step closer to waking up. The Exhaustion on a failed save.
target creature needs to succeed 5 times in a row to
successfully awake from this Genjutsu. While this TOAD SONG
Genjutsu is in use, it cannot be used on another creature Classification: Genjutsu
unless they end the Genjutsu on another creature first. Rank: S-Rank
Casting Time: 1 Action
RABBITS FRENZY Range: 30 Feet radius Sphere
Classification: Genjutsu Duration: Permanent
Rank: S-Rank Components: HS, CM, Toad Oil
Casting Time: 1 Action Cost: 30 Chakra
Range: Self (60-foot radius) Keywords: Genjutsu, Fuinjutsu, Auditory, Kinjutsu
Duration: Concentration, up to 1 Minute
Description: As part of the activation of this jutsu you coat
Components: HS, CM
your throat in toad oil, transforming some of it into that of a
Cost: 30 Chakra
toad for the duration. You harmonize your vocal cords to
Keywords: Genjutsu, Visual, Tactile
sing a Powerful but calm melody. All Creatures in the radius
Description: You create an illusory mirage of angry,
who can hear you, immediately fall into a deep sleep, unable
ferocious, man-eating rabbits with glowing red eyes that
to stay awake until they are released or killed. Roll 20d10 +
follow you and attack all creatures of your choice within
Genjutsu Modifier + Proficiency modifier. The total is how
range.
many Hit Points of creatures this jutsu can affect. All
As an action on each of your turns, you can make a
creatures who have less Hit Points than the rolled result
Melee Genjutsu Attack against up to 4 creatures you can
immediately fall asleep, unable to awake without the user
see within range. On a hit, the swarm of rabbits attack
releasing the effect of this jutsu, being released by another
the creature biting and tearing into them, ripping pieces
creature or Jutsu or being killed.
from their flesh and ferociously holding them down. You
deal psychic damage equal to 27d4 and the target
creature must make a Charisma Saving Throw.
On a failed save they gain 3 ranks of fear against you
for 1 minute and are Restrained until the end of their
next turn.
If you make a Melee Genjutsu Attack against a
Restrained creature using this jutsu, you reroll all 1’s,
taking the second result.
SLUG DANCE
Classification: Genjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 Day
Components: HS, CM, CS
Cost: 30 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: You place yourself under a powerful
Genjutsu designed to snap you out of any other Genjutsu
effect you may be under at any point of time by
transferring the Genjutsu to a Chakra Seal you have
prepared. You cannot reduce the cost of this jutsu. When
targeted by an Jutsu or Art that requires a Saving throw
with the Genjutsu Keyword, you can choose to
automatically succeed. This jutsu then ends.
219
FLOWER MIRROR WORST FEAR
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: 120 Feet
Duration: 10 Minutes
Duration: Concentration, up to 1 minute
Components: HS, CM, NT (Poison Kit or Wolf’s Bane
Components: HS, CM
Flower)
Cost: 30 Chakra
Cost: 30 Chakra
Keywords: Genjutsu, Fuinjutsu, Tactile, Visual
Keywords: Genjutsu, Visual, Inhale, Tactile
Description: Drawing on the deepest fears of a group of
Description: You fill the area around you with an
creatures, you create illusory creatures in their minds,
imperceptible toxic chakra that enters the minds of all
visible only to them. Each creature in a 30-foot-radius
creatures within range and starts to subtly influence
sphere centered on a point of your choice within range must
their senses and judgement.
make a Wisdom Saving Throw. On a failed save, creatures
Roll four d20’s, recording the results. For this jutsu’s
gain 5 ranks of fear for the duration. The illusion calls on the
duration, whenever a creature under the effects of this
creature’s deepest fears, manifesting its worst nightmares
Jutsu rolls a d20, you can spend one of the d20’s you
as a tangible threat. At the end of each of the frightened
rolled to replace their d20 result with the result of the
creature’s turns, it must make a Wisdom Saving Throw or
spent d20’s.
take 8d10 psychic damage. On a successful save, the
genjutsu ends for that creatures.
220
TAIJUTSU
A basic form of techniques and refers to any techniques involving the martial arts or the optimization of natural human
abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and
Strength gained through training. It typically does not require chakra, though chakra may be used to enhance its
techniques. Taijutsu generally require no hand seals to perform, occasionally making use of certain stances or poses, and
are far quicker to use than ninjutsu or Genjutsu. Taijutsu is simply put: hand-to-hand combat.
221
BUTTERFLY KICK CLAWING SWIFT
Classification: Taijutsu FANG
Rank: D-Rank Classification: Taijutsu
Casting Time: 1 Action Rank: D-Rank
Range: 5 feet Casting Time: 1 Action
Duration: Instant Range: 15 Feet
Components: M Duration: Instant
Cost: 4 Chakra Components: M
Keywords: Taijutsu, Finisher Cost: 3 Chakra
Description: You jump and perform a series of kicks that Keywords: Taijutsu, Combo
keep you suspended in the air. While performing these Description: You a dash towards a creature
kicks, you create an image of a butterfly’s wings. within range and deliver a powerful sweeping
Make a Melee Taijutsu Attack against all creatures of attack. Move yourself up to 15 feet towards a
your choice who are adjacent to you, comparing your hostile creature, ending your movement in a
resolve vs their AC. On a hit, you deal your Unarmed space adjacent to them. When you do, make a
Damage + 2d4 and forcing all creatures you hit to make a Melee Taijutsu Attack dealing your Unarmed
Strength Saving Throw gaining 1 rank of Concussed on a Damage + 1d10. If you score a critical hit, if
failed save. you cast a Taijutsu with the Finisher keyword
If this jutsu is used as a Finisher, all creatures in a 15- of equal rank to this jutsu when cast, before
foot cube originating from you make a Strength Saving the end of the current turn, its cost is
Throw. On a failure save they take your Unarmed reduced by half.
Damage + 2d8, gain 1 rank of Concussed, and are Until the end of your turn, you can target one affected
knocked Prone. On a successful save they take half creature with a Taijutsu Finisher regardless of range, once
damage and no further effects. After targets make their per turn, using either an Action or Bonus action, ignoring
Saving Throws, select an unoccupied space up to 15 feet its listed casting time.
away that can hold you as you move into this space At Higher Ranks: For each rank you cast this jutsu
without triggering attacks of opportunity. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu the range of this Taijutsu and how many feet you can
above D-Rank, increase the cost of this jutsu by 3. If this move when casting by +5 feet. If this jutsu is cast at B-
jutsu is cast at C-Rank or higher, increase the damage Rank or higher, increase the damage by 1d10. If this jutsu
dealt by 2d4 or 1d8. If this jutsu is cast at B-Rank or is cast at S-Rank or higher, increase the damage by 1d10.
higher, increase the number of attacks or ranks of
Concussed by +1. If this jutsu is cast at A-Rank or higher CRANE WING FORMATION
increase the damage dealt by 2d4 or 1d8. If this jutsu is Classification: Taijutsu
cast at S-Rank, creatures cannot benefit from Jutsu Rank: D-Rank
based bonuses to their AC or Strength Saving Throw. Casting Time: 1 Action
Range: 5 feet
CERBERUS STRIKE Duration: Instant
Components: M
Classification: Taijutsu
Rank: D-Rank Cost: 4 Chakra
Casting Time: 1 Action Keywords: Taijutsu
Range: 5 feet Description: You leap and perform a swinging attack
Duration: Instant that creates the visage of a Crane before attempting to
Components: M contort around a target creature within range and
Cost: 3 Chakra forcing them to the ground with this advanced grapple.
Keywords: Taijutsu, Combo Make a taijutsu attack against the target knocking them
Description: You quickly strike out at different targets you Prone and grappling them on a hit. You can have a
can see within range. Select up to three targets within number of creatures Grappled as you have hands.
range and make a Melee Taijutsu Attack, comparing the The target Grappled with this taijutsu can use their
result to each of their AC’s. On a hit you deal your Unarmed action on their turn to make a Strength Saving Throw to
Damage + 1d8, they cannot take attacks of opportunity escape the grapple and cannot escape the grapple
until the beginning of their next turn and the next melee following normal grapple rules. On a failed save, you
attack that targets any affected creature gains a bonus +2 may make an unarmed attack against the target dealing
to the attack roll before the end of your next turn. twice your Unarmed Damage on a hit.
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, once above D-Rank, increase the cost of this jutsu by 3. If this
per turn, using either an Action or Bonus action, ignoring jutsu is cast at C-Rank or higher, you can select one
its listed casting time. additional creature to target with this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d10.
222
CYCLONE SURGE DEMON FIST
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (5-feet) Range: 30 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Taijutsu, Combo Keywords: Taijutsu, Combo, Clash
Description: You leap into the air, while performing a Description: Perform a powerful uppercut with enough
spinning strike, hitting and knocking all creatures into the force to generate a shockwave that runs along the ground
air with you. that can deal concussive damage.
You leap 15 feet into the air striking all creatures within Make a Ranged Taijutsu Attack against a creature you
range. Make a Melee Taijutsu Attack, comparing the results can see within range who is currently standing on the same
to all creatures of your choice within range AC. On a hit, surface as you. On a hit, you deal 3d6 Bludgeoning Damage.
you deal your Unarmed Damage + 2d4 and are thrown 15 Until the end of your turn, you can target one affected
feet into the air, becoming airborne until the end of the creature with a Taijutsu Finisher regardless of range, once
current turn. An airborne creature cannot cast jutsu with per turn, using either an Action or Bonus action, ignoring
the Mobility (M) keyword until they land and take no its listed casting time.
falling damage as a result of this jutsu. At Higher Ranks: For each rank you cast this jutsu
Until the end of your turn, you or an allied creature can above D-Rank increase the activation cost of this jutsu
target one affected creature with a Taijutsu Finisher by 3 and the damage by 1d6.
regardless of range, once per turn, using either an Action,
Bonus action or Reaction, ignoring its listed casting time. DEMPSEY ROLL
Classification: Taijutsu
DEEP DIVE Rank: D-Rank
Classification: Taijutsu Casting Time: 1 Reaction, which you take damage from a
Rank: D-Rank melee attack or when a creature misses you with a melee
Casting Time: 1 Bonus Action attack.
Range: 5 feet Range: 5 Feet
Duration: Instant Duration: 1 Round
Components: M Components: M
Cost: 5 Chakra Cost: Special
Keywords: Taijutsu Keywords: Taijutsu
Description: You attempt to body slam a creature into the Description: You take a boxers stance, when you are
furthest surface from you. confronted by a melee attack from a creature within 5
Make a grapple check against a creature you can reach. feet of you.
On a success, you immediately dash with them moving up Until the beginning of your next turn, each melee
to your full movement towards the furthest surface you can attack that targets you, you can spend 4 chakra. When
reach (such as a wall). If there are no other surfaces near you do, you attempt to duck and weave granting yourself
you, you instead slam them into the ground. Regardless of a +2 Bonus to your AC against the triggering creature
where you slam them, they take Bludgeoning Damage and then immediately make one unarmed attack in
equal to your unarmed damage. response to the triggering melee attack. This bonus to AC
If you and the target creature are standing on Water or stacks up to twice.
completely submerged when this jutsu is cast, you make At Higher Ranks: For each rank you cast this jutsu
your grapple check at advantage. On a success, you instead above D-Rank increase the activation cost of this jutsu
dive straight down up to twice your movement speed to the by 3. If this jutsu is cast at B-Rank, increase the AC
bottom of the body of water slamming them into the body bonus by +1.
of waters floor dealing Bludgeoning Damage equal to twice
your unarmed damage. DRAGGING FULL ROTATION
This jutsu can be used if you are already grappling a Classification: Taijutsu
Rank: D-Rank
creature, instead attempting to slam the creature
Casting Time: 1 Reaction, which you take when a creature
immediately without any additional checks.
misses you with a melee attack.
When you successfully slam a creature using this Range: 5 Feet
jutsu, your grapple ends. Duration: Instant
Components: M
Cost: 4 Chakra
Keywords: Taijutsu
Description: When a creature within 5 feet of you misses
you with a melee attack, you quickly reach out grabbing
them before they can make any further action, using
their momentum against them, dragging them 10 feet
with you in any direction of your choice, before throwing
them a number of feet equal to 5 x your Strength
modifier (Min 1.).
A creature who’s movement is interrupted by a solid
surface (such as a tree or wall) takes Bludgeoning
Damage equal to 1d6 for every 10 feet you would have
thrown them.
223
At Higher Ranks: For each rank you cast this jutsu DYNAMIC ENTRY
above D-Rank increase the cost of this jutsu by 3 and the Classification: Taijutsu
distance you throw an affected creature by 10 feet. Rank: D-Rank
Casting Time: 1 Action
DRAGON PALM STRIKE Range: 30 Feet
Classification: Taijutsu Duration: Instant
Rank: D-Rank Components: M
Casting Time: 1 Action Cost: 4 Chakra
Range: 5 Feet Keywords: Taijutsu, Clash
Duration: Instant Description: You perform a high jump kick that propels
Components: M you towards a target creature you can see in range. Make
Cost: 5 Chakra a Taijutsu Attack. On a hit target creature takes 3d10
Keywords: Taijutsu, Finisher, Clash Bludgeoning Damage. Regardless if you hit or miss, you
Description: As a requirement to activate this jutsu, you move up to 30 feet, ending your movement within 5 feet
must currently be in the Dragon Fist Stance. of the original target.
You perform a myriad of distracting movements At Higher Ranks: For each rank you cast this jutsu
before collecting your chakra into your palm for a single above D-Rank, increase the cost of this jutsu by 3 and
powerful thrust, striking a creatures core and knocking damage by 1d10.
them away.
Make a Melee Taijutsu Attack against a creature you ERRATIC COMBO
can see in range. On a hit, you deal your Unarmed Classification: Taijutsu
Damage + 2d4 and push the target back 10 feet. Rank: D-Rank
If this jutsu is used as a Finisher you instead deal Casting Time: 1 Action
Unarmed Damage + 2d12 damage and the distance the Range: 5 Feet
target is pushed by 10 feet. Duration: Instant
Components: M
If the target would hit a solid surface as a result of this
Cost: 4 Chakra
push. They take 1d6 Bludgeoning Damage for every 10
Keywords: Taijutsu, Combo
feet that they were unable to be moved.
Description: As a requirement to activate this jutsu, you must
At Higher Ranks: For each rank you cast this jutsu
currently be in the Drunken Fist Stance.
above D-Rank increase the cost of this jutsu by 3 and the
You sway in and out of combat, dancing around your
damage by 1d4 or 1d12 and the push distance by 5 feet.
opponent in a drunken stupor throwing them off. Make two
DRAW! Melee Taijutsu Attacks against a single creature you can
Classification: Taijutsu reach. On a hit, you deal 2d6 Bludgeoning Damage. Each time
Rank: D-Rank you successfully hit a creature using this jutsu, you increase
Casting Time: 1 Reaction, which you take when you take your AC by +1 until the beginning of your next turn.
damage from an attack. Until the end of your turn, you can target one affected
Range: Self creature with a Taijutsu Finisher regardless of range, once
Duration: Instant per turn, using either an Action or Bonus action, ignoring
Components: M its listed casting time.
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Taijutsu D-Rank increase the cost of this jutsu by 3 and the damage by
Description: You quickly dash backwards creating 1d6.
distance between yourself and another creature.
As a as a Reaction when you would take damage from EXORCISM
an attack, you can dodge backwards, moving up to 10 Classification: Taijutsu
feet away from the triggering target in an attempt to Rank: D-Rank
escape the attacks range. When you do, make a contested Casting Time: 1 Action
Dexterity Saving Throw vs the attack roll result. On a Range: 5 feet
success the triggering attack misses you. You then Duration: Instant
immediately move up to 20 feet towards the triggering Components: M
creature, making an unarmed attack, on a hit you deal Cost: 4 Chakra
your Unarmed Damage + 2 [Unarmed Damage die]. Keywords: Taijutsu, Combo
At Higher Ranks: For each rank you cast this jutsu Description: You perform a multi-strike combination with
above D-Rank increase the cost of this jutsu by 3 and all of your Strength and Body weight. Make three Melee
the damage by +1 [Unarmed Damage die]. Taijutsu Attacks. On a hit you deal 1d12 Bludgeoning
Damage and push the target 5 feet in any direction of
your choice.
If you score at least one attack on a creature, they
must make a Constitution Saving Throw. On a failed save
they gain +1 rank of Bruised.
Until the end of your turn, you can target one
affected creature with a Taijutsu Finisher regardless
of range, once per turn, using either an Action or Bonus
action, ignoring its listed casting time.
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 or higher, increase the damage by +1d12. If
this jutsu is cast at S-Rank, increase the damage by +1d12.
224
FALLING DRAGON result of damage and you cannot maintain concentration on
Classification: Taijutsu Ninjutsu or Genjutsu for the duration. Increase your Taijutsu
Rank: D-Rank Attack Bonus +1, Taijutsu Damage by 1d8 twice per turn, and
Casting Time: 1 Action Speed by +10.
Range: 30 Feet
Duration: Instant FORCEFUL BULL
Components: M Classification: Taijutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Taijutsu, Finisher Casting Time: 1 Action
Description: As part of the activation of this jutsu, the Range: Self
target creature must be airborne or falling. Duration: Concentration, up to 1 minute
You leap upwards following an airborne or falling target. Components: CS, M
You curl your body into a ball as you spin faster and faster Cost: 4 Chakra
before you find yourself above the target. You uncurl Keywords: Taijutsu
yourself as your perform a spinning drop kick, sending the Description: You focus chakra throughout your muscles
target creature crashing down. enhancing your physical Strength and fortitude. For the
Make a Melee Taijutsu Attack against the airborne or duration, your Strength and Constitution ability scores
falling creature. On a hit, you deal your Unarmed Damage + becomes 16 if they are lower than 16. You gain +15 Temporary
3d6, sending them crashing down into the ground landing Hit Points that last for the duration.
Prone. When you would cast a Taijutsu with the Finisher
If this jutsu is used as a Finisher, you instead deal your keyword, on a successful hit or if a target fails their
Unarmed Damage + 3d6 Bludgeoning Damage. You then Saving Throw they gain +1 rank of Concussed.
come falling after them at great speeds, making a second
Melee Taijutsu Attack, slamming both of your feet into the GRACEFUL CAT
Prone creature. On a hit, you deal 3d6 Bludgeoning Classification: Taijutsu
Rank: D-Rank
Damage.
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above
Range: Self
D-Rank increase the cost of this jutsu by 3 and the damage Duration: Concentration, up to 1 minute
by 1d6. Components: M
Cost: 4 Chakra
FEATHER COMBO Keywords: Taijutsu
Classification: Taijutsu Description: You focus chakra throughout your muscles
Rank: D-Rank
enhancing your physical Dexterity and Cunning. For the
Casting Time: 1 Action or 1 Reaction, which you take when
you are falling or airborne. duration, your Dexterity and Wisdom ability scores
Range: 5 feet becomes 16 if they are lower than 16. You do not suffer
Duration: Instant fall damage from falls less than 30 feet. Your movement
Components: M speed is increased by +20 feet and you gain a +2 to your
Cost: 3 Chakra passive perception.
Keywords: Taijutsu, Combo When you would cast a Taijutsu with the Combo
Description: As part of the activation of this jutsu, you must keyword, you gain +10 bonus to your movement speed
be airborne, falling or be targeting an airborne or falling until the end of the turn you cast it.
creature.
You perform an aerial combo, striking out against a HAMMER
creature within range. Make two Melee Taijutsu Attacks Classification: Taijutsu
targeting. On a hit, you deal your Unarmed Damage. If you hit Rank: D-Rank
Casting Time: 1 Bonus Action
the same creature twice, you use the momentum of the
Range: 5 feet
second strike to propel yourself up to 20 feet in any direction
Duration: Instant
of your choice and land in a space that can hold you suffering Components: M
no falling damage. Cost: 5 Chakra
Until the end of your turn, you can target one affected Keywords: Taijutsu, Finisher
creature with a Taijutsu Finisher regardless of range, once Description: As part of the activation of this jutsu, you
per turn, using either an Action or Bonus action, ignoring must be targeting a creature who can be targeted by a
its listed casting time. taijutsu with the Finisher keyword regardless of the
At Higher Ranks: For each rank you cast this jutsu above range. You bring your hands together, interlocking your
D-Rank increase the cost of this jutsu by 3 and the damage by fingers until your hands resemble a single bludgeoning
+1d6. device.
225
HEAT UP HOWLING KNUCKLE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Bonus Action
Range: Self Range: Self
Duration: 1 Round Duration: Concentration, Up to 1 Minute
Components: CM, M Components: M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You release a surge of chakra throughout Description: As a requirement to activate this jutsu, you
your body, activating your bodies adrenaline production must currently be in the Wolf Fist Stance. You do not spend
and kicking it into high gear for single swift moment chakra to maintain concentration on this jutsu.
while also increasing your bodies sensitivity to pain. You You begin to exhibit the ferocious power of wolves as you
cannot reduce the cost of this jutsu by any means. become a one-person wolf pack. For the duration, you may
The next taijutsu you cast, that requires an attack roll perform the Wolf Fang Fist as a Bonus Action. You can do
increases its damage die by 1 Step until the end of your this, once per turn.
turn. (D4>D6>D8>D10>D12)
Additionally, until the beginning of your next turn, IRON KNUCKLE
you gain vulnerability to the next instance of Classification: Taijutsu
Bludgeoning, Piercing or Slashing Damage from a Rank: D-Rank
hostile creature. Casting Time: 1 Action
Range: 5 Feet
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above D-Rank increase the cost of this jutsu by 3. If this
Components: M
jutsu is cast a C-Rank or higher, you reroll all 1’s, 2’s and
Cost: 3 Chakra
3’s taking the second result. If this jutsu is Cast at B-
Keywords: Taijutsu, Finisher
Rank or higher, increase damage dies by 1 additional
Description: As a requirement to activate this jutsu, you
step. If this jutsu is cast at A-Rank or higher, the next
must currently be in the Iron Fist Stance.
taijutsu you cast that requires an attack roll ignores
You perform a single high-powered strike with full
Resistance and Immunity. If this jutsu is cast at S-Rank,
intention to cause harm. Make a Melee Taijutsu Attack. On a
this Jutsu's duration becomes 1 Minute causing the
hit, you deal your Unarmed Damage + 2d6 and force the
following; Increase Taijutsu damage dies by 2 additional
target to make a Strength Saving Throw. On a failed save,
seps for the duration and you gain Vulnerability to
you knock them back a number of feet equal to 5 x your
Bludgeoning, Piercing or Slashing, your choice when
Strength ability modifier.
cast, for the duration.
If this jutsu is used as a Finisher, you instead deal your
HIGH MONK Unarmed Damage + 4d6 and on a failed save they are
knocked back a number of feet equal to 10 x your
Classification: Taijutsu
Strength ability modifier and if they strike a solid surface
Rank: D-Rank
Casting Time: 1 Action that is less than 5 feet thick, they break through it if they
Range: 5 feet have 10 or more feet remaining to be knocked back,
Duration: Instant taking 3d6 Bludgeoning Damage.
Components: M At Higher Ranks: For each rank you cast this jutsu above
Cost: 4 Chakra D-Rank increase the cost of this jutsu by 3 and the damage
Keywords: Taijutsu, Finisher by 1d6.
Description: You perform a high kick combo. Make two
Taijutsu attacks, dealing your Unarmed Damage + 1d6. IRON STRIKE
If this jutsu is used as a Finisher, you instead deal your Classification: Taijutsu
Unarmed Damage + 2d6, leap back 15 feet that doesn’t Rank: D-Rank
provoke opportunity attacks. This movement does not Casting Time: 1 Action
Range: 5 Feet
provoke opportunity attacks.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above D-Rank, increase the cost of this jutsu by 3 and
Cost: 3 Chakra
the leap back range by 5 feet. If this jutsu is cast at B-
Keywords: Taijutsu, Finisher
Rank, increase the damage dealt by 1d6. If this jutsu is
Description: You punch with enough force to tear
cast at S-Rank, increase the damage dealt by 2d6.
through any defense your enemy might have. Make a
taijutsu attack. On a hit, they take your Unarmed Damage
+ 2d6. If the target would cast a Jutsu as a Reaction to the
damage you deal, the cost of their jutsu is increased by
+4 due to the strain required to keep up with your strike.
If their Jutsu does not cost chakra, they must spend 10
Chakra to take their Reaction.
If this jutsu is used as a Finisher, you instead deal your
Unarmed Damage + 4d6 and the cost of Reaction jutsu
cast vs you is instead increased by +8.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d8 and the cost increase of Reaction jutsu by
+4.
226
LEAF GALE LEAPING STRIKE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take, when an allied
Range: 5 feet creature declares they are going to make a melee attack.
Duration: Instant Range: 15 Feet
Components: M Duration: Instant
Cost: 4 Chakra Components: M
Keywords: Taijutsu, Combo Cost: 3 Chakra
Description: You perform a Spinning low kick throwing Keywords: Taijutsu
your target off balance. A target creature in range must Description: As a requirement to activate this jutsu, you
make a Dexterity Saving Throw. On a failed save, they are must currently be in the Frog Fist Stance.
knocked Prone and must spend an Action to stand until You enter a leaping stance prepared to support your team.
the end of their next turn. When an allied creature within range would declare to you
Until the end of your turn, you can target one affected they are going make a melee attack against a creature within
creature with a Taijutsu Finisher regardless of range, 30 feet of them, you stomp the ground knocking them into
once per turn, using either an Action or Bonus action, the air as you leap and jut your feet out, launching them
ignoring its listed casting time. towards their target at high speeds. The allied creature is
moved up to 30 feet in a straight line towards their targets,
LEAF KICK ending in a space adjacent to them of their choice, where
Classification: Taijutsu they then must make their melee attack. When they do, they
Rank: D-Rank can use either your Taijutsu Attack Bonus or their normal
Casting Time: 1 Action attack bonus. Regardless, on a success, they deal additional
Range: 5 feet damage equal to your Unarmed Damage.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu above
Components: M
D-Rank increase the cost of this jutsu by 3 and damage
Cost: 4 Chakra
bonus by +1 [Unarmed Damage die].
Keywords: Taijutsu, Finisher
Description: You deliver a single falling kick, strong
MIRAGE BLITZ
enough to bring the environment crumbling down Classification: Taijutsu
around you. Make a Melee Taijutsu Attack against a Rank: D-Rank
creature within range. On a hit you deal your Unarmed Casting Time: 1 Reaction, which you take when you would
damage + 1d12 and the target must make a Strength take damage from a melee attack.
Saving Throw. On a failed save they gain 1 rank of Slowed Range: Self
until the end of their next turn. Duration: Instant
If this jutsu is used as a Finisher, you instead deal your Components: M
Unarmed Damage + 3d12 and on a failed save the target Cost: 4 Chakra
falls Prone as your force them into the ground shattering Keywords: Taijutsu
it, causing the area within a 10ft cube originating from Description: You perform a special spinning dodge designed
you to be treated as difficult terrain. to give you a slight upper hand on your next strike. When
At Higher Ranks: For each rank you cast this jutsu you would take damage from a melee attack, you gain a +3
above D-Rank, increase the cost of this jutsu by 3 and bonus to your AC, potentially turning a hit into a miss as you
damage by 1d12. leap back and react with a single strike. Make a Melee
Taijutsu Attack against the triggering creature. On a hit, you
LEAF UPPERCUT deal twice your Unarmed Damage, pushing the target back
Classification: Taijutsu 15 feet and the target must make a Strength Saving Throw,
Rank: D-Rank being knocked Prone on a failed save.
Casting Time: 1 Action
Range: 5 Feet MOONLIGHT HIGH
Duration: Instant Classification: Taijutsu
Components: M Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Action
Keywords: Taijutsu, Combo Range: 5 feet
Description: You perform a single backflip kick or rising Duration: Instant
uppercut with enough force to crack the ground Components: M
underneath you. Make a single Melee Taijutsu Attack. On a Cost: 3 Chakra
hit, you knock the creature 30 feet into the air dealing 3d6 Keywords: Taijutsu, Combo
Bludgeoning Damage. Description: As part of the activation of this jutsu, you must
Until the end of your turn, you can target one affected also have moved at least 15 feet towards the target. You
creature with a Taijutsu Finisher regardless of range, once make a leaping, spinning double roundhouse kick. Make two
per turn, using either an Action or Bonus action, ignoring Melee Taijutsu Attacks. On a hit, you deal your Unarmed
its listed casting time. If the Taijutsu Finisher has the Leaf Damage + 1d6. If both attacks are successful, the target is
prefix, it increases its damage by +1 damage die. knocked back 20 feet and must make a Constitution Saving
At Higher Ranks: For each rank you cast this jutsu Throw. On a failed save they gain 1 rank of Confused.
above D-Rank increase the cost of this jutsu by 3 and the Until the end of your turn, you can target one affected
damage by 1d6. creature with a Taijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring its
listed casting time.
227
NECK CHOP PRAYING STRIKE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 3 Chakra Cost: 3 Chakra
Keywords: Taijutsu, Combo Keywords: Taijutsu, Combo
Description: You attempt to strike at a vital pressure Description: You make a powerful strike to the core of
point on the nape of the neck of a humanoid target. Make your opponent, sending shockwaves through their body
a Melee Taijutsu Attack. On a hit, deal your Unarmed that would break a lesser foe, and stun greater ones.
Damage + 1d6 and the target must make a Constitution Make a Melee Taijutsu Attack. On a hit, you deal 1d4
Saving Throw. On a failed saved, they become Dazed. Bludgeoning Damage and force the target to make a
Until the end of your turn, you can target one affected Constitution Saving Throw. On a failed save they are
creature with a Taijutsu Finisher regardless of range, once Stunned until the end of the current turn.
per turn, using either an Action or Bonus action, ignoring its Until the end of your turn, you can target one affected
listed casting time. creature with a Taijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring its
NOBLE IMPACT listed casting time.
Classification: Taijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action the damage by 1d4. If this jutsu is cast at B-Rank or
Range: 5 Feet
higher, increase the damage dealt by your Unarmed
Duration: Instant
Damage
Components: M
Cost: 3 Chakra
Keywords: Taijutsu
PRIDEFUL ASSAULT
Classification: Taijutsu
Description: You move in to strike your opponent by Rank: D-Rank
taking a regal series of attacks. Casting Time: 1 Action
Make four taijutsu attacks against a single creature Range: 5 Feet
within range. On a hit you deal 1d6 Bludgeoning Damage. Duration: Instant
If you successfully score a hit with at least 2 attacks Components: M
against one creature, they cannot cast a Jutsu that Cost: 4 Chakra
requires Mobility (M) as an Action or Bonus Action, until Keywords: Taijutsu, Finisher
the end of their next turn. Description: As a requirement to activate this jutsu, you
At Higher Ranks: For each rank you cast this jutsu must currently be in the Lion Fist Stance.
above D-Rank increase the cost of this jutsu by 3 and the You enter a prideful stance showing your overwhelming
number of attacks made by +1. superiority and power.
Make two Melee Taijutsu Attacks. On a hit you deal your
OSTRICH WHIRLWIND Unarmed Damage + 1d6. If your targets have ranks of
Classification: Taijutsu Fear, increase this Jutsu's damage die by 1 step.
Rank: D-Rank If this jutsu is used as a Finisher, you instead deal your
Casting Time: 1 Action Unarmed Damage + 1d10 and if you score two hits on the
Range: 5 feet
target, they must make a Wisdom Saving Throw, gaining
Duration: Instant
+1 rank of fear on a failed save.
Components: M
At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra
above D-Rank increase the cost of this jutsu by 3 and the
Keywords: Taijutsu, Finisher
damage by 1d6 or 1d10. If this jutsu is cast at A-Rank or
Description: As part of the activation of this jutsu, you
higher, you can increase the number of attacks by +1.
can only use this taijutsu against a Prone target who can
be targeted by a Finisher.
You perform a rather acrobatic display of skill. By
kicking a Prone creature, you propel yourself backward
while performing a second sweeping kick while moving
away. Make two Melee Taijutsu Attacks, on a hit you deal
your Unarmed Damage + 2d10. You then choose a space
you can see within 20 Feet, leaping to that location,
without triggering attacks of opportunity.
228
RABBIT FURY ROYAL GUARD
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you take
Range: Movement Speed damage.
Duration: Instant
Range: Self
Components: M
Duration: 1 Round
Cost: 3 Chakra
Components: CM, M
Keywords: Taijutsu, Combo
Cost: Special
Description: As a requirement to activate this jutsu, you
Keywords: Taijutsu
must currently be in the Rabbit Fist Stance.
Description: You quickly mold your chakra, creating
You enter a blitzing stance, overwhelming your enemies
multiple layers of armor from it and raising your guard
with speed and agility.
to nullify an attack at the exact moment it would hit you.
Move on a straight line up to your movement speed,
When you would take damage you nullify the impact
ending in a space of your choice moving through hostile
by meeting it with an equal amount of chakra.
creatures’ spaces ending your movement in a space of your
Until the start of your next turn, each time you would
choice that can hold you.
take damage, you can spend chakra equal to the damage
Make two taijutsu attacks comparing the result to all
taken, gaining Immunity to the attack or jutsu’s damage
hostile creatures of your choices AC, whose space you
and effects until the end of the current turn. If an effect
pass through, dealing your Unarmed Damage + 1d4. If
does not deal damage or cost chakra, this jutsu does not
you hit a creature with two or more attacks, they must
prevent its effects. You can activate this Jutsu's effects a
make a Dexterity Saving Throw. On a failed save they are
number of times equal to your Taijutsu ability modifier,
knocked Prone. If you move through a Large, or larger
per casting.
creature’s space, for each space of theirs you move
through after the first you make one additional attack
RUSHING LION
against them. Classification: Taijutsu
Until the end of your turn, you can target one affected Rank: D-Rank
creature with a Taijutsu Finisher regardless of range, once Casting Time: 1 Action
per turn, using either an Action or Bonus action, ignoring its Range: Self
listed casting time. Duration: Concentration, up to 1 minute
At Higher Ranks: For each rank you cast this jutsu Components: M
above D-Rank increase the cost of this jutsu by 3 and the Cost: 4 Chakra
damage by 1d4. Keywords: Taijutsu
Description: You focus chakra throughout your muscles
RISING DRAGON enhancing your physical Strength and Dexterity. For the
Classification: Taijutsu duration, your Strength and Dexterity ability scores
Rank: D-Rank becomes 16 if they are lower than 16. Your Jump height is
Casting Time: 1 Bonus Action doubled and you cannot make Strength of Dexterity checks
Range: 5 feet at disadvantage.
Duration: Instant
When you would cast a Taijutsu that affects an area
Components: M
and forces a Saving Throw increase the size of area by +5
Cost: 3 Chakra
feet.
Keywords: Taijutsu, Combo
Description: You move to strike a target from below,
SECOND HEAVENLY BREATH: PANTING
lifting them off of the ground. Make a Taijutsu attack, Classification: Taijutsu
dealing your Unarmed Damage +1d8. The target is Rank: D-Rank
launched 30 Feet into the air until the end of your Casting Time: 1 Action
current turn, landing on their feet with no falling Range: Self
damage at the end of the current turn unless otherwise Duration: Special
stated. Components: CM
Until the end of your turn, you can target one affected Cost: 5 Chakra
creature with a Taijutsu Finisher regardless of range, Keywords: Taijutsu
once per turn, using either an Action or Bonus action, Description: As a requirement to activate this jutsu, you
ignoring its listed casting time. must have First Heavenly Breath: Inhale currently active.
You end your concentration on that jutsu and this one
takes its place, maintaining the same duration limitation
and Jutsu casting restrictions. You retain all of the
effects and duration of that jutsu, stacking them with
this jutsu’s effects.
You increase your lungs capacity fourfold. Doing so
increases your oxygen intake even further as your body
expands and your muscles become more prominent.
Increase your Taijutsu Attack Bonus by +1, bonus
taijutsu damage by 1d8 twice per turn, and you gain 10
Temporary Hit Points.
229
SERPENT FANG DOUBLE STRAIGHT IMPACT
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Touch
Duration: Instant Duration: Special
Components: M Components: M
Cost: 4 Chakra Cost: Special
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Finisher
Description: As a requirement to activate this jutsu, you Description: You take a readied stance preparing your fist or
must currently be in the Serpent Fist Stance. foot for a single powerful strike.
You enter a low striking stance showing your When you activate this jutsu, you can spend 5 chakra
overwhelming focus and precision as you disable your coating your fist in this chakra. You learn to be able to
opponent with surgical accuracy. Make two Melee Taijutsu commit additional actions to make this attack stronger.
Attacks dealing your Unarmed Damage + 1d8. A creature You can spend your Bonus Action and an additional 5
who is hit by at least one of these attacks, must make a Chakra to magnify this jutsu by 1 step.
Constitution Saving Throw. On a failed save they gain +1 You can spend your Reaction and an additional 5 chakra to
rank of Weakened. magnify this jutsu by 1 step.
If this jutsu is used as a Finisher, you instead deal your You can inflict the Stunned condition on yourself at the
Unarmed Damage + 1d12 and if you score two hits on the end of your turn until the beginning of your next turn to
target, they must make a Constitution Saving Throw, magnify this jutsu by 1 step.
gaining +2 rank of Weakened on a failed save. Make a single fiery taijutsu attack. On a hit, you deal your
At Higher Ranks: For each rank you cast this jutsu above unarmed damage + 2d4 on a hit. For each step you magnify
D-Rank increase the cost of this jutsu by 3 and the damage this jutsu by, increase the bonus damage by 2d4.
by 1d8 or 1d12. If this jutsu is used as a Finisher, for each step you magnify
this jutsu by, increase the bonus damage by 4d4.
SILENT MOVEMENT At Higher Ranks: For each rank you cast this jutsu above
Classification: Taijutsu D-Rank increase the chakra spent activating this jutsu’s
Rank: D-Rank initial & additional effect by 3. If this jutsu is cast at B-Rank,
Casting Time: 1 Action increase the damage die of this jutsu by 1 step (D4>D6). If
Range: Self
this jutsu is cast at S-Rank, increase the damage die of this
Duration: Concentration, Up to 1 minute
jutsu by 1 step (D6>D8)
Components: M
Cost: 4 Chakra
Keywords: Taijutsu
SWALLOW DANCE
Classification: Taijutsu
Description: As a requirement to activate this jutsu, you must Rank: D-Rank
currently be in the Silent Fist Stance. Casting Time: 1 Action
You enter a neutral stance, designed to exemplify silence Range: Self (10-Foot Cone)
and emptiness throwing most creatures off of being able to Duration: Instant
predict your actions. You do not spend chakra to maintain Components: M
concentration on this jutsu. Cost: 5 Chakra
For the duration creatures cannot make Reactions to one of Keywords: Taijutsu, Combo
the following. Pick one (This cannot be changed unless this Description: You perform a powerful wide sweeping
jutsu is recast); roundhouse kick, lifting both yourself and all creatures you
• strike.
Your Movement.
•
All creatures in a 10-foot cone originating from you must
Bonus Actions you make.
•
make a Dexterity Saving Throw. On a failed save they take
Reactions you take.
your unarmed damage + 1d8 and are launched 15 feet into
SNAKE CONSTRICTING GRIP the air until the end of the current turn, falling Prone.
Classification: Taijutsu Until the end of your turn, you can target one affected
Rank: D-Rank creature with a Taijutsu Finisher regardless of range, once
Casting Time: Special per turn, using either an Action or Bonus action, ignoring its
Range: 5 feet listed casting time.
Duration: Concentration, up to 1 minute. At Higher Ranks: For each rank you cast this jutsu above
Components: M D-Rank increase the cost of this jutsu by 3 and the damage
Cost: 4 Chakra by 1d8.
Keywords: Taijutsu
Description: When you deal Unarmed Damage to a creature
as a result of an Unarmed attack, you can cast this jutsu as
part of that same attack. When you do, that target must make
a Strength Saving Throw, being Restrained on a failed save.
As an action on the target creatures turn, they may attempt a
Strength Saving Throw to escape your hold.
230
SWITCH KICK C-RANK:
Classification: Taijutsu
Rank: D-Rank 10-COUNT
Casting Time: 1 Action Classification: Taijutsu
Range: 5 Feet Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: 5 Feet
Cost: 4 Chakra Duration: Instant
Keywords: Taijutsu, Combo Components: M
Description: You leap and perform a swift double kick in an Cost: 7 Chakra
attempt to support your team by queuing up a powerful Keywords: Taijutsu, Combo
finisher. Description: You dash forward to perform a series of rapid
As a part of casting this jutsu, you must have either a but light strikes designed to get your blood flowing.
Bonus Action or Reaction available to use. Make two taijutsu Make a number of Taijutsu Attacks equal to your Taijutsu
attacks against a creature within range dealing your Ability Modifier, dealing 1d4 Bludgeoning Damage, to a
Unarmed Damage on a hit. maximum of 10.
If you score at least a successful hit with this jutsu, you If you successfully hit a creature with at least 3 of these
must spend either your Bonus Action or Reaction. When you taijutsu attacks, the next taijutsu you cast before the end of
do, you grant your ally an additional Reaction which they your turn gains a +3 bonus to attack and damage rolls.
can only use to cast a Taijutsu with the Finisher Keyword Until the end of your turn, you can target one affected
that has a casting time of 1 Action. creature with a Taijutsu Finisher regardless of range, once
Until the end of your turn, you or an allied creature can per turn, using either an Action or Bonus action, ignoring its
target one affected creature with a Taijutsu Finisher listed casting time.
regardless of range, once per turn, using either an Action, At Higher Ranks: For each rank you cast this jutsu above
Bonus action or Reaction ignoring its listed casting time. C-Rank increase the cost of this jutsu by 3. If cast at B-Rank
or higher, increase the damage by +1d4. If cast at A-Rank or
WILD DANCE higher, increase the damage by +1d4. If cast at S-Rank or
Classification: Taijutsu higher, this jutsu’s cast time becomes a Bonus Action.
Rank: D-Rank
Casting Time: 1 Action
Range: 5 feet
ADAMANTINE ACALA
Classification: Taijutsu
Duration: Instant
Rank: C-Rank
Components: M
Casting Time: 1 Action
Cost: 3 Chakra Range: 5 Feet
Keywords: Taijutsu, Combo Duration: Instant
Description: You first attack your opponent with a kick, Components: M
which is immediately followed by a punch and another kick, Cost: 8 Chakra
striking them at 3 different angles. Make three Melee Keywords: Taijutsu, Finisher
Taijutsu Attacks. On a hit, each attack deals 1d8 Bludgeoning Description: You perform a powerful kick to a targets
Damage and push them 5 feet in any direction of your center crushing their center of gravity and breaking their
choice. If the target cannot be pushed back because of a form. Make a Melee Taijutsu Attack, dealing your
structure or construct such as a wall or tree, you strike them Unarmed Damage + 2d8 and the target must make a
into it, dealing an additional +1d6 damage. Strength Saving Throw, being pushed back 30 feet on a
At Higher Ranks: For each rank you cast this jutsu above failed save.
D-Rank, increase the cost of this jutsu by 3 and the damage If this jutsu is used as a Finisher, you make two kicks to
by 1d8. If you cast this jutsu at B-Rank or higher, increase the core, shattering their center of gravity and
the damage the target takes from striking a wall by 1d6. If destroying their form. Make two Melee Taijutsu Attacks,
this jutsu is cast at S-Rank, increase the damage the target dealing your Unarmed Damage + 3d8 and the target
takes from striking a wall by 1d6. must make a Strength Saving Throw, being pushed back
30 feet and falling Prone and Dazed on a failed save.
WISE TURTLE At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above C-Rank, increase the cost of this jutsu by 3 and the
Rank: D-Rank
damage by 1d8.
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: M
Cost: 4 Chakra
Keywords: Taijutsu
Description: You focus chakra throughout your muscles
enhancing your physical Strength and Cunning. For the
duration, your Strength and Wisdom ability scores becomes
16 if they are lower than 16. Your lifting Strength is doubled
and you gain a +2 to your passive perception.
Once per turn, when you would cast a Taijutsu with a
range greater than 5 feet, increase its damage by +1
damage die.
231
BEAST BURNING FIRE: DRUM
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when a
Range: Self (15-foot Cone) creature within 5 feet of you deals damage with a
Duration: Instant
melee attack against yourself or an allied creature.
Components: M
Range: 5 Feet
Cost: 9 Chakra
Duration: 1 Minute
Keywords: Taijutsu, Finisher
Components: M
Description: You perform a powerful spinning movement
Cost: 9 Chakra
before you end it with a swift motion which converts all of
Keywords: Taijutsu
that momentum into the shape of a lion head that erupts
Description: You reach your hand out and attempt to
from your hands made from the force of your movement
beat the left lung of a hostile creature.
alone.
Make a Melee Taijutsu Attack against the triggering
All creatures within a 15-foot cone, originating from
creature. On a hit, their lung swells. For the next minute,
you must make a Strength Saving Throw. On a failed save
when the affected creature casts a Jutsu with the
they take your Unarmed Damage + 2d8, are Bruised and
Mobility (M) component, they take 2d6 Necrotic
knocked Prone, or half as much on a successful save.
Damage, which ignores Resistance, Immunity, Damage
If this jutsu is used as a Finisher, the lion head is both
Reduction and Temporary Hit Points, as their lung
larger, more ferocious and impacts the immediate
swells more.
environment. On a failed they take your Unarmed
A creature who would trigger this Jutsu's damaging
Damage + 4d8, and gain +2 ranks of Bruised, are pushed
effect 5 or more times while under its effects has their
back 20 feet and fall Prone on a failed save or half as
lung rupture, dealing 10d6 Necrotic Damage, which
much damage on a successful one.
ignores Resistance, Immunity, Damage Reduction and
A creature who fails this Saving Throw by 5 or more
Temporary Hit Points and gain 4 ranks of Exhaustion for
and are gaining the benefits of Temporary Hit Points
the next 24 hours, this jutsu then immediately ends.
lose all Temporary Hit Points.
A creature can spend their action to make a
At Higher Ranks: For each rank you cast this jutsu
Constitution Saving Throw to end this jutsu’s effects on
above C-Rank increase the cost of this jutsu by 3 and the
them. Alternatively, a creature can end this effect with
damage by 1d8.
any Jutsu with the Medical Keyword, that removes
232
COMBAT CLONE EARLY SACRIFICE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when a melee
Range: 30 feet attack misses you.
Range: 5 Feet
Duration: Concentration, Up to 1 minute.
Duration: Instant
Components: M
Components: M
Cost: 9 Chakra
Cost: 6 Chakra
Keywords: Taijutsu
Keywords: Taijutsu
Description: You take notice of another creatures fighting
Description: After dodging an enemy’s melee attack, you
style, and begin to adjust your muscle memory to copy a
leap on their shoulder and attempt to throw them 30 feet
creatures movements almost identically. This jutsu’s cost
in a direction of your choice. The target must make a
cannot be reduced by any means. Make a Martial Arts Check
Strength Saving Throw, being thrown 30 feet in a
targeting a creature you can see within range, using your
straight line, in a direction of your choice.
Taijutsu ability modifier vs a DC (10 + Targets Level). On a
A thrown target must make a Dexterity Saving Throw,
success, you imitate their physical movements granting you
landing Prone on a failed save. If the target hits a surface
the following benefits;
such as a wall, ceiling, or large or larger object they take
• Your unarmed damage die becomes equal to the creatures damage as if they were falling.
unarmed or natural weapon damage die.
• If the target has the Multiattack trait, you can make a ELEMENTANIA
number of unarmed attacks equal to the number of Classification: Taijutsu
attacks they can make using their multiattack feature, Rank: C-Rank
with your Attack Action. Casting Time: 1 Action
• If the target is gaining the benefits of a Taijutsu Stance, Range: 5 feet
you gain that stances benefits as if you knew it. Duration: Instant.
Components: CM, M
DRAGON TAIL FOOT Cost: 9 Chakra
Classification: Taijutsu Keywords: Taijutsu, Finisher
Rank: C-Rank Description: As a part of casting this jutsu, you can only
Casting Time: 1 Action target a creature whom you can target with a Finisher as a
Range: Self (5 Feet) result of a Jutsu cast with the Combo keyword.
Duration: Instant
You bob and weave in and out of a creatures combat
Components: M
range, building up momentum, preparing yourself for a
Cost: 7 Chakra
massive strike that takes the shape and visage of a roaring
Keywords: Taijutsu, Combo
elemental storm.
Description: You perform sweeping kick, before
Make a Melee Taijutsu Attack, dealing your Unarmed
performing a downward vertical kick to slam a target
Damage + 4d12. Your attack gains the following benefits
creature into the ground. Creatures within 5 feet of you
based on the elemental affinity you wished to imitate (Pick
must make a Dexterity Saving Throw, being knocked
one when you cast this jutsu)
Prone.
If a target is knocked Prone by the effect of this jutsu, • Earth: The ground and earth around you shakes
select one target and make a single Melee Taijutsu Attack and upheaves. All creatures within 10 feet of the
dealing your Unarmed Damage + 3d6. original target must make a Dexterity Saving
Until the end of your turn, you can target one affected Throw, taking 3d6 Bludgeoning Damage from the
creature with a Taijutsu Finisher regardless of range, once erupting earth.
per turn, using either an Action or Bonus action, ignoring • Wind: The wind whips and whistles as you
its listed casting time. forcefully move it out of your way. The target must
At Higher Ranks: For each rank you cast this jutsu make a Strength Saving Throw, being thrown back
above C-Rank, increase the cost of this jutsu by 3 and the 15 x your Taijutsu ability modifier, feet on a failed
damage by 1d8. save. If the target would hit a solid surface as a
result of this knock back. They take 2d6
Bludgeoning Damage for every 15 feet that they
were unable to be moved.
• Fire: Your attack creates such wind resistance that
your striking limb ignites into flame on impact.
Your attack instead deals Fire Damage and the
target must make a Constitution Saving Throw,
gaining 1 rank of the Burned condition on a failed
save.
• Water: Your attack becomes graceful, like flowing
water, allowing you to strike far more effectively.
Reroll all 1’s and 2’s, taking the second result.
• Lightning: Your attack is swift, decisive and
powerful, like lightning. When your attack hits the
target, creatures up to 300 feet away can hear an
audible boom erupt from the point of impact. All
creatures, excluding you, within 30 of the target
creature must make a Constitution Saving Throw,
being Dazed.
233
ERUPTING FALLING STOMP FIERCE SNAKE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 15 Feet Range: 5 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 7 Chakra Cost: 6 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu
Description: You pump chakra into your legs as you Description: You rapidly strike a target with blinding
stomp, creating a shockwave of force from your Strength speed, striking fast enough to leave after ima ges
alone. Creatures in a 15-foot cube originating from you of your attacks. The next time you take the Attack action
must make a Strength Saving Throw, taking 3d8 before the end of the current turn, you make +1
Bludgeoning Damage and gaining 1 rank of Bruised on a additional attack.
failed save or half as much on a success. At Higher Ranks: For each rank you cast this jutsu
If this jutsu is used as a Finisher, your stomp upheaves above C-Rank, increase the cost of this jutsu by 3. If this
the ground creating cracked surfaces and jutting terrain. jutsu is cast at A-Rank or higher, increase the number of
The affected area becomes difficult terrain and all additional attacks you make to +2.
creatures who fail their Saving Throw instead take 5d8
Bludgeoning Damage and +1 rank of Bruised on a failed
save or half as much on a success.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
damage by 1d8 and the size of the cube by 5 feet.
FIST SLAM
EVENING HEAVENLY CRUSH Classification: Taijutsu
Classification: Taijutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Reaction which you take when a target is Range: 5 feet
forcefully moved more than 5 feet from you. Duration: Instant
Range: Self Components: M
Duration: Instant Cost: 6 Chakra
Components: M Keywords: Taijutsu, Finisher
Cost: 6 Chakra Description: As a part of the activation of this taijutsu,
Keywords: Taijutsu you must target a Prone creature. Make a Melee Taijutsu
Description: You dash to keep up with a thrown or Attack against the Prone target dealing 6d6 Bludgeoning
knocked back creature who is moved further than 5 feet Damage and creating a 15-foot-deep hole in the ground
away from you. You take the dash action as a Reaction while leaving them Dazed.
and must end your movement within 5 feet of the target If this jutsu is used as a Finisher, your strike drives
creature. home your Strength and ferocity. On a hit, you deal 9d6
As a part of the same Reaction, you also make an Bludgeoning Damage.
unarmed attack as if you are making an attack of At Higher Ranks: For each rank you cast this jutsu
opportunity against the target. above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6
FALCON DROP
Classification: Taijutsu FLOWING WATER
Rank: C-Rank Classification: Taijutsu
Casting Time: 1 Action Rank: C-Rank
Range: 30 Feet Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: M Duration: Concentration, up to 1 minute
Cost: 6 Chakra Components: M
Keywords: Taijutsu, Finisher Cost: 9 Chakra
Description: This jutsu can only be used as a Taijutsu Keywords: Taijutsu
Finisher. As part of the activation of this jutsu, the target Description: You loosen your stance, allowing your body
creature must be airborne or falling. Make a Melee to become more fluid and adaptable to both incoming
Taijutsu Attack against falling creature. On a hit, you pile and outgoing attacks. Select two Taijutsu or Weapon
drive them into the ground dealing 5d12 Bludgeoning stances that you know. You gain both of their benefits
Damage, leaving them Prone, Weakened and Bruised. for the duration.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d12
234
FLOWING WATER: NO BEAT FRICTION
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 5 feet
Duration: Instant. Duration: Instant.
Components: CM, M Components: M
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Finisher
Description: You move with the grace and ruthlessness Description: You move in to finish off your enemy with a
of a raging tide, slipping past an enemies weak points powerful debilitating strike.
and washing them away as smoothly as running water. Make a Melee Taijutsu Attack. On a hit you deal your
Make two Melee Taijutsu Attacks against a single Unarmed Damage and the target must make a
creature. On a hit your attacks do not deal damage, Constitution Saving Throw. On a failed save the target is
instead, at the conclusion of your attacks, the target stricken with a crippling affliction causing them to be
must make a Constitution Saving Throw. For every unable to take the Dash, Dodge, Disengage, Help or
attack that successfully hit after the first, the target Ready Action for the next minute.
suffers a -1 penalty to their Saving Throw. If this jutsu is used as a Finisher, you make three Melee
On a failed save, the target suffers 2 ranks of Taijutsu Attacks. If all three attacks are successful, then
Exhaustion until the end of their next turn. the target immediately fails their Saving Throw and the
If this jutsu is used as a Finisher, for every attack that target cannot take the Dash, Dodge, Disengage, Help,
successfully hit after the first, the target suffers a -2 Ready, Use an Object, or any Skill-Actions for the next
penalty to their Saving Throw. minute.
At Higher Ranks: For each rank you cast this jutsu An affected creature can make spend an action to
above C-Rank increase the cost of this jutsu by 3 and the make a Constitution ability check vs your Taijutsu Save
number of attacks you make by +1. DC to end this effect early.
235
HEAVY JOLT it is lost. (Ex. Actualization Die, Hunter Exploit, Brave
Classification: Taijutsu Order, Preserve or Take Life, Chakra Recovery or Superiority
Rank: C-Rank Die etc.) A creature can only benefit from this effect of
Casting Time: 1 Action this jutsu once per short rest.
Range: 5 feet At Higher Ranks: For each rank you cast this jutsu
Duration: Instant. above C-Rank increase the cost of this jutsu by 3. If this
Components: M jutsu is cast at B-Rank or higher, you can target up to
Cost: 7 Chakra two creatures, instead of one. If this jutsu is Cast at A-
Keywords: Taijutsu, Clash Rank or higher, affected creatures instead regain 2
Description: You take a low stance as you place all of additional class features uses/resources.
your weight into your primary leg, before you perform a
powerful sweeping kick, cracking their air from the LAGGING
weight of it. Classification: Taijutsu
All creatures within 5 feet of your of your choice must Rank: C-Rank
make a Dexterity Saving Throw. On a failed save, Casting Time: 1 Action
creatures take your Unarmed Damage + 4d8 and are Range: 5 feet
Dazed. On a successful save they take half damage and Duration: Instant.
no further effects. Components: M
If at least one creature fails the Saving Throw, you can Cost: 8 Chakra
choose to knock that creature back 30 feet. If you do, you Keywords: Taijutsu
immediately move up to 25 feet, following after them. Description: You open your hand and angle your fingers
Your movement does not provoke attacks of until your hand looks more like a claw as you attempt to
opportunity, but your targets movement does. slam your hand into the joints of your enemies to delay
At Higher Ranks: For each rank you cast this jutsu their actions.
above C-Rank increase the cost of this jutsu by 3 and the Make a Melee Taijutsu Attack. On a hit, you deal your
damage by 1d8. Unarmed Damage and the target must make a Strength
Saving Throw. On a failed save, until the end of their
INTERSECTION COUNTER next turn, If the affected creature attempts any activity
Classification: Taijutsu that requires an action they must roll a d20. On a roll of
Rank: C-Rank 11 or more, their action is delayed until their next turn, in
Casting Time: 1 Reaction which you take when hit by a which they spend their next action to complete this
melee attack original activity. Regardless of the result, this jutsu then
Range: Self immediately ends.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above C-Rank increase the cost of this jutsu by 3. If this
Cost: 8 Chakra
jutsu is cast at B-Rank, reduce the die roll result to 9 or
Keywords: Taijutsu
higher to delay the action. If this jutsu is cast at A-Rank,
Description: You raise your knee and slam your elbow,
reduce the die roll result to 7 or higher to delay the
into an incoming attack catching it in between them. As
action. If this jutsu is cast at S-Rank, reduce the die roll
a Reaction, make a Melee Taijutsu Attack, on a hit you
result to 5 or higher.
reduce the damage you take by your Unarmed Damage +
4d6.
LATE DEATH
At Higher Ranks: For each rank you cast this jutsu Classification: Taijutsu
above C-Rank, increase the cost of this jutsu by 3 and the Rank: C-Rank
number of attacks this applies to by +1. Casting Time: 1 Reaction, which you take when you or an
236
LEAF GREAT FLASH save they are thrown 30 feet upwards. Taking damage as if
Classification: Taijutsu they fell at the end of the current turn.
Rank: C-Rank You grant one ally within 15 feet of you an additional
Casting Time: 1 Action Reaction which they can only use to cast a Taijutsu with the
Range: 5 Feet Finisher Keyword that has a casting time of 1 Action
Duration: Instant Until the end of the current turn, an allied creature
Components: M
within 15 feet of you, can target the triggering creature
Cost: 7 Chakra
with a Taijutsu Finisher regardless of range, once per turn,
Keywords: Taijutsu, Clash
using a Reaction.
Description: You charge at your target and unleash a
powerful lateral kick, aiming at their head, giving them a LIMIT RELEASE
concussion. Make a taijutsu attack dealing your Unarmed Classification: Taijutsu
Damage + 2d12 on a hit and forcing the target to make a Rank: C-Rank
Constitution Saving Throw. On a failed save they gain +1 Casting Time: 1 Action
rank of Concussed. Range: Touch
At Higher Ranks: For each rank you cast this jutsu above Duration: 1 Round
C-Rank, increase the cost of this jutsu by 3 and the damage Components: CM, M
by 1d12 Cost: Special
Keywords: Taijutsu, Medical
LEAF HURRICANE Description: You press the pressure points of a willing
Classification: Taijutsu
creature you can reach. When you do, you inject a mass of
Rank: C-Rank
chakra into them. Spend a number of chakra die up to a
Casting Time: 1 Action
Range: Self (15 Foot radius Sphere) max of an amount equal to twice your proficiency bonus.
Duration: Instant The target must spend an equal number of chakra die, if
Components: M they are unable this jutsu immediately ends.
Cost: 8 Chakra Once both you and the target spend chakra die, depending
Keywords: Taijutsu, Finisher on the amount of chakra die spent between the both of you,
Description: You perform a powerful spinning backwards the target gains different Limiter releasing effects.
kick, fast enough to not be seen and powerful enough to • 2 Chakra Die: The target rolls spent chakra die, dealing
create a strong whirlwind affecting creatures surrounding additional damage equal to the amount rolled, on the first
the user. Creatures in a 15 Foot radius centering on you attack they make on their next turn. They are then
must make a Dexterity Saving Throw taking your Unarmed overcome by lethargy as they gain 2 ranks of the Weakened
Damage + 2d6 Bludgeoning Damage and are knocked condition until the end of your next turn.
Prone and pulled 10 feet towards you, ending this • 4 Chakra Die: The target rolls spent chakra die, adding half
movement in a space that can hold them. the result to their next attack roll and the full result to the
If this jutsu is used as a Finisher, you kick twice causing damage of the same attack they make on their turn. They
the whirlwind to manifest and then explode outward. are then overcome by lethargy as they gain 2 ranks of
Creatures in range must make a Dexterity Saving Throw, Weakened condition until the end of your next turn.
taking your Unarmed Damage + 2d8 and pulling them 10 • 8 Chakra Die: The target gains 1 Additional action on their
feet closer towards you on a failed save. Immediately after turn. At the end of their turn, they become Stunned until
the whirlwind expands pushing everyone away. All creatures the beginning of their following turn.
in range must make a Strength Saving Throw, taking your • 16 Chakra Die: The target gains 1 Additional Action on their
Unarmed Damage + 2d8 and pushing them 30 feet away on a turn and can use their Bonus action to complete an activity
failed save. Creatures who pass either save, take half that requires 1 Action. At the end of their turn, they become
damage and suffer no further effects. Stunned for 1d4 rounds.
At Higher Ranks: For each rank you cast this jutsu above • 32 Chakra Die: The target gains 1 Additional action on their
C-Rank, increase the cost of this jutsu by 3 and the damage turn and can use their Bonus Action and Reaction to
by 1d6 or 1d8, respectively. complete an activity that requires 1 Action. At the end of
their turn, they become Stunned for 1 Minute. This cannot
LEAF SKY BREAKER be removed by any means.
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you or an
allied creature within 10 feet of you would take damage
from a melee attack from a creature within range.
Range: 15 feet
Duration: Instant.
Components: M
Cost: 9 Chakra
Keywords: Taijutsu, Combo
Description: When you or an allied creature within range
would take damage from a melee attack. You twist your
body in a way that builds momentum and kinetic energy,
before you kick skyward creating a powerful updraft,
creating a barrier of air between the triggering creature
and its target.
You create a wall of air and pure force. The triggering
creature must make a Strength Saving Throw. On a failed
237
LIONS BARRAGE RAKSHASA’S SOLE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: Self
Duration: Instant
Duration: Concentration, Up to 1 minute.
Components: M
Components: CM, M
Cost: 8 Chakra
Cost: 9 Chakra
Keywords: Taijutsu, Finisher
Keywords: Taijutsu
Description: Select one creature you can see in range as you
Description: You build up chakra into the sole of your feet,
make two flying axe kicks attempting to disable it. Make two
until each step you take crushes the ground you walk on.
Melee Taijutsu Attacks. On a hit, you deal your Unarmed
You cannot lose concentration on this jutsu as a result of
Damage + 1d6. If both attacks hit, the target is Dazed until
damage.
the end of their next turn.
For the duration, you gain a special Reaction called
If this jutsu is used as a Finisher, it must be against a falling
Rakshasa’s Sole, which you can take when you would
target. You make three falling, lateral axe kicks attempting to
make a Strength or Dexterity Saving Throw from a
cripple the target. Make three Melee Taijutsu Attacks. On a
Ninjutsu or Taijutsu cast that has the shape of a Sphere,
hit, you deal your Unarmed Damage + 2d6. If all three of
Cylinder, Cone or Line.
these attacks hit, the target gains 3 ranks of Bruised and
Rakshasa’s Sole. When you take this Reaction, you
lands Prone.
perform a round house kick, striking the Jutsu initiating
At Higher Ranks: For each rank you cast this jutsu above
a Clash. You make this Clash check at advantage and can
C-Rank, increase the cost of this jutsu by 3 and the damage
reroll 1’s and 2’s taking the second result. If you win the
by 1d6.
clash check, you deal damage equal to 3 times your
238
ROYAL FLUSH SCATTERING WAVE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: Special Casting Time: 1 Action
Range: 5 Feet Range: Self (15-foot radius)
Duration: Concentration, Up to 1 minute Duration: Instant
Components: CM, M Components: CM, M
Cost: Special Cost: 8 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Clash
Description: As a part of casting this jutsu you must Description: You inject your fist or foot with a surge of
currently be gaining the benefit of Royal Guard. After you chakra that you use to strike the ground, creating a
reduce damage you take to 0, as a result of Royal Guard, you shockwave of force.
must end its effects, replacing them with this jutsu’s effects. All creatures within 15 feet of you must make a
At the end of your next turn, this jutsu then ends. You Strength Saving Throw. On a failed save they take your
do not need to spend chakra to maintain concentration Unarmed Damage + 3d6 and are pushed back to the edge
of this jutsu. of this jutsu’s radius, into a space that can hold them. If
• the creatures are stopped from moving by a wall or
You gain a number of Temporary Hit Points
structure, they take 1d6 damage for every 10 feet of
equal to the damage reduced as a result of Royal
movement they had left (min 1d6)
Guard.
•
At Higher Ranks: For each rank you cast this jutsu
Your movement speed is increased by +20 feet.
•
above C-Rank increase the cost of this jutsu by 3, the
Your next Strength or Dexterity based check
damage by 1d6 and this jutsu’s radius by +5 feet. If this
gains a +10 bonus. Once used you cannot gain
jutsu is cast at B-Rank or higher, all creatures of your
this effect until this jutsu’s next casting.
•
choice within 5 feet of you become immune to this
The next time you would deal damage with a
jutsu’s effects.
Taijutsu attack, you can choose to end this
jutsu, dealing damage equal to the amount of
Temporary Hit Points you gained as a result of
this jutsu.
SAFETY RELEASE
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: 1 Minute.
Components: CM, M
Cost: 8 Chakra
Keywords: Taijutsu, Medical
Description: An alternative version of the Body Pathway
Derangement. Instead of mixing up a creatures brain signals,
you temporarily increase their efficiency.
Select one creature, other than yourself that you can
see and touch. The targets body experiences no direct
changes, but their central nervous system carries signals
significantly faster than previously gaining the
following benefits;
• The creatures speed is increased by half of their
current speed, rounded down to the nearest 5.
• +1 Bonus to AC.
• +1d4 bonus to Dexterity Saving Throws.
• So long as you can take an Action, you cannot
lose the ability to or be prevented from making
a Bonus Action or Reaction, so long as an
activity fits the ability’s Reaction trigger.
239
SEIKUKEN Upon ending this jutsu, you gain 2 ranks of the
Classification: Taijutsu Weakened condition until your next rest, which cannot
Rank: C-Rank be removed by jutsu of C-Rank or lower.
Casting Time: 1 Action
Range: Self TWIN HEAVENLY SWALLOW
Duration: Concentration, Special Classification: Taijutsu
Components: M Rank: C-Rank
Cost: 8 Chakra Casting Time: 1 Action
Keywords: Taijutsu Range: 5 Feet
Description: As a part of casting this jutsu, you must Duration: Instant
currently be under the effects of any Taijutsu Stance, or Components: M
Stance granted by Clan Features such as the Gentle Fist Cost: Special (32 Chakra)
Stance or the Shikotsumyaku Stance. If you are not benefiting Keywords: Taijutsu, Combination
from any of these stances, this jutsu immediately ends. Description: This jutsu can only be cast if you have one
You stand calm and still, emptying your mind. You begin other caster.
to control the entire radius within your arm’s length, You and the second caster perform a series of well-
creating a metaphorical, spherical shield around you. orchestrated strikes in sequence with one another back
You do not need to spend chakra to maintain this jutsu, and forth with you performing the final strike.
instead you cannot gain the benefit of a Bonus action, by Each caster makes 2 Melee Taijutsu Attacks against the
any means. target creature, dealing their unarmed damage + 2d4 on a
For the duration, creatures who make a melee attacks hit. If both casters successfully hit the target with 2 or
targeting you suffer a 1d6 penalty to their attack rolls and more Melee Taijutsu Attacks, then both casters make one
you gain a 1d6 bonus to your Melee Taijutsu Attack rolls more Melee Taijutsu Attack. If both final attacks are
targeting a hostile creature within 5 feet of you. successful, the target takes each casters unarmed damage
+ 3d8 and are launched 20 away, landing Prone.
SHADOW DANCING LEAF Combination: When this jutsu is cast, it gains
Classification: Taijutsu additional effects based on who has the highest Charisma
Rank: C-Rank modifier between both casters.
Casting Time: 1 Reaction which you take after casting a
• +0-1: No Change.
taijutsu
• +2-3: Both casters makes 1 additional initial Melee
Range: Full Movement
Duration: Instant Taijutsu Attack.
Components: M • +4-5: Both casters makes 2 additional initial Melee
Cost: 6 Chakra Taijutsu Attacks.
Keywords: Taijutsu, Combo
Description: As part of the activation of this jutsu, you WELTER MOVE
must have used a Taijutsu as a Standard or Bonus action Classification: Taijutsu
prior to this Jutsu's activation. You immediately teleport Rank: C-Rank
up to your full movement speed behind a target within Casting Time: Special
range.
Range: Self
Until the end of your turn, you can target one affected Duration: 1 Round
creature with a Taijutsu Finisher regardless of range, Components: M
once per turn, using either an Action or Bonus action, Cost: 6 Chakra
ignoring its listed casting time. Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
THIRD HEAVENLY BREATH: BREATHE currently be under the effects of any Taijutsu Stance, or
Classification: Taijutsu Stance granted by Clan Features such as the Gentle Fist
Rank: C-Rank Stance or the Shikotsumyaku Stance. If you are not benefiting
Casting Time: 1 Bonus Action
from any of these stances, this jutsu immediately ends.
Range: Self
When you would move 10 feet before making a melee
Duration: Special
Components: CM attack, you can activate this jutsu, granting yourself a +1
Cost: 9 Chakra Bonus your attack rolls and Dexterity Saving Throws.
Keywords: Taijutsu These bonuses last until the beginning of your next
Description: As a requirement to activate this jutsu, you turn. You can activate this jutsu no more than three
must have Second Heavenly Breath: Panting currently active. times per turn. Each time you activate this jutsu, you
You end your concentration on that jutsu and this one takes must move 10 feet and perform a melee attack targeting
its place, maintaining the same duration limitation and either the same or another creature.
Jutsu casting restrictions. You retain all of the effects and Creatures who’s attack result would be equal to your
duration of that jutsu, stacking them with this jutsu’s AC counts as a miss for the duration. If you would
effects. succeed a Dexterity Saving Throw while gaining the
You increase your lungs capacity eight-fold. Doing so benefit of this jutsu you take no damage and suffer no
increases your oxygen intake as your skin begin to turn effects while benefiting from this jutsu.
red as your blood vessels swell as your muscles and Finally, the first time you would be hit by an attack
organs begin to swell. Increase your Taijutsu Attack while gaining the benefit of this jutsu, you lose its
Bonus by +1, bonus damage by 1d8 twice per turn, and benefits.
you gain 10 Temporary Hit Points that stack with
Temporary Hit Points gained by other Heavenly Breath
Taijutsu you cast.
240
WHIRLWIND DEATH DROP ASAKUJAKU: MORNING PEACOCK
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 9 Chakra, Cost: Special (14 Chakra)
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Finisher
Description: You perform a spinning backwards kick Description: This jutsu can only be cast as a Taijutsu
followed by a devastating downward axe kick. Finisher targeting an airborne or falling creature. As a part
Make two Taijutsu attack On a hit, each attack deals of casting this jutsu, you must be gaining the benefits of
your Unarmed Damage + 2d8. at least the Gate of Tomon from the 8-Inner Gates:
If this jutsu is used as a Finisher, you make three Keimon Taijutsu feat or Keimon or any 8 Inner gate
spinning kicks. Make three Melee Taijutsu Attacks, granted by the 8-Inner Gates: Shimon. Once this jutsu is
dealing your Unarmed Damage + 2d8. If a creature is hit cast, you cannot cast it again until you spend at least 10
with at least two of your attacks, they must make a minutes recovering from the strain it places on your body.
Constitution Saving Throw, being Stunned until the You leap into the air in a distinctive stance and begin
beginning of their next turn on a failed save. punching the enemy repeatedly, so quickly in fact that
At Higher Ranks: For each rank you cast this jutsu they are set ablaze by the sheer speed and friction which
above C-Rank, increase the cost of this jutsu by 3 and in turn, creates a peacock-like fan of flames around the
damage by 1d8. target.
Make a number of Melee Taijutsu Attacks equal to
WHIRLWIND SNAP your proficiency bonus dealing 1d6 damage on the first
Classification: Taijutsu hit, then each successful hit after the first, increase
Rank: C-Rank damage die by +1. You cannot add your ability modifier
Casting Time: 1 Action to the damage dealt in any way. If you Score at least 5
Range: Self (15-foot Cone) hits this way, at the conclusion of this jutsu, the target is
Duration: 1 Round slammed back into the ground, taking falling damage as
Components: M if they had fallen 50 feet and have to make a Constitution
Cost: 7 Chakra Saving Throw, being Stunned until the end of their next
Keywords: Taijutsu, Combo turn on a failed save.
Description: You perform a reverse round house kick. All
creatures in a 15-foot cone originating from you must make ASAKUJAKU: MORNING DOVE
a Strength Saving Throw. On a failed save they take your Classification: Taijutsu
Unarmed Damage + 2d6 and are pulled up to 10 feet closer to Rank: B-Rank
you into a space that can hold them and are Bruised until the Casting Time: 1 Action
beginning of their turns, or half as much on a successful Range: 5 feet
save. Duration: Instant
Components: M
Until the end of the current turn, an allied creature
Cost: Special (14 Chakra)
within 15 feet of you, can target the triggering creature
Keywords: Taijutsu, Finisher
with a Taijutsu Finisher regardless of range, once per turn,
Description: This jutsu can only be cast as a Taijutsu
using a Reaction.
Finisher targeting an airborne or falling creature. As a part
At Higher Ranks: For each rank you cast this jutsu
of casting this jutsu, you must be gaining the benefits of
above C-Rank increase the cost of this jutsu by 3, the
at least the Fifth Heavenly Breath: Respire Taijutsu or any
damage by 1d6 and the cone size by +5 feet.
Heavenly Breath taijutsu of a higher rank. Once this jutsu is
B-RANK: cast, you cannot cast it again until you spend at least 10
minutes recovering from the strain it places on your body.
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BREAKER FIST COMBO BREAK
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you would
Range: 5 feet take damage or fail a Saving Throw against a jutsu with
Duration: Instant
the Combo keyword
Components: M
Range: Self
Cost: 12 Chakra
Duration: Instant
Keywords: Taijutsu, Clash, Finisher
Components: M
Description: You perform a full power strike, putting all
Cost: 12 Chakra
of your weight and momentum behind this strike.
Keywords: Taijutsu, Finisher
If this jutsu is cast targeting a creature who is gaining
Description: This jutsu can be cast even if you cannot
the benefits of Damage Reduction or Resistance, you
normally gain the benefits of a Reaction.
ignore them for this jutsu’s damage roll.
You raise your defenses in preparation of being the target
Make a Melee Taijutsu Attack dealing your Unarmed
of a Finisher. You treat all jutsu with the Finisher keyword as
Damage + 5d8.
if it was not cast as a Finisher until the end of the current
If this jutsu is used as a Finisher, on a hit, you instead
turn. If a jutsu can only be cast as a Finisher, you are no
deal your Unarmed Damage + 7d8, and the target must
longer a valid target, and if there are no other valid targets,
make a Constitution Saving Throw. On a failed save, they
the jutsu casting is Interrupted and fails.
are shaken as they become Staggered until the end of
their next turn.
DRAGON BREAK
At Higher Ranks: For each rank you cast this jutsu Classification: Taijutsu
above B-Rank increase the cost of this jutsu by 3 and the Rank: B-Rank
damage by 1d8. Casting Time: 1 Action
Range: 5 feet
CHERRY BLOSSOM IMPACT Duration: Instant
Classification: Taijutsu Components: M
Rank: B-Rank Cost: 14 Chakra
Casting Time: 1 Action Keywords: Taijutsu, Finisher
Range: 5 feet Description: This jutsu can only be cast as a Taijutsu
Duration: Instant
Finisher. As a part of casting this jutsu, you must currently
Components: CM, M
be under the effects of the Dragon Stance.
Cost: 14 Chakra
You interlock your hands and perform a powerful strike
Keywords: Taijutsu, Finisher, Clash
to the targets core while both hands are imitating the
Description: You amass enough chakra on the tips of your
bottom and top half of a dragon’s maw.
knuckles to completely obliterate a small home, choosing
Make two Melee Taijutsu Attacks, dealing your Unarmed
to instead strike a single creature with this monstrous
Damage + 3d8. For each successful hit the target must
impact.
make a Strength Saving Throw. On each failed save, the
You store up chakra as you make a single, powerful
target creature suffers a 1d4 penalty to their melee attacks,
strike releasing it on impact. Make a single Melee Taijutsu
and Skill Checks that use Strength or Dexterity until the
Attack against a target in range. On a hit, the target takes
end of your next turn.
your Unarmed Damage + 4d12. The target also has to make
If this jutsu is used as a Finisher, you instead my three
a Constitution Saving Throw being Dazed and Bruised.
Melee Taijutsu Attacks.
If this jutsu is used as a Finisher, if you successfully score
At Higher Ranks: For each rank you cast this jutsu above
a hit, all creatures, objects and structures touching the
B-Rank increase the cost of this jutsu by 3 and the damage
ground (excluding you) within 30 feet of the target, must
by 1d8.
make a Dexterity Saving Throw taking 6d6 Bludgeoning
Damage and falling Prone on a failed save, or half as much
DRAGON CRUSH
on a successful one. The affected area becomes difficult Classification: Taijutsu
terrain. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Action
B-Rank, increase the cost of this jutsu by 3 and the damage Range: 5 feet
by 1d12 and 2d6. Duration: Instant
Components: M
Cost: 10 Chakra
Keywords: Taijutsu, Finisher
Description: This jutsu can only be cast as a Finisher. As a
part of casting this jutsu, you must target a creature who is
Dazed, Prone or Stunned.
Make a Melee Taijutsu Attack, dealing your Unarmed
Damage + 8d10 and forcing the creature to make a
Constitution Saving Throw. On a failed save, their
condition persists, extending the duration of it by 1 round.
If they are only Prone you instead deal an extra damage die
and they gain 1 rank of Bruised.
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.
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FIFTH HEAVENLY BREATH: RESPIRE Combination: When this jutsu is cast, it gains
Classification: Taijutsu additional effects based on who has the highest
Rank: B-Rank Charisma modifier between both casters.
Casting Time: 1 Bonus Action
• +0-1: No Change.
Range: Self
• +2-3: Affected creatures suffer a -2 penalty to their
Duration: Special
Components: CM Saving Throw.
Cost: 14 Chakra • +4-5: Affected creatures suffer a 1d6+1 penalty to their
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above B-Rank, increase the cost of this jutsu by 3 and the LEAF EARTH CRUSH
damage by 1d10. Classification: Taijutsu
Rank: B-Rank
HUNTER’S FEAST Casting Time: 1 Action
Classification: Taijutsu Range: Self (30-Foot Cone)
Rank: B-Rank Duration: Instant
Casting Time: 1 Bonus Action Components: CM, M
Range: 60 feet Cost: 13 Chakra
Duration: Concentration, up to 1 minute Keywords: Taijutsu, Combo
Components: M Description: You slam your feet into the ground with the
Cost: 12 Chakra Passion of Youth TM, fragmenting and shattering the
Keywords: Taijutsu earth.
Description: You hone in on your adversaries physical All creature in in range must make a Dexterity Saving
form, looking for ways to strike them in their vital points. Throw to dodge and avoid the spears of stone, metal or
You do not need to spend chakra to maintain whatever materials the ground is made of. On a failed
concentration on this jutsu. save, creatures take 3d8 Piercing Damage and are
Make a Taijutsu ability check vs a DC 13 + the targets knocked 25 feet into the air, becoming airborne until the
rank (E-Rank: 0, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: end of the current turn.
4, S-Rank: 5). On a success, you find weak points in their The affected area becomes difficult terrain until
form. This jutsu does not work against inorganic cleared or restored.
creatures such as constructs. Until the end of your turn, you can target one affected
For the duration, while you can see the creature, the creature with a Taijutsu Finisher regardless of range,
first two times each turn you deal your Unarmed once per turn, using either an Action or Bonus action,
Damage, you deal +2d8 Necrotic Damage to the target. ignoring its listed casting time.
If the target would ever leave your line of sight this
jutsu immediately ends. LEAF GUST
Classification: Taijutsu
KING’S FANG Rank: B-Rank
Classification: Taijutsu Casting Time: 1 Bonus Action
Rank: B-Rank Range: Self (30-foot Cone)
Casting Time: 1 Action Duration: Instant
Range: 5 feet Components: M
Duration: Instant Cost: 14 Chakra
Components: M Keywords: Taijutsu, Combo
Cost: 11 Chakra Description: You swipe your leg with enough force to
Keywords: Taijutsu, Finisher create a localized shockwave strong enough to bludgeon
Description: As a part of casting this jutsu, you must creatures and objects in range while also blowing them
currently be under the effects of the Lion Stance. This away.
jutsu attacks count as unarmed attacks for the Lion Fist Creatures and objects in a 30-foot cone originating
Stance’s Bonus Action effect. from you must make a Strength Saving Throw, being
You ferociously attack a creature with the aggression knocked up 30 feet into the air on a failed save. An
and passion of a lion king. airborne creature cannot take a Reaction to jutsu you
Make two Melee Taijutsu Attacks targeting a creature cast with the Finisher keyword before the end of the
you can see within range, dealing your Unarmed Damage current turn.
+ 2d6. On each successfully hit, the target must make a Until the end of your turn, you can target one affected
Constitution Saving Throw. On a failed save they gain the creature with a Taijutsu Finisher regardless of range,
Bruised condition. once per turn, using either an Action or Bonus action,
If this jutsu is used as a Finisher, you instead deal your ignoring its listed casting time.
Unarmed Damage +2d10 on each successful hit.
At Higher Ranks: For each rank you cast this jutsu LEAF HOT WIND
above B-Rank increase the cost of this jutsu by 3. If this Classification: Taijutsu
jutsu is cast at S-Rank, increase the number of attacks Rank: B-Rank
you make by +1. Casting Time: 1 Action
Range: Full Movement
INCURSION OF CLARITY Duration: Instant
Classification: Taijutsu Components: M, CM
Rank: B-Rank Cost: 14 Chakra
Casting Time: 1 Action Keywords: Taijutsu, Finisher
Range: Self Description: This jutsu can only be used as a Taijutsu
Duration: Instant Finisher. You begin to perform a series of roundhouse
Components: M kicks with enough force to ignite the air around your legs
Cost: 13 Chakra turning them into flaming kicks as your tear through
Keywords: Taijutsu everything in your path.
Description: You release a surge of chakra throughout Select a space within range that you can see and move
your body removing all impurities and assisting in to that location regardless of other creatures in your
recovering from physical debilitations. You can remove path. All creatures of your choice who you would pass
one of the following condition types currently affecting through on your way to the location must make a
you Physical or Sensory and granting you advantage Dexterity Saving Throw taking 3d6 Fire Damage and
against the same condition for 1 minute. gaining 2 ranks of the Burned condition on a failed save
244
or only half damage and no further effects on a ONE MAN FRONT LOTUD
successful save. Classification: Taijutsu
If you end your movement within 5 feet of a hostile Rank: B-Rank
creature, make a Taijutsu Attack against a target, dealing Casting Time: 1 Action
your Unarmed Damage + 7d10 Fire Damage. The target Range: 45 feet
must make a Strength Saving Throw gaining 3 ranks of Duration: Instant
Components: M
Bruised on a failed save.
Cost: 14 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu, Finisher
above B-Rank, increase the cost of this jutsu by 3 and the
Description: As part of the requirements of this jutsu,
damage of your targeted attack damage by 1d10.
you must have at least the “First Heavenly Breath: Inhale”
LEAF HURRICANE BULLET or any of the Heavenly breaths thereafter active or any of
Classification: Taijutsu the 8 Inner Gates class feature active.
Rank: B-Rank You leap into the air before beginning to spin turning
Casting Time: 1 Action yourself into a drill with enough force to create spiraling
Range: 45 feet wind and dust that trails you as you come crashing down
Duration: Instant into a target of your choice that you can see within
Components: M range. Make a Melee Taijutsu Attack against the target,
Cost: 10 Chakra dealing your Unarmed Damage + 5d6. All creatures
Keywords: Taijutsu, Clash within 10 feet of the target must make a Strength Saving
Description: You strike with enough force to create a Throw to avoid being thrown back 10 feet from the force.
focused bullet of air pressure to strike at ranged targets. If this jutsu is used as a Finisher, you instead make a
Make two Ranged Taijutsu Attack, dealing 5d8 Melee Taijutsu Attack against the target, dealing your
Bludgeoning Damage. Unarmed Damage + 5d12. Additionally, all creatures
At Higher Ranks: For each rank you cast this jutsu within 10 feet of the target must make a Strength Saving
above B-Rank, increase the cost of this jutsu by 3 and the Throw, being knocked back 20 feet from the force,
number of Ranged Taijutsu Attacks by +1. becoming Incapacitated from the force and falling
Prone.
MACHINE GUN PUNCH! At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above B-Rank, increase the cost of this jutsu by 3 and the
Rank: B-Rank
damage by 1d8.
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
OWL DROP
Classification: Taijutsu
Components: M
Rank: B-Rank
Cost: 14 Chakra
Casting Time: 1 Action
Keywords: Taijutsu, Clash
Range: 30 feet
Description: You perform a series of insanely fast strikes Duration: Instant
so fast that your fists grow hot from the resistance of the Components: M
air around them. You lock yourself in place, and cannot Cost: 12 Chakra
move from the space you cast this jutsu in. Make 5 Melee Keywords: Taijutsu
Taijutsu Attacks. On a hit, you deal Unarmed Damage. Description: As a part of the activation of this jutsu, you
The strain of this jutsu causes you to suffer blowback must be hidden from the target of this taijutsu. You leap
from each successful strike. You take 1d6+1 Necrotic downward over your target as your wrap your legs
Damage that cannot be reduced or resisted or reacted to around their neck. You squeeze and twist, attempting to
for each successful attack you land. knock them out instantly. Make a Melee Taijutsu Attack
against the target to grapple them. On a success the
MAXIMUM ENTRY target must make a Constitution Saving Throw falling
Classification: Taijutsu unconscious on a failed save.
Rank: B-Rank
An unconscious creature remains unconscious for 10
Casting Time: 1 Action
minutes, or until they are moved, touched, take damage
Range: 45 feet
Duration: Instant or are in the area of a Jutsu's effect.
Components: M
Cost: 13 Chakra
Keywords: Taijutsu, Combo
Description: You move at remarkable speeds vanishing
like the wind. Choose up to 5 creatures you can see
within range. Make a Melee Taijutsu Attack against each
target. On a hit, a target takes your Unarmed Damage +
4d8 and inflict 1 rank of Bruised. You then teleport to an
unoccupied space you can see within 5 feet of one of your
targets you hit or missed.
Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
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
number of creatures you can target by +1.
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PACK AGGRESSION PISTON FIST
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Clash, Finisher
Description: As a part of casting this jutsu, you must Description: You make a basic strike against a target
currently be under the effects of the Wolf’s Stance. within range. As a part of the activation of this jutsu, make
You ferociously attack a creature with the aggression a taijutsu attack. On a hit you deal your Unarmed Damage +
and ferocity of a pack of wolves. Make two Melee 6d4 as a surge of chakra erupts from your joint forcing the
Taijutsu Attacks targeting a creature you can see within attack deeper.
range dealing your Unarmed Damage + 2d6. On each If this jutsu is used as a Finisher, you instead make a
successful hit, increase your next attacks critical threat Melee Taijutsu Attack with a +2 bonus to your critical
range by +1 for this jutsu’s duration. threat range, dealing your Unarmed Damage + 9d4. If you
If this jutsu is used as a Finisher, you instead make score a critical with this Taijutsu Finisher, you do not
three Melee Taijutsu Attacks. double your Unarmed Damage die, you instead deal your
At Higher Ranks: For each rank you cast this jutsu Unarmed Damage + 25d4.
above B-Rank increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu above
damage by 1d6. B-Rank, increase the cost of this jutsu by 3 and the damage
by +1d4.
PASSIONATE DANCING LEAF
Classification: Taijutsu PREDATORS FANG
Rank: B-Rank Classification: Taijutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (45-foot cone) Casting Time: 1 Action
Duration: Instant Range: 5 feet
Components: CM, M Duration: Instant
Cost: 13 Chakra Components: M
Keywords: Taijutsu, Combo Cost: 13 Chakra
Description: You are filled to the brim with the Passion of Keywords: Taijutsu
Youth TM, and you let it guide your movements. Description: This jutsu can only be cast as a Taijutsu
All creature in a 45-foot cone originating from you Finisher. As a part of casting this jutsu, you must currently
must make a Dexterity Saving Throw to dodge and avoid be under the effects of the Serpent Fist Stance.
the plethora of punches and kicks you throw out as you You take both of your hands and shape them into a
dance across the battlefield, before returning back to serpents open maw with its fangs showing before you
place in an instant. On a failed save, creatures take 5d6 perform a series of strikes meant to break an enemy down.
Bludgeoning Damage and are knocked Prone. Make three Melee Taijutsu Attacks, dealing your
Until the end of your turn, you can target one affected Unarmed Damage + 2d8. For each successful hit the target
creature with a Taijutsu Finisher regardless of range, must make a Strength Saving Throw. On each failed save,
once per turn, using either an Action or Bonus action, the target creature suffers a -1 penalty to their Strength or
ignoring its listed casting time. Dexterity ability scores for the next minute.
At Higher Ranks: For each rank you cast this jutsu A creature whose ability score is penalized in this way
above B-Rank increase the cost of this jutsu by 3, the can spend a full-turn-action to readjust themselves,
damage by 1d6. restoring their ability scores back to normal.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank increase the cost of this jutsu by 3 and the number
of attacks by +1.
QUAKING LEG
Classification: Taijutsu
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: 5 feet
Duration: Instant
Components: M
Cost: 12 Chakra
Keywords: Taijutsu, Combo
Description: You make a basic strike against a target
within range. As a part of the activation of this jutsu, make
a taijutsu attack. On a hit, the target take your Unarmed
Damage and gains 2 ranks of Weakened.
Additionally, the affected creature is unable to take
Reactions until the end of the current turn.
Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring
its listed casting time.
246
RABBIT BOSS STOMP STAR SHOWER
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action, which you can only take while
Range: 5 feet airborne, falling, or jumping at minimum 30 feet.
Duration: Instant Range: 60 feet (20-foot cube)
Components: M Duration: Instant
Cost: 14 Chakra Components: M
Keywords: Taijutsu, Clash, Finisher Cost: 13 Chakra
Description: As a part of casting this jutsu, you must Keywords: Taijutsu
currently be under the effects of the Rabbit Fist Stance. Description: While falling you strike the air, creating
You kick with the force of 10,000 rabbits stomping pockets of force that strike like bullets, pelting the
someone to death. ground.
Make one Melee Taijutsu Attacks targeting a creature Select a space you can see in range. All creatures in a
you can see within range dealing your Unarmed Damage 20-foot cube originating from this space must make a
+ 6d8 and all creatures in a 30-foot cone originating Dexterity Saving Throw taking your Unarmed Damage +
from the target creature must make a Strength Saving 6d8 Bludgeoning Damage and falling Prone on a failed
Throw suffering the residual shockwave taking 6d8 save. The area affected by this jutsu becomes cracked
Bludgeoning Damage on a failed save or half as much on and riddled with fist sized craters and imprints
a success. becoming Difficult Terrain.
The affected area behind the original target creatures At Higher Ranks: For each rank you cast this jutsu
becomes difficult terrain as the ground shatters and above B-Rank increase the cost of this jutsu by 3, the
collapses from your kick. damage by 1d8, and the size of the cube by 5-feet
If this jutsu is used as a Finisher, the damage die
becomes a d12. STEEL
At Higher Ranks: For each rank you cast this jutsu Classification: Taijutsu
above B-Rank increase the cost of this jutsu by 3, the Rank: B-Rank
Casting Time: 1 Action
damage by 1d8 or 1d12.
Range: Self
REVERSE GUARD Duration: Special
Components: CM, M
Classification: Taijutsu
Cost: Special
Rank: B-Rank
Casting Time: 1 Reaction, being damaged by a melee Keywords: Taijutsu
attack. Description: You release chakra throughout your body,
Range: Self enhancing your physicality temporarily. This self
Duration: Instant enhancement reinforces your hands and feet allowing you
Components: M to break previously inconceivable structures and materials
Cost: Special (14 Chakra) with strikes alone.
Keywords: Taijutsu When this jutsu is cast, you must spend 10 chakra, then
Description: As a Reaction to being hit by a melee attack, an additional +5 chakra for every additional round you
Make a Martial Arts Check. Your roll becomes your AC want this jutsu active beyond the first, up to a maximum of
until the end of this turn and against the triggering 10 rounds (1 minute).
attack. If a melee attack would miss you this turn, you While gaining the benefits of this jutsu, you gain +7 DR
can reverse the attack on to the target, and the attack (Damage reduction) vs B/P/S, +2d6 bonus to melee
now instead targets the triggering creature. If they unarmed/weapon, Taijutsu & Bukijutsu damage rolls twice
would miss your AC by 10, you gain an additional per turn & deal double damage to objects, structures and
Reaction which you can use to cast a Taijutsu with the constructs.
casting time of 1 Action.
ROYAL REVENGE
Classification: Taijutsu
Rank: B-Rank
Casting Time: Special
Range: 5 feet
Duration: Instant
Components: M
Cost: Special
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
currently be under the effects of the Royal Guard Taijutsu.
You release the pent-up kinetic energy you’ve
absorbed into a single potent blow with unwasted
movements.
Make a single Melee Taijutsu Attack, targeting a
creature you can see within range. On a hit, you deal
Bludgeoning Damage equal to 1.5 times the amount of
damage you’ve reduced to 0, as a result of Royal Guard.
Regardless of a hit or miss, immediately after the Melee
Taijutsu Attack made as a result of this jutsu, Royal
Guard immediately ends.
247
STEEL KNUCKLE TRIPLE DOUBLE
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Combo
Description: As a requirement to activate this jutsu, you Description: You support your allies by
must currently be in the Iron Fist Stance and this Jutsu can breaking your mutual enemies
only be cast as a Finisher. defenses, setting them up for a brutal
You perform a series of high-powered strikes with full finisher.
intention to cause harm, break bones and crush your Make a single Melee Taijutsu Attack
enemies. Make a two Melee Taijutsu Attacks. On a hit, against a creature within range. On a
you deal your Unarmed Damage + 3d12 and force the hit, you deal your unarmed damage.
target to make a Strength Saving Throw. On a failed save, You grant two allies within 15 feet of you an
you knock them back a number of feed equal to 10 x your additional Reaction, which they can only use
Strength ability modifier. to cast a Taijutsu or Bukijutsu with the
If you knock a creature away from you with any attack Finisher keyword that has a casting time of
granted by this jutsu, you gain bonus movement speed 1 Action.
up to the number of feet you knocked the target away, Until the end of the current turn, up to
which you can only use to move to a space within 5 feet two allied creatures within 15 feet of you,
of the target that can hold you. If they strike a solid can target the triggering creature with a
surface that’s less than 5 feet thick, they tear through it Taijutsu or Bukijutsu Finisher regardless
if they have at least 10 or more feet remaining to be of range, one per turn each, using a
knocked back, taking 4d6 Bludgeoning Damage for each Reaction.
surface they go through.
At Higher Ranks: For each rank you cast this jutsu TWIN FRONT LOTUS
above B-Rank increase the cost of this jutsu by 3, the Classification: Taijutsu
damage by 1d12 and 1d6 Rank: B-Rank
Casting Time: 1 Action
STILL EARTH: REVERB Range: 5 Feet
Classification: Taijutsu Duration: Instant
Rank: B-Rank Components: M, W (Battle Wire)
Casting Time: 1 Action Cost: Special (49 Chakra)
Range: Touch Keywords: Taijutsu, Combination,
Duration: 10 Minutes Finisher
Components: CM, M Description: This jutsu can only be cast if
Cost: 14 Chakra you have one other caster who is within 15 feet of you. The
Keywords: Taijutsu, Medical second caster as a part of their Reaction moves to a space
Description: You can see stiffness in the joints of your within 5 feet of you that they can occupy.
friends and can release that tension with a single joint As part of the requirements of this jutsu, both you and
adjustment. This jutsu cannot have its cost reduced by any the second caster must have at least the First Heavenly
means. Breath: Inhale or any of the Heavenly Breaths thereafter
Select one willing creature other than you, who you active or any of the 8 Inner Gates class feature active the
can reach as you press their bodies joints into place with target must be airborne or falling.
firm but gentle motions. When you do release a buildup You and the second caster leap into action grabbing
of tension and stress within them. Affected creatures and wrapping the target in you and the second casters
experience a bliss of resistance free movement for the battle wire as you begin to spin creating a 3-person drill
duration granting them a bonus +10 to movement speed creating dust trails as the three of you come crashing
and +1 to AC, Strength and Dexterity Saving Throws. down into the ground with the force of a meteor.
Additionally, for the duration the affected creature Each caster makes a Melee Taijutsu Attack each
gains an additional use of any 1 clan feature with a use dealing their unarmed damage + 5d8.
limitation or 1 additional spendable resource. If this If this jutsu is used as a Finisher, you both instead
additional resource isn’t spent by the end of the duration make a Melee Taijutsu Attack against the target, dealing
it is lost. (Ex. Speed Dice, Sharingan use limit etc.) A the attacking creatures unarmed damage + 5d12.
creature can only benefit from this jutsu once per long Additionally, all creatures within 30 feet of the target
rest. must make a Strength Saving Throw, being knocked
Finally, if this creature is ever under the effects of the back 20 feet from the force and falling Prone.
Weakened condition, this jutsu immediately ends. Combination: When this jutsu is cast, it gains
At Higher Ranks: For each rank you cast this jutsu additional effects based on who has the highest
above B-Rank increase the cost of this jutsu by 3. If this Charisma modifier between both casters.
jutsu is cast at A-Rank or higher, you can target up to • +0-1: No Change.
two creatures, instead of one. • +2-3: Affected creatures must make a Constitution
Saving Throw vs whichever of the two casters has the
higher Taijutsu Save DC, becoming Incapacitated for
1d4 rounds on a failed save.
248
• +4-5: Affected creatures must make a Constitution COMBO EXTENDER
Saving Throw vs whichever of the two casters has the Classification: Taijutsu
higher Taijutsu Save DC, becoming Stunned for 1d4 Rank: A-Rank
turns on a failed save. Casting Time: 1 Bonus Action
Range: Self
UNPREDICTABLE BLOWS Duration: Concentration, Special
Classification: Taijutsu Components: M
Rank: B-Rank Cost: 20 Chakra
Casting Time: 1 Action Keywords: Taijutsu
Range: 5 Feet Description: As part of the requirements of this jutsu, you
Duration: Instant must have at least the “Fifth Heavenly Breath: Breathe” or
Components: M any of the Heavenly breaths thereafter active and you
Cost: 12 Chakra cannot lose concentration of this jutsu as a result of
Keywords: Taijutsu damage.
Description: As a requirement to activate this jutsu, you For the Duration of your Heavenly breath’s, you gain a
must currently be in the Drunken Fist Stance. special action called Combo Extension.
You sway in and out of combat, dancing around your Combo Extension. This special action is regained for the
opponent in a drunken stupor throwing them off, while duration of this jutsu, at the beginning of each of your turns.
also making it difficult to pint you down into any single For the duration, this special action can be cast a Taijutsu
space. with a Casting time of either an Action or Bonus Action or
While you are engaged with at least 2 hostile take the Dash action.
creatures, make one Melee Taijutsu Attack against each
hostile creature you are currently engaged with. On a hit DEATH BLOSSOM
you deal your Unarmed Damage + 3d8. Classification: Taijutsu
Each time you successfully hit a creature using this Rank: A-Rank
jutsu, you increase your AC by +1 until the beginning of Casting Time: 1 Action
your next turn, and that creature cannot make an Range: 5 feet
opportunity attack against you until the beginning of Duration: Instant
their next turn. Components: M
Additionally, you gain a +1 bonus to Saving Throws to Cost: 20 Chakra
resist being Physical conditions and a +10 bonus to Keywords: Taijutsu, Finisher, Kinjutsu
movement speed until the end of the current turn. Description: You strike a downed creature in the chest,
At Higher Ranks: For each rank you cast this jutsu in an attempt to stop their beating heart with a single
above B-Rank increase the cost of this jutsu by 3 and the strike. This jutsu can only be used against a creature who
damage by 1d8. is Dazed, Prone and who is not a construct.
Make a Melee Taijutsu Attack. On a hit, the target must
A-RANK: make a Constitution Saving Throw. On a failed save, they
take 10d6 in Necrotic Damage which cannot be reduced
AMPHIBIOUS GOUT by any means or half as much on a success.
Classification: Taijutsu If this jutsu is used as a Finisher, on a failed save, the
Rank: A-Rank target instead takes 10d6 Necrotic Damage and suffers 5
Casting Time: 1 Bonus Action ranks of Lacerated.
Range: Self (15-feet) If a creature has its Hit Points reduced to 0 as a result
Duration: 1 Round of this jutsu or Laceration cause by this jutsu, their heart
Components: M explodes.
Cost: 15 Chakra
Keywords: Taijutsu DISABLING BLOW
Description: As a requirement to activate this jutsu, you Classification: Taijutsu
must currently be in the Frog Fist Stance. Rank: A-Rank
You enter a highly mobile stance designed to allow you to Casting Time: 1 Action
Range: 5 feet
assist all allies in martial combat.
Duration: Instant
Until the beginning of your next turn, allied creatures
Components: M
(including yourself) who would attempt to make a Melee
Cost: 15 Chakra
Taijutsu Attack targeting a creature while both creatures are
Keywords: Taijutsu
within 15 feet of you, you may add 1 die to their next attack
Description: You strike at your target’s joints attempting
roll, equal to the die size of your Unarmed Damage dice, as
to disable them for an extended period of time. Make a
you support them and yourself, by bouncing around in the
taijutsu attack against each target within 5 feet of you, of
15-foot radius supporting each strike and reinforcing each
your choice. Each target takes twice your Unarmed Damage
hit with one of your own.
and have their movement speed reduced by half and
Additionally, until the beginning of your next turn,
forcing them to make a Constitution Saving Throw.
hostile creatures who would attempt to make a melee or
On a failed save, they gain +2 ranks of Weakened and
range attack targeting any allied creatures (including
become unable to take Reactions against you. An affected
yourself) within 15 feet of you, reduces any damage they do
creature can remake their Saving Throw at the end of each
by twice your Unarmed Damage.
of their turns to gain the ability to take Reactions.
249
DRACONIC DRIVE HEAVEN KILLER
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 feet Range: 90 feet
Duration: Instant Duration: Instant
Components: CM, M Components: CM, M
Cost: 18 Chakra Cost: Special (70 Chakra)
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Combination
Description: As a part of the requirements of this jutsu you Description: This jutsu can only be cast if you have one
must have at least the Third Heavenly Breath: Breathe or any other caster who is within 15 feet of you. The second caster
Heavenly Breaths thereafter active or at least Seimon from as a part of their Reaction moves to a space within 5 feet of
the 8 Inner Gates: Seimon Taijutsu Feat. you that they can occupy.
You leap backwards into the sky as you release chakra Both casters leap in to strike the target creature using
from your spine creating jets of chakra that keep you in the each other as leverage while juggling the target in between
air before propelling you downward towards a creature you their strikes. Make a combined number of Melee Taijutsu
can see in range. Make a Melee Taijutsu Attack dealing your Attacks equal to their combined Taijutsu ability modifier
Unarmed Damage +6d6. Regardless of a hit or miss, you (Max 10), with each caster attacking one after the other
create a shockwave originating from the same space of the with no caster attacking twice in a row. On a hit, the
original target emanating out in a 20-foot radius sphere. attacker deals their Unarmed Damage +2d6.
All creatures in this radius, excluding you, must make a If at least seven attacks were successful, both casters
Dexterity Saving Throw. On a failed save they take 6d6 make one final Melee Taijutsu Attack, but only the attack
Bludgeoning Damage and becoming Dazed for 1 minute or with the highest result is counted. Based on the degree of
half as much damage on a successful save. success over the target AC, this attack deals increased
damage.
FINAL LOTUS • Succeeds by 1~4: Both casters Unarmed Damage +
Classification: Taijutsu
4d6.
Rank: A-Rank
• Succeeds by 5~9: Both casters Unarmed Damage +
Casting Time: 1 Action
Range: Touch 6d6.
Duration: Instant • Succeeds by 10~14: Both casters Unarmed
Components: CM, M Damage +8d6.
Cost: 18 Chakra • Succeeds by 15+: Both casters Unarmed Damage +
Keywords: Taijutsu, Finisher 10d6.
Description: This jutsu can only be cast as a Taijutsu
Combination: When this jutsu is cast, it gains
Finisher. As part of the requirements of this jutsu, you must
additional effects based on who has the highest
have at least the “Fifth Heavenly Breath: Respire” or any of
Charisma modifier between both casters.
the Heavenly breaths thereafter active or at least Tomon
from the 8 Inner Gates: Keimon Taijutsu Feat. • +0-1: No Change.
The target of this jutsu must be Restrained or Grappled. • +2-3: Increase damage die by one step
Make five taijutsu attacks against the target. On a Hit, (D6>D8>D10>D12).
Target creature takes Unarmed damage +1d6. If all five • +4-5: Increase damage die by two steps
attacks hit, you make a 6th attack. On a hit with the 6th (D6>D8>D10>D12).
attack, you deal 10d6 Bludgeoning Damage and knock the
target Prone. (This Jutsu cannot score a critical hit) IRON GUARD
After this jutsu, you immediately end either your Classification: Taijutsu
Heavenly Breaths or 8 Inner Gates. Rank: A-Rank
Casting Time: 1 Reaction, which you take when you
would take damage.
Range: Self
Duration: 1 Round.
Components: M
Cost: 15 Chakra
Keywords: Taijutsu
Description: As a requirement for this jutsu you must
currently be gaining the benefit of any Taijutsu Stance.
As a Reaction to taking damage, add your Taijutsu
ability modifier to your DR (damage reduction).
Immediately after you reduce the triggering damage,
you gain a thin armor of chakra armor, represented as
Temporary Hit Points which total to an amount equal to
twice your Taijutsu Save DC. These Temporary Hit Points
vanish at the beginning of your next turn.
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LANDSLIDE PHANTOM MOBILITY
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Special Range: Self
Duration: Concentration, up to 1 minute
Duration: Special
Components: M
Components: M
Cost: 15 Chakra
Cost: 20 Chakra
Keywords: Taijutsu
Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you
Description: As a part of the requires to cast this jutsu,
must currently be in the Silent Fist Stance.
you must currently be standing on an incline or slope
If you cast this jutsu while you are currently gaining
style terrain.
the benefits of the Silent Movement taijutsu, reduce this
You take a solid stance and stomp the ground sending
jutsu’s cost by half (rounded down), and you
out light but effective shockwaves throughout the
immediately end concentration on the Silent Movement
surrounding terrain. All delicate structures,
taijutsu, while still retaining its benefits for this jutsu’s
environment, creatures and materials excluding you,
duration.
within 120 feet, that is not anchored into the ground at
While you are gaining this jutsu’s benefits; You can
least 1 to 5 feet deep or holding on to something that is
move through a creatures space while suffering no
anchored into the ground, begin to aggressively slide
movement penalties and requiring no Skill Checks. When
down the incline or slope.
you take the dash action, you can do so as a Bonus Action
Once cast, this inclined or slopped surface counts as
and ignore difficult terrain. When water or wall walking,
difficult terrain. All stone, must, snow, trees, debris,
you move at your full speed and finally, unarmed attacks
structures and creatures that begin to slide down this
you make deal half their damage to creatures of your
incline or slope must make a Dexterity Saving Throw at
choice who are adjacent to your attacks original target.
the beginning of each of their turns to avoid being struck
by other falling debris sliding down the slope with them.
Things falling or sliding down this slope or incline do
REAL IMPACT
Classification: Taijutsu
not stop falling or sliding until the reach solid, flat
Rank: A-Rank
ground. All objects, environment, structures and
Casting Time: 1 Action
constructs fall 60 feet per round, while creatures fall 45
Range: 5 Feet
feet per round.
Duration: Instant
Creatures who fail their Saving Throws are struck with
Components: CM, M
a solid surface or object, structure or creature sliding as
Cost: 20 Chakra
a result of this jutsu and suffer 4d6 Bludgeoning Damage
Keywords: Taijutsu, Finisher
per object, structure or creature within 5 feet of them
Description: As a requirement to cast this jutsu, you can
while sliding.
only target creatures who are both Dazed and Slowed.
A creature can spend their Reaction on another
This jutsu can only be cast as a Finisher.
creature’s turn to attempt a Strength (Athletics) check to
You reel back preparing to perform a rising uppercut
slow their decent by half (round down) at the beginning
with enough chakra to distort the area around you from
of their next turn.
the force of your attack alone.
A creature no longer standing on the inclined or
Make a Melee Taijutsu Attack, on a hit you deal your
sloped surface at the beginning of their turn does not
Unarmed Damage + 10d8 and all creatures, including the
need to make any Athletics Checks or Saving Throws due
original target who are adjacent to you must make a
to this jutsu.
Strength Saving Throw. On a failed save they are thrown
This landslides duration is entirely DM’s discretion
30 feet into the air, becoming airborne.
based on the total height of the actual incline or slope
All other creatures excluding your original target,
and the volume of things that fall in its totality. This
until the end of the current turn, can be targeted
jutsu can stripe a large section of a mountain side or
by your allies within 30 feet of you with a
begin a city threatening avalanche on a snowcapped
taijutsu or bukijutsu Finisher regardless of
mountain.
range, once per turn, using their Reaction,
Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 Minute
Components: CM, M
Cost: 15 Chakra
Keywords: Taijutsu
Description: You enrich your arms and legs with chakra
that increases combat prowess. For the duration, you
have advantage on attack of opportunities, and twice per
turn, your unarmed attacks deal an additional die of
damage. Also, up to twice per turn, when you make an
unarmed attack, target creatures must make a
Constitution Saving Throw or reduce their movement
speed by 10 until the end of their next turn.
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SAVAGE ROAR your level, twice per turn, with unarmed and taijutsu
Classification: Taijutsu attacks.
Rank: A-Rank If this jutsu ends as a result of failing the check to
Casting Time: 1 Action maintain it, you gain a number of ranks of the Weakened
Range: Self condition, for a number of minutes equal to the number
Duration: Concentration, up to 1 minute of rounds this jutsu remained active.
Components: M
Cost: Special (70 Chakra) SIXTH HEAVENLY BREATH: GASP
Keywords: Taijutsu, Combination Classification: Taijutsu
Description: This jutsu can only be cast if you have one Rank: A-Rank
Casting Time: 1 Bonus Action
other caster who is within 15 feet of you. The second
Range: Self
caster as a part of their Reaction moves to a space within 5
Duration: Special
feet of you that they can occupy. Components: CM
You and the second caster perform a symbiotic Cost: 19 Chakra
fighting stance, roaring and working in consistent Keywords: Taijutsu
tandem, never acting independently. For the duration of Description: As a requirement to activate this jutsu, you
this jutsu, you do not need to spend chakra to maintain must have Fifth Heavenly Breath: Respire currently active.
concentration on this jutsu. You end your concentration on that jutsu and this one
When you or the second caster would spend their takes its place. You retain all of the effects and duration of
Action or Bonus Action to cast a Taijutsu, both casters of that jutsu, stacking them with this jutsu’s effects.
this jutsu perform the same jutsu, spending its cost, and
You increase your heart and lung size two-fold. Doing so
gaining its benefits simultaneously. increases your body’s ability to filter poisons and provide
When a jutsu is cast in this fashion both casters do not nutrition throughout. The aura that surrounds you begins
need to know the jutsu, but must be able to fulfill the to glow far more intensely as it begins to coalesce into a
conditions of and cast the jutsu to gain its benefits. If storm like formation. Your first two taijutsu deal 2d8
they cannot, this jutsu immediately ends. (Ex. A caster bonus damage, and you gain 30 Temporary Hit Points
who cannot cast a specific Hijutsu cannot cast the same jutsu which stack with other Temporary Hit Points granted by
as another caster who can cast that Hijutsu) Heavenly Breath taijutsu.
Regardless of the Taijutsu cast, if it would normally Upon ending this jutsu, you gain 2 ranks of the
force the other caster to make a Saving Throw, they are Weakened condition and 1 rank of the Slowed condition
immune to its offensive effects. until you finish a long rest. This cannot be removed or
Combination: When this jutsu is cast, it gains
ended early except by a jutsu with the Medical keyword
additional effects based on who has the highest of S-Rank.
Charisma modifier between both casters.
• +0-1: No Change. SUPREME PACIFICATION
• +2-3: Both casters gain a +2 bonus to their taijutsu Classification: Taijutsu
attack rolls. Rank: A-Rank
• +4-5: Both casters gain a 1d4+1 bonus to their taijutsu Casting Time: 1 Action
attack rolls and a +1 bonus to their Taijutsu Save DC. Range: 5 Feet
Duration: Special
SEIDOU GOITSU Components: M
Classification: Taijutsu Cost: 18 Chakra
Rank: A-Rank Keywords: Taijutsu
Casting Time: 1 Action Description: An advanced pacification technique meant
Range: Self to completely remove a creature from combat or prevent
Duration: Special them from entering combat all together.
Components: M As a part of the activation of this jutsu, you must
Cost: 20 Chakra target a single creature putting all of your focus upon
Keywords: Taijutsu them. Make a single Melee Taijutsu Attack. On a hit, you
Description: An advanced and dangerous technique immediately grapple and restrain the target. The target
that’s a part of an ancient martial arts made by can spend their Reaction to make an opposed Strength
combining the opposing chakra of Yin and Yang. This (Athletics) check to break free immediately ending this
jutsu works by having your Yin chakra first becomes jutsu, remaining Grappled and Restrained on a failed
focused inward, while your Yang chakra explodes check.
outward resulting in an explosive boost in the user’s On an affected creatures turn; they must spend an
physical abilities. action to attempt to escape by making a Strength Saving
At the beginning of each of your turns, you can choose Throw. While a creature is Grappled and Restrained this
to attempt to maintain this jutsu or end it. If you attempt way, they cannot form hand seals (HS), perform the help
to maintain it, make a Martial Arts Check vs a DC 20. On action, or make any Strength of Dexterity Skill Checks.
a success, you maintain this jutsu. Each time after the Additionally, they cannot speak or make verbal sounds
first, when you make this jutsu while this jutsu is active, as you have their mouth covered as well.
increase the DC by +2. On a failed check this jutsu After 5 rounds, a creature Restrained in this way, must
immediately ends. If you end this jutsu instead of begin to make Constitution Saving Throws at beginning
attempting to maintain it, this jutsu ends with no further of each of their turns. On a failed save, they fall
effect. unconscious. While you are grappling a creature in this
While gaining the benefits of this jutsu, unarmed way, your movement speed is reduced by half, you
attacks and taijutsu attacks you make are all made at cannot take the dash action, you cannot form HS, and
advantage. Additionally, you deal bonus damage equal to you cannot concentrate on ninjutsu or genjutsu.
252
SUPREME VIOLENCE Description: As a part of casting this jutsu, you must
Classification: Taijutsu currently have both Rakshasa’s Palm and Rakshasa’s Sole on
Rank: A-Rank your known jutsu list.
Casting Time: 1 Action You combine both techniques forming a perfect fusion of
Range: Self both, managing a balance. For the duration of this jutsu, you
Duration: Concentration, up to 1 minute cannot lose concentration of this jutsu as a result of Damage
Components: CM, M
or failing a concentration check.
Cost: 19 Chakra
While you are gaining the benefits of this jutsu, you cannot
Keywords: Taijutsu
cast or maintain concentration on Rakshasa’s Palm or
Description: You pump chakra through your body until
Rakshasa’s Sole.
you can puppet your body with your chakra alone
You gain the following benefits for the duration;
allowing you to react with but a thought. As a part of the
• Twice per turn, Taijutsu you cast deal an additional
activation of this jutsu you cannot concentrate on any
Ninjutsu or Genjutsu for the duration of this Taijutsu. 2d6 Damage on a hit.
• When you score a successful hit with a Taijutsu
For the duration you gain a bonus to your AC equal to
half of your proficiency bonus and you gain a special attack, once per turn, you may force a target to
Reaction call Violent Reprisal. make a Strength Saving Throw, gaining 2 ranks of
Violent Reprisal. When a creature would make a melee Bruised on a failed save.
attack with you as their target, you can spend your • You deal the maximum possible damage to
Reaction to cast a Taijutsu with the casting time of 1 structures and constructs.
Action that makes no more than two attacks against the • As a Reaction, which you can take when you would
triggering creature make a Strength or Dexterity Saving Throw from a
ninjutsu or taijutsu cast that has the shape of a
TENEBROUS CLAW sphere, cylinder, cone, or line, you can perform a
Classification: Taijutsu round house kick, striking the jutsu while also
Rank: A-Rank initiating a clash.
Casting Time: 1 Action • When you would make a Strength (Martial arts)
Range: 5 Feet check for the clash, you make it at advantage and
Duration: Instant reroll 1’s and 2’s.
Components: M At Higher Ranks: For each rank you cast this jutsu
Cost: 18 Chakra above A-Rank increase the cost of this jutsu by 3 and the
Keywords: Taijutsu, Finisher damage by 1d6. If you cast this jutsu at S-Rank, when
Description: You perform a series of blows with enough
you win a clash check with this jutsu’s Reaction, you deal
speed, Strength, and striking power to generate sparks of 7 times your Unarmed Damage.
electricity with each blow.
Make three Melee Taijutsu Attacks against one creature VIOLENT LEAF ADAMANTINE-STRENGTH
you can see within range, dealing your Unarmed Damage +
WHIRLWIND
2d8. Classification: Taijutsu
If this jutsu is used as a Finisher, you deal your Unarmed Rank: A-Rank
Damage + 3d8 and a creature who is hit with at least one of Casting Time: Special
these attacks, must make a Strength Saving Throw. On a Range: 5 Feet
failed save, they gain 3 ranks of the Bruised condition. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu above Components: CM, M
A-Rank, increase the cost of this jutsu by 3 and the damage Cost: 18 Chakra
by 1d8. Keywords: Taijutsu
TIGER LILY
Description: As a part of casting this jutsu, you must
currently have at least the Fourth Heavenly Breath: Wheeze or
Classification: Taijutsu
any of the Heavenly Breaths thereafter active or at least the
Rank: A-Rank
Seimon from the 8 Inner Gates: Seimon Taijutsu Feat.
Casting Time: 1 Bonus Action
Range: 30 Feet When you first enter any of the listed breathes or inner
Duration: Concentration, up to 1 minute gates you may activate this jutsu once. When you do, you
Components: CM, M may immediately move up to 30 feet towards any hostile
Cost: 18 Chakra creature you can see. If you end your movement within 5
Keywords: Taijutsu, Sensory feet of the them, you can immediately make a single
Description: You enter a state of serenity and gain powerful roundhouse kick.
impenetrable clarity of the world around you. For the Make a Melee Taijutsu Attack. On a hit you deal 6 times
duration you gain 60 feet of blind sight. your Unarmed Damage and the target must make a Strength
Saving Throw. On a failed save they are thrown back a
TRUE RAKSHASA’S PALM number of feet equal to your Strength modifier times 20. If
Classification: Taijutsu they strike a solid surface that’s less than 5 feet thick, they
Rank: A-Rank tear through it if they have at least 10 or more feet
Casting Time: 1 Action remaining to be knocked back, taking 6d6 Bludgeoning
Range: Self Damage for each surface they go through.
Duration: Concentration, up to 1 minute
Components: CM, M
Cost: 20 Chakra
Keywords: Taijutsu
253
VIOLENT STRANGLING S-RANK:
Classification: Taijutsu
Rank: A-Rank BLACK NERIUM
Casting Time: 1 Action Classification: Taijutsu
Range: 5 Feet
Rank: S-Rank
Duration: Instant
Casting Time: 1 Action
Components: CM, M
Range: 5 Feet
Cost: 19 Chakra
Duration: 1 Minute
Keywords: Taijutsu
Components: CM, M
Description: With a sudden movement you grip a targets
Cost: 30 Chakra
throat with such speed most don’t get a chance to react.
Keywords: Taijutsu, Medical, Kinjutsu
Make a Melee Taijutsu Attack against the target. On a hit,
Description: You attempt to press a point on the base of a
the target is Grappled and Restrained. The target also
hostile creatures neck. When you do, you reverse their bodies
cannot make hand seals as you hold one of their hands. The
blood flow completely throwing their heart off and causing
target also gains 2 ranks of Exhaustion. At the end of each of
blood vessels to explode.
the targets turns they gain 2 ranks of Exhaustion. As an
Make a Melee Taijutsu Attack. On a hit, the target must
Action, on each of the targets turns, they can make a
make a Constitution Saving Throw at the beginning of
Strength Saving Throw to escape your grip on a success.
each of their turns for the next minute. Each time they
When a creature would escape this jutsu they lose all ranks
would fail their Saving Throw, they suffer a -1 penalty to
of Exhaustion gained from this Jutsu
their Strength, Dexterity and Constitution ability checks,
WORLD BREAKER Skill Checks, attack rolls and Saving Throws for the
Classification: Taijutsu duration and suffer 5d6 Necrotic Damage which cannot
Rank: A-Rank be reduced or resisted by any means.
Casting Time: 1 Action A creature who would fail all 10 Saving Throws, dies.
Range: Self (65-foot Cube) As every blood vessel in their body collapses. A creature
Duration: Instant who is targeted with a Jutsu with the medical keyword
Components: CM, M that would end conditions or restore Hit Points cast at S-
Cost: 19 Chakra Rank, has this jutsu’s effect immediately end.
Keywords: Taijutsu, Finisher
Description: You strike the ground with such force that you BLUE ROSE
destroy the surrounding area with little concern. All Classification: Taijutsu
creatures in a 65-foot cube originating from you must make Rank: S-Rank
a Dexterity Saving Throw taking 10d10 Bludgeoning Damage Casting Time: 1 Action
as the surface is destroyed and pieces of the ground shoot Range: Self
out in random directions. Duration: Concentration, up to 1 minute
The affected area is counted as difficult terrain and Components: CM, M
creatures that are greater than 10 feet from each other are Cost: 26 Chakra
heavily obscured from one another. Keywords: Taijutsu
If this jutsu is used as a Finisher, all creatures who fail Description: You enter a state of absolute passion and
their Saving Throw gain 3 ranks of Bruised. ambition. You gain two additional Bonus Actions for the
At Higher Ranks: For each rank you cast this jutsu above duration. While gaining the benefit of this jutsu, you cannot
A-Rank, increase the cost of this jutsu by 3 and the damage gain the benefit of Ninjutsu, Genjutsu, Taijutsu or Bukijutsu
by 1d10. that would provide you with additional special actions.
CRIMSON SKIES
Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (45-foot cylinder)
Duration: Instant
Components: CM, M
Cost: 25 Chakra
Keywords: Taijutsu
Description: You punch skyward with enough force to
ignite the air around you, sparking flames and cinder to
erupt. This creates an updraft of flames made by pure
kinetic friction. This in turn turns the sky red for any
creature who is within 1 mile of you.
This sudden change in atmospheric pressure creates a
sudden shift in air pressure creating a massive cyclone that
lasts for but a moment.
All creatures (excluding you) within 45 feet of you must
make a Strength Saving Throw. On a failed save, they take
10d8 Fire Damage from the spark of flames or half as much
on a success
Immediately after, all creatures in the same area must
remake their Saving Throw. Creatures who failed their first
Saving Throw makes this second Saving Throw at
254
disadvantage. On a failed second Saving Throw, creatures EVENING ELEPHANT
are thrown 120 feet in a random direction taking 10d8 Classification: Taijutsu
Bludgeoning Damage as they strike the ground or a solid Rank: S-Rank
surface. On a successful save, they take half damage and Casting Time: 1 Action
are instead thrown only 60 feet in a random direction. Range: 60 Feet Line
Duration: Instant
DAYTIME TIGER Components: M
Classification: Taijutsu Cost: 21 Chakra.
Rank: S-Rank Keywords: Taijutsu, Finisher, Clash
Casting Time: 1 Action Description: This jutsu can only be cast as a Taijutsu
Range: 30 Feet Finisher. This is the ultimate culmination of offensive
Duration: Instant taijutsu. As a part of the activation of this jutsu, you
Components: M must currently be under the effects of at least either
Cost: 20 Chakra Sixth Heavenly Breath: Gasp Taijutsu or 7th Gate of Wonder
Keywords: Taijutsu, Finisher, Clash or higher.
Description: This jutsu can only be cast as a Taijutsu Make 5 Taijutsu attacks against a target. Each attack
Finisher. As part of the requirements of this jutsu, you must you make is treated as a shockwave that affects all
have at least the “Sixth Heavenly Breath: Gasp” or the 7th creatures in a 15-foot-wide, 60 feet long line behind
Gate of Wonder of the 8 Inner Gates class feature active. your initial target. On a hit, the target creature takes
You take your palm and tap it with a closed fist creating a 5d10 Bludgeoning Damage. All creatures behind the
vortex of air pressure. Make a range Taijutsu attack. On a target creature must make a Dexterity Saving Throw
hit the target takes 10d12 bludgeoning and 10d12 Force taking 5d8 Force Damage on a failed save or half as much
Damage. Each creature within 30 feet around the target on a successful one. (This Jutsu cannot score a critical hit)
creature must make a Dexterity Saving Throw. A target
takes 10d10 Force Damage on a failed save, or half on a FINAL FURY
successful one. Classification: Taijutsu
Rank: S-Rank
DREADNAUGHT GUARD Casting Time: 1 Action
Classification: Taijutsu Range: 5 Feet
Rank: S-Rank Duration: Instant
Casting Time: 1 Action Components: CM, M
Range: Self Cost: Special (88 Chakra)
Duration: Special Keywords: Taijutsu, Combination
Components: CM, M Description: This jutsu can only be cast if you have one
Cost: Special (35 Chakra) other caster who is within 15 feet of you. The second
Keywords: Taijutsu caster as a part of their Reaction moves to a space within 5
Description: As a part of casting this jutsu, you must feet of you that they can occupy.
currently have both the Royal Guard and Royal Revenge You and the second caster perform a joint combined
Taijutsu on your known jutsu list. series of strikes attacking vital points across a targets
You take everything learned from both of the body.
aforementioned jutsu and apply it to yourself in the most Each caster make three Melee Taijutsu Attacks,
literal fashion. You generate a hazy, but dense aura of dealing their unarmed damage + 5d8 on a hit. If both
chakra around yourself designed to protect you from casters successfully hit their target with all of their
basically all forms of damage. attacks the target must make a Constitution Saving
For the duration this jutsu adjusts your physicality in the Throw vs the Taijutsu Save DC of the caster with the
following ways. Once you use this jutsu, you cannot gain its highest DC. On a failed save the target gains 5 stacks of
benefits until you complete a long or full rest. the Weakened condition for the next 24 hours.
• Your speed is reduced by 15 feet. Combination: When this jutsu is cast, it gains
• You cannot cast or maintain Ninjutsu or Genjutsu. additional effects based on who has the highest
• You gain a number of Temporary Hit Points equal to 10 Charisma modifier between both casters.
times your Taijutsu Save DC. • +0-1: No Change.
o This jutsu lasts for 10 minutes or until the • +2-3: Both casters gain a +2 bonus to their taijutsu
Temporary Hit Points granted by this jutsu is attack rolls.
reduced to 0. • +4-5: Both casters gain a +2 bonus to their taijutsu
• For the duration of this Jutsu, you spend half as much attack rolls, +1d4 bonus to damage rolls and
chakra to reduce damage with Royal Guard. a +1 bonus to their Taijutsu Save DC.
255
HELL ON EARTH NIGHT GUY
Classification: Taijutsu Classification: Taijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot sphere) Range: Special
Duration: Instant Duration: Instant
Components: CM, M Components: CM, M
Cost: 35 Chakra Cost: Special (1 Chakra)
Keywords: Taijutsu, Finisher Keywords: Taijutsu
Description: As a requirement of casting this jutsu you Description: As a part of casting this jutsu, you must
must target a Prone creature. This jutsu can only be cast currently have at least the Seventh Heavenly Breath: Exhale or
as a Finisher. the 8th Gate of Death from the 8 Inner Gates Taijutsu Specialist,
You raise your hand to the sky, beckoning the heavens Passionate Youth class feature active.
and projecting your essence of self into you hand. You You begin to emit an enormous amount of red steam,
then attempt to create a direct fissure through the Prone known as the ‘Steam of Blood’, and your chakra manifests
target into the underworld with a single blow. When you into a red burning beast of your description around your
strike the target, you also create a 60-foot radius sphere body. You then shout an activation word of your choice,
of destruction powered by your essence alone. before dashing forward with such force that space in front of
Make a single Melee Taijutsu Attack. On a hit, you deal you becomes distorted.
10d12 +80 Bludgeoning Damage. You may select any creature or space you can see or within
Regardless of a hit or miss, all creatures, excluding 120 feet of you. You move in as straight a line as possible. You
you and the original target, must make a Dexterity move through all structures, environmental obstructions and
Saving Throw taking 10d8 + 80 Bludgeoning Damage on anything similar as if you could phase through them. You
a failed save, or half as much on a success. ignore summoned constructs and structures created by Jutsu,
After using this jutsu, you cannot use it again until you features or traits.
complete a rest. If you attempt to use this jutsu a second Additionally, the target cannot gain the benefits of any
time before you complete a rest, you must also spend 5 Reaction they use until the beginning of their next turn.
Hit dice in addition to the chakra cost. You then kick, with the force required to distort time and
space. Make a Melee Taijutsu Attack, at advantage, rerolling
LEAF DRAGON GOD any result that’s less than 8 on the die. On a hit, the target
Classification: Taijutsu must succeed a Strength Saving Throw. On a failure, they are
Rank: S-Rank reduced to 0 Hit Points and their body is atomized, becoming
Casting Time: 1 Action unable to be revived by any means.
Range: 120 feet On a success you instead deal Xd12 + 100 Bludgeoning
Duration: Instant Damage, where X = the casters level + Proficiency + Taijutsu
Components: M ability modifier.
Cost: 28 Chakra. At the conclusion of this attack, all of the blood in the users
Keywords: Taijutsu, Finisher, Clash body is boiled out of them, forcing the end of their Heavenly
Description: An Ultimate taijutsu created by a legendary breaths and/or 8 Inner Gates, they then begin to turn to ash,
master. You perform an upward spin kick which quickly crumbling into dust over the course of the next minute.
becomes a pressurized tornado that shapes itself into a
dragon with long whiskers. Move yourself up to 120 feet in RED LOTUS
any direction even turning corners and up walls. All Classification: Taijutsu
creatures who you pass within 5 feet of, must make a Rank: S-Rank
Strength Saving Throw being pulled into the tornado and Casting Time: 1 Action
thrown to the end of it landing 5 feet in front of where ever Range: Self
you end your movement, taking 12d8 Bludgeoning Damage Duration: Concentration, up to 1 minute
and taking additional damage as if they were falling. On a Components: CM, M
successful save they only take half damage. Creatures take Cost: 26 Chakra
twice the amount of falling damage as a result of this jutsu. Keywords: Taijutsu
Creatures who fail the Strength Saving Throw must also Description: You enter a state of absolute instinct and focus.
succeed a Constitution Saving Throw being slashed by the You gain 2 additional Reactions for the duration. While
debris this taijutsu picks up taking 6d8 Slashing Damage on gaining the benefit of this jutsu, you cannot gain the benefit of
a failed save or half as much on a successful save. Ninjutsu, Genjutsu, Taijutsu or Bukijutsu that would provide
you with additional special actions.
256
SEVENTH HEAVENLY BREATH: EXHALE THE LAST WALTZ
Classification: Taijutsu Classification: Taijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (5 feet)
Duration: Concentration, up to 10 Minutes
Duration: Concentration, up to 1 minute
Components: CM
Components: M
Cost: 20 Chakra
Cost: 26 Chakra
Keywords: Taijutsu, Kinjutsu
Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you
Description: You can only cast this jutsu while you are
must have Sixth Heavenly Breath: Gasp currently active. You
adjacent to at least one hostile creature. The hostile
end your concentration on that jutsu and this one takes its
creature(s) you are adjacent to must make a contested
place. You retain all of the effects and duration of that
Strength or Dexterity (Martial Arts) check vs your Strength or
jutsu, stacking them with this jutsu’s effects.
Dexterity (Martial Arts) check. If the adjacent creatures fail the
You turn off your heart’s limiters allowing it to pump
contested check, for the duration, when they would move or
an unquantifiable amount of oxygen through your body.
teleport away from you, you may move up to your movement
The aura that surrounds you begins to glow far more
speed to become adjacent to them again. (This does not spend
intensely as it begins to take a shape of your choice such
any movement if you move on another creature’s turn.) Different
as a skull, eyes, or a demon. Your first two taijutsu
dimensions count as an infinite distance away. When you
attacks per turn gain a +5 bonus to hit, deal 7d8 bonus
move up to someone, you may take the Attack Action targeting
damage, and you gain 40 Temporary Hit Points which
them.
stack with other Temporary Hit Points granted by
On a hit, they cannot target any other creature with a
Heavenly Breath taijutsu.
melee or ranged attack except for you until the end of the
Upon ending this jutsu, you gain 7 ranks of the Weakened
current turn.
condition and 7 ranks of the Slowed condition until you
Additionally, when you would take the Attack Action,
finish a one week of downtime. This cannot be removed or
you can take one Attack Action targeting each creature
ended early by any means.
adjacent to you individually.
257
BUKIJUTSU
Bukijutsu (Literally meaning: sword hidden in the hand techniques) pertains to techniques that entail the throwing of
shuriken, Kunai, Senbon, or any other number of hand-held weapons. Bukijutsu can be used in combination with Taijutsu,
ninjutsu, and/or chakra flow in order to create more devastating techniques
Special Effect: Chain. Jutsu with this keyword are a link in the dance of steel, and as such have steps: 1, 2, and 3. Jutsu with
the Chain X keyword have different effects when cast in a chain. The first jutsu you cast with the Chain keyword is
considered Chain 1. The next is considered Chain 2, and then Chain 3. Once you cast a Chain 3, your chain resets to 0. You
cannot cast a Jutsu with this keyword that has the same name, more than once per chain. Your Chain value cannot be
raised outside your turn, and casting a Jutsu without the chain keyword interrupts your chain, resetting it to 0.
257
36 PSI AIR CANNON 3-POINT PIERCE
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Weapon Range
Duration: Instant Duration: Instant
Components: W (Any Blade), M Components: W (Melee Piercing), M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Bukijutsu, Chain X, Clash Keywords: Bukijutsu
Description: You use the air itself to slash the target from a Description: You perform a 3-point strike in multiple
distance. As you swing your sword you launch an air- points made to penetrate the target's defense. Make
compressed projectile spiraling towards the target. Make a three Melee Taijutsu Attacks with your weapon, dealing
Ranged Taijutsu Attack against a target creature in range. your Weapon’s Damage, do not add your ability
On a hit, you deal your Weapon’s Damage+1d12. The modifier to damage dealt. The target must also make a
creature must make a Dexterity Saving Throw, gaining 1 Constitution Saving Throw. On a failed save they gain
rank of Slowed on a failed save. A Slowed creature remakes one rank of Weakened until the end of their next turn.
their saving throw at the end of each of their turns. At Higher Ranks: For each rank you cast this jutsu
If this jutsu is cast as a Chain 2, this jutsu deals an above D-Rank, increase the cost of this jutsu by 3 and
additional 2d12 damage. If this jutsu is cast as a Chain 3 the the target suffers a -1 penalty on their save.
target creatures gets an additional rank of Slowed.
At Higher Ranks: For every rank you cast this jutsu ACHILLES HEEL
above D-Rank, increase the cost by 3 and the damage die Classification: Bukijutsu
by +1. Rank: D-Rank
Casting Time: 1 Bonus Action
3-LATERAL SLASH Range: 30 feet
Duration: 1 Minute
Classification: Bukijutsu
Components: W (Melee Piercing), M
Rank: D-Rank
Casting Time: 1 Action Cost: 5 Chakra
Range: Weapon Range Keywords: Bukijutsu
Duration: Instant Description: You aim to cripple your target by aiming at the
Components: W (Melee Slashing), M weak point in their armor. Target one creature in range that
Cost: 4 Chakra is wearing armor. Make a Martial Arts Check vs their AC. If
Keywords: Bukijutsu you roll higher than their AC, you have noticed their weak
Description: You perform a triple strike attacking your spots in their armor. For the duration you ignore any DR
opponent’s joints in an attempt to disarm and disable from their Armor and their AC is reduced by 1. This jutsu
them. Make three Melee Taijutsu Attacks using your ends early if you lose sight of them.
weapon, dealing your Weapon’s Damage, do not add your
ability modifier to the damage dealt. Once, if you would ARROW NOTCH SLASH
deal damage with this jutsu, the target must also succeed a Classification: Bukijutsu
Constitution Saving Throw dropping any weapon they Rank: D-Rank
have, as it is then knocked 10 feet away from them, and Casting Time: 1 Action
Range: Weapon range
being Dazed until the end of their next turn.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: W (Any Blade), M
above D-Rank increase the cost of this jutsu by 3 and the
Cost: 5 Chakra
target suffers a -1 penalty on their save.
Keywords: Bukijutsu
Description: You slice into a creature in an instant slash,
leaving no room for interference. Only the target creature
can react to this jutsu. Make a Melee Taijutsu Attack against
a target creature in range. On a hit, you deal your Weapon’s
Damage+2d4 and you can choose to move 10 feet away from
the creature before the damage is rolled.
At Higher Ranks: For every rank you cast this jutsu
above D-Rank, increase the cost by 3 and the damage by 2d4
258
BIDING FURY: DRAGON FLURRY BLUNT STRIKE
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: weapons range Range: Weapon Range
Duration: 1 Minute Duration: Instant
Components: W (Any Power), M Components: W (Any Ranged Bludgeoning), M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: (Must be under the effects of a Binding Fury Description: You ready your weapon before you bludgeon
Stance to cast) You perform a rapid combo of attacks to the weapon with your chakra and aim for your target's core
break down your enemy. Make two Melee Taijutsu Attacks, striking at the center of their chest.
dealing your Weapon’s Damage+ 1d4 on a hit. If you land Make a Ranged Taijutsu Attack using your weapon,
both attacks, you can spend 2 or more Fury to make an dealing your Weapon’s Damage + 2d4 but as
additional attack per Fury spent, up to 4 attacks. Bludgeoning Damage. On a hit, the target must succeed a
Constitution Saving Throw. On a failed save, the target is
BIDING FURY: HORIZONTAL BLOCK Dazed and if they would make a concentration check to
Classification: Bukijutsu maintain a Genjutsu or Ninjutsu, they roll an additional
Rank: D-Rank 1d8, reducing their check by the result.
Casting Time: 1 Reaction to taking damage At Higher Ranks: For each rank, you cast this jutsu
Range: weapons range
above D-Rank increasing the cost of this jutsu by 3 and
Duration: 1 Minute
the damage by 2d4.
Components: W (Any Power), M
Cost: 4 Chakra
Keywords: Bukijutsu, Chain X
BOUNCE CHAIN RICOCHET
Classification: Bukijutsu
Description: (Must be under the effects of a Binding Fury
Rank: D-Rank
Stance to cast) When you would be hit with an attack, you Casting Time: 1 Action
can spend 2 or more Fury to try and parry the damage. Roll Range: Weapons Range
your Weapon’s Damage Dice a number of times equal to the Duration: Instant
amount of Fury Spent and reduce the damage taken by the Components: W (Any Thrown), M
rolled amount. If you would reduce this damage to 0, make a Cost:5 Chakra
number of attacks per every 2 Fury spent, dealing your Keywords: Bukijutsu
Weapon’s Damage Dice on a hit. Description: You make your attack with the aim that it hits
as many people as possible. Make a Ranged Taijutsu Attack
BLADE OF SIN: SLOTH against a creature in range On a hit, you deal your Weapon’s
Classification: Bukijutsu Damage+1d8. On a hit, you can make a second Ranged
Rank: D-Rank Taijutsu Attack against another creature in range with a -2
Casting Time: 1 Action penalty to the attack roll. If this second attack hits, you can
Range: Weapon range
make a third attack against a creature in range, this time
Duration: Instant
with an additional -2 penalty.
Components: W (Any Blade), M
At Higher Ranks: For every rank you cast this jutsu
Cost: 5 Chakra
above D-Rank, increase the cost by 3 and the damage by
Keywords: Bukijutsu, Chain X
1d8.
Description: You seek to emulate the power of one of the
Seven Deadly Sins of Humanity in your blade, imbuing the
Sin of Sloth inside the edge. Make a Melee Taijutsu Attack
against a creature in range. On a hit you deal your Weapon’s
Damage+1d8. The target creature must make a Constitution
Saving Throw. On a failure, they move down the initiative
tracker as they lose the motivation to act as fast as before.
If this jutsu is cast as a Chain 2, it deals an additional 2d8
damage. If this jutsu is cast as a Chain 3 has disadvantage on
its Constitution Saving Throw.
At Higher Ranks: For every rank you cast this jutsu
above D-Rank, increase the cost by 3 and the damage by
1d12. Starting at A-rank, if the target is the last in initiative
when they would fail their Saving Throw, they instead
cannot move or act until the end of their next turn.
259
BREATH OF ASH: SCORCH BREATH OF DUST: SOKUSEI
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: CM, W (Any Ranged), M Components: CM, W (Any Ranged), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Fire Release Keywords: Bukijutsu, Earth Release
Description: You begin to collect and manifest fire Description: You begin to collect and manifest earth
release chakra until it laces the striking portion of your release chakra until it laces the striking portion of your
weapon. The fire release chakra begins to transform weapon. The earth release chakra begins to magnify the
into gouts of ash that emanate off of your weapon with weight and striking power of your attacks allowing you
a menacing haze. tear through anything in your path is little difficulty.
Select a creature you can see in range and make a Make a single Ranged Taijutsu Attack against one
single Ranged Taijutsu Attack, with a +1 bonus to your creature you can see within range, this jutsu cannot
critical threat range. On a hit, you deal your Weapon’s score a critical hit. On a hit, you deal your Weapon’s
Damage + 2d6 Fire Damage and the target is Damage + 1d12 Earth Damage and the target is pushed
overwhelmed by the ash causing them to be Blinded back 5 feet.
until the beginning of their next turn, or the first time At Higher Ranks: For each rank you cast this jutsu
they are targeted by an attacked before their turn. above D-Rank increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu damage by 1d12.
above D-Rank increase the cost of this jutsu by 3 and
the damage by 1d6. If this jutsu is cast at B-Rank, you BREATH OF EARTH: SMASH
can target a second creature with this jutsu. If this jutsu Classification: Bukijutsu
is cast at S-Rank, you can target a third creature with Rank: D-Rank
this jutsu. Casting Time: 1 Action
Range: Self (10 feet radius)
BREATH OF BEASTS: FANG Duration: Instant
Components: CM, W (Any Melee), M
Classification: Bukijutsu
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Action Keywords: Bukijutsu, Earth Release
Range: Weapons Range Description: You begin to collect and manifest earth
Duration: Instant release chakra until it laces the striking portion of your
Components: CM, W (Any Melee), M weapon. The earth release chakra begins to magnify the
Cost: 5 Chakra weight and striking power of your attacks allowing you
Keywords: Bukijutsu crush anything in your path is little difficulty. You fool
Description: You begin to collect and manifest chakra until your opponent(s) into thinking you are striking and
it laces the striking portion of your weapon. The chakra suddenly shift your attack into another angle.
begins to manifest in the form of any beast of your choice All creatures within range who’s Taijutsu ability score,
in any color that can be seen plainly by others. is lower than your own suffers a 1d4 penalty to this
You begin to swing wildly and unpredictably, fueled by jutsu’s Saving Throw.
instinct and primal urges. Make two Melee Taijutsu All creatures of your choice must make a Dexterity
Attacks, dealing your Weapon’s Damage + 1d6, you do Saving Throw. On a failed save they take your Weapon’s
not add your ability modifier to the damage rolled. Damage + 2d6 Earth Damage and are knocked Prone and
At Higher Ranks: For each rank you cast this jutsu Bruised on a failed save, or half as much and no further
above D-Rank increase the cost of this jutsu by 3. If this effects on a failed save.
jutsu is cast at C-Rank or higher, increase the damage by At Higher Ranks: For each rank you cast this jutsu
1d6. If this jutsu is cast at B-Rank increase the number of above D-Rank increase the cost of this jutsu by 3 and the
attacks by +1. If this jutsu is cast at S-Rank increase the damage by 1d6 and the radius by 5 feet. If this jutsu is
number of attacks by +2. cast at B-Rank, creatures would instead suffer a 1d6
penalty to this jutsu’s Saving Throw. If this jutsu is cast
at S-Rank, creatures would instead suffer a 1d8 penalty
to this jutsu’s Saving Throw.
260
BREATH OF ECHO: REVERB BREATH OF FLAME: UNKNOWING
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Special
Duration: Instant Duration: Instant
Components: CM, W (Any Range), NT (Any explosive tool), Components: CM, W (Any Melee), M
M Cost: 5 Chakra
Cost: 5 Chakra Keywords: Bukijutsu, Fire Release
Keywords: Bukijutsu Description: You begin to collect and manifest fire release
Description: You begin to collect and manifest chakra until chakra until it laces the striking portion of your weapon.
it manifest into the shape of a sound note of your choice, The fire release chakra begins to transform into gouts of
hovering over the striking portion of your weapon. This flame that erupt off of your weapon with a glorious
note can be seen plainly by any other creature who can flickering. You then dash towards your target and perform
manipulate chakra. a single powerful swipe attempting to decapitate them in
You fire two powerful shots creating an explosion of one strike.
sound able to disorient your foes on contact. Make two Select a creature you can see that you could reach
Ranged Taijutsu Attacks, dealing your Weapon’s Damage. using your full movement. Move into a space adjacent to
On each hit, the target and all creatures within 5 feet of the target creature within your movement range.
them, must make a Wisdom Saving Throw, being Dazzled Make a single Melee Taijutsu Attack against one
on a failed save. creature you can see, with a +1 bonus to your critical
At Higher Ranks: For each rank you cast this jutsu above threat range. On a hit, you deal your Weapon’s Damage +
D-Rank increase the cost of this jutsu by 3 and the damage 2d6+2 Fire Damage. If this jutsu scores a critical hit, the
by 1d4. If this jutsu is cast at C-Rank or higher, increase the target gains 1 rank of Burned.
number of attacks by +1. If this jutsu is cast at B-Rank or At Higher Ranks: For each rank you cast this jutsu
higher, the target is also Dazed on a failed save. above D-Rank increase the cost of this jutsu by 3 and
your critical threat range by +1. If this jutsu is cast at B-
BREATH OF ENOKI: INFEST Rank, increase your damage by 1d6+1. If this jutsu is cast
Classification: Bukijutsu at S-Rank, when you score a critical hit with this jutsu,
Rank: D-Rank you instead quadruple the Fire Damage of this jutsu.
Casting Time: 1 Bonus Action.
Range: Self BREATH OF RAIN: CUMULOUS
Duration: Concentration, up to 1 minute. Classification: Bukijutsu
Components: CM, W (Any Ranged), M Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Bukijutsu, Medical Range: Weapons range
Description: You begin to collect and manifest medical Duration: Instant
chakra until it laces the striking portion of your weapon. Components: CM, W (Any Range), M
The medical chakra begins to cause your weapon to glow Cost: 5 Chakra
with a soft pink hue. Keywords: Bukijutsu, Water Release
For the duration when you would deal damage with a Description: You begin to collect and manifest water release
weapon attack or Taijutsu attack using this weapon, chakra until it laces the striking portion of your weapon.
once per turn the target must make a Constitution The water release chakra begins to transform into streams
Saving Throw, reducing their AC by 1 for the duration. A of water, capable of being seen and felt as you release your
creature can only have their AC reduced by this jutsu weapon and it follows and flows around it with an enhanced
twice. strike.
At Higher Ranks: For each rank you cast this jutsu Make a single Ranged Taijutsu Attack against one
above D-Rank increase the cost of this jutsu by 3 and the creature you can see. On a hit, you deal twice your Weapon’s
AC reduction limit increases by 1. Damage Dice + your Taijutsu ability modifier Cold Damage
and the target must make a Constitution Saving Throw
being Dazed on a failed save. This jutsu’s attack roll cannot
be made at disadvantage or with any penalties to hit as a
result of a condition or hostile creatures Jutsu's, traits or
features.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3 and your
Weapon’s Damage Dice by +1. If this jutsu is cast at C-Rank
or higher, if the target of your attack is Prone or Dazed, you
gain a +1d4 bonus to hit. If this jutsu is cast at B-Rank or
higher, and the target of your attack is Prone, Weakened or
Dazed, you instead gain a 1d6 bonus to hit. If this jutsu is
cast at S-Rank, this jutsu’s attack roll is also made at
advantage, regardless of circumstance.
261
BREATH OF ROSES: PLUM BREATH OF SOUND: ROAR
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you take Casting Time: 1 Action
damage, excluding from a Genjutsu. Range: Self (15-foot radius sphere)
Range: Self (5 Feet) Duration: Instant
Duration: Instant Components: CM, W (Any Melee), NT (Any explosive tool),
Components: CM, W (Any Melee), M M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Medical Keywords: Bukijutsu, Sensory
Description: You begin to collect and manifest medical Description: You begin to collect and manifest chakra until
chakra until it laces the striking portion of your weapon. it manifest into the shape of a sound note of your choice,
The medical chakra begins to cause your weapon to glow hovering over the striking portion of your weapon. As your
with a soft pink hue. chakra manifests, all surrounding sound becomes muffles
When you would take damage you begin to make a series and you enter a deep state of focus.
of rotating strikes to deflect as much damage as possible. You attach the explosive tool to your weapon and perform
Reduce the damage you would take by your Weapon’s a symphony of swings as the tag readies to detonate. All
Damage + 2d8. creatures, excluding yourself, must make a Wisdom Saving
Additionally, all hostile creatures adjacent to you must Throw, taking your Weapon’s Damage + 1d12 and becoming
make a Dexterity Saving Throw, taking Poison Damage Dazzled and Blinded on a failed save, until the beginning of
equal the amount of damage you reduced as a result of this their next turn. For each rank of quality your explosive tool
jutsu or half as much on a successful save. is above its base quality, creatures suffer a -1d4 to their
At Higher Ranks: For each rank you cast this jutsu above Saving Throw.
D-Rank increase the cost of this jutsu by 3 and the damage At Higher Ranks: For each rank you cast this jutsu above
reduced by 1d8. If this jutsu is cast at C-Rank or higher, D-Rank increase the cost of this jutsu by 3 and the damage
increase the range hostile creature can take damage from of this jutsu by 1d12. If this jutsu is cast at B-Rank or higher,
this jutsu to 10 feet. If this jutsu is cast at B-Rank or they are instead Blinded until the end of their next turn.
higher, increase the Damage Reduction die size to a d10. If
this jutsu is cast at S-Rank, creatures who fail their Saving BREATH OF SPARKS: JOLT
Throw as a result of this jutsu takes double damage. Classification: Bukijutsu
Rank: D-Rank
BREATH OF SKIES: CLOUD FALL Casting Time: 1 Action
Classification: Bukijutsu Range: Weapons Range
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: CM, W (Any Ranged), M
Range: Weapon Range Cost: 5 Chakra
Duration: Instant Keywords: Bukijutsu, Lightning Release
Components: CM, W (Any Ranged), M Description: You begin to collect and manifest
Cost: 5 Chakra lightning release chakra until it laces the striking
Keywords: Bukijutsu, Wind Release portion of your weapon. The lightning release chakra
Description: You begin to collect and manifest wind release begins to collect and spark off of your weapon with
chakra until it laces the striking portion of your weapon. violent jolts. You prepare for multiple powerful shots.
The wind release chakra begins to spiral around the users Roll 1d4, recording the result. Select a number of
weapon creating whipping torrents of wind. This wind creatures you can see within range equal to the result,
propels backs up your ability to propel this weapon with the as you fire off a volley of lightning charged shots to
force needed to cut through a cloud and pierce the sky. each.
Make a two Ranged Taijutsu Attacks against one creature Make a Ranged Taijutsu Attack against each target
you can see within range. On a hit, you deal your Weapon’s creature, dealing twice your Weapon’s Damage Dice +
Damage Dice, in Wind Damage, inflicting a rank of Bleeding 1d8 Lightning Damage. You do not add your ability
on a hit. You do not add your ability modifier to the damage modifier to the damage dealt.
rolls of this jutsu. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above above D-Rank increase the cost of this jutsu by 3 and
D-Rank increase the cost of this jutsu by 3 and the number the initial die used to determine the number of target
of attacks by +1. creatures by 1 step (D4>D6>D8>D10>D12). If this jutsu is
cast at C-Rank or higher, increase the damage by 1d8. If
this jutsu is cast at B-Rank or higher, increase your
Weapon’s Damage Dice by 1. If this jutsu is cast at A-
Rank or higher, increase the damage by 1d8. If this jutsu
is cast at S-Rank, increase your Weapon’s Damage Dice
by 1.
262
BREATH OF THUNDER: FLASH BREATH OF WIND: CUTTER
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Special Range: Weapon Range
Duration: Instant Duration: Instant
Components: CM, W (Any Melee), M Components: CM, W (Any Melee), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Lightning Release Keywords: Bukijutsu, Wind Release
Description: You begin to collect and manifest Description: You begin to collect and manifest wind release
lightning release chakra until it laces the striking chakra until it laces the striking portion of your weapon.
portion of your weapon. The lightning release chakra The wind release chakra begins to spiral around the users
begins to collect and spark off of your weapon with weapon creating whipping torrents of wind. You use this
violent jolts. You prepare for a single powerful strike. enhanced field of wind to propel you towards your enemy.
Select a creature you can see that you could reach Make a three Melee Taijutsu Attacks against one creature
using your full movement. Move into a space adjacent you can see within range. On a hit, you deal your Weapon’s
to the target creature within your movement range. Damage Dice, in Wind Damage, but you do not add your
Make a single Melee Taijutsu Attack against the ability modifier to your Weapon’s Damage.
target creature. On a hit, you deal your Weapon’s At Higher Ranks: For each rank you cast this jutsu above
Damage + 2d10 Lightning Damage and if the target is D-Rank increase the cost of this jutsu by 3 and the number
benefiting from Temporary Hit Points, you deal damage of attacks by +1.
to the creatures Hit Points and Temporary Hit Points
simultaneously. You do not add your ability modifier to BURST FIRE
the damage dealt. Classification: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
above D-Rank increase the cost of this jutsu by 3 and Casting Time: 1 Action
the damage by 1d10. If this jutsu is cast at C-Rank, you Range: Self (45-foot cone)
can select a second creature within 30 feet of your Duration: Instant
original target and move into a space adjacent to them Components: W (Any Ranged), M
making a second attack. If this jutsu is cast at B-Rank, Cost: 5 Chakra
select a third creature within 30 feet of the second Keywords: Bukijutsu, Chain X
target and move into a space adjacent to them making a Description: You ready several attacks before unleashing
third attack. If this jutsu is cast at A-Rank or higher, all of them out in front of you. All creatures in a 30-foot
select a fourth creature within 30 feet of the third target cone originating from you, must make a Dexterity
and move into a space adjacent to them making a fourth Saving Throw. On a failed save you deal your
attack. Weapon’s Damage + 1d6. or half as much on a success.
If you have to roll your weapons ammunition die, roll
BREATH OF WATER: SURFACE twice, taking the lower result.
Classification: Bukijutsu If this jutsu is cast as a Chain 2, it deals an additional
Rank: D-Rank 1d6 damage. If this jutsu is cast as a Chain 3 the
Casting Time: 1 Action additional damage becomes 2d8
Range: Weapons 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: CM, W (Any Melee), M
the damage by 1d6.
Cost: 5 Chakra
Keywords: Bukijutsu, Water Release
BURSTING FLING
Description: You begin to collect and manifest water release Classification: Bukijutsu
chakra until it laces the striking portion of your weapon. Rank: D-Rank
The water release chakra begins to transform into streams Casting Time: 1 Action
of water, capable of being seen and felt as you then move to Range: 90 Feet
strike with a powerful concentrated attack. Duration: Instant
Make a single Melee Taijutsu Attack against one creature Components: W (Any Thrown), M, CM
you can see. On a hit, you deal your Weapon’s Damage + Cost: 5 Chakra
1d10 Cold Damage and the target must make a Strength Keywords: Bukijutsu
Saving Throw being Dazed on a failed save. This jutsu’s Description: You imbue your weapon with chakra,
attack roll cannot be made at disadvantage or with any turning it into a hazard even after it lands. Make a
penalties to hit as a result of a condition or hostile creatures Ranged Taijutsu Attack, on a hit you deal your Weapon’s
Jutsu's, traits or features. Damage +1d6. Regardless of the result, the weapon
At Higher Ranks: For each rank you cast this jutsu above shatters and its pieces create a minefield in a 10ft radius
D-Rank increase the cost of this jutsu by 3 and the damage around the target, that last until the start of your next
by 1d10. If this jutsu is cast at C-Rank or higher, if the target turn. The first time a creature would move within this
of your attack is Prone or Dazed, you gain a +1d4 bonus to radius, it takes 2d4 Slashing Damage.
hit. If this jutsu is cast at B-Rank or higher, and the target of At Higher Ranks: For each rank you cast this jutsu
your attack is Prone, Weakened or Dazed, you instead gain a above D-Rank, increase the cost of this jutsu by 3 and
1d6 bonus to hit. If this jutsu is cast at S-Rank, this jutsu’s both damages by 1d6.
attack roll is also made at advantage, regardless of
circumstance.
263
CARPET OF STEEL CHAKRA TOUCHED AMMUNITION
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 45 Feet (20-Foot Cube) Range: Touch
Duration: Instant Duration: Concentration, up to 1 minute
Components: W (Any Ammunition), M Components: W (Any Ammunition), M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You ready a stack of your weapons and Description: You lace all of your ammunition with chakra,
scatter them across the ground in up to 45 feet away in a enhancing both its lethality and efficiency.
20-foot cube. The area becomes difficult terrain and For the duration, whenever you would deal damage with
creatures that move while inside the area suffer 1d4 the affected weapon with the ammunition property, you
Piercing Damage for every 5 feet they move within the add an additional 1d4 damage of the weapon’s type, twice
area. Spaces that have already been traversed are no per turn.
longer difficult terrain and no longer deal damage if Additionally, when you would roll your ammunition die,
moved through again. roll an additional ammunition die, taking the higher result.
At Higher Ranks: For each rank you cast this jutsu Finally, if you would cast a jutsu that spend a whole
above D-Rank, increase the cost of this jutsu by 3 and ammunition die, you can choose to instead end this jutsu,
the radius of the jutsu by 5 feet. and not spend the die.
At Higher Ranks: For each rank you cast this jutsu above
CHAIN PULL D-Rank increase the cost of this jutsu by 3. If this jutsu is
Classification: Bukijutsu cast at C-Rank, increase the damage to 2d4. If this jutsu is
Rank: D-Rank cast at A-Rank or higher, increase the damage to 3d4.
Casting Time: 1 Action
Range: Weapon Range CRIPPLING STRIKE
Duration: Instant Classification: Bukijutsu
Components: W (Any Flail), M Rank: D-Rank
Cost: 3 Chakra Casting Time: 1 Action
Keywords: Bukijutsu, Chain X Range: Weapons Range
Description: You throw your weapon wrapping it around a Duration: Instant
target and pulling towards yourself. The target must Components: W (Any), M
succeed a Strength Saving Throw. On a failed save they are Cost: 5 Chakra
moved 10 feet closer to you in a straight line, cannot make Keywords: Bukijutsu
handsigns until the beginning of their next turn, and also Description: You focus your weapons attack on crippling
become Restrained by you. At the end of the target your enemy, to make them far less effective than they are
creatures' turns, they can make a Strength Saving Throw to currently.
escape the restrain. Make a melee or Ranged Taijutsu Attack based on the
If this jutsu is cast as a Chain 2, you can target an additional weapon used for this jutsu, dealing your Weapon’s
creature in range. If this jutsu is cast as a Chain 3, target Damage. On a hit, the target must make a Strength Saving
creatures have disadvantage on the initial Saving Throw. Throw. On a failed save they are Dazed and Weakened, and
are also knocked Prone.
Additionally, if you score a critical hit with this jutsu,
they make their Saving Throw at disadvantage.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3 and the
Weapon’s Damage Dice by 1.
CURVED SLASH
Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Ranged Slashing), M
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You perform a single throw that curves
and slashes with frightening accuracy. Make a Ranged
Taijutsu Attack against a creature you can see within
range dealing your Weapon’s Damage + 2d8. On a hit
the creature must make a Constitution Saving Throw or
be Blinded until the end of their next turn on a failed
save. If they fail by 5 or more, they are instead Blinded
until the end of your turn.
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 1d8.
264
CUTTING VIBRATIONS DANCING FOOL’S WHIP
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 15 feet
Duration: Concentration, 1 minute Duration: Instant
Components: W (Melee Slashing), M Components: W (Any Flail), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Keywords: Bukijutsu
Description: You focus your chakra into your weapon so that Description: You violently whip your weapon with
it vibrates at supersonic speeds, enhancing its cutting enough force to crack the ground from the impact.
capabilities. For the duration when you deal Slashing Creatures in a 15-foot cube originating from you must
Damage with your weapon to a target wearing armor, you succeed a Dexterity Saving Throw, being whipped
reduce the Armor bonus of the target creature by 1. This can repeatedly by your weapon. On a failed save, the target
only occur once per round. If this reduces their armor bonus takes your Weapon’s Damage + 2d4 and gains the
to 0, you instead deal an extra die of Weapon’s Damage. Bleeding condition. On a successful save they only take
half damage and no additional effects.
DANCE PERFORMANCE: NEUTRAL STANCE At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the damage by 1d4.
Casting Time: 1 Bonus Action
Range: Self DANGER ZONE
Duration: 1 Round Classification: Bukijutsu
Components: W (Any), M Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Bonus Action
Keywords: Bukijutsu Range: Double your Weapon’s range
Description: You draw your weapon, taking on a light Duration: Instant
stance, like that of a dancer's. For the duration of this Components: W (Melee Slashing), M
jutsu, any Bukijutsu you cast with Dance Performance in its Cost: 5 Chakra
name has an increased critical threat range. Increase the Keywords: Bukijutsu,
critical threat range of Taijutsu Attack rolls of the Description: You quickly spin your weapon around you,
aforementioned jutsu by +1. using chakra to extend its range further. All creatures within
If the jutsu instead forces a Saving Throw, a creature range must make a Dexterity Saving Throw. On Failure they
that rolls a 1 or 2 on the d20 for their save takes double take 3d6 Slashing Damage and gain a rank of Bleeding.
damage if they fail. At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage
D-Rank increase the cost of this jutsu by 3. If this jutsu is by 2d6. If this jutsu is cast at A-Rank target creatures take
cast at C-Rank, increase the critical threat range by +1. If half on a success.
this jutsu is cast at A-Rank, increase the critical threat
range by +2 and if the creature would roll a 5 or lower on DEBILITATING SHOT
the d20 for the Saving Throw, they are considered Classification: Bukijutsu
vulnerable Rank: D-Rank
Casting Time: 1 Action
DANCING FOOL’S DANCE Range: Weapon Range
Classification: Bukijutsu Duration: 1 Round
Rank: D-Rank Components: W (Any Thrown) M
Casting Time: 1 Action Cost: 5 Chakra
Range: Weapons Range Keywords: Bukijutsu
Duration: Instant Description: You begin to throw
Components: W (Any Flail), M weapons rapidly targeting your
Cost: 5 Chakra enemies pressure point to
Keywords: Bukijutsu puncture them. Make a Ranged
Description: You swing your weapon in a wide arc striking Taijutsu Attack dealing your
all creatures in the arc. Weapon’s Damage + 4d4. The
Make a Melee Taijutsu Attack. All creatures of your target must also make a
choice, within your weapons range originating from you Constitution Saving Throw, gaining
become the target of this attack, comparing your attack 1 rank of Weakened on a failed save
result to their AC as if you attacked each one as your senbons lodge themselves
individually. On a hit, you deal your Weapon’s Damage + into their joints, or half as much
2d4 and each creature must succeed a Dexterity Saving damage on a successful save.
Throw. On a failed save they are knocked Prone. A creature Weakened by this jutsu
At Higher Ranks: For each rank you cast this jutsu can, as an action make a Wisdom
above D-Rank increase the cost of this jutsu by 3 and the (Survival) check vs your Taijutsu
damage by 2d4. Save DC to remove the lodged
senbons on a success.
At Higher Ranks: For each rank
you cast this jutsu above D-Rank,
increase the cost of this jutsu by 3
and the number of creatures you can
target by +1.
265
DEMONIC DANCE DOUBLE TROUBLE
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Weapon Range
Duration: Instant
Duration: Instant
Components: W (Melee Bludgeoning), M
Components: W (Any Ranged Bludgeoning), M
Cost: 5 Chakra
Cost: 4 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You spin around with your weapon, a dance-
Description: You perform a swift burst of 2 shots that
like attack that bewilders enemies. Make a Melee Taijutsu
leave the enemy staggering. Make two Ranged Taijutsu
Attack against all creatures in range. On a hit, you deal your
Attacks using your weapon, dealing your Weapon’s
Weapon’s Damage, this damage increases by 1d4 for each
Damage +1d6. If a target is hit at least once, it must also
creature hit.
succeed a Strength Saving Throw reducing the targets
At Higher Ranks: For every rank you cast this jutsu above
speed by 10 feet, for each successful attack, until the end
D-Rank, increase the cost by 3 and the range of this jutsu by
of their next turn.
5 feet. If this jutsu is cast at A-Rank, the range instead
At Higher Ranks: For each rank you cast this jutsu
becomes your Current movement speed.
above D-Rank increase the cost of this jutsu by 3 and the
DOUBLE SHOT At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
Classification: Bukijutsu
Rank: D-Rank number of attacks they make by +1.
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: W (Any Ranged), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You prep two separate attacks to go off in a
single attack.
Before the end of your current turn, the next time you
would make a Ranged Weapon Attack, you make an
additional one as a part of the same action, that must
target another creature. Additionally, this additional
attack benefits from any effects that would normally
only affect the first or one weapon attack.
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 number of
additional attacks to two. If this jutsu is cast at S-Rank,
increase the number of additional attacks to three.
266
DRAGON SLAYER THRUST ECHO-THRUST
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 15 feet Range: Weapon’s range
Duration: Instant Duration: Concentration, 1 Minute
Components: W (Any Polearm), M Components: W (Melee Piercing), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu,
Description: You charge a thrusting attack before lashing at Description: You pour chakra into your forearm so that you
with precise timing to deal a lethal blow to your enemy. can thrust twice in one motion. The first time you would hit
Make a Martial Arts Check versus a target creature in a creature with a weapon attack on each of your turns, you
range’s AC. If you roll higher, this jutsu gains advantage on can deal damage to a second creature, that is within 5ft of
the attack roll. Move up to the target creature and make a both you and the original target.
Melee Taijutsu Attack. This movement cannot provoke an
attack of opportunity. On a hit, you deal your Weapon’s
Damage and the creature must make a Constitution Saving ENHANCED BLOCKING
Throw. On a failed save they cannot react until the end of Classification: Bukijutsu
the current turn. Rank: D-Rank
If this jutsu is cast as a Chain 2, you gain advantage on Casting Time: 1 Action
Range: Self
your Martial Arts Check. If this jutsu is cast as a Chain 3 you
Duration: Concentration, up to 1 minute
deal twice your weapons damage on a hit.
Components: W (Any Polearm), M
At Higher Ranks: For every rank you cast this jutsu
Cost: 4 Chakra
above D-Rank, increase the cost by 3 and the damage by
Keywords: Bukijutsu
1d8.
Description: You brace your weapon and enter a more
DRAGON’S FAR-REACHING FIST guarded stance. You cannot lose concentration of this jutsu
as a result of damage.
Classification: Bukijutsu
For the duration, while you are wielding a Polearm
Rank: D-Rank
type weapon, you gain an additional +1 bonus to AC.
Casting Time: 1 Action
Additionally, any bonuses to AC you have as a result of
Range: Weapon Range
the blocking property or weapon seals, you add that
Duration: Instant
bonus to the first Strength or Dexterity Saving Throw
Components: W (Any Ranged Bludgeoning), M
you would make each round.
Cost: 4 Chakra
Also, for the duration of this jutsu, you can spend your
Keywords: Bukijutsu
Reaction when you would take damage, to reduce the
Description: You perform a 2 quick shots that disorient
damage you take by twice your Weapon’s Damage Dice.
and debilitate the enemy. Make two Ranged Taijutsu
If you reduce the damage to 0, you gain an additional
Attacks against a creature you can see within range
Reaction until the start of your next turn that can only be
dealing your Weapon’s Damage. On each hit, the target
used to cast this jutsu again.
must also succeed on a Constitution Saving Throw,
At Higher Ranks: For each rank you cast this jutsu
becoming Dazed on a failed save.
above D-Rank increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu
damage you reduce by 1 Weapon’s Damage Dice.
above D-Rank increase the cost of this jutsu by 3 and the
target suffers a -1 penalty on their save.
ETERNAL EDGE
DRAGONFLY LANDING Classification: Bukijutsu
Rank: D-Rank
Classification: Bukijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Weapons Range
Casting Time: 1 Action Duration: 1 Minute
Range: Weapons Range Components: W (Any), M
Duration: Instant
Cost:5 Chakra
Components: W (Melee Piercing), M
Keywords: Bukijutsu
Cost: 5 Chakra
Description: You line your weapon with a chakra thin edge,
Keywords: Bukijutsu
protecting it from any damage. Your weapon cannot suffer
Description: Your jump up and then stab down with an
any penalties from any trait, feature, or jutsu of equal rank
uncounterable amount of thrusts. Make 3 Melee Taijutsu
or lower that would destroy or damage the weapon, or
Attacks against a target creature in range. On a hit you deal
reduce their attack rolls.
your Weapon’s Damage Dice. If you hit a creature with at
At Higher Ranks: For every rank you cast this jutsu above
least 3 attacks, they are knocked Prone as you land on top of
D-Rank, increase the cost by 3. Starting at C-Rank, the
them.
duration becomes 10 minutes. Starting at B-rank, the
At Higher Ranks: For every rank you cast this jutsu
duration becomes 1 hour, starting at A-rank, the duration
above D-Rank, increase the cost by 3 and the number of
becomes 8 hours. Starting at S-rank, the duration becomes
attacks by 1.
24 hours.
267
EXTERMINATE FLYING SWALLOW: CROSS CUT
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon’s range Range: Weapon Range
Duration: Instant Duration: Instant
Components: W (Melee Slashing), M Components: W (Any Melee dual wield), M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Bukijutsu, Keywords: Bukijutsu
Description: You strike twice in a X-shape in an attempt to Description: As a part of the activation of this jutsu, you
hamper your opponent’s ability to attack back. Make Two must have a weapon in both hands that meet this
Melee Taijutsu Attacks. On a hit you deal your Weapon’s bukijutsu component requirements. You make two
Damage Dice +1d12. If both attacks are successful, your swinging cuts in a single stoke by swinging both of your
opponent must make a Constitution Saving Throw. On a weapons inward.
failure they have a -2 to all attack rolls until the end of their Make a two Taijutsu attacks against up to two enemies
next turn. within 5 feet of you, dealing the Weapon’s Damage +
At Higher Ranks: For each rank you cast this jutsu above 1d4, and the target must make a Strength Saving Throw
D-Rank, increase the cost of this jutsu by 3, the damage by to avoid being disarmed of their weapon or item they are
1d12, and the Attack roll penalty by 1. holding.
At Higher Ranks: For each rank you cast this jutsu
FAR-REACHING FANG above D-Rank, increase the cost of this jutsu by 3 and
Classification: Bukijutsu the damage by 1d4.
Rank: D-Rank
Casting Time: 1 Action FLYING SWALLOW: SPINNING TOP
Range: Double your Weapons Range Classification: Bukijutsu
Duration: Instant Rank: D-Rank
Components: W (Ranged Piercing), M Casting Time: 1 Action
Cost: 5 Chakra Range: Weapon Range
Keywords: Bukijutsu, Duration: Instant
Description: Your weapon is just an extension of Components: W (Any Melee dual wield), M
yourself, it is your fang to defend what needs defending. Cost: 5 Chakra
You flood your weapon with chakra to enhance its ability Keywords: Bukijutsu
to fly far and it’s damage power. Make a Ranged Taijutsu Description: As a part of the activation of this jutsu, you
Attack against a creature in range. On a hit you deal your must have a weapon in both hands that meet this
Weapon’s Damage +2d10 and the target creature must bukijutsu’s component requirements.
make a Strength Saving Throw or be knockback 15 feet. If You spin like a top striking all creatures in your
they hit a structure or construct, they are pinned to it, immediate vicinity. All creatures within your weapons
being Grappled to the wall until they use an action to free range, must make a Dexterity Saving Throw. On a failed
themselves save they take your Weapon’s Damage + 2d6 or half as
At Higher Ranks: For every rank you cast this jutsu much on a success.
above D-Rank, increase the cost by 3 and the damage by Depending on the damage type of the chosen weapons
1d8. If cast at B-rank, they are knocked back an creatures who fail their Saving Throws suffer additional
additional 15 feet. If cast at S-rank, they are knocked effects.
back an additional 15 feet. • Bludgeoning: Affected creatures are knocked Prone.
FLASHING STREAKS
• Piercing: Affected creatures gain 1 ranks of Weakened
until the end of their next turn.
Classification: Bukijutsu
• Slashing: Affected creatures gain 1 rank of the
Rank: D-Rank
Casting Time: 1 Action Bleeding condition.
Range: Self (60 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 the
Components: W (Ranged Slashing), M
damage by 1d6.
Cost: 5 Chakra
Keywords: Bukijutsu,
Description: You ready yourself to throw your weapons
at high speeds, making streaks of light in the air. Make a
Ranged Taijutsu Attack against a number of creatures in
range equal to your Taijutsu ability modifier. On a hit
you deal your Weapon’s Damage +2d4 Slashing Damage
and the target creature must make a Dexterity Saving
Throw or gain 2 ranks of Bleeding
At Higher Ranks: For every rank you cast this jutsu
above D-Rank, increase the cost by 3 and the damage by
1d4.
268
FLYING SWALLOW: STRAIGHT LINE At Higher Ranks: For every rank you cast this jutsu
Classification: Bukijutsu above D-Rank, increase the cost by 3 and the damage by
Rank: D-Rank 1d8.
Casting Time: 1 Action
Range: Self (30-foot line) HEAVENLY UPROAR
Duration: Instant Classification: Bukijutsu
Components: W (Any Melee dual wield), M Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Action
Keywords: Bukijutsu Range: weapons range
Description: As a part of the activation of this jutsu, you Duration: Instant
must have a weapon in both hands that meet this Components: W (Any Power), M
bukijutsu’s component requirements. Cost:5 Chakra
You dash in a straight line, up to 30 feet, moving Keywords: Bukijutsu
through any hostile creatures space you come across, Description: You swing upwards with a rising force to the
ending your movement in a space up to 30 feet away heavens before swinging back down to bring your opponent
from you, in a straight line. crashing to the earth. Make a Melee Taijutsu Attack against
Make two Melee Taijutsu Attacks. All creatures, of a creature in range. On a hit, you deal your Weapon’s
your choice, whose space you passed through as a result Damage and the creature must make a Strength Saving
of this jutsu count as targets for these two Melee Throw. On a fail, you make a second Melee Taijutsu Attack
Taijutsu Attacks, comparing their results to each that deals your Weapon’s Damage +1d12 on a hit. On a
creatures AC. success, you make the attack but at disadvantage, and you
On a hit, you deal either of your Weapon’s Damage + cannot gain an advantage on this attack by any means.
1d4 and the damaged creatures must make a Strength
Saving Throw, being knocked Prone on a failed save, or HIDDEN SHADOW SHOT
no further effects on a success. Classification: Bukijutsu
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action
above D-Rank increase the cost of this jutsu by 3 and the
Range: Weapons Range
damage by 1d4. Duration: Instant
Components: W (Any 2 Thrown), M
GRASS-CUTTING STRIKE Cost:5 Chakra
Classification: Bukijutsu Keywords: Bukijutsu, Chain X
Rank: D-Rank
Description: You throw your weapon however hiding in its
Casting Time: 1 Action
Shadow is the true attack. Make a Ranged Taijutsu Attack
Range: Weapon’s range
Duration: Instant against a creature in range. The target creature must make a
Components: W (Melee Slashing, M Perception Check versus a Dc of 10+your Sleight of Hand. On
Cost: 4 Chakra a fail, this attack gains advantage and they cannot react. On
Keywords: Bukijutsu, Chain X a hit, you deal your Weapon’s Damage.
Description: You swing your weapon low, in an attempt to If this jutsu is cast as a Chain 2, it deals an additional 2d6
hobble the enemy. Male a Melee Taijutsu Attack targeting damage. If this jutsu is cast as a Chain 3 the additional
one creature in range. On a hit you deal your Weapon’s damage becomes 2d8
Damage +2d4 and lower your opponents speed by half until At Higher Ranks: For every rank you cast this jutsu
the end of your next turn as you cut at their ankles. above D-Rank, increase the cost by 3. If this jutsu is cast
If this jutsu is cast as a Chain 2, it deals an additional 3d4 at B-Rank increase the number of attacks by 1. At S-
damage. If this jutsu is cast as a Chain 3 the damage die of Rank this jutsu gains an additional attack.
this jutsu becomes d8.
At Higher Ranks: For each rank you cast this jutsu above D-
Rank, increase the cost of this jutsu by 3 and the damage die
by +1.
269
IAIJUTSU: LION’S SONG
Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
HIDDEN WEAPON Range: Weapons Range
Classification: Bukijutsu Duration: Instant
Rank: D-Rank Components: W (Melee Slashing), M
Casting Time: 1 Bonus Action Cost: 5 Chakra
Range: Weapon Range Keywords: Bukijutsu, Clash
Duration: Instant Description: Placing a single, sheathed sword upright and
Components: W (Any Hidden), M listening to the "breath" of your opponent, you rapidly
Cost: 3 Chakra unsheathe, attack while passing by your target, and then re-
Keywords: Bukijutsu sheathe your sword. Make a Melee Taijutsu Attack against a
Description: You are able to quickly draw and stow your creature in range. On a hit, you deal your Weapon’s Damage
weapon in such a fashion that it’s almost impossible to +1d10. If you beat your opponent’s AC by 10 they cannot
track or react to. react to this jutsu.
Until the end of the next turn the first time you would At Higher Ranks: For every rank you cast this jutsu
make a weapon or Taijutsu attack using a weapon that above D-Rank, increase the cost by 3 and the damage by
fits this jutsu’s component requirement, you make such 1d10. If this jutsu is cast at B-Rank, you only need to
an attack at advantage, with an +1 bonus to the attacks beat the AC by 5 to make the attack unable to be reacted
critical threat range. to. If this is cast at S-Rank, you gain advantage on the
Once you deal damage to a creature with a weapon roll. If you already have advantage this jutsu’s casting
that’s gaining the benefit of this jutsu, as a part of the cannot be reacted to.
same action used to attack, you can make a Sleight of
Hand Check vs the targets Passive perception. On a IMPALER STAB
success, you are able to hide the weapon before they are Classification: Bukijutsu
able to realize what they were attacked with. If you fail Rank: D-Rank
the check, weapons you use cannot gain the benefit of Casting Time: 1 Action
this jutsu while targeting that creature until you Range: Weapon’s range
complete a rest of any type. Duration: Instant
Components: W (Melee Piercing), M
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 this
Keywords: Bukijutsu,
jutsu is cast at B-Rank, increase the critical threat range
Description: You thrust your weapon into your enemy, and
bonus to +2. If this jutsu is cast at S-Rank, increase the
keep it there. Make a Melee Taijutsu Attack. On a hit deal
critical threat range bonus to +3.
your Weapon’s Damage. You then can choose to keep it
HOLES OF DESPAIR there. Doing so means you cannot attack with that weapon
Classification: Bukijutsu while it is Impaled, however the target creature becomes
Rank: D-Rank Grappled by your weapon. While they are Grappled you can
Casting Time: 1 Action use your Bonus Action to twist the weapon, dealing your
Range: Weapon’s range Weapon’s Damage Dice. You also can add your Weapon’s
Duration: Instant Damage Dice to all rolls to maintain the grapple. A creature
Components: W (Melee Piercing), M can choose to instead forcible remove themselves from the
Cost: 5 Chakra weapon as an action, automatically escaping the grapple but
Keywords: Bukijutsu, Chain X gaining 2 ranks of Bleeding.
Description: (This jutsu cannot crit) You thrust your weapon At Higher Ranks: For every rank you cast this jutsu
out from different angles as you seek to riddle your above D-Rank, increase the cost by 3 and the damage die
opponent with holes. Make three Melee Taijutsu Attacks by 1. If this jutsu is cast at B-Rank you have advantage on
dealing your Weapon’s Damage Dice on hit. If at least two checks to maintain the grapple. If this jutsu is cast at S-
attacks are successful, the target creature gains a rank of Rank, they instead gain two tanks of Lacerated for
Bleeding. forcible ending the grapple.
If this jutsu is cast as a Chain 2, increase the rank of
Bleeding by 1. If this jutsu is cast as a Chain 3 make an IRON WEB DEFLECTION
Classification: Bukijutsu
additional attack.
Rank: D-Rank
At Higher Ranks: For every rank you cast this jutsu
Casting Time: 1 Reaction, which you take when you take
above D-Rank, increase the cost by 3 the ranks of damage.
Bleeding by 1. If this jutsu is cast at A-rank or higher it Range: Self
can regain the ability to score a critical hit. Duration: 1 Round
Components: W (Any Flail)
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You quickly wrap yourself in the chain or
wire from your weapon to soften the blow of an attack
before it actually strikes. Roll your Weapon’s Damage
Dice twice, then add your ability modifier. Reduce the
triggering damage by the result.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
roll your Weapon’s Damage Dice two more times.
270
KISS OF THE MOON MANIPULATED TOOLS: BINDING METEOR
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: 25 feet
Duration: Instant Duration: Instant
Components: W (All Ranged), M Components: W (Weapon Scroll), M
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Bukijutsu, Keywords: Bukijutsu
Description: You send out your attack in a high arc that Description: You summon forth a weighted chain from your
disappears from your opponent’s eyes and falls as if from weapon scroll and use it to restrain multiple targets you can
the moon itself. Make a Ranged Taijutsu Attack against a see within range. Make a Melee Taijutsu Attack against up to
creature in range. They must make a Wisdom Saving Throw three targets, who are within 25 feet of one another. On a hit
equal to your Taijutsu Save DC. On a failed save this attack you grapple them and chain them to each other. Creatures
gains advantage as they lose sight of the attack as it rises up chained together cannot move more than 25 feet from one
and falls back down. On a success it gains disadvantage as another.
they keep track of it. On a hit you deal your Weapon’s Additionally, creatures chained together can, as an action,
Damage +2d6. make a Acrobatics or Sleight of Hand Check vs your Taijutsu
At Higher Ranks: For every rank you cast this jutsu Save DC, escaping the chains on a success. A creature who
above D-Rank, increase the cost by 3 and the number of fails this check makes it harder to escape for other chained
creatures you can target by one. creatures. All other chained creatures who attempt to escape
after another creature has failed, suffers a -2 penalty to
KNEE BREAKER their check, until the end of their next turn. This penalty
Classification: Bukijutsu stacks.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action D-Rank, increase the cost of this jutsu by 3 and the number
Range: Weapons Range
of creatures you can target by +1.
Duration: Instant
Components: W (Melee Bludgeoning), M
Cost: 5 Chakra
MANIPULATED TOOLS: BLADE KICK
Classification: Bukijutsu
Keywords: Bukijutsu Rank: D-Rank
Description: A series of low jabs at an opponent's lower Casting Time: 1 Action
body with the intent to ruin their legs. Make 2 Melee Range: 45 feet
Taijutsu Attacks at a target creature in range. On a hit, you Duration: Instant
deal your Weapon’s Damage. If you hit a creature twice with Components: W (Weapon Scroll), M
this jutsu, they are knocked Prone. A creature knocked Cost: 4 Chakra
Prone from this jutsu must spend its full movement to stand Keywords: Bukijutsu
up. Description: You summon forth series of swords, knives and
At Higher Ranks: For every rank you cast this jutsu spears that you kick and launch towards a creature to impale
above D-Rank, increase the cost by 3 and the range of them. Roll 1d4, record the result. Make a range Taijutsu
this jutsu by 5 feet. If this jutsu is cast at B-Rank, attack dealing Xd4 Piercing Damage and inflicting 2 ranks of
increase the number of attacks by 1. If this jutsu is cast at Bleeding on a hit. (X= the result)
S-Rank, increase the number of attacks by 1. At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the die
LINEAR DRIVE rolled by 1 step. (1d4>1d6>1d8>1d10>1d12.)
Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Double your remaining movement speed.
Duration: Instant
Components: W (Melee Piercing), M
Cost: 5 Chakra
Keywords: Bukijutsu,
Description: You take a wide stance with your weapon
before dashing to deliver a single thrust at the enemy at a
great speed, with the intent to ram them through. Make a
weapon attack against a target creature in range. You gain a
+1 to your attack roll for every 30 feet you moved, to a max
of +5. On a hit you deal your Weapon’s Damage and + 1d10
for every 30 feet you moved to strike them, to a max of 3d10.
If you deal 20 damage or more with this jutsu, the target
creature also gains a rank of Bleeding and Slowed until the
end of your next turn.
At Higher Ranks: For every rank you cast this jutsu above
D-Rank, increase the cost by 3 and your movement speed by
30 feet.
271
MANIPULATED TOOLS: BLADE RAIN MONKEY KING’S STANCE
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: Special (When you deal damage with a
Range: 60 feet (15-foot radius sphere) bludgeoning weapon)
Duration: Instant Range: Self
Components: W (Weapon Scroll), M Duration: Instant
Cost: 4 Chakra Components: W (Melee Bludgeoning), M
Keywords: Bukijutsu Cost: 5 Chakra
Description: You unravel your weapon scroll in the air, and Keywords: Bukijutsu, Chain X
reflexively summon forth a series of swords, knives and Description: You channel the energy from the strike into
spears that rain down bombarding a space you can see your weapon and hold that energy in a passive state as it
within range. builds up, much like the Monkey King himself. You can
All creatures in a 15-foot radius sphere originating from a cast this jutsu when you deal damage with your weapon
point you can see within range, must make a Dexterity to take the stance, and its effects change depending on
Saving Throw. On a failed save, they take 3d6 + your the circumstances you release the jutsu. You can only
Taijutsu ability modifier in Piercing Damage or half as much hold this jutsu until the end of your next turn, then it
on a success. Additionally, the affected area becomes ends. While this jutsu is active you cannot cast another
difficult terrain until after creature moves through it. The jutsu besides this one.
first time a creature would walk through any affected space Action: You leap up and bring your weapon down on
would take 1d4 damage from the scattered bladed weaponry the head of your enemy. Make a Melee Taijutsu Attack
left behind protruding from the ground. against a creature in your weapons range. On a hit, you
At Higher Ranks: For each rank you cast this jutsu above deal your Weapon’s Damage +2d8 and the target
D-Rank increase the cost of this jutsu by 3 and the damage creature must make a Constitution Saving Throw,
by 1d6. becoming Concussed on a failed save.
Bonus Action: You dash to the side and make a wide
MANIPULATED TOOLS: BLADE WALL strike at the legs of your opponent. Make a Melee
Classification: Bukijutsu Taijutsu Attack against a target creature within 10 feet of
Rank: D-Rank you. On a hit, you deal your Weapon’s Damage +2d4 and
Casting Time: 1 Action the target creature must make a Strength Saving Throw,
Range: Self (10-foot radius) being knocked Prone on a failure.
Duration: Instant
Reaction: You strike out with a fast blow to the side of
Components: W (Weapon Scroll), M
your opponent that shatters guards. Male a Melee
Cost: 3 Chakra
Taijutsu Attack against a target creature within 5 feet of
Keywords: Bukijutsu
you. On a hit, you deal your Weapon’s Damage. If your
Description: You unravel your weapon scroll in a 10-foot
opponent has a bonus to AC or from a jutsu, feature, or
circle around you as you simultaneously summon a series
trait this attack breaks through it and uses that energy as
of bladed weapons from it. All creatures in a 10-foot radius
an extra force. This jutsu deals an additional 2d6 damage
centering on you must make a Dexterity Saving Throw. On
and ignores bonus that bonus AC. On a successful hit you
a failed save they take 3d8 Piercing Damage and they
gain that bonus AC until the end of your next turn.
cannot upcast jutsu they cast until the end of their next
At Higher Ranks: For each rank you cast this jutsu
turn on a failed save and gaining the Bleeding condition or
above D-Rank, increase the cost of this jutsu by 3 and
half damage on a successful save and no further effect.
the damage die of the jutsu by 1.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, the radius by 5
MONKEY KINGS 10,000 HAIRS
feet and the damage by 1d8. Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minute
Components: W (Melee Bludgeoning), M
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You bathe your weapon in chakra until the
chakra around it forms and shapes itself to resemble the
famed Ruyi Jingu Bang. A legendary staff used by the fabled
monkey king, Son Wukong. You cannot lose concentration
as a result of damage.
For the duration, when you would take the attack action
or cast a Bukijutsu with the Monkey Kings prefix with your
weapon, you can choose to give it the Reach X property,
where X equals your Taijutsu ability modifier and twice per
turn when you would deal damage with a weapon attack, or
Taijutsu attack you deal bonus damage equal to 1d6.
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 bonus damage to 2d6. If this
jutsu is cast at S-Rank, increase the bonus damage to 3d6.
272
MONKEY KINGS FANG MONKEY KINGS WEIGHT
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Self
Duration: Instant Duration: Concentration, up to 1 minute.
Components: W (Melee bludgeoning), M Components: W (Melee Bludgeoning), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You spin your weapon above your head Description: You fill your weapon with enough chakra to
before swinging it at a target, at a downward angle and multiply its weight well over 10 times its normal weight. You
following with the butt end of the weapon. Make two cannot lose concentration on this jutsu as a result of
Melee Taijutsu Attacks dealing your Weapon’s Damage + damage.
1d6. You do not add your ability modifier to the damage For the duration of this jutsu, you multiply the weight of
dealt. your bludgeoning weapon just before impact, while
If two attacks successfully strike a target, it must resetting its weight back to normal after impact. Each time
make a Strength Saving Throw being Dazed on a failed you would deal damage with a Melee Taijutsu Attack under
save. the effects of this jutsu, increase its Weapon’s Damage Dice
At Higher Ranks: For each rank you cast this jutsu by 1 step. (D4>D6>D8>D10>D12).
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
the number of attacks made by +1. above D-Rank increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank, increase the damage die by 2
MONKEY KINGS TAIL steps. If this jutsu is cast at S-Rank, increase the damage
Classification: Bukijutsu die by 3 steps.
Rank: D-Rank
Casting Time: 1 Action MULTIPOINT STRIKE
Range: Weapons Range Classification: Bukijutsu
Duration: Instant Rank: D-Rank
Components: W (Melee Bludgeoning), M Casting Time: 1 Action
Cost: 5 Chakra Range: Weapon Range
Keywords: Bukijutsu, Chain X Duration: Instant.
Description: You swing your weapon around your body Components: W (Simple Multiattack), M
before locking it behind your back using both of your hands Cost: 5 Chakra
and performing a sideways spin, slamming it into all Keywords: Bukijutsu, Clash
creatures in front of you. Description: You lash out with a flurry of attacks meant to
Make a Melee Taijutsu Attack against a creature you can completely overwhelm your enemy in the blink of an eye.
see within range dealing your Weapon’s Damage + 2d6 and You make a series of pinpoint strikes and multiple parts
forcing the target to make a Constitution Saving Throw of your targets body. Make a single melee or Ranged
being Dazed on a failed save. Taijutsu Attack that multiplies in effectiveness as you repeat
Additionally, depending on how long your weapon is, it the same motion over and over. On a hit, you deal your
may reach beyond striking one creature and instead striking Weapon’s Damage +2 additional damage die.
multiple creatures in a 5-foot-wide line, with the length of At Higher Ranks: For each rank you cast this jutsu
it being determined by however many ranks of Reach it has. above D-Rank increase the cost of this jutsu by 3 and the
For every rank of Reach your weapon has, it extends 5 feet in bonus damage die by +1.
a straight line. All creatures, excluding your original target,
who is in this extended range, must make a
Dexterity Saving Throw, taking your Weapon’s
Damage on a failed save or no damage on a success.
If this jutsu is cast as a Chain 2, increase the
damage die by +2. If this jutsu is cast as a Chain 3
make an additional attack
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 1d6.
273
NOBUNAGA’S COURAGE
Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (30-foot radius sphere)
Duration: 1 Minute
Components: W (Any Polearm), M
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You unleash a monstrous roar, filled with
contempt and rage, while wielding your polearm weapon.
This fills you with such animosity and anger that you
become far more courageous and begin to imitate the look
of the famed warrior, Oda Nobunaga causing great fear to
your enemies and instilling great honor in your allies.
All allies who are within range that can hear you, the
first time that they would gain any ranks of the following
conditions for the next minute; Charmed, Daze, Fear.
They do not, instead becoming immune to the jutsu,
feature, trait or effect that affected them, until the end of
that turn.
All hostile creatures who are within range that can hear
you, must succeed a Charisma Saving Throw. On a failed
save, the first time they would take damage from any
weapon attacks you make using your Polearm weapon, they
gain 1 rank of any of the following (Your choice), for the
next minute, or until they spend an Action to remake their
Saving Throw to end this effect on them;
• Dazed
• Fear
• Weakened
OFFENSIVE DODGE
Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Reaction when you are targeted by a melee
attack
Range: Weapon’s range
Duration: Instant
Components: W (Melee Piercing), M
Cost: 5 Chakra
Keywords: Bukijutsu,
Description: You take a reverse grip on your weapon and
attempt to strike before you are struck. Make a melee attack
against the triggering creature. On a hit you deal your
Weapon’s Damage Dice + Taijutsu ability modifier. and
raise your AC against the triggering attack by the base
weapon damage die rolled as you drag your weapon along
the attack, trying to throw it off target
PAIN ASSAULT
Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instant
Components: W (Any Ammunition), M
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You spend a full ammunition die to overwhelm
your enemy with a wall of arrows, darts, bolts, shuriken,
kunai or Senbon.
All creatures in a 30-foot cone originating from you, must
succeed a Dexterity Saving Throw. On a failed save, they take
Xd4 damage of your chosen weapons type, where X equals
the size of the die spent. (D4=4, D6=6, D8=8, D10=10, etc.)
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3 and the damage
die by 1 step. (D4>D6>D8>D10>D12)
274
PAIN BARRAGE PINNING SHOT
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-Foot radius Sphere) Range: Weapon Range
Duration: Instant Duration: Special
Components: W (Any Ammunition), M Components: W (Any Ranged Piercing), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You leap in the air and spin while striking all Description: You make a series of ranged attacks designed
targets in the area. Choose up to 10 creatures you can see to pin your enemy in place in a way of your choosing.
within range. Roll your ammunition stack twice, taking the Make a Ranged Taijutsu Attack, using your weapon of
higher result. All selected creatures must succeed a Dexterity choice dealing your Weapon’s Damage + 1d10 and
Saving Throw. On a failed save select creatures takes forcing the target creature to make a Strength Saving
Xd4+Taijutsu ability modifier of your chosen Weapon’s Throw, being Restrained on a failed save.
Damage type. (X = The result of your ammunition stack.) Or A creature Restrained in this way, or another creature
half as much on a successful save. within 5 feet of the Restrained creature can spend an
You then land in an unoccupied space you can see within action to make a Strength (Athletics) check vs your save
the range of this jutsu. DC, ending this condition on a success.
This jutsu spends the ammunition stack entirely. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above above D-Rank increase the cost of this jutsu by 3 and the
D-Rank, increase the cost of this jutsu by 3 and the damage number of creatures you can target by +1. If this jutsu is
by 2d4 cast at B-Rank, increase the damage by 2d10. If this jutsu
is cast at S-Rank, increase the damage by 4d10
PAIN DANCE
Classification: Bukijutsu PREPARED SHOT
Rank: D-Rank Classification: Bukijutsu
Casting Time: 1 Action Rank: D-Rank
Range: Self (20-foot radius Sphere) Casting Time: Reaction to being targeted with a melee
Duration: Instant attack.
Components: W (Any Ammo), M Range: Weapon Range
Cost: 4 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Ranged Piercing), M
Description: You launch a burst of your choice of Cost: 4 Chakra,
weapons around yourself, attempting to hit all creatures Keywords: Bukijutsu
surrounding you. All Creatures in a 20-foot radius Description: You react to being attacked in close
sphere centered on you must succeed a Dexterity Saving quarters combat. You leap back 5 feet, if possible, and
Throw, taking your Weapon’s Damage + 2d8, and are immediately attack the triggering creature, piercing
Dazed on a failed save, and half as much damage and no them indiscriminately attempting to halt their attack.
additional effects on a successful one. After casting this Make a Ranged Taijutsu Attack dealing your Weapon’s
jutsu, you lower your ammo die by 2. Damage + 3d4 Piercing Damage on a hit. Affected
At Higher Ranks: For each rank you cast this jutsu creature must make a Constitution Saving Throw, being
above D-Rank, increase the cost of this jutsu by 3 and Stunned until the end of their current turn on a failure.
Damage by 1d8 On a success they step forward 5 feet, if possible, and
complete the attack. None of this movement triggers an
PAPER BOMB BARRAGE Attack of opportunity.,
Classification: Bukijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action Damage by 2d4.
Range: 30 Feet
Duration: Instant PUSH SHOT
Components: NT (1 Paper Bomb) Classification: Bukijutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Bukijutsu
Casting Time: 1 Action
Description: You prepare a cluster of paper bombs which
Range: Weapon Range
are consumed in the casting of this jutsu, in between
Duration: Instant
your fingers on both hands and launch them at a single Components: W (Any Ranged), M
Target covering them in the prepared Bombs. Cost: 4 Chakra
A target you can see within range, makes a Dexterity Keywords: Bukijutsu
Saving Throw, taking 7d4 Fire Damage on a failed save
Description: You perform a triplet of attacks, the force
or half as much on a successful one.
behind them enough to blow them away. Make three
Creatures within 10ft of the target creature, excluding
Ranged Taijutsu Attacks using your weapon, dealing
the target creature, also make the Dexterity Save, taking your Weapon’s Damage, do not add your ability modifier
5d4 Fire Damage on a failed save or half as much on a to the damage dealt. If a target is hit at least once, it
successful one.
must also succeed a Strength Saving Throw knocking
For every quality of item used above the basic item
them back 10 feet, for each successful attack.
quality, you increase this jutsu’s damage by 4d4.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
target suffers a -1 penalty on their save.
275
RANGE EXTENDER SHATTER SHOT
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Double your Weapons Range
Duration: Concentration, up to 1 Minute Duration: Instant
Components: W (Any Range), M Components: W (All Ranged), M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu,
Description: You focus chakra into your iris’s, increasing Description: You pour chakra into your weapon as it fires, so
your perceptive range, and allowing you to work with a much that it shatters as it flies, dealing damage over a wide
much farther range. area. Select a 20-foot radius area. Hostile Creatures in that
For the duration, the first time you would make a area must make a Dexterity Saving Throw. On a failed save
ranged Taijutsu or weapon attack per turn, you double they take 4d6 damage of your weapons type and gain a rank
the range of the attack. of Dazzled as the explosion throws them off balance.
At Higher Ranks: For every rank you cast this jutsu
REBOUND SWING above D-Rank, increase the cost by 3 and the damage of
Classification: Bukijutsu both attack and save by 1d8.
Rank: D-Rank
Casting Time: 1 Bonus Action, when you miss with a Melee SHOOTING STAR
attack with a Bludgeoning weapon Classification: Bukijutsu
Range: Weapon’s range Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Melee Bludgeoning), M Range: weapons range
Cost: 4 Chakra Duration: Instant
Keywords: Bukijutsu, Chain X Components: W (Any Thrown), M
Description: You quickly try to recover after your miss by Cost:5 Chakra
pumping chakra into your arms to rebound the opposite Keywords: Bukijutsu
way. You can remake the same attack at disadvantage Description: You throw your weapon with a focus of speed
targeting the same creature. over power. Make a Ranged Taijutsu Attack against a
At Higher Ranks: For each rank you cast this jutsu above creature in range. On a hit you deal your Weapon’s Damage
D-Rank, increase the cost of this jutsu by 3. If this jutsu is Dice. If you would target a creature within your weapon's
cast at B-Rank, you instead make the attack normally. If it is normal range, this attack has advantage. If it is targeting a
cast at S-Rank you make it advantage. creature in your long range, you make the attack with
disadvantage and cannot gain advantage, however, this
SHADOWED SHOT attack deals an additional 2d10 damage.
Classification: Bukijutsu
Rank: D-Rank SHOT PUT CRASH
Casting Time: 1 Action Classification: Bukijutsu
Range: Self (90 feet) Rank: D-Rank
Duration: Instant
Casting Time: 1 Action
Components: W (Ranged Slashing), M
Range: Weapon Range
Cost: 5 Chakra
Duration: Instant
Keywords: Bukijutsu,
Components: W (Any Ranged Bludgeoning), M
Description: You throw your weapon as if it was a single
Cost: 4 Chakra
shot, but in its shadow hides another. Select a creature in
Keywords: Bukijutsu
range and make a Ranged Taijutsu Attack. The target
Description: You perform a single shot meant to pierce
creature must make a Perception Check against your attack
through defenses. Make a Ranged Taijutsu Attack
roll. On a failure they fail to see the second weapon, and take
against a creature you can see within range dealing your
an amount of Slashing Damage equal to your Weapon’s
Weapon’s Damage + 2d6 but as Bludgeoning Damage.
Damage Dice, regardless of hit or miss. On a hit you deal
This jutsu ignores half cover and deals double damage to
your Weapon’s Damage.
constructs and structures.
At Higher Ranks: For every rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu
D-Rank, increase the cost by 3 and the damage by die on a
above D-Rank, increase the cost of this jutsu by 3 and
failed Perception Check by one die.
the damage by 1d6.
276
SOARING DRAGON SOUL REND
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Weapon’s range
Duration: Instant Duration: Instant
Components: W (Melee Slashing), M Components: W (Melee Slashing), M
Cost: 5 Chakra Cost: 6 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu, Chain X
Description: You swing as hard as you can upward while Description: You aim your weapon to cut at the very soul of
also jumping yourself, aiming to slice your opponent into your opponent. You wind up your strike and then unleash it
the air with you. Make a Melee Taijutsu Attack against a in one flurry. Make a Melee Taijutsu Attack at disadvantage
creature in range. On a hit, you deal your Weapon’s Damage against a creature in range. On a hit, you deal 4d6 Slashing
+2d4 and they rise into the air with you 30 feet. Damage and the target creature gains a rank of Bleeding.
If this jutsu is cast as a Chain 2, increase the damage die If this jutsu is cast as a Chain 2, the target creature gains
by 2. If this jutsu is cast as a Chain 3 make an additional an additional rank of Bleeding. If this jutsu is cast as a
attack Chain 3 the damage becomes 6d12.
At Higher Ranks: For every rank you cast this jutsu
above D-Rank, increase the cost by 3 and the damage by SOUL STEAL
2d4. Classification: Bukijutsu
Rank: D-Rank
SOUL HUNT Casting Time: 1 Bonus Action
Classification: Bukijutsu Range: Self
Rank: D-Rank Duration: Concentration, up to 1 minute
Casting Time: 1 Bonus Action Components: W (Any), M
Range: Self Cost: 5 Chakra
Duration: Concentration, up to 1 minute Keywords: Bukijutsu
Components: W (Ranged Piercing), M Description: You learn to aim at a targets spirit, instead of
Cost: 5 Chakra their body, allowing your attacks to strike true and deep.
Keywords: Bukijutsu The first time each turn a weapon attack you make
Description: This jutsu does not cost chakra to maintain scores a critical hit, doubles your ability modifier
concentration on it. You begin to lace your weapons with damage and also ignore Temporary Hit Points.
chakra before firing. The first Ranged Weapon Attack At Higher Ranks: For each rank you cast this jutsu
made with a Ranged Piercing weapon each turn, has a above D-Rank increase the cost of this jutsu by 3 and the
bonus to its critical threat ranged equal to +1. number of critical threat range of the first Ranged
At Higher Ranks: For each rank you cast this jutsu Weapon Attack you make each turn by +1.
above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank or higher increase the critical STILL POND, RACING RIVER
threat range by +1. If this jutsu is cast at S-Rank, Classification: Bukijutsu
increase the critical threat range by +1. Rank: D-Rank
Casting Time: 1 Action
SOUL MARK Range: Self(15 foot radius sphere)
Duration: Instant
Classification: Bukijutsu
Components: W (Any), M
Rank: D-Rank
Casting Time: 1 Action Cost:5 Chakra
Range: 120 Feet Keywords: Bukijutsu
Duration: 1 Minute Description: You hold your weapon in a perfect
Components: W (Any), M perpendicular stance as you wait for the moment to strike.
Cost: 4 Chakra When a creature would make a weapon or Taijutsu Attack
Keywords: Bukijutsu while in your weapon’s range until the start of your next
Description: You fire off every receptor in your mind and turn, you strike out, drawing it to yourself. Make a Taijutsu
eyes locking onto one creature you can see within range. Attack against the triggering creature. On a hit you deal your
For the duration, select one creature to soul mark. The Weapon’s Damage and you become the new target for the
selected creature cannot benefit from three fourths or attack.
half cover. When you would deal damage with a weapon
attack, you deal an additional 1d10 damage of your
Weapon’s Damage type.
A creature remains marked until it reaches 0 Hit
Points or you can no longer see it. Once a creature is no
longer marked, you must recast this jutsu to soul mark
them again.
While this jutsu has a target, any time you would make
a weapon attack targeting another creature not soul
marked, you reduce damage dealt by 1d6.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
number of creatures you can mark by +1.
277
STONE FORM SUNDERING SPEAR
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction to a creature reacting to your Casting Time: 1 Action
Bukijutsu Range: Weapons Range
Range: self Duration: Instant
Duration: Instant Components: W (Melee Piercing), M
Components: W (Any Polearm), M Cost: 4 Chakra
Cost: Special Keywords: Bukijutsu, Chain X
Keywords: Bukijutsu Description: Your stab your spear forward, flooded with
Description: You quickly cancel out your Bukijutsu and use chakra meant to either harm flesh or sunder steel. Make a
that energy to prepare for another. You cancel your last Melee Taijutsu Attack against a creature in range. On a hit,
jutsu before its effects can take place and take a cross guard. you can either deal your Weapon’s Damage, or reduce their
If the creature would make an attack as a Reaction you are Damage Reduction by an amount equal to your damage until
hit regardless of the roll. If you would take damage from the the beginning of your next turn.
creature’s Reaction you reduce the damage by the damage of If this jutsu is cast as a Chain 2, you can do both without
the Bukijutsu that was canceled. If you would reduce this having to choose. If this jutsu is cast as a Chain 3 make an
damage to 0, the next Bukijutsu you cast is automatically additional attack.
upcast by 1 rank.
At Higher Ranks: For every rank you cast this jutsu SWORD AURA: RED
above D-Rank, increase the cost by 3 and the damage by 1d8. Classification: Bukijutsu
Rank: D-Rank
STORM OF STEEL Casting Time: 1 Action
Classification: Bukijutsu Range: Self
Rank: D-Rank Duration: 1 Minute
Casting Time: 1 Action Components: W (Any Blade), M
Range: Weapons Range Cost: 5 Chakra
Duration: Instant Keywords: Bukijutsu
Components: W (Any), M Description: You begin to unlock the ability to create a
Cost: Special (28 Chakra) Sword Aura, a path only master swordsmen could even hope
Keywords: Bukijutsu, Combination to follow. You send a controlled flood of chakra into your
Description: You and any ally within 30 feet of the target sword, the striking portion flaring red from the chakra. Your
creature prepare to unleash a maelstrom of iron and steel on blade pierces 4 dr for the duration. When you would deal
to your enemy. All participating creatures make a Taijutsu damage to a creature with this weapon, once per turn you
Attack against the creature in question, one at a time. On a can force them to make a Strength Saving Throw. On a failed
hit they deal their Weapon’s Damage +3d8. After every save they take 1d10 Fire Damage and are knocked Prone as
creature has attacked the listed effects take place: your blade explodes with force.
If Bludgeoning Damage, they must make a Strength
Saving Throw with a -1 penalty for every hit with a TOADS WHIPPING TONGUE
weapon of said type against the highest Taijutsu Save Classification: Bukijutsu
DC. On a fail they gain 1 rank of Bruised as they are Rank: D-Rank
beaten around. Casting Time: 1 Bonus Action
If Slashing Damage, they must make a Dexterity Range: Self
Duration: Concentration, up to 1 minute
Saving Throw with a -1 penalty for every hit with a
Components: W (Any Flail), M
weapon of said type against the highest Taijutsu Save
Cost: 4 Chakra
DC. On a fail, they gain 1 rank of Bleeding as they are
Keywords: Bukijutsu
sliced to ribbons.
Description: This jutsu does not cost chakra to maintain
If Piercing Damage, they must make a Constitution
concentration on it. You enhance your weapon with
Saving Throw with a -1 penalty for every hit with a
chakra to control its trajectory mid attack. For the
weapon of said type against the highest Taijutsu Save
duration, weapon attacks you make with a Flail Weapon
DC. On a fail, they gain 1 rank of Slowed as their joints
have a +1 to attack and damage rolls, an additional
are punctured.
application of reach, and has a +2 bonus on Trip and
Combination: When this jutsu is cast, it gains
Grapple attempts.
additional effects based on who has the highest
At Higher Ranks: For each rank you cast this jutsu
Charisma modifier between both casters.
above D-Rank, increase the cost of this jutsu by 3. If cast
• +0-1: No Change at C-Rank or higher, the weapon instead has a +2 to
• +2-3: The damage die of the jutsu increases to a d10 attack and damage rolls. If cast at B-rank or higher, the
• +4-5: The damage die of the jutsu increases to a d12 weapon gains an addition application of reach. If cast at
A-Rank of higher, the weapon has a +3 bonus to attack
and damage rolls. If cast at S-Rank, the weapon has a
+10 bonus to trip and grapple attempts.
278
TYGER CLAWS WIRE TRAP
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 10 Minutes
Range: Weapons Range Range: 10ft Cube
Duration: Instant Duration: Instant
Components: W (Ranged Slashing), M Components: NT (Battle wire & Trappers Kit)
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Bukijutsu, Keywords: Bukijutsu
Description: You throw your weapon so that it strikes at a Description: You set a trap in a target Location. This
diagonal, slicing down your enemy with precision. Make a Trap has a triggering area the size of a 15-foot cube
Ranged Taijutsu Attack against a creature in range. On a hit centering on the trap. Creatures who enter this area
you deal your Weapon’s Damage +1d8 and the target trigger the trap. Once triggered, the triggering creature
creature must make a Constitution Saving Throw. On a must make a Dexterity Saving Throw, being Restrained
failure they are cut deeply along their chest and take and on a failed save. Restrained creatures make a Strength
extra 2d8 Slashing Damage Saving Throw at the beginning of each of their turns. On
At Higher Ranks: For every rank you cast this jutsu above a success, they break the wire, ending the Restrained
D-Rank, increase the cost by 3 and the damage of both condition on themselves.
attack and save by 1d8.
WOUNDING SLICE
WEAPON BREAK Classification: Bukijutsu
Classification: Bukijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Reaction, which you take when you take Range: Weapon’s range
damage from a melee attack. Duration: Instant
Range: Self Components: W (Melee Slashing, M
Duration: Instant Cost: 5 Chakra
Components: W (Any Power), M Keywords: Bukijutsu,
Cost: 5 Chakra Description: You coat your weapon in a cloak of jagged
Keywords: Bukijutsu chakra before slicing down with the intent to severely maim.
Description: You quickly react to being hit by using your Make a Melee Taijutsu Attack at disadvantage against a
weapon to catch the attacking weapon at a vulnerable target creature in range. On a hit you deal your Weapon’s
angle. The creature who triggered this Reaction must Damage +2d10 and inflict 1 rank of Bleeding.
succeed a Dexterity Saving Throw, having their weapon At Higher Ranks: For each rank you cast this jutsu above
break on a failed save. If the triggering creatures weapon D-Rank, increase the cost of this jutsu by 3 and the ranks of
has a bonus to Bleeding by 1.
attack and/or damage rolls or a weapon enhancement
seal, it can only be broken by a weapon which has an YOSAKU STRIKE
equal or greater bonus to attack and/or damage rolls or Classification: Bukijutsu
an equal or greater ranked weapon enhancement seal. Rank: D-Rank
Casting Time: 1 Action
WEAPON DEFLECT Range: Self (15-foot cone)
Classification: Bukijutsu Duration: Instant
Rank: D-Rank Components: W (Any Polearm), M
Casting Time: 1 Reaction, which you take when you are Cost: 5 Chakra
targeted by a Melee Weapon Attack that you can see. Keywords: Bukijutsu, Chain X
Range: Self Description: You swing your weapon with enough force to
Duration: 1 round create a lateral wave of cutting force. Creatures in a 15-foot
Components: W (Any Weapon), M cone in front of you must make a Dexterity Saving Throw.
Cost: 5 Chakra On a failed save you deal your Weapon’s Damage + 3d4 on a
Keywords: Bukijutsu Chain X failed save or half as much on a successful one. You do not
Description: You enter a defensive stance with your add your ability modifier to the damage. Creatures who are
weapon, parrying any incoming attack. You gain a +2 within 5 feet of you when you cast this jutsu make their save
bonus to your AC until the beginning of your next turn. at disadvantage.
Until the end of your next turn, the next Bukijutsu you If this jutsu is cast as a Chain 2, you can add your ability
cast with the Chain keyword, increases its damage by +2 modifer to the damage roll. If this jutsu is cast as a Chain 3
damage dice. increase the damage die by 1 step.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu above
above D-rank, increase the cost of the jutsu by 3. If this D-Rank, increase the cost of this jutsu by 3 and range of this
jutsu is cast at B-rank, increase the AC bonus by +1 and jutsu by 5 feet.
the damage bonus by +1 damage die. If this jutsu is cast
at S-Rank, increase the AC bonus by +2 and the damage
bonus by +2 damage dice.
279
C-RANK: AUGMENTED LETHALITY
Classification: Bukijutsu
1080 PSI AIR CANNON Rank: C-Rank
Classification: Bukijutsu Casting Time: 1 Bonus Action
Rank: C-Rank Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute.
Range: Self (90 feet long, 5-foot-wide line) Components: W (Any Deadly), M
Duration: Instant Cost: 6 Chakra
Components: W (Any Blade), M Keywords: Bukijutsu
Cost: 8 Chakra Description: You focus on the lethality of your chosen
Keywords: Bukijutsu, Chain X, Clash weapon and attempt to enhance how deadly it can truly be
Description: You use the air itself to slash all who stand while in your hands.
before you. As you swing your sword you launch an air- For the duration, weapons you have with the Deadly trait,
compressed cross slash, spiraling forward. All creatures in instead adds two additional damage die on a critical hit. You
the area of effect must make a Constitution Saving Throw, cannot lose concentration on this jutsu as a result of damage.
taking twice your Weapon’s Damage on a failure, and gaining
1 rank of Bleeding, or half as much damage on a success. BIDING FURY: LIVER BLOW
If this jutsu is cast as a Chain 2, increase the rank of Classification: Bukijutsu
Bleeding by 1. If this jutsu is cast as a Chain 3 creatures gain Rank: C-Rank
disadvantage on their Saving Throw. Casting Time: 1 Action
Range: X-Foot Cone
AFFLIGAM Duration: Instant
Classification: Bukijutsu Components: W (Any Power), M
Rank: C-Rank Cost: 8 Chakra
Casting Time: 1 Bonus Action Keywords: Bukijutsu, Chain X
Range: Self Description: (Must be under the effects of a Binding
Duration: instant Fury Stance to cast) You aim a strong blow right at your
Components: W (Any Flail), M enemies liver, looking to make them lose the will to
Cost: 8 Chakra fight, if only for a moment. Make a Melee Taijutsu
Keywords: Bukijutsu, Chain X Attack, dealing your Weapon’s Damage +2d10 on a hit.
Description: You whip your weapon to build up momentum On a hit, the target creature must also make a
to prepare for an all-out attack. The next Bukijutsu you cast Constitution Saving Throw. On a failed save their focus is
with this weapon rolls its Weapon’s Damage Dice twice shattered, ending any concentration jutsu cast at a lower
instead of once. If the next jutsu you cast requires a Flail rank then this jutsu and gaining a rank of Bruised. You
Weapon, the Bukijutsu also increases the damage die of the can spend a Fury when casting this jutsu to increase the
jutsu by 1 step. save DC by 1, per Fury Spent, up to a max of 5 Fury.
At Higher Ranks: For each rank you cast this jutsu above If this jutsu is cast as a Chain 2, increase the damage
C-Rank, increase the cost of this jutsu by 3. If this jutsu is die by 1. If this jutsu is cast as a Chain 3 make an
cast at A-Rank, you instead increase the damage die of a Flail additional attack
Bukijutsu by 2 steps. If this is cast at S-Rank, you instead roll At Higher Ranks: For each rank you cast this jutsu
your Weapon’s Damage Dice 3 times. above C-Rank, increase the cost of this jutsu by 3 and
damage by 1d12, and the max Fury that can be spent by 2.
AFTERGLOW
Classification: Bukijutsu BIDING FURY: TIGER BARRAGE
Rank: C-Rank Classification: Bukijutsu
Casting Time: 1 Bonus Action Rank: C-Rank
Range: 30 Feet. Casting Time: 1 Action
Duration: Instant Range: Special (Cone)
Components: W (Melee Any), M Duration: Instant
Cost: 6 Chakra Components: W (Any Power), M
Keywords: Bukijutsu, Chain X Cost: 8 Chakra
Description: You take a reverse grip with your weapon and Keywords: Bukijutsu, Chain X
prepare to cut down everyone in your way. Select a space Description: (Must be under the effects of a Binding Fury
within range. You dash through at blinding speeds to that Stance to cast) You lash out with your weapon with the
select location. This movement does not provoke attacks of ferocity of a tiger, aiming to turn a foe into mincemeat.
opportunity. All creatures whom you pass through while on Make 2 Melee Taijutsu Attacks, comparing the results to all
the way to the select location are the targets of your attacks. creatures in a X-Foot Cone in front of you, where X equals
Make a Melee Taijutsu Attack for each creature you pass the ranks of Reach your weapon has, times 15ft. On a hit you
through while moving, dealing your Weapon’s Damage on a deal your Weapon’s Damage +1d12. You can spend 2 Fury to
hit. You end your movement in the selected space. make an extra Melee Taijutsu Attack. You can spend up to 6
Fury in this way.
If this jutsu is cast as a Chain 2, increase the damage die
by 1. If this jutsu is cast as a Chain 3 increase the damage die
by an additional +1
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and damage by
1d12, and the max Fury that can be spent by
280
BITE OF THE VIPER BOLTING SAKURA
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Self
Duration: Instant Duration: Concentration, 1 minute
Components: W (Any Ranged Slashing), M Components: W (Any Power), M
Cost: 7 Chakra Cost: 9 Chakra
Keywords: Bukijutsu, Medical Keywords: Bukijutsu
Description: You perform 3 strikes that devastate your Description: You close your defenses as you guard your
opponent. Make three Ranged Taijutsu Attacks using body with your weapon. You do not need to spend Chakra
your weapon, dealing your Weapon’s Damage +1d8 to maintain concentration on this jutsu. When you
Poison Damage, do not add your ability modifier to the activate this jutsu, you enter this guarded form until the
damage dealt. On a hit a creature must make a start of your next turn, you can reenter this form by
Constitution Saving Throw, gaining 1 rank of spend an action on your turn. While in guarded form,
Envenomed on a failed save, a creature can make this increase your AC by half of your Taijutsu Attack Bonus
save once per casting. (Rounded down).
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the BOUNDING BLOSSOM
target suffers a -1 penalty on their saves. Classification: Bukijutsu
Rank: C-Rank
BLADE OF SIN: GREED Casting Time: 1 Action
Classification: Bukijutsu Range: Long Jump Range (20 feet radius sphere)
Rank: C-Rank Duration: Instant
Casting Time: 1 Action Components: W (Any Polearm), M
Range: Self Cost: 8 Chakra
Duration: Concentration, Up to 1 Minute Keywords: Bukijutsu, Chain X
Components: W (Any Blade), M Description: (you must move at least 10 feet before casting
Cost: 8 Chakra this jutsu, and you must jump in the same direction you
Keywords: Bukijutsu moved) You leap into the air and strike down with the
Description: You seek to emulate the power of one of the butt of your polearm, scattering your foes and leveling
Seven Deadly Sins of Humanity in your blade, imbuing the ground. After landing from your leap, all creatures
the Sin of Greed inside the edge. For the next minute, within a 20-foot radius sphere from you must make a
when you would deal damage with a weapon attack or Strength Saving Throw, taking 4d10 damage and being
Bukijutsu, you also reduce the targets Maximum Health knocked Prone on a failed save, and half as much and no
by half of the damage taken. A creature can restore the further effects on a successful save. If you land in the
lost Maximum with a jutsu that removes conditions of same space a creature is occupying then they make their
an equal or higher rank then this jutsu was cast at. save at disadvantage and you can add your Weapon’s
At Higher Ranks: For each rank this jutsu is cast above Damage to the damage of this jutsu.
C-Rank, increase the cost by 3. If this jutsu is cast at A- If this jutsu is cast as a Chain 2, increase the damage
Rank you instead reduce the targets Maximum Health by die by 1. If this jutsu is cast as a Chain 3 increase the
the full amount. damage die by an additional +2
At Higher Ranks: For each rank you cast this jutsu
BLUNT FORCE CONNECTION above C-Rank, increase the cost of this jutsu by 3 and
Classification: Bukijutsu damage by 1d10. If this jutsu is cast at A-Rank, creatures
Rank: C-Rank who fail also become
Casting Time: 1 Action Staggered.
Range: Weapon Range (10ft radius Sphere)
Duration: Instant
Components: W (Melee Bludgeoning), M
Cost: 8 Chakra
Keywords: Bukijutsu
Description: You take a stance that allows you to place all of
your weight behind your attack. Make a Melee Taijutsu
Attack against a target creature. On a hit, you deal your
Weapon’s Damage + 3d8 and the target falls Prone. A 15-
foot cube originating from you becomes difficult terrain. All
creatures in this cube must make a Strength Saving Throw,
falling Prone on a failed save.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and Damage by
1d8.
281
BOWLING SPARE SHOT BREATH OF ASH: CHIMNEY CLEARING
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: Weapon's Range Range: Self (30-foot cylinder)
Duration: Instant Duration: Instant
Components: W (Ranged Bludgeoning), M Components: CM, W (Any Ranged), M
Cost: 8 Chakra Cost: 8 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu, Fire Release
Description: You throw your weapon at an angle to Description: You begin to collect and manifest fire release
bounce and make an impossible shot possible. Make a chakra until it laces the striking portion of your weapon.
Ranged Taijutsu Attack against a creature in range. On a The fire release chakra begins to transform into gouts of
hit you deal your Weapon’s Damage +2d8 and then you ash that emanates from your weapon. You then choose to
can target another creature that you can draw a straight fire directly into the sky.
line to from the first target creature, no longer then your When you do, your weapon releases a funnel of flame
weapons range, as if it originated from the first target that erupts from you as you manifest a 30-foot high, 10-
creature. Make a second Ranged Taijutsu Attack, dealing foot-wide funnel of flame. All creatures excluding you
Weapon’s Damage +2d6 on a hit. Any creature between must make a Dexterity Saving Throw. Depending on the
the two target creatures must make a Dexterity Saving severity of their failure they suffer additional effects. On a
Throw, taking Weapon’s Damage +2d4 on a failed save, successful save, they take half of the following damage.
and no damage on a successful one.
● Failed by 1~4: Weapon’s Damage + 5d6 Fire Damage.
If this jutsu is cast as a Chain 2, increase all the damage ● Failed by 5~9: Weapon’s Damage + 7d6 Fire Damage
die by 1. If this jutsu is cast as a Chain 3 increase all the and 1 rank of Burned.
damage die of this jutsu by 1 step At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu
C-Rank increase the cost of this jutsu by 3 and the damage
above C-Rank, increase the cost of this jutsu by 3 and the
by 1d6. If this jutsu is cast at B-Rank, increase the radius of
damage by 1d12. this jutsu by 5 feet. If this jutsu is cast at S-Rank, increase
Classification: Bukijutsu
BREATH OF BEASTS: DEVOUR
Rank: C-Rank Classification: Bukijutsu
Casting Time: 1 Action Rank: C-Rank
Range: Weapon's Range Casting Time: 1 Action
Duration: Instant Range: Weapons Range
Components: W (Ranged Bludgeoning), M Duration: Instant
Cost: 8 Chakra Components: CM, W (Any Melee), M
Keywords: Bukijutsu Cost: 9 Chakra
Description: You throw your weapon with the power to Keywords: Bukijutsu
knock in foe off their feet, forgoing accuracy for more Description: You begin to collect and manifest chakra until
power. Make a Ranged Taijutsu Attack against a creature it laces the striking portion of your weapon. The chakra
in range at disadvantage. On a hit you deal your begins to manifest in the form of any beast of your choice
Weapon’s Damage +2d12 and the target creature is in any color that can be seen plainly by others.
knocked Prone. If one of the die from this jutsu rolls the You begin to swing wildly and unpredictably, fueled by
maximum, they also gain a rank of Concussed until the instinct and primal urges. Make two Melee Taijutsu
end of your next turn. Attack. On a hit, you your Weapon’s Damage + 2d6.
At Higher Ranks: For each rank you cast this jutsu When you deal damage with this jutsu, you impost an
above C-Rank, increase the cost of this jutsu by 3 and the effect based on the damage type of the weapon used.
damage by 1d12. • Bludgeoning: Target creature makes a Strength
Saving Throw, becoming Bruised and gaining 1 rank of
the Weakened condition until the end of their next
turn on a failed save.
• Piercing: The creature must make a Constitution
Saving Throw, becoming Dazed and having their
movement speed reduced by -15, until the end of their
next turn on a failed save.
• Slashing: The creature must make a Dexterity Saving
Throw, gaining 2 ranks of Bleeding on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.
282
BREATH OF DUST: INSTABILITY BREATH OF ECHO: ROAR
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon’s Range Range: Weapon’s Range
Duration: Instant Duration: Instant
Components: CM, W (Any), M Components: CM, W (Any Ranged), NT (Any explosive
Cost: 9 Chakra tool), M
Keywords: Bukijutsu, Earth Release Cost: 7 Chakra
Description: You begin to collect and manifest earth Keywords: Bukijutsu
release chakra until it laces the striking portion of your Description: You begin to collect and manifest chakra until
weapon. The earth release chakra begins to magnify the it manifest into the shape of a sound note of your choice,
weight and striking power of your attacks allowing you hovering over the striking portion of your weapon. This
blow through anything in your path with little difficulty. note can be seen plainly by any other creature who can
Make a single Taijutsu Attack against one creature you manipulate chakra.
can see within range. Whether these attacks are Ranged or You throw two explosive tools towards your enemy, then
Melee is determined by the weapon being used. On a hit, release one powerful shot, cutting through them to strike
you deal your Weapon’s Damage Dice + 2d6 Earth Damage. your enemy, causing a slight delay before they explode
If the attack is 5 or higher than the AC of your target, with a thunderous sound. Make one Ranged Taijutsu
make a second Taijutsu Attack against the same creature, Attacks, dealing your Weapon’s Damage. Regardless of a
dealing 3d6 Earth Damage and inflicting the Bruised hit or not, the target and all creatures within 10 feet of
condition. them must make a Dexterity Saving Throw. If the target
If the second attack is 5 or higher than the AC of your was successfully hit, they make their save with a 1d4
target, make a third attack against the same creature, penalty.
dealing 3d6 Earth Damage and inflicting the Bruised On a failed save, creatures take 8d6 Force Damage and
condition. are knocked Prone and Deafened until the end of your next
If you cast this Jutsu using a ranged weapon, both the turn or half as much damage and no additional effects on a
initial 2d6 damage and additional attacks’ damage is success.
reduced to d4’s. At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3 and the damage
C-Rank increase the cost of this jutsu by 3 and the damage by 1d6 and the size of the area by 5 feet.
of the first attack by 1d6/1d4.
BREATH OF ENOKI: INVASIVE
Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: Weapon’s Range
Duration: Instant
Components: CM, W (Any), NT (Poison Kit), M
Cost: 8 Chakra
Keywords: Bukijutsu, Medical
Description: You begin to collect and manifest medical
chakra until it laces the striking portion of your weapon.
The medical chakra begins to cause your weapon to glow
with a soft pink hue.
You make a single attack, either directly injecting
poison into a target, or into the ground, releasing a burst
of poisonous fumes.
If you cast this Jutsu using a melee weapon, you make
a single Melee Taijutsu Attack targeting a creature
within range. Depending on the accuracy of your attack,
the poison is increasingly more effective.
● Beat AC by 1~4: Weapon’s Damage + 2d6 Poison
Damage and 1 rank of Corroded.
● Beat AC by 5+: Weapon’s Damage + 4d6 Poison
Damage and 1 rank of Corroded.
If you cast this Jutsu using a ranged weapon, select a
space you can see within range. All creatures within 10
feet of the chosen space, must make a Constitution
Saving Throw. Depending on the severity of their failure,
the poison is increasingly more effective.
● Failed by 1~4: 5d6 Poison Damage and 1 rank of
Envenomed.
● Failed by 5+: 6d6 Poison Damage and 1 rank of
Envenomed.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank increase the cost of this jutsu by 3 and the damage
by 1d6.
283
BREATH OF FLAME: UNDULATION
Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (10 feet)
Duration: Instant
Components: CM, W (Any Melee), M
Cost: 8 Chakra
Keywords: Bukijutsu, Fire Release
Description: You begin to collect and manifest fire release
chakra until it laces the striking portion of your weapon.
The fire release chakra begins to transform into gouts of
flame that erupt off of your weapon with a glorious
flickering. You then choose to either spin your weapon in a
circular fashion, striking multiple enemies at once,
attempting to decapitate them.
All creatures of your choice must make a Dexterity
Saving Throw. Depending on the severity of their failure
they suffer additional effects. On a successful save, they
take half of the following damage:
● Failed by 1~4: Weapon’s Damage + 3d6 Fire Damage.
● Failed by 5~9: Weapon’s Damage + 4d6 Fire Damage
and 1 rank of Burned.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.
284
BREATH OF SKIES: STORM BREATH OF SPARKS: SWARM
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: CM, W (Any), M Components: CM, W (Any), M
Cost: 9 Chakra Cost: 8 Chakra
Keywords: Bukijutsu, Wind Release Keywords: Bukijutsu, Lightning Release
Description: You begin to collect and manifest wind release Description: You begin to collect and manifest lightning
chakra until it laces the striking portion of your weapon. release chakra until it laces the striking portion of your
The wind release chakra begins to spiral around the user’s weapon. The lightning release chakra begins to collect and
weapon creating whipping torrents of wind. When you spark off of your weapon with violent jolts. You prepare for
attack with your weapon, it creates a torrenting spiral of a volley of attacks as you attack multiple times, enhanced
wind, enough to imitate a storming tornado. by lightning.
Make three Taijutsu Attacks against a target within Make two Taijutsu Attacks using, dealing your
range. Whether these attacks are Ranged or Melee is Weapon’s Damage Dice + 3d6 Lightning Damage.
determined by the weapon being used. On a hit you deal Whether these attacks are Ranged or Melee is
your Weapon’s Damage Dice +1d6 in Wind Damage. determined by the weapon being used. If the target any
If a creature is hit by all three attacks you manifest a ranks of the Shocked condition, you make your attacks at
shockwave of wind that tear through the ground advantage.
knocking the target Prone and inflicting 1 rank of If you cast this Jutsu using a ranged weapon, the
Lacerated. additional 3d6 damage is reduced to d4’s.
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 C-Rank increase the cost of this jutsu by 3 and the
1d6 damage by 1 step. damage dealt by 1d6/1d4.
285
BUZZSAW BLITZ CHAIN KILL
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15-foot radius Sphere) Range: Movement Speed
Duration: Concentration, 1 minute Duration: instant
Components: W (Any Thrown), M Components: W (Any Flail), M
Cost: 8 Chakra Cost: 10 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu, Chan X
Description: You toss you weapon with enough force to Description: You whip your weapon into a frenzy, ready
spin around you like a lethal buzzsaw. For the duration to strike down your foes in rapid succession. Make a
of this jutsu, you cannot make attacks using the weapon Melee Taijutsu Attack against the closest enemy within
used to cast this jutsu. For the duration, creatures who range, dealing twice your Weapon’s Damage on a hit. If
start their turn within 15 feet of you must make a there are multiple close enemies, select one.
Constitution Saving Throw or take your Weapon’s If you reduce a creature to 0 Hit Points using this
Damage +2d4 and gain 1 rank of Bleeding. Creatures who jutsu, you can move to the next closest enemy and make
start their turn exactly 15 feet away from you have another Melee Taijutsu Attack. This cycle can repeat
disadvantage on their save. multiple times until you run out of movement, miss, or
At Higher Ranks: For each rank you cast this jutsu fail to reduce a creature to 0 Hit Points. Each time you
above C-Rank, increase the cost of this jutsu by 3 and the make a Melee Taijutsu Attack after the first, you suffer a
ranks of Bleeding by 1. -3 penalty to the next attack you make with this jutsu.
286
CHAKRA-SEEKING ROUNDS COIN TOSS
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Bonus Action
Range: Weapons Range Range: 15 feet
Duration: 1 Minute Duration: Instant
Components: W (Any Ammo), M Components: W (Any Ammunition), M, NT (50
Cost: 8 Chakra Ryo)
Keywords: Bukijutsu Cost: 6 Chakra
Description: (You must cast this jutsu after damaging a Keywords: Bukijutsu
target with an Ammunition weapon) You attuned your Description: You toss a 50 Ryo coin into the air within 15
ammunition to your opponent’s chakra signature, feet of you to augment the trajectory of your next attack,
helping guide your weapons to their intended recipients. improving its effectiveness with style. After casting this
Make a contested Chakra Control Check using your jutsu, your next ranged weapon or Ranged Taijutsu
Taijutsu ability modifier versus the target creature. On a Attack (as part of a Bukijutsu) is aimed at the coin,
success, you gain the following benefits for the duration bouncing off of it before being redirected to your
of this jutsu; intended target, causing the attack roll to be made at
• The creature has disadvantage on Stealth Checks advantage, gains a +1 bonus to critical threat range, and
ignores up to three-quarters cover. Using this jutsu
against you and your allies
• Once per round, when you miss a ranged weapon or
destroys the 50 Ryo coin.
At Higher Ranks: For each rank you cast this jutsu
Taijutsu attack against the target creature with a
above C-Rank, increase the cost of this jutsu by 3. If cast
weapon with the Ammunition property, you can reroll
to B-Rank or higher, increase the bonus to critical threat
the attack with half of your usual attack bonus. This
range to +2 and on a critical hit the target gains 1 rank of
reroll cannot crit.
Lacerated. If cast to S-Rank or higher, increase the
At Higher Ranks: For each rank you cast this jutsu bonus to critical threat range to +3 and on a critical hit
above C-Rank, increase the cost of this jutsu by 3. At B- the target gains 2 ranks of Lacerated.
Rank, the duration becomes 10 minutes and you can
reroll a missed attack once per turn. At S-Rank the COLLATERAL POINT STRIKES
duration becomes 1 hour and you can reroll a missed Classification: Bukijutsu
attack twice per turn. Rank: C-Rank
Casting Time: 1 Action
COILING STRIKE Range: 60 feet
Classification: Bukijutsu Duration: Instant
Rank: C-Rank Components: W (Ranged Piercing), M
Casting Time: 1 Bonus Action or Reaction after casting a Cost: 9 Chakra
Bukijutsu that targeted another creature. Keywords: Bukijutsu
Range: Twice Weapons Range Description: By forcing your chakra into an arrow
Duration: Instant at the moment of release, you can splinter the arrow
Components: W (Any Polearm), M into multiple parts. Choose a number of creatures up
Cost: 8 Chakra to your Taijutsu modifier, make a Ranged Taijutsu
Keywords: Bukijutsu, Chain X Attack
Description: Using the force from your previous attack, you against each target, on a hit, you deal your weapon’s
coil around your weapon, compounding the force into damage + 1d4, increasing the dice by 1d4 for each
another powerful strike. You can move to any unoccupied successful hit against each unique target (up to a
space within twice your weapons range and then make a max of 3d4)
Melee Taijutsu Attack targeting a creature you can reach, At Higher Ranks: For each rank you cast this
dealing your Weapon’s Damage +xd4, where X is the base jutsu above C-rank increase the cost by 3 and the
damage dice of the previous jutsu and inflict 2 ranks of damage by 1d4 and max by 1d4.
Bleeding. If the creature has taken Piercing Damage from a
Bukijutsu you have cast this turn, you have advantage on CRESCENT MOON BEHEADING
this attack and increase the damage die by 1 step. Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Weapons Range
Duration: Instant
Components: W (Melee Slashing), M
Cost: 9 Chakra
Keywords: Bukijutsu
Description: You switch your weapon into a two-handed
grip to the best of your abilities. You attack with your
weapon with the ferocity to behead your enemy. Make a
single Melee Taijutsu Attack dealing your Weapon’s
Damage + 2d10.
If you roll 4 or more 10’s on a d10, with this jutsu’s
damage die, the creature is immediately beheaded.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
Damage by 1d10.
287
CRESCENT MOON CRIPPLING CRIMSON MASK
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Weapons
Duration: Instant
Duration: Instant
Components: W (Melee Bludgeoning), M
Components: W (Ranged Slashing), M
Cost: 9 Chakra
Cost: 8 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: You switch your weapon into a two-handed
Description: You throw your weapon to cut right above
grip to the best of your abilities. You spin with enough
your target’s eyes, blinding them with a crimson mask of
force to pick up dust and slightly heat the attacking end of
their blood. Make a Ranged Taijutsu Attack against a
your weapon. Make a single Melee Taijutsu Attack dealing
target creature in range. On a hit you deal your Weapon’s
your Weapon’s Damage + 3d8.
Damage +1d6. The target creature then must make a
If you roll 5 or more 8’s on a d8, with this Jutsu's
Constitution Saving Throw, gaining a rank of Bleeding
damage die, the target creature is permanently crippled
on a failure. While they have this rank of Bleeding they
becoming Dazed and Weakened until targeted by a Jutsu
also suffer from the Blinded condition.
with the Medical Keyword of B-Rank or Higher, that
If this jutsu is cast as a Chain 2, increase the damage
removed conditions.
die by 2. If this jutsu is cast as a Chain 3 increase the
At Higher Ranks: For each rank you cast this jutsu
damage die by 1 step.
above C-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu
Damage by 1d8.
above C-Rank, increase the cost of this jutsu by 3 and
CRESCENT MOON IMPACT increase the number of creatures you can target by +1.
Classification: Bukijutsu
Rank: C-Rank
CRUSHING THOUGHTS
Casting Time: 1 Action Classification: Bukijutsu
Range: Weapon Range Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Any Ranged or Thrown), M Range: Weapon Range
Cost: 9 Chakra Duration: 1 Minute
Keywords: Bukijutsu Components: W (Melee Bludgeoning), M
Description: You take your bow as you rapidly fire a Cost: 8 Chakra
swarm of shots into directly into your target with enough Keywords: Bukijutsu
force to tear holes in steel and concrete. Make a single Description: As a requirement to activate this jutsu, you
Ranged Taijutsu Attack, dealing your Weapon’s Damage must currently be in the Crushing Stance.
+6d4. You begin to focus on ways to crush your opponent using
If you roll 6 or more 4’s on a d4, with this Jutsu's the power of blunt strikes.
damage die, you tear through the targets body, leaving For the duration of this jutsu, you gain pierce (6) against
them with a gaping wound. Affected creature gains 5 heavy armor, and pierce (4) against medium armor.
ranks of Lacerated. The Medicine Check DC to remove At Higher Ranks: For each rank you cast this jutsu above
Lacerated is increased to 30. C-Rank, increase the cost of this jutsu by 3. At A-rank
At Higher Ranks: For each rank you cast this jutsu above increase the ranks of pierce by +2 and +1 (8 and 4
C-Rank, increase the cost of this jutsu by 3 and Damage by respectively). At S-rank, increase the ranks of pierce by +4
2d4. and +2 (10 and 5 respectively).
288
DANCE PERFORMANCE: GAMBIT DANCE PERFORMANCE: SECOND STEP
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Weapon Range
Duration: Concentration, up to 1 minute
Duration: Instant
Components: W (Any)
Components: W (Any Melee Weapon)
Cost: 9 Chakra
Cost: 8 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You enter a focused but extremely passive
Description: You swing your weapon in a violent circle
stance with a looser grip on your weapon and more chakra
around you hitting all creatures around you. All
around the edge and the soles of your feet, letting gravity
Creatures within your weapons range of attack of your
and speed take the wheel. You do not spend chakra to
choice must make a Dexterity Saving Throw. On a Failed
maintain concentration on this jutsu. You can only drop
save, they take your Weapon’s Damage + 5d4 and
concentration of this jutsu as a Bonus Action on your turn.
become Dazed until the end of their next turn or half as
For the duration, if you move more than 20 feet before
much on a successful save.
making an attack with your weapon, you increase your
At Higher Ranks: For each rank you cast this jutsu
critical threat range by +1 and Your Weapon’s Damage Dice
above C-Rank, increase the cost of this jutsu by 3 and
is also increased by +1.
Damage by 2d4.
For the duration of this jutsu, melee attacks against
you have a +1 critical threat range.
DANCING FOOL TWISTER
At Higher Ranks: For each rank you cast this jutsu above Classification: Bukijutsu
C-Rank, increase the cost of this jutsu by 3. If this jutsu is Rank: C-Rank
cast at B-Rank or higher increase the Weapon’s Damage Casting Time: 1 Action
Dice by +1. If this jutsu is cast at A-Rank or higher, increase Range: Weapons Range
the weapons critical threat range by +1. If this jutsu is cast Duration: Instant
at S-Rank, increase both by an additional +1. Components: W (Any Flail), M
289
DISARMING RIPOSTE EARTH BREAKER
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction Casting Time: 1 Action
Range: 5 Feet Range: Weapon Range (20-foot cube)
Duration: Instant
Duration: Instant
Components: W (Melee Bludgeoning), M
Components: W (Melee Slashing), M
Cost: 8 Chakra
Cost: 8 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You slam your weapon into the ground with
Description: You use your weapon to get around your
enough force to upheave the earth. Creatures in a 20-
opponent’s guard as they attack, and then bring it up in an
foot cube originating from you must make a Dexterity
attempt to disarm them, literally. As a Reaction to being hit
Saving Throw taking 3d8 Bludgeoning Damage and is
with a melee attack, you increase your ac by 1+ half your
knocked Prone on a failed save.
Weapon’s Damage Dice. If this would increase your AC by
If a creature falls Prone within your weapons attack
enough to make the triggering attack miss, you can make a
range when you cast this bukijutsu, you may, as a part of
Melee Taijutsu Attack contested by the original attack roll.
casting this jutsu, make a Melee Taijutsu Attack against
On a hit you deal your Weapon’s Damage and then the
the Prone target dealing your Weapon’s Damage + 2d12
triggering creature must make a Strength Saving Throw or
Bludgeoning on a hit.
be disarmed of their weapon. If you had a free hand when
At Higher Ranks: For each rank you cast this jutsu
you cast this jutsu, you instead grab their weapon from
above C-Rank, increase the cost of this jutsu by 3 and the
them.
damage by 1d8 and 1d12 respectively.
DRAUPNIR JAVELIN EXECUTIONER’S SWING
Classification: Bukijutsu
Classification: Bukijutsu
Rank: C-Rank
Rank: C-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: 30 feet
Range: Weapons Range
Duration: Instant
Duration: Instant
Components: W (Melee Piercing), M
Components: W (Any Blade), M
Cost: 8 Chakra
Cost: 9 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: You trace the design of your spear in chakra
Description: As a requirement to activate this jutsu, you
and create a near copy of it made of chakra. You then throw
must be targeting a creature who is either; Grappled,
the copy towards a target creature in range, sending it flying
Prone, Restrained, Shocked, Slowed, Stunned, or
out in a deadly arc. Make a Ranged Taijutsu Attack against
Unconscious.
the target creature. On a hit you deal your Weapon’s Damage
You swing your blade with such ferocity that the air
+1d12 and they must make a Constitution Saving Throw. On
and other materials or objects in its path doesn’t
a failed save they are rooted to the ground, becoming
recognize that it’s been slashed.
Restrained, remaking the save at the start of their turns to
Make a Melee Taijutsu Attack, with a +1 bonus to its
end the condition.
critical threat range, dealing your Weapon’s Damage +
As a Bonus Action or Reaction, you can cause the copy of
6d6 Slashing Damage on a hit.
the spear to explode, ending the Restrained condition and
If this jutsu is cast as a Chain 2, increase the damage
dealing 2d12 Force Damage to the creature and any creature
die by 2. If this jutsu is cast as a Chain 3 increase the
within 5 feet.
damage die by 1 steo.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
damage by 1d6. If this jutsu is cast at S-
Rank, increase the bonus damage die by 1
step.
290
FALLING BLADE FUMA KOTARO’S SKILL
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Weapon Range
Duration: Instant
Duration: Instant
Components: W (Melee Slashing), M
Components: W (Any Ranged), M
Cost: 8 Chakra
Cost: 8 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You perform a single Powerful downward
Description: As a requirement to activate this jutsu, you
slash that slices through just about everything in your
must currently be in the Throwing Stance.
path. Make a Melee Taijutsu Attack with a 1d4 penalty to
You begin to embody the legendary shinobi and
the attack, because of how obvious your attack angle is.
tactician Fuma Kotaro. His technique begin to radiate
On a hit, you deal your Weapon’s Damage + 3d10 and
from you. Select a number of creatures you can see
inflicting two ranks of the Bleeding Condition.
within range, equal to your proficiency bonus. Make one
At Higher Ranks: For each rank you cast this jutsu above
Ranged Taijutsu Attack against each creature, dealing
C-Rank, increase the cost of this jutsu by 3 and Damage by
your Weapon’s Damage + 2d12. Additionally, for each
1d10.
successful hit, you gain special resource called Hojo dice
FLYING SWALLOW: PENETRATE which are D4’s. These dice last until the end of your next
turn and you can give them to allied creatures which
Classification: Bukijutsu
Rank: C-Rank they can choose to use as bonuses to their next attack,
Casting Time: 1 Action damage or Skill Check roll. A creature can only ever have
Range: Touch two dice at a time.
Duration: Instant
Components: W (Melee Piercing, Light), M GRAND SLAM
Cost: 9 Chakra Classification: Bukijutsu
Keywords: Bukijutsu Rank: C-Rank
Description: As a part of the activation of this jutsu, you Casting Time: 1 Action
must have a weapon in both hands that meet this Range: 5 Feet
bukijutsu component requirements. You take your Duration: Instant
weapon and infuse chakra into the heels of your feet and Components: W (Melee bludgeoning), M
use the increased power to penetrate whatever is in your Cost: 8 Chakra
way. Make two Melee Taijutsu Attacks against up to two Keywords: Bukijutsu
enemies within 5 feet of you dealing your Weapon’s Description: You enter the stance of a batter and swing
Damage + 3d6, you do not add your ability modifier to your weapon towards your target making a Taijutsu
damage. melee attack. On a hit, you deal your Weapon’s Damage +
Affected creatures must make a Constitution Saving 3d8 and makes a Constitution Saving Throw. On a failed
Throw having their AC is reduced by 1d4 for each save they are knocked back 40 feet. If a creature knocked
successful hit, until the end of your next turn. back by this jutsu collides with a solid object, their
At Higher Ranks: For each rank you cast this jutsu movement is stopped, taking falling damage as if they
above C-Rank, increase the cost of this jutsu by 3 and the had fallen an equal distance.
number of attacks by +1. At Higher Ranks: For each rank you cast above C-
rank, increase the cost by 3, the critical threat range by
FRONT BEHEADING +1 and the distance the enemy would be knocked back by
Classification: Bukijutsu 20 ft. If upcast to B-Rank or higher, if you score a critical
Rank: C-Rank hit with this jutsu, the creature automatically fails their
Casting Time: 1 Bonus Action Constitution Saving Throw.
Range: Touch
Duration: Instant
Components: W (Any), M
Cost: Special
Keywords: Bukijutsu, Chain X
Description: You Flip the grip of your weapon to perform
another attack but in the opposite fashion. You
immediately cast the Bukijutsu you previously cast as an
Action this turn, as a Bonus Action. When you do cast
this Bukijutsu, increase the cost by +3.
When cast as part of a chain. You can cast the last
bukijutsu you cast, regardless of chain casting limits.
You can only use Front Beheading once per chain.
291
GUAN YU’S LOYALTY HEAVEN CUTTER
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: 30 feet
Duration: Instant
Duration: Instant
Components: W (Melee Slashing), M
Components: W (Melee, Two-Handed or Versatile), M
Cost: 8 Chakra
Cost: 8 Chakra
Keywords: Bukijutsu, Chain X
Keywords: Bukijutsu
Description: You swipe your weapon upwards with enough
Description: As a requirement to activate this jutsu, you
force to create an updraft. This updraft manifests a
must currently be in the Polearm Stance.
cylinder of force. You create a 30-foot-high, and 15-foot-
You begin to embody the legendary general and warrior
wide cylinder originating from you.
Guan Yu. His essence begins to seep into your pores and his
Creatures in this cylinder must make a Strength Saving
ferocity and Strength becomes yours as you perform a wide
Throw or be thrown upwards, towards the top of the
and powerful sweep in a circle around yourself.
cylinder. At the end of your turn, creatures and objects
All creatures in your weapons range originating from
thrown upwards fall to the ground, landing Prone, taking
you, of your choice, must make a Dexterity Saving Throw
fall damage, and gaining 1 rank of Weakened until the end
taking your Weapon’s Damage + 4d12 on a failed save or
of their next turn.
half as much on a success, you do not add your ability
If this jutsu is cast as a Chain 2, you can cast a Chain X
modifier to damage.
jutsu as a Bonus Action this turn. If this jutsu is cast as a
Additionally, until the beginning of your next turn,
Chain 3 they instead fly 90 feet into the air.
creatures who would enter a space that your weapon can
could reach they suffer a penalty to their attack roll against
you equal to your Weapon’s Damage Dice.
HEAVENLY PUNISHMENT
Classification: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: C-Rank
C-Rank increase the cost of this jutsu by 3 and the damage Casting Time: 1 Action
by 1d12. Range: Weapon Range
Duration: Instant
GUARDIAN KNIGHT Components: W (Any Weapon)
Classification: Bukijutsu Cost: 9 Chakra
Rank: C-Rank Keywords: Bukijutsu
Casting Time: 1 Bonus Action Description: You strike with your weapon from as many
Range: Self angles as you can see an opening for. Roll 1d4 + 1. Make a
Duration: Concentration, up to 1 minute. number melee or Ranged Taijutsu Attacks equal to the
Components: W (Medium or Heavy Armor), M result dealing your Weapon’s Damage on a hit. These
Cost: 8 Chakra attacks cannot score a critical hit.
Keywords: Bukijutsu At Higher Ranks: For each rank you cast this jutsu
Description: As a requirement to activate this jutsu, you above C-Rank increase the cost of this jutsu by 3 and the
must currently be in the Defensive Stance. You cannot size of the die by 1 step. (D4>D6>D8>D10)
lose concentration of this jutsu as a result of damage.
You solidify your defenses and reinforce your position. HEAVY METAL
For the duration, you gain a +1 bonus to AC if wearing Classification: Bukijutsu
Medium Armor and +2 if wearing Heavy Armor. Rank: C-Rank
Additionally, if the armor you have has the Reinforced Casting Time: 1 Reaction, which you take when you
property, you increase your Reinforced value by +2. would take damage.
At Higher Ranks: For each rank you cast this jutsu Range: Self
above C-Rank increase the cost of this jutsu by 3 and the Duration: 1 Round.
damage you reduce by +2. Components: W (Heavy Armor), M
Cost: 9 Chakra
Keywords: Bukijutsu
Description: You ensure the armor your wearing is the
most potent thing on the battle field by using its
coverage to intercept all incoming damage.
Until the start of your next turn, you have a +4 bonus
to AC against the triggering creature, and a +2 bonus to
your AC against all other attacks targeting you.
Additionally, if the armor you have has the Reinforced
property, you increase your Reinforced value by +4.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
damage you reduce by 2.
292
HOLLOW SILHOUETTE IRON WEB DOME
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Reaction to you or ally in range takes
Range: 60 feet damage
Duration: Instant Range: Radius Sphere up to weapons range
Components: W (Any Polearm), M Duration: instant
Cost: 8 Chakra Components: W (Any Flail), M
Keywords: Bukijutsu, Chain X Cost: 8 Chakra
Description: As you spin your weapon and move towards the Keywords: Bukijutsu, Chain X, Clash
target you sidestep back and forth quickly into their blind Description: You whip your weapon around at high speeds,
sides, leaving only an outline of you to see. Make a contested creating a dome to defend against attacks. You can set the
Stealth Check against the target creature’s Perception. On a radius of this doom up to your weapons range. The Dome
success you can immediately move to be within 5 feet of has an AC equal to your Taijutsu Save DC and Hp equal to
them and you gain advantage on the next attack roll you twice your Weapon’s Damage and intercepts all damage
make against them this turn. On a failure you have originating outside the dome. A creature who hits the dome
disadvantage on the next attack roll against them this turn. with a melee attack and fails to break it takes damage equal
At Higher Ranks: For each rank you cast this jutsu to your Weapon’s Damage Dice.
above C-Rank, increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu
range by 15 feet. above C-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, a creature who hits with it a
HURRICANE DANCE melee attack instead takes twice your Weapon’s Damage
Classification: Bukijutsu Dice in damage, regardless of if it breaks or not.
Rank: C-Rank
Casting Time: 1 Action LETHAL AMMO TECHNIQUE
Range: Weapons Classification: Bukijutsu
Duration: Instant Rank: C-Rank
Components: W (Ranged Slashing), M Casting Time: 1 Bonus Action.
Cost: 8 Chakra Range: Self
Keywords: Bukijutsu Duration: 1 Round.
Description: You throw your weapon in a circle around Components: W (Any, Ammunition), M
you, slicing at all around you and making it hard to even Cost: 6 Chakra
stand near you. All creatures in a 15-foot radius around Keywords: Bukijutsu
you must make a Dexterity Saving Throw when this jutsu Description: You sharpen and increase the weight of
is cast. On a failed save they take 5d6 Slashing Damage your ammunition by using your chakra.
and lower their movement speed by 20 feet. On a Twice before the start of your next turn, Ranged
successful save they take half damage and no further Weapon Attacks you make add 1d4 to both attack and
effects. damage rolls.
At the start of a creature who failed this save turn they Additionally, if the result of the d20 and d4 is equal to
must make a Constitution Saving Throw. On a failed save or greater than 20, the attack is treated as a natural 20.
they take an additional 3d6 Slashing Damage and cannot At Higher Ranks: For each rank you cast this jutsu
move towards you this turn as the weapons slash into above C-Rank increase the cost of this jutsu by 3 and the
their tendons. size of the bonus die by 1 step.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the LIGHT WEIGHT
damage by 1d6. Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Bonus Action.
Range: Self
Duration: Concentration, up to 1 minute.
Components: W (Light Armor), M
Cost: 9 Chakra
Keywords: Bukijutsu
Description: You begin to make full use of all of the
mobility and freedom your armor provides.
For the duration, you gain a +10 bonus to your
movement speed and you add half of your Armor bonus
to your Dexterity Saving Throws.
If you are ever knocked Prone, Restrained or Grappled,
this jutsu immediately ends.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
movement speed bonus by +10.
293
MIKIRI COUNTER MONKEY KINGS ARROGANCE
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, being hit with an attack. Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration: Instant
Duration: Instant
Components: W (Any Melee Weapon), M
Components: W (Melee Bludgeoning), M
Cost: 9 Chakra
Cost: 9 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You see a melee attack coming at you and
Description: You spin your weapon around yourself with
your body doesn’t allow it to proceed any further. You
enough force to create updrafts and powerful winds. But all
instinctively use your hand or feet to not only attempt to
of the weapon spinning is mostly for show as you then use
parry the attack, but to also drive the attack into the
your weapon to launch your allies like missiles towards a
ground, getting it stuck and opening the triggering
creature of your choice helping them crash into them.
creature up to a counter attack.
Select up to two allied and willing creatures within your
When you are hit with a melee attack, make a Melee
weapons range. They are thrown a number of feet up to 10 x
Taijutsu Attack, if your attack result is higher than the
your Taijutsu ability modifier. If they would end this
triggering creatures, their attack and all other attacks
movement within 5 feet of a hostile creature, they can spend
made as part of the same action misses and you make a
their Reaction to cast a Jutsu that requires a melee attack,
single melee attack against them dealing your Weapon’s
that has a casting time of 1 Action, targeting the hostile
Damage and reducing the creature’s AC by 1d4 until the
creature.
start of their turn.
Additionally, the creatures you throw gain a bonus to
If they attacked with a weapon, their weapon falls
their melee attack roll, equal to your Weapon’s Damage
from their hands on the ground within their space.
Dice.
294
MULTISHOT BOW TECHNIQUE NOBUNAGA’S FURY
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Weapon Range Range: Weapons Range
Duration: 1 Round
Duration: Instant
Components: W (Any Bow)
Components: W (Any Two-Handed), M
Cost: 8 Chakra
Cost: 8 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You quickly prepare multiple shots from
Description: As a requirement to activate this jutsu, you
your bow of choice, ready to fire on hostile creatures.
must currently be in the Great Weapon Stance.
You skillfully knock two arrows or bolts into your bow
Your eyes glaze over with a blood fueled fury, for but a
as you prepare to fire. Twice before the start of your next
moment.
turn, when you deal Weapon Damage with your bow, you
Make one Melee Taijutsu Attack using your weapon,
deal an additional die of damage. You only roll your
dealing your Weapon’s Damage + 4d8, rerolling all 1’s
ammunition die once per attack as usual.
and 2’s, taking the second result even if it is a 1 or 2.
Also, creatures within the range of your weapon
Additionally, if you score a critical hit with this attack
provoke attacks of opportunity for you the first time
you add your level to the damage dealt.
they move. You gain additional Reactions equal to your
Taijutsu ability modifier, that you can only use to make a
NOBUNAGA’S RAGE
Ranged Taijutsu Attack if a creature triggers attacks of Classification: Bukijutsu
opportunity until the beginning of your next turn. Rank: C-Rank
Creatures hit by your attacks of opportunity using Casting Time: 1 Action
your bow, have their movement reduced to 0, until the Range: Weapons Range
beginning of their next turn. Duration: Instant
295
PRIDE OF LETO SEEKING ARROW
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: Action
Range: Weapon Range Range: 90 Feet
Duration: Instant Duration: Instant
Components: W (Ranged Piercing), M Components: CM, M, W (Ranged Piercing)
Cost: 8 Chakra Cost: 8 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu
Description: You funnel your chakra into the point of your Description: You imbue a projectile with chakra,
weapon, feeling the pride of the mother of the twin archers granting your weapon the ability to seek out a target.
in your bones, unleashing a scatter of shots toward a Choose a creature you can see within range. The
creature within range. Roll 1d4, choose any number of projectile flies toward that creature, moving around
targets to hit with an attack based on the roll. (You may corners if necessary and ignoring three-quarters cover
attack the same target more than once.) Make a Ranged and half cover. If the target is within the weapon's range
Taijutsu Attack for each shot. On a hit, you deal your and there is a path large enough for the projectile to
Weapon’s Damage. You do not add your ability modifier to travel to the target, the target must make a Dexterity
the damage roll. Saving Throw against your Taijutsu save. Otherwise, the
If this jutsu is cast as a Chain 2, you can add your projectile disappears after traveling as far as it can. On a
ability modifer to up to 2 damage rolls. If this jutsu is failed save, the target takes damage as if it were hit by
cast as a Chain 3 you instead roll a 1d6 for choosing the projectile, plus an extra 4d6 Force Damage. On a
targets. successful save, the target takes half as much damage.
At Higher Ranks: For each rank, you cast this jutsu above At Higher Ranks: For each rank you cast this jutsu
C-rank, increase the cost by 3. If this jutsu is cast at A-rank above C-Rank, increase the cost of this jutsu by 3 and the
or higher, increase the damage die of your weapon by 1. damage by 1d6.
296
SPEAR ASSAULT STRAIGHT RETURN
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action or Reaction after making a
Range: Half Remaining Movement Ranged attack with a thrown weapon
Duration: Instant Range: Weapons Range
Components: W (Melee Piercing), M Duration: Instant
Cost: 8 Chakra Components: W (Any Thrown), M
Keywords: Bukijutsu Cost: 8 Chakra
Description: You thrust out with your weapon while also Keywords: Bukijutsu, Chain X
making afterimages of the weapon while moving Description: You quickly pull-on attached chakra or iron
forward. You can move up to half your remaining strings to pull your weapon back, looking to catch your
movement speed in a direction as a part of casting this enemies off guard. All creatures in a straight, 5-foot-wide
jutsu. All hostile creatures within 5 feet of your line from you to your weapon must make a Dexterity Saving
movement path must make a Dexterity Saving Throw, Throw, taking your Weapon’s Damage +2d6 on a failed save
taking your Weapon’s Damage +1d10 on a failed save and and being knocked Prone, taking half as much and no
gaining a rank of Bleeding. further effects on a success. If you miss a creature with a
At Higher Ranks: For each rank you cast this jutsu ranged attack before casting this jutsu, they have
above C-Rank, increase the cost of this jutsu by 3 and the disadvantage on this Saving Throw, being lulled into a false
damage by 1d10. If this jutsu is cast as an A-Rank, you sense of security.
can instead move your full movement. If this jutsu is cast as a Chain 2, increase the damage die by
1. If this jutsu is cast as a Chain 3 increase the damage die by
SPINNING STEEL BALL an additional +1
Classification: Bukijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank above C-Rank, increase the cost of this jutsu by 3 and the
Casting Time: 1 Action damage die by 1d6.
Range: Weapon's Range
Duration: Concentration, Up to 1 minute SURPRISE ATTACK
Components: W (Ranged Bludgeoning), M Classification: Bukijutsu
Cost: 8 Chakra Rank: C-Rank
Keywords: Bukijutsu Casting Time: 1 Action
Description: You coat your weapon in chakra that keeps Range: Weapons
it spinning, building up energy before unleashing it in Duration: Instant
devastating fashion. For the duration of this jutsu, your Components: W (Ranged Slashing), M
weapon increases its die step by 1 and range by 30 feet. If Cost: 8 Chakra
you would deal damage to a Bruised creature, you roll Keywords: Bukijutsu
damage as if they had an additional rank of Bruised. Description: As a requirement for casting this jutsu, you
must target a willing creature within 5 feet who knows
SQUALL'S FURY Advanced Transformation and is currently in the form of
Classification: Bukijutsu a ranged slashing weapon. You throw your ally in an
Rank: C-Rank easily avoidable trajectory to catch your enemy off
Casting Time: 1 Action guard. Make a Ranged Taijutsu Attack vs target creatures
Range: Weapon Range (35-foot cube) Passive Perception.
Duration: Instant On a success, your attack is seen as genuine and they
Components: W (Ranged Piercing), M believe that you have just missed. Your ally can then, as a
Cost: 8 Chakra Reaction, revert into their original form and make a
Keywords: Bukijutsu weapon attack or cast a jutsu with a casting time of 1
Description: You fire multiple projectiles into the sky Action. This attack is made at advantage and they are
which then fall down like rain upon your enemies. treated as surprised against this attack. On a failure, your
Choose a point you can see within range. All creatures in ally can still use their Reaction to complete the jutsu,
a 35-foot cube centered on that point must make a however they make their attack at disadvantage.
Dexterity Saving Throw or take your Weapon’s Damage
+ 2d6 and gain a rank of Slowed on a failed save, or half
as much and no additional effects on a successful one.
If you have to roll your weapons ammunition die, roll
twice, taking the lower result.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
ranks of Slow by 1 and the damage by 1d6.
297
SWIFT JUSTICE TAMETOMO’S ACCURACY
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction when you or an allied creature Casting Time: 1 Action
within range takes damage from a melee attack. Range: Weapons Range
Range: Weapons Range Duration: 1 Round
Duration: Instant Components: W (Any Ranged), M
Components: W (Any Polearm), M Cost: 9 Chakra
Cost: 8 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X Description: As a requirement to activate this jutsu, you
Description: You strike out with your polearm to serve must be in the Sharpshooter Stance.
justice to those who seek to wrong you. Make a Melee You make attacks at such odd angles that it becomes
Taijutsu Attack against the triggering creature: basically impossible to avoid you and you use this
If this in Reaction to you taking damage, you deal accuracy to support your allies.
Weapon’s Damage plus ¼ of the damage you took on a When you would see your ally make a ranged attack,
hit as you use the momentum of your enemy and use it you can, as a part of their attack make a Ranged Taijutsu
to fuel your attack Attack using your weapon. On a hit, you deal your
If this is in Reaction to an ally taking damage, you Weapon’s Damage and the target must make a
reduce the damage they take by your Weapon’s Damage Constitution Saving Throw to resist gaining 3 ranks of
on a hit as you disrupt their attack, lessening the power. Bleeding on a failed save as your shot punctured a vein or
artery.
SWORD AURA: ORANGE You can only make an attack this way once per turn,
Classification: Bukijutsu until the beginning of your next turn.
Rank: C-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 and the
Range: Self damage by 1d6. If this jutsu is cast at S-Rank, it scores a
Duration:1 Minute critical hit on a d20 roll of 16-20.
Components: W (Any Blade), M
Cost: 8 Chakra TANUKI’S TRICKERY
Keywords: Bukijutsu Classification: Bukijutsu
Description: You must be under the effects of Sword Aura: Rank: C-Rank
Red to cast this jutsu. You Strengthen your Sword Aura, Casting Time: 1 Reaction, which you take when a
flooding more chakra into your sword, the striking creature you can see would make a ranged attack.
portion flaring orange from the mixing of chakra. Sword Range: 90 Feet
Aura: Red ends and you replace the effects with this Duration: Instant
jutsu’. Your weapon now has pierce (8). Twice per turn Components: W (Any Thrown), M
when you deal Weapon’s Damage, you can force all Cost: 6 Chakra
creatures in your weapons range to make a Strength Keywords: Bukijutsu, Chain X
Saving Throw, taking 2d10 Fire Damage on a failed save Description: You throw your weapons with such
and they are knocked Prone from the force of the blast. If efficiency and knowledge for how they will hinder your
a creature fails this save twice in the same turn, they also targets, that you become a major headache on the
gain a rank of Concussed. battlefield.
When you would see a hostile creature making a range
SWORD AURA: YELLOW attack, you throw your weapon, making a Ranged Taijutsu
Classification: Bukijutsu Attack. On a hit, you select a new valid target for the attack
Rank: C-Rank other that the caster themselves. If a jutsu makes a
Casting Time: 1 Action specification in regards to the casters allies or hostile
Range: Self creatures, you ignore that distinction as a part of this jutsu’ s
Duration: Instant effect.
Components: W (Any Blade), M
Cost: 8 Chakra
Keywords: Bukijutsu
Description: You must be under the effects of a Sword Aura
to cast this jutsu. You use the built-up chakra in your
blade to have it explode out in a lethal yellow color as
your spin, striking all who stand before you. All creatures
within your weapons reach must make a Dexterity
Saving Throw, taking your Weapon’s Damage +3d8 on a
failed save. On a success they instead take half damage
298
THOUSAND SCATTERED BLOSSOMS TORIYAMA’S GENIUS
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action.
Range: Weapons Range (15-foot Radius sphere) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: W (Any Thrown), M Components: W (Any), M
Cost: 8 Chakra Cost: 6 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu
Description: You throw your weapon towards a point and Description: Your mind begins to wander as you begin to
using your skill and chakra you bounce it around at high fight with pre-choreographed maneuvers you thought of on
speeds in that area, as if lethal blossoms had been scattered. the fly.
Choose a point in your weapons range. All creatures within a For the duration, you can gain the benefit of two Weapon
15-foot radius sphere centered on that point need to make Stances. You can switch the weapon stances at will as a Bonus
Dexterity Saving Throws, taking your Weapon’s Damage Action. You do not need to know the stances in order to gain
+2d4 damage and gaining a rank of Bleeding. If a creature their benefits, instead, if you do not know a weapon stance,
fails by 5 or more, they instead gain 2 ranks of Bleeding. you can gain its benefits until the end of your next turn, after
If this jutsu is cast as a Chain 2, increase the damage die which you must switch to another stance immediately.
by 2. If this jutsu is cast as a Chain 3 creature’s have a d4 When you end this jutsu, you cannot recast it until at least 1
penalty to their Saving Throw. minute has passed in which you stress your mind thinking of
At Higher Ranks: For each rank you cast this jutsu different things.
above C-Rank, increase the cost of this jutsu by 3 and the
damage die by 2d4. TRIPLE WINDMILL BLADES
Classification: Bukijutsu
TOKUGAWA’S PRIDE Rank: C-Rank
Classification: Bukijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60ft
Casting Time: 1 Action. Duration: Instant
Components: W (Thrown property and Battle Wire)
Range: Self
Cost: 7 Chakra
Duration: Concentration, up to 1 Minute
Keywords: Bukijutsu
Components: W (Any Slashing), M
Description: You launch your prepared weapons into two
Cost: 9 Chakra
different directions intentionally avoiding hitting your target
Keywords: Bukijutsu
then pulling on the battle wire to cause them to avert their
Description: As a requirement to activate this jutsu, you must
direction and change trajectory. Target Creature has the
be in the Blade Stance.
wires circle them until the weapons land in the ground
While holding your weapon you begin to acknowledge its
locking them into place. Target creature must make a
beauty and perfection. This fills you with the Pride of
Dexterity Saving Throw or become Restrained. A creature
Tokugawa.
Restrained by this jutsu can, as an action make a Strength
When you cast this jutsu, your amazement with your
check vs your Taijutsu Save DC to escape, ending the
blades sharpness doesn’t end there. Every two successful
Restrained condition. Additionally, Restrained creatures
Taijutsu attacks made with your weapon increases its critical
cannot make hand seals.
threat range by +1 until the end of each of your turns.
VIPER’S RETREAT
Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Bonus Action
Range: Weapons range
Duration: Instant
Components: W (Melee Piercing), M
Cost: 8 Chakra
Keywords: Bukijutsu
Description: You take a step back while thrusting at
your full range. Make a melee attack against the
triggering creature, dealing your Weapon’s Damage on a
hit and giving them one rank of Bleeding. At the same
time you step back until the target creature is at the very
end of your weapons range. This movement cannot
trigger an attack of opportunity from the target creature.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, they gain 2 ranks of Bleeding
instead.
299
WRECKING BALL B-RANK:
Classification: Bukijutsu
Rank: C-Rank 1-STRIKE PIERCING BLOW
Casting Time: 1 Action Classification: Bukijutsu
Range: Line (Weapons Range) Rank: B-Rank
Duration: instant Casting Time: 1 Action
Components: W (Ranged Bludgeoning), M Range: Weapons Range
Cost: 8 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Melee Piercing), M
Description: You throw your weapon with such ferocity, Cost: 14 Chakra
it is if a wrecking ball swings from your hand. All Keywords: Bukijutsu, Clash
creatures in a 5-foot-wide line stretching from you to a Description: You put your utmost focus behind a single
point no more than your weapons normal range must strike with your piercing weapon, meant to end the fight
make a Strength Saving Throw. On Failure they take your in that very instant. Make a Melee Taijutsu Attack,
Weapon’s Damage +2d10 and are knocked Prone. On a dealing 7d8 Piercing Damage and forcing the target
success they only take half damage and no additional creature to make a Constitution Saving Throw, being
effects. Stunned on a failed save until the end of the next turn.
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 B-Rank, increase the cost of this jutsu by 3 and
damage by 1d10. Damage by 1d8
300
AIR SNATCHER AMMO HEART [NAME/ CHANGED]
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Self
Duration: Instant Duration: Concentration, up to 1 minute.
Components: W (Any Ranged Bludgeoning), M, CM Components: W (Ammunition Group), M
Cost: 12 Chakra Cost: 11 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu
Description: You fire your weapon with enough force to Description: As a requirement to activate this jutsu, you
rip the air out of your opponent. Make a Ranged Taijutsu must have a weapon from the Ammunition weapon group
Attack Against a creature in range, dealing your equipped.
Weapon’s Damage +5d10 and reducing the target All Bukijutsu you cast, that uses a Jutsu with the
creature's speed by 10 feet on a hit and until the end of Ammunition property does not require you to roll the
their next turn, the target creature also has disadvantage ammunition die.
on their next Constitution Saving Throw. Additionally, when a creature would make a melee
If this jutsu is cast as a Chain 2, increase the damage attack against you, at the conclusion of the attack, you
die by 2. If this jutsu is cast as a Chain 3 increase the can move 10 feet in any direction as you move to create
damage die by an additional +2 distance.
At Higher Ranks: For each rank you cast this jutsu
above B rank, increase the cost by 3 and the damage by AMPUTATION PUNISHMENT
1d10. Classification: Bukijutsu
Rank: B-Rank
ALL-IN ATTACK Casting Time: 1 Action
Classification: Bukijutsu Range: Weapons Range
Duration: Instant
Rank: B-Rank
Components: W (Chained Hand Scythe, Hand Scythe,
Casting Time: 1 Action
Scythe), M
Range: Weapons Range
Cost: 12 Chakra
Duration: Concentration, Up to 1 Minute
Keywords: Bukijutsu
Components: W (Any)
Description: You leap over your opponent while hooking
Cost: Special (36 Chakra).
your blade being an enemy’s limbs and pulling violently
Keywords: Bukijutsu, Chain X, Combination
to sever them. Make a Melee Taijutsu Attack, dealing
Description: You lead your allies to capitalize on a brief
your Weapon’s Damage + 5d8 and the target must make
moment where the enemy is left completely open. To
a Dexterity Saving Throw. On a failed save the target
cast this jutsu you must have at least 1 ally within 30 feet
loses mobility and function in one of their arms being
who can join in on the casting. If that ally has benefited
unable to hold things, form hand seals or manipulate
from Baton Pass in this combat, they can immediately
objects with it until they complete a rest.
join the casting without needing to spend a Reaction. All
A jutsu that removes conditions, cast at C-Rank or
casters make two Melee Taijutsu Attacks against the
Higher can heal the targets arm(s), granting it mobility
target creature, dealing Weapon’s Damage +3d8 on a hit.
and function.
If the target is hit with at least 1 attack from all creatures
If a creature has both arms disabled by this jutsu, and
it gains 2 ranks of Weakened and Bruised. If all attacks
would have an arm disabled for the second time, they
are successful, it instead gains 5 ranks of Weakened and
make a Constitution Saving Throw. On a failed save, one
Bruised. If this jutsu would reduce a target creatures
of their arms is amputated.
health to 0, they are instead killed immediately.
Combination: When this jutsu is cast, it gains
additional effects based on who has the highest
Charisma modifier between both casters.
• +0-1: No Change.
• +2-3: The damage die of the jutsu increases to a d10.
• +4-5: The damage die of the jutsu increases to a d12.
301
ARROW OF APOLLO ARROW RAIN
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Double Weapon Range Range: Weapon Range
Duration: Instant
Duration: Instant
Components: W (Any Bow), M
Components: W (Any Ranged Piercing), M, CM
Cost: 11 Chakra
Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: When you cast this jutsu you must spend one
Description: You pull your drawstring and feel the power
ammunition stack.
of the Sun against your skin, lighting your arrow ablaze
You knock as many arrow or bolts into your bow and
with heavenly light. Make a Ranged Taijutsu Attack
fire them in an arc that then begin to raid down
toward a target within range. On a hit, you deal your
completely overwhelming all within range.
Weapon’s Damage + 8d4. This jutsu gains additional
Select a space you can see within range. All creatures
effects if it is used between 12:00pm to 2:00pm; If this is
within 30 feet of the select space, who are not under total
the case, then this jutsu instead deals double your
cover from a structure must make a Dexterity Saving
Weapon’s Damage + 8d6 on a hit and the target must
Throw, taking your Weapon’s Damage + 3d8.
succeed a Constitution Saving Throw or gain 2 ranks of
Creatures who fail their Saving Throw by 5 or more are
Burned.
pinned to the ground, being knocked Prone and
If this jutsu is cast as a Chain 2, increase the damage
Restrained. A creature Restrained in this way can spend
die by 1 step. If this jutsu is cast as a Chain 3 increase the
their action to make a Strength (Athletic) check vs your
damage die by an additional 1 step
Taijutsu Save DC to escape, ending the Restrained
At Higher Ranks: For each rank you cast this jutsu
condition.
above B rank, increase the cost by 3. If this jutsu is cast at
At Higher Ranks: For each rank you cast this jutsu
A- rank, the time you may gain the additional benefits of
above B-Rank increase the cost of this jutsu by 3 and the
the day extends to 4:00 pm. If this jutsu is cast at S rank,
damage by 1d8.
you may draw on the last sources of daylight of the
setting sun. The time you may gain the additional
benefits of the day extends to 6:00 pm, and this jutsu
BATON PASS
Classification: Bukijutsu
deals an additional 2d8 damage.
Rank: B-Rank
ARROW OF ARTEMIS Casting Time: 1 Bonus Action After hitting an enemy (or a 1
Reaction after critically hitting an enemy) with a weapon or
Classification: Bukijutsu
Taijutsu attack
Rank: B-Rank
Range: 30 feet radius sphere
Casting Time: 1 Action
Duration: Instant
Range: Double Weapon's Range
Components: W (Any)
Duration: Instant
Cost: 12 chakra
Components: W (Ranged Piercing), M
Keywords: Bukijutsu, Chain X
Cost: 12 Chakra
Description: You quickly shift the momentum of the
Keywords: Bukijutsu
fight by creating an opening for an ally. You can give an
Description: You pull your drawstring and feel the
ally within range an additional Reaction to cast a Chain X
moonlight on your skin Your arrow glows silver with the
Bukijutsu or a Taijutsu with the Finisher keyword, or
power of moonlight. Make a Ranged Taijutsu Attack
make a weapon attack against the triggering creature. If
toward a target within range. On a hit, you deal your
the preceding jutsu was a critical hit, this jutsu casting
Weapon’s Damage + 8d4.
time becomes 1 Bonus Action or Reaction.
This jutsu gains additional effects if the current phase of
If this jutsu is cast as a Chain 2, the allied creature can
the moon is a Full Moon. If this is the case, then this
then cast this jutsu at no cost as a Reaction if they hit,
jutsu instead deals double your Weapon’s Damage +
targeting another creature other then you. If this jutsu is
10d6 on a hit and the target must succeed a Constitution
cast as a Chain 3 The second allied creature can then
Saving Throw or gain 3 ranks of Bleeding.
target a third different allied creature with this jutsu on a
If this jutsu is cast as a Chain 2, increase the damage
hit.
die by 1 step. If this jutsu is cast as a Chain 3 increase the
damage die by an additional 1 step
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost by 3. If this jutsu is cast
at A-rank, you may gain the Full Moon benefits on a Half
Moon. If this jutsu is cast at S rank, you gain the Full
Moon benefits on a Crescent Moon, and deal an
additional 2d8 damage.
302
BIDING FURY: VELOCITY UNTOLD BLADE OF SIN: PRIDE
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Reaction when you take damage from a
Range: Self melee attack
Range: Weapon range
Duration: Concentration (1 minute)
Duration: Instant
Components: W (Any Power), M
Components: W (Any Blade), M
Cost: 12 Chakra, X Fury
Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: You build up your energy and Fury to
Description: You seek to emulate the power of one of the
unleash it in one punch, converting the speed into
Seven Deadly Sins of Humanity in your blade, imbuing
untold power. Make a Melee Taijutsu Attack dealing your
the Sin of Pride inside the edge. When a creature would
Weapon’s Damage + 7d8. This jutsu gains additional
damage you with a melee attack, roll your Weapon’s
effects depending on how much fury is spent:
Damage +4d8 and reduce the damage by the rolled
• 4: This jutsu’s damage die increases to a d10. amount. If you reduce the damage to 0, the target
• 6: You have advantage on this jutsu’s attack roll. creature must make a Charisma Saving Throw or become
• 8: This jutsu’s damage die is increased to a d12. Demoralized until the end of the current turn.
• 10: This jutsu deals an additional 2 damage die. At Higher Ranks: For every rank you cast this jutsu
• 12: The target of his jutsu cannot react to its casting or above B-Rank, increase the cost by 3 and the Damage
attack roll. Reduction by 2d8. If this jutsu is cast at A-Rank, the
triggering creature makes their save at disadvantage. If
At Higher Ranks: For every rank you cast this jutsu
this jutsu is cast at S-Rank, all hostile creatures within
above B-Rank, increase the cost by 3, and the damage
30 feet instead must make the save and the Demoralized
die by +1.
last until the end of your next turn.
BINDING SHOT
Classification: Bukijutsu
BLUE MOON
Classification: Bukijutsu
Rank: B-Rank
Rank: B-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: Weapons Range
Range: Weapons Range
Duration: 1 Minute
Duration: Instant
Components: W (Any Thrown, Battle Wire) M
Components: W (Any Flail), M
Cost: 12 Chakra
Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: You launch a set of thrown weapons wrapped
Description: You whip your weapon before channeling so
in Battle Wire at an enemy, intended to use them as a much
much chakra into the end it looks like a blue moon at the
more lethal bola. Target an enemy within range, make a
end of your weapon. Make 3 Melee Taijutsu Attacks against a
Ranged Taijutsu Attack. On a hit the target takes Weapon’s
creature in range dealing your Weapon’s Damage Dice +2d8.
Damage + 4d6. The target then must make a Dexterity
If you are successful with at least 2, you force the affected
Saving Thrown, being Restrained on a failure and no effects
creature to make a Constitution Saving Throw, becoming
on a successful save. A creature who begins its turn
Staggered on a failed save.
Restrained by this jutsu gains 2 ranks of Bleeding. A creature
If this jutsu is cast as a Chain 2, increase the damage
can remake the save at the end of their turns.
die by 2. If this jutsu is cast as a Chain 3 increase the
BLADE HEART damage die by an additional 1 step
Classification: Bukijutsu At Higher Ranks: For every rank you cast this jutsu
Rank: B-Rank above B-Rank, increase the cost by 3, and the damage by
Casting Time: 1 Action 1d8.
Range: Self
Duration: Concentration, up to 1 minute
Components: W (Blade Group), M
Cost: 11 Chakra
Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you
must have a weapon from the Blade weapon group
equipped.
Your heart and your blade become one. As a Bonus
Action on your turn or as a Reaction to taking damage,
you can assume your parrying stance until the beginning
of your next turn gaining its benefits. While in this
Parrying stance, you gain a +2 bonus to your AC and
Dexterity Saving Throws. If you are disarmed this jutsu
immediately end.
Additionally, when you score a critical hit using your
weapon with a weapon or Taijutsu attack, the target
gains 1 rank of Lacerated.
303
BLUNT FORCE TRAUMA BONE BREAKER
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon’s Range Range: Weapon’s Range
Duration: Instant Duration: Instant
Components: W (Melee Bludgeoning), M Components: W (Melee Bludgeoning), M
Cost: 12 Chakra Cost: 12 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu, Chain 3
Description: You swing your weapon looking to inflict Description: You aim your blow to break a bone, to
as much force into your opponent that they will never be maim your foe and hobble them in this fight. Make a
the same again. Make a Melee Taijutsu Attack at, dealing Melee Taijutsu Attack at disadvantage as you aim your
Weapon’s Damage +3d8 on a hit and forcing the target blow at a specific location. On a hit, you deal your
creature to make a Constitution Saving Throw. On a Weapon’s Damage and choose a which bone you broke
failed save, they gain 3 ranks of Bruised. If you critically below:
hit with this jutsu, they have disadvantage on this save Shoulder: The target creature has disadvantage on
And instead become Staggered Melee attacks until they are either healed with a Medical
If this jutsu is cast as a Chain 2, increase the damage jutsu cast at B-Rank or higher or spend a Full Turn
die by 1 step. If this jutsu is cast as a Chain 3 increase the Action setting it back into place.
damage die by an additional 1 step Shin: Target creature takes 1d6 Force Damage for
At Higher Ranks: For each rank you cast this jutsu every 5 feet they willingly move. They also have
above B-Rank, increase the cost of this jutsu by 3, disadvantage on Saving Throws that would forcibly
damage by 1d12 And the ranks of Concussed by 1. move them.
304
BREATH OF ASH: DUST BREATH OF ECHO: CRESCENDO
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self (60-foot line) Range: Self (60-foot line)
Duration: Instant Duration: Instant
Components: CM, W (Any), M Components: CM, W (Any), NT (Any explosive tool), M
Cost: 13 Chakra Cost: 13 Chakra
Keywords: Bukijutsu, Clash, Fire Release Keywords: Bukijutsu, Clash, Sensory
Description: You begin to collect and manifest fire Description: You begin to collect and manifest chakra until
release chakra until it laces the striking portion of your it manifests into the shape of a sound note of your choice,
weapon. The fire release chakra begins to transform into hovering over your eyes as you begin to listen to all of the
gouts of ash and smoke that erupt off of you, and your sounds created as a result of battle. You then throw a large
weapon with a glorious and wrathful flickering. number of explosive tools into the air at different,
Make a single Taijutsu Attack targeting all creatures intentional points. You then destroy each of them, creating
within a 10-foot wide, 60-foot-long line, dealing your an unstopping wave of explosions that follow your attack.
Weapon’s Damage +8d4+8 Fire Damage. Whether this If you cast this jutsu using a ranged weapon, all
attack is Ranged or Melee is determined by the weapon creatures of your choice in a 5-foot wide, 60-foot line
being used. If you score a critical hit with this attack, originating from you must make a Dexterity Saving
only one creature of your choice suffers the effects of a Throw, taking your Weapon’s Damage + 3d8 Force
critical hit. Damage, being knocked Prone, and Blinded and
If you cast this jutsu using a melee weapon you move Deafened for 1 minute on a failed save, or half as much
to a space at the end of this line that can hold you. damage and no further effects on a success. A Blinded
At Higher Ranks: For each rank you cast this jutsu and Deafened creature can make a Constitution Saving
above B-Rank increase the cost of this jutsu by 3 and the Throw at the end of each of their turns to end these
damage by 1d4+1. If this jutsu is cast at S-Rank, if you effects on them on a success.
score a critical hit with this attack, all creatures suffer If you cast this jutsu using a melee weapon you also
the effects of the critical hit. move to a space adjacent to the end of the 60-foot line,
At Higher Ranks: For each rank you cast this jutsu
BREATH OF DUST: PEACEKEEPER above B-Rank increase the cost of this jutsu by 3 and the
Classification: Bukijutsu damage by 1d8.
Rank: B-Rank
Casting Time: 1 Action BREATH OF ENOKI: ERADICATE
Range: Weapons Range Classification: Bukijutsu
Duration: Instant
Rank: B-Rank
Components: CM, W (Any), M
Casting Time: 1 Action.
Cost: 12 Chakra
Range: Weapon Range
Keywords: Bukijutsu, Clash, Earth Release
Duration: Instant
Description: You begin to collect and manifest earth
Components: CM, W (Any Ranged), M
release chakra until it laces the striking portion of your
Cost: 14 Chakra
weapon. The earth release chakra begins to magnify the
Keywords: Bukijutsu, Medical, Clash
weight and striking power of your attacks allowing you
Description: You begin to collect and manifest medical
crush anything in your path with little difficulty.
chakra until it laces the striking portion of your weapon.
Select one creature you can see within range as you
The medical chakra begins to cause your weapon to glow
strike with a flurry of weapon attacks followed by
with a soft pink hue.
manifestations of earth release chakra of your design.
Select a creature you can see within range as you
Make 2 Taijutsu Attacks, dealing your Weapon’s Damage
release waves of medical chakra following the same
+ 3d8. Whether these attacks are Ranged or Melee is
concepts of chakra scalpels into each of your attacks.
determined by the weapon being used.
Make 3 Ranged Taijutsu Attack with your weapon,
A creature you hit with 2 or more attacks using this
dealing your Weapon’s Damage + 3d4 Poison Damage,
jutsu must make a Strength Saving Throw. On a failed
you do not add your ability modifier to the damage dealt.
save you disable one of their legs or arms (your choice).
You can make these attacks at different creatures or all
A creature with a disabled leg cannot move effectively,
at the same one.
causing them to be unable to cast jutsu with a Mobility
When a creature takes Poison Damage from this jutsu,
(M) component, Dash, dodge, disengage or move while
they must make a Constitution Saving Throw, gaining 1
Prone.
rank of Envenomed, Corroded and Weakened. A creature
A creature with a disabled arm cannot use that arm to
who takes Poison Damage from this jutsu more than
wield weapons, fulfill jutsu hand seals (HS)
once, repeats the Saving Throw at a stacking -1 penalty
requirements or Grapple for the next minute.
to this Saving Throw for each subsequent successful
A jutsu which removes conditions cast at B-Rank or
attack.
higher can restore a leg or arm disabled by this jutsu.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the
above B-Rank increase the cost of this jutsu by 3 and the
damage by 1d4.
damage by 1d8.
305
BREATH OF RAIN: DOWNPOUR BREATH OF SKIES: TWISTER
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Special Range: Self (30-foot line)
Duration: Instant Duration: Instant
Components: CM, W (Any), M Components: CM, W (Any), M
Cost: 13 Chakra Cost: 13 Chakra
Keywords: Bukijutsu, Clash, Water Release Keywords: Bukijutsu, Wind Release, Clash
Description: You begin to collect and manifest water Description: You begin to collect and manifest wind release
release chakra until it laces the striking portion of your chakra until it laces the striking portion of your weapon.
weapon. The water release chakra begins to transform into The wind release chakra begins to spiral around the user’s
streams of water, capable of being seen and felt as you weapon, creating whipping torrents of wind. You spin your
perform a series of continuous flowing attacks that begin attack like a corkscrew, rotating it in a drill like motion,
to manifest a powerful dragon made of water that collapses allowing the wind release chakra to create a massive and
on top your enemies. powerful spiraling funnel that you release in a massive
If you cast this jutsu using a melee weapon, select a arcing slash.
number of creatures you can see within your movement All creatures of your choice in a 5-foot wide, 60-foot
speed equal to your Proficiency Bonus. Move to a space line originating from you must make a Dexterity Saving
adjacent to the last creature that can hold you. Make one Throw, taking your Weapon’s Damage + 8d4 Wind
Melee Taijutsu Attack against all selected creatures, Damage and 1 ranks of Lacerated on a failed save or half
dealing your Weapon’s Damage +5d8 Cold Damage on a as much damage on a success.
hit. If any target has ranks of the Chilled, or are Dazed, At Higher Ranks: For each rank you cast this jutsu
you make your attack at advantage. If you score a critical above B-Rank increase the cost of this jutsu by 3 and the
hit with this attack only one creature of your choice damage by 1d4.
suffers the effects of a critical hit.
If you cast this jutsu using a ranged weapon the range BREATH OF SPARKS: OVERLOAD
becomes your weapon’s range, you do not move, and the Classification: Bukijutsu
attack’s damage is reduced by 1d8. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above B-Rank increase the cost of this jutsu by 3 and the Range: Special
damage by 1d8, and the number of creatures you can Duration: Instant
target by +1. Components: CM, W (Any), M
Cost: 13 Chakra
BREATH OF ROSE: FUTILITY Keywords: Bukijutsu, Clash, Lightning Release
Classification: Bukijutsu Description: You begin to collect and manifest lightning
Rank: B-Rank release chakra until it laces the striking portion of your
Casting Time: 1 Action. weapon. The lightning release chakra begins to collect and
Range: Weapons Range spark off of your weapon and body with violent jolts. You
Duration: Instant prepare for a singular powerful attack as your lightning
Components: CM, W (Any Melee), M follows behind in the image of a beast of your description.
Cost: 13 Chakra Whether these attacks are Ranged or Melee is
Keywords: Bukijutsu, Clash, Medical determined by the weapon being used.
Description: You begin to collect and manifest medical If you cast this Jutsu using a melee weapon, make one
chakra until it laces the striking portion of your weapon. Melee Taijutsu Attacks targeting one creature you can
The medical chakra begins to create a visage of a poisonous see within twice your Movement Speed, dealing your
flowers as your move your weapon. Weapon’s Damage + 6d10 Lightning Damage. If the
Select one create you can see within range you begin to target has any ranks of the Shocked condition, you make
move around them, imitating the movements of a your attacks at advantage. If your beats the creatures AC
throned stem striking them with each passing gesture. by 10 or more, the creature cannot take a Reaction until
Make three Melee Taijutsu Attack with your weapon, the end of the current turn, and you ignore any Damage
dealing your Weapon’s Damage Dice + 2d6 Poison Reduction they are benefiting from.
Damage. If you cast this Jutsu using a ranged weapon you
A creature who you successfully hit with at least one instead make a Ranged Taijutsu Attack, the range
attack granted by this jutsu, must make a Constitution becomes twice your Weapon’s Range, and the attack’s
Saving Throw gaining 1 rank of Lacerated and damage is reduced by 1d10.
Envenomed on a failed save. A creature hit with three At Higher Ranks: For each rank you cast this jutsu
attacks makes this save at disadvantage. above B-Rank increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu damage by 1d10.
above B-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.
306
CASTLE CRASHER CROSS SLASH
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Reaction when a creature summons a Casting Time: 1 Action
construct or structure or gains THP on your turn. Range: Weapons Range
Range: Weapons Range Duration: Instant
Duration: Instant Components: W (Any Ranged Slashing), M, CM
Components: W (Any Power), M Cost: 12 Chakra
Cost: 12 Chakra Keywords: Bukijutsu, Chain X
Keywords: Bukijutsu, Description: You perform 2 powerful throws with
Description: You feint out of your attack, ending the enough force to leave a gash in any armor made by the
previous jutsu, and instead slam your weapon to break down hands of man. Make two Ranged Taijutsu Attacks against
whatever wall was thrown against you. Make a Melee a single creature dealing your Weapon’s Damage + 3d6
Taijutsu Attack targeting the construct or structure. If it is with each hit. If you successfully hit a creature with both
THP, you have disadvantage on this attack roll. On a hit you attacks, you tear open their guard removing any chance
deal your Weapon’s Damage +5d12. Constructs and they could defend themselves from you. A creature who
Structures take double damage from this attack. If you is hit by both attacks, cannot gain the benefit of bonuses
reduce the Construct, Structure, or THP to 0, you gain an to AC or Temporary Hit Points as a result of Armor,
additional Reaction which can be used to recast the jutsu Jutsu, features or traits against you until the end of your
that was used to cast this one. If you do not reduce it to 0, next turn.
you instead regain half of the previous jutsu chakra usage If this jutsu is cast as a Chain 2, increase the damage
back. die by 1 step. If this jutsu is cast as a Chain 3 increase the
damage die by +3.
COMBO VAULT
Classification: Bukijutsu CTE TRIGGER
Rank: B-Rank Classification: Bukijutsu
Casting Time: 1 Bonus Action Rank: B-Rank
Range: Weapons Range Casting Time: 1 Action
Duration: Instant
Range: Weapons Range
Components: W (Any Weapon), M
Duration: Instant
Cost: 12 Chakra
Components: W (Any Ranged Bludgeoning), M, CM
Keywords: Bukijutsu, Chain X
Cost: 12 Chakra
Description: You leap over your opponent landing behind
Keywords: Bukijutsu, Chain X
them then quickly dash back to your previous position.
Description: You aim your blow directly at the temple of
Striking the enemy as you pass by. Make two Taijutsu
your foe, looking to scramble their brain like an egg.
attacks with your weapon dealing your Weapon’s Damage
Make a Ranged Taijutsu Attack, dealing twice your
on each hit.
Weapon’s Damage on a hit and forcing the creature to
For each successful hit you make using this jutsu, you
make a Constitution Saving Throw. On a fail, the target
gain a +1d4 to hit on your next bukijutsu cast this turn.
creature gains 2 Ranks of Concussed. If they do not clear
307
DANCER'S GRACE DUAL RING
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon's Range Range: Double Weapon’s Range
Duration: Instant Duration: Instant
Components: W (Any Blade), M Components: W (Any Polearm), M
Cost: 12 Chakra Cost: 12 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu
Description: You unleash the fury of your blade, dancing Description: You spin your weapon around in a ring
and spinning multiple times, going faster with each around you, extending it with your chakra to create a
rotation. All creatures within your weapons range must dual ring of death. All creatures within range must make
succeed 2 Dexterity Saving Throws, taking your a Dexterity Saving Throw, taking your twice Weapon’s
Weapon’s Damage +2d10 on a failure and gaining 1 rank Damage Dice on a failed save and gaining a rank of
of Bleeding for each failure Bleeding, taking half damage and no effects on a success.
If this jutsu is cast as a Chain 2, increase the damage Creatures within your normal weapons range make their
die by 1 step. If this jutsu is cast as a Chain 3 increase the save at disadvantage and instead take twice your
damage die by +2. Weapon’s Damage on a failed save and 3 ranks of
At Higher Ranks: For each rank you cast this jutsu Bleeding or half damage on a pass.
above B-Rank, increase the cost of this jutsu by 3, and At Higher Ranks: For every rank you cast this jutsu
the number of Dexterity Saving Throws needed by 1. above B-Rank, increase the cost by 3 and the ranks of
Bleeding on a failed save by 1.
DEMONIC CULLING: EYE BASKET
Classification: Bukijutsu EARTH SPIDER SEWING
Rank: B-Rank Classification: Bukijutsu
Casting Time: 1 Action Rank: B-Rank
Range: Weapons Range (15-foot radius sphere) Casting Time: 10 Minutes
Duration: Concentration, up to 1 minute Range: 60-foot cube
Duration: 1 Hour
Components: W (Any Flail), M
Components: W (Battle Wire), M
Cost: 12 Chakra
Cost: 13 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You spin your weapon with chakra and
Description: You lace an area with razor sharp wires less
quickly surround your target within the spin. As it
than a foot above ground level. Trapping, damaging, and
envelopes your target you tighten the circle around
hindering all creatures who aren’t aware of them or their
them, conforming into a sphere like pattern before
locations exactly. For the duration, select a space the size
sinking into them from above in a 15-foot radius around
of a 60-foot cube to fill with razor sharp wires.
them. All creatures in range must succeed a Strength
For the duration, creatures of your choice who enter
Saving Throw taking Weapon’s Damage +6d8 damage,
the radius of this jutsu move as if the area this jutsu
becoming Prone and Restrained on a failed save, and
inhabits is difficult terrain, must make a Dexterity
only half damage with no conditions on a success. At the
Saving Throw when they would cast jutsu with a
start of their turn, they may remake the save, ending the
Mobility (M) component, being Restrained by the wires
conditions on a success.
as they get wrapped up inside of them on a failed save,
At Higher Ranks: For each rank you cast this jutsu
must make a Strength Saving Throw when they would
above B-Rank, increase the cost of this jutsu by 3 and the
make a weapon attack, having their weapon caught on a
damage by 1d8
wire and being unable to complete the attack on a failed
save.
ECLIPSE
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute.
Components: W (Bludgeoning), M
Cost: 14 Chakra
Keywords: Bukijutsu
Description: You enter a stance that prevents others
from capitalizing on any openings as your weapon sits
firmly grasped in both hands. For the duration, bukijutsu
and weapon attacks made with a weapon that deals
Bludgeoning Damage also forces the target to make a
Constitution Saving Throw. On a failed save the target
gains 1 rank of Weakened and becomes Dazed. If a
creature gains a rank of Weakened this way, the duration
of any previous ranks of Weakened is increased to the
end of your next turn. You can only force a creature to
make a Constitution Saving Throw this way once per
turn.
308
FANGS OF MEDUSA FISTS OF HELIOS
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Double Weapon Range Range: Double Weapon Range
Duration: Instant Duration: Instant
Components: W (Any Ranged Slashing), NT (Poison or Components: W (Any Ranged Bludgeoning), M, CM
Poison Kit) M, CM Cost: 12 Chakra
Cost: 12 Chakra Keywords: Bukijutsu, Chain X
Keywords: Bukijutsu, Chain X Description: The former Titan of the sun’s pride swells
Description: The chthonic enemy of the moon’s hatred within you; its ancient flame sets your chakra ablaze.
swells within you; it’s seething rage like poison to your Make a Ranged Taijutsu Attack toward a target within
chakra. Make a Ranged Taijutsu Attack toward a target range. On a hit, you deal your Weapon’s Damage + 3d10
within range. On a hit, you deal your Weapon’s Damage Fire Damage. This jutsu gains additional effects if it is
+ 4d8 Poison Damage. This jutsu gains additional effects used between 12:00pm to 2:00pm; If this is the case,
if the current phase of the moon is a Full Moon. If this is then this jutsu instead deals double your Weapon’s
the case, then this jutsu instead deals double your Damage + 4d12 on a hit and the target must succeed a
Weapon’s Damage + 6d10 on a hit and the target must Constitution Saving Throw or gain 2 ranks of Burning.
succeed a Constitution Saving Throw or gain 3 ranks of If this jutsu is cast as a Chain 2, increase the damage
Envenomed. die by +2. If this jutsu is cast as a Chain 3 increase the
If this jutsu is cast as a Chain 2, increase the damage damage die by an additional +1.
die by 1 step. If this jutsu is cast as a Chain 3 increase the At Higher Ranks: For each rank you cast this jutsu
damage die by +2. above B rank, increase the cost by 3. If this jutsu is cast at
At Higher Ranks: For each rank you cast this jutsu A-rank, the time you may gain the additional benefits of
above B-rank, increase the cost by 3. If this jutsu is cast the day extends to 4:00 pm. If this jutsu is cast at S rank,
at A rank, you may gain the Full Moon benefits on a Half you may draw on the last sources of daylight of the
Moon. If this jutsu is cast at S rank, you may gain the Full setting sun. The time you may gain the additional
Moon benefits on a Crescent Moon, and this jutsu deals benefits of the day extends to 6:00 pm, and this jutsu
an additional 2d10 Damage. deals an additional 2d8 damage.
309
FLYING SWALLOW: FLURRY GUARD HEAVEN EARTH IMPACT
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
would take damage. Range: Weapons Range
Range: Weapon Range Duration: Instant
Duration: 1 Round Components: W (Any Power), M
Components: W (Any Melee), M Cost: 12 Chakra
Cost: 11 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu Description: You raise your weapon to the heavens and
Description: As a part of the activation of this jutsu, you swing it down through the very crust of the earth. Make a
must have a weapon in both hands that meet this Melee Taijutsu Attack at disadvantage as you telegraph
Bukijutsu’ s component requirements. the attack from how much power you put into the attack.
You raise both of your weapons blocking an incoming On a hit you deal twice your Weapon’s Damage and the
flurry of attacks in a powerful guarded stance. target creature must make a Strength Saving Throw,
You gain a +4 bonus DR vs all melee and ranged becoming Prone and Restrained into the ground. They
attacks (Excluding from Genjutsu). Each time the same can remake this save as an action and at the end of their
creature makes an attack targeting you, after the turn to end this restraint.
triggering attack, you gain an additional +2 DR vs all of
their melee and ranged attacks. HEXA HARMONY
At the conclusion of the triggering creatures action Classification: Bukijutsu
used to make the triggering attacks, you immediately Rank: B-Rank
send all of that built up defense back at them. Make two Casting Time: 1 Action
Melee Taijutsu Attacks, one with each weapon. On a hit, Range: Twice Weapons Range
you deal your Weapon’s Damage + 3d6 + the Total DR Duration: Instant
bonus gained as a result of this jutsu. Components: W (Any Polearm), M
At Higher Ranks: For each rank you cast this jutsu Cost: 12 Chakra
above B-Rank increase the cost of this jutsu by 3 and the Keywords: Bukijutsu, Fuinjutsu
damage by 1d6. Description: (This jutsu cannot crit) You stab forward with
frightening accuracy, hitting the 8 chakra cores on your foe
FLYING SWALLOW: PENULTIMATE to disrupt their inner harmony. Make 8 Melee Taijutsu
Classification: Bukijutsu Attacks, each dealing your Weapon’s Damage Dice. This
Rank: B-Rank jutsu gains additional effects for how many successful
Casting Time: 1 Action attacks you made. You gain all benefits you qualify for:
Range: Weapon Range • 1-2: Target creature loses the total damage in chakra
Duration: Instant
as well.
Components: W (Any Melee), M • 3-4: Target creature has disadvantage on
Cost: 14 Chakra
concentration checks made to maintain jutsu for the
Keywords: Bukijutsu, Clash
next minute.
Description: As a part of the activation of this jutsu, you • 5-7: Target creature can only concentrate on one jutsu
must have a weapon in both hands that meet this
for the next minute.
Bukijutsu’ s component requirements. • 8: Target creature cannot concentrate on any jutsu for
You perform a swift series of powerful and accurate
the next minute.
strikes with both weapons. Before finishing with a
powerful strike with both weapons simultaneously. This jutsu’s effects can end early if the target is healed
Make two Melee Taijutsu Attacks, one with each with a medical jutsu of A-Rank or higher, or they spend a
weapon, dealing your Weapon’s Damage + 1d10. If you full turn action making a Chakra Control Check vs your
scored at least one hit with each weapon, you attack one Taijutsu Save DC.
final time dealing both Weapon’s Damage Dice + your
Taijutsu ability modifier + 2d10.
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.
HAZY NIGHT
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute.
Components: W (Melee Slashing), M
Cost: 14 Chakra
Keywords: Bukijutsu
Description: You move with such fine control that
nothing is wasted. Each movement leaves behind
afterimages of your last movement. For the duration,
bukijutsu made with a weapon that deals Slashing
Damage that forces a target to make a Saving Throw, are
always made with a -2 penalty.
310
ICHIMONJI LASHING ATTACK
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Weapons Range
Duration: Instant
Duration: Instant
Components: W (Melee Slashing), M
Components: W (Any Flail), M
Cost: 14 Chakra
Cost: 12 Chakra
Keywords: Bukijutsu, Clash
Keywords: Bukijutsu
Description: You take a solid striking form and perform
Description: You make a series of attacks with your weapon,
2 powerful slashes with enough force to leave a gash in
each one using the force of the last to deliver a greater blow.
the ground below the blade. The first slash is downward
Make 5 Melee Taijutsu Attacks against a creature in
creating the gash in the ground, the second slash is
range rolling one damage roll, depending on how many
upward creating a high-pitched singing sensation from
of them hit
the edge of the blade. Make two Melee Taijutsu Attacks
against a single creature dealing your Weapon’s Damage • 1 hit: Weapon’s Damage +6d4 damage.
+ 4d6 with each hit. • 2 hits: Weapon’s Damage +6d6 damage and 1 rank of
If you successfully hit a creature with both attacks, bleed.
you tear open their guard removing any chance they • 3 hits: Weapon’s Damage +6d8 damage and 2 ranks of
could defend themselves from you. A creature who is hit bleed.
by both attacks, cannot gain the benefit of bonuses to AC • 4 hits: Weapon’s Damage +6d10 damage, 4 ranks of
or Temporary Hit Points as a result of Armor, Jutsu, Bleeding and knocked Prone.
features or traits against you until the end of your next • 5 hits: Weapon’s Damage +6d12 damage, 6 ranks of
turn. bleed, Dazed and Prone.
JUDGEMENT CUT
At Higher Ranks: For every rank you cast this jutsu
above B-Rank, increase the cost by 3, and the damage by
Classification: Bukijutsu
1dx.
Rank: B-Rank
Casting Time: 1 Action
LETHAL MOMENTUM
Range: 30 feet Classification: Bukijutsu
Duration: Instant Rank: B-Rank
Components: W (Any Melee Slashing), M Casting Time: 1 Bonus Action
Cost: 12 Chakra Range: Self
Keywords: Bukijutsu, Clash Duration: Special
Description: You take your weapon and coat it in your Components: W (Any Ranged Slashing), M, CM
chakra, and use your raw skill to gauge the distance Cost: 12 Chakra
between yourself and your target. Keywords: Bukijutsu,
Select a space you can see within range. All creatures Description: You use your chakra to spin your weapon at a
within 5 feet of this space must make a Dexterity Saving lethal tempo. Your weapon gains the returning property if it
Throw. On a failed save, a target takes 5d8 Slashing did not have it already and deals an additional die of
Damage on a failed save, or half as much on a success. damage. After making a ranged attack with the weapon and
Additionally, you can choose to spend an additional 6 it returns to you, you must make a Sleight of Hand Check vs
Chakra to use this jutsu again targeting the same space, a DC 10. On a success this jutsu remains active. On a fail you
forcing all creatures to repeat the Saving Throw. You can take your twice your Weapon’s Damage Dice in damage as
do this twice per casting. you catch the weapon incorrectly and this jutsu ends. Every
At Higher Ranks: For each rank you cast this jutsu Successful catch raises the DC by 4. For every catch, up to 5
above B-Rank increase the cost of this jutsu by 3 and the catches, your weapon deals an additional die of damage,
number of spaces you can select by +1. A creature can however you take an additional die of damage as well.
only be affected by one instance This jutsu can be ended safely as a Bonus action.
this jutsu at a time.
311
LONG KISS
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action MONKEY KING'S GIFT
Range: Weapon Range Classification: Bukijutsu
Duration: Instant Rank: B-Rank
Components: W (Any Bow), M Casting Time: 1 Action
Cost: 12 Chakra Range: Weapon’s Range
Keywords: Bukijutsu Duration: Instant
Description: You knock your bow or bolt and point it into Components: W (Melee Bludgeoning), M
the sky directly above you firing it into the sky and using Cost: 12 Chakra
your chakra to guide it like a falling missile. Keywords: Bukijutsu, Chain X
Select a space you can see within range that a creature is Description: You ready your weapon in a neutral stance
occupying. Make a Ranged Taijutsu Attack, dealing your before you unleash your combined knowledge and skill in
Weapon’s Damage + 6d8. martial arts into one attack that flows into the next. Roll
Additionally, all other creatures within 10 feet of the xD8, where X equals the number of Chains you cast
target space must make a Dexterity Saving Throw, because uninterrupted before this jutsu, using the highest die rolled.
if your original attack scores a hit, it splinters, and explodes Make a number of Melee Taijutsu Attacks equal to the
as your chakra compresses the splinters or metal fragments highest die rolled against a target creature in range, dealing
into more bolts or arrows and scatters them. On a failed save your Weapon’s Damage +1d4 on a hit. If you hit the creature
creatures take 4d8 Piercing Damage and are Dazed or half as at least two times, they must make a Constitution Saving
much damage on a success and not additional effects. Throw or be Dazed. If they fail by 5 or more they are Dazed
At Higher Ranks: For each rank you cast this jutsu above for one minute. For every two attacks that hit past the first
B-Rank increase the cost of this jutsu by 3 and the number two, they make this save with a -1 penalty.
of spaces you can select by +1 Creatures can only be affected If this jutsu is cast as a Chain 2, increase the damage
by one Area of effect per turn as a result of this jutsu. die by 1 step. If this jutsu is cast as a Chain 3 increase the
damage die by an additional 1 step
MONKEY KINGS CROWN At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above B-Rank, increase the cost of this jutsu by 3 and the
Rank: B-Rank die used to determine the number of attacks by 1 step.
Casting Time: 1 Action
Range: Weapons Range MOONLIGHT
Duration: Instant Classification: Bukijutsu
Components: W (Melee Bludgeoning), M Rank: B-Rank
Casting Time: 1 Action
Cost: 11 Chakra
Range: Self
Keywords: Bukijutsu
Duration: Concentration, up to 1 minute.
Description: You twirl your weapon around yourself, Components: W (Melee Piercing), W
building up momentum and kinetic energy in an attempt to Cost: 14 Chakra
strike an opponent’s head with enough force to crush steel Keywords: Bukijutsu
and shatter stone. Description: You raise your weapon and hold it back with
Make one Melee Taijutsu Attacks using your weapon, your elbow bent ready to pierce through anything in your
dealing your Weapon’s Damage + 5d10. path. For the duration bukijutsu and weapon attacks made
If you deal at least 30 damage with this jutsu, the target with a weapon that deals Piercing Damage pierces half of a
must make a Strength Saving Throw gaining 2 ranks of target’s Damage Reduction, ignores Resistance and Threats
Bruised.
Immunity as Resistance.
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.
312
OCEAN PARTER POWER HEART
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range (25-foot cube) Range: Self
Duration: Concentration, up to 1 minute
Duration: Instant
Components: W (Power Group), M
Components: W (Any Polearm), M
Cost: 11 Chakra
Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: As a requirement to activate this jutsu, you
Description: You slam your weapon down on its end with
must have a weapon from the Power weapon group
the force to part the ocean itself. All creatures within a 25-
equipped.
foot cube centered on the slam must make a Strength Saving
Your heart and your power weapon become one. When
Throw, taking your Weapon’s Damage +2d10 on a fail and
you would strike an enemy with a successful weapon
being knocked up 30 feet. While they are in the air, you gain
attack, once per turn, you can force them to make
advantage on Melee attacks against them and if they fall at
Strength Saving Throw. On a failed save they gain 1 rank
the end of the current turn. If they fall sooner than that, the
of Bruised.
fall damage die is increased to a d8.
Additionally, when you score a critical hit using your
If this jutsu is cast as a Chain 2, increase the damage
weapon with a weapon or Taijutsu attack, the target
die by 1 step. If this jutsu is cast as a Chain 3 increase the
gains 1 rank of Concussed.
damage die by +2.
At Higher Ranks: For every rank you cast this jutsu above
B-Rank, increase the cost by 3 and the damage by 1d10. If
this jutsu is cast at A-Rank, the fall damage die instead
becomes a d10. If this jutsu is cast at S-Rank, the fall
damage die instead becomes a 12 and creatures have
disadvantage on their Saving Throw.
ONI'S MIGHT
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration (1 minute)
Components: W (Any Power), M
Cost: 12 Chakra
Keywords: Bukijutsu,
Description: You funnel all of your Strength into the
striking section of your weapon, with all the might of the
ferocious Oni. Taijutsu Attacks with a Power weapon
have a +1 Critical Threat Range and Weapon Attacks
with a Power weapon deal an additional 1d8
Bludgeoning Damage, twice per turn.
At Higher Ranks: For every rank you cast this jutsu
above B-Rank, increase the cost by 3, the damage die by
a step and the critical threat range by +1.
POLEARM HEART
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute.
Components: W (Polearm Group), M
Cost: 11 Chakra
Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you
must have a weapon from the Polearm weapon group
equipped.
This weapon gains +1 rank of the reach property.
All Bukijutsu you cast, that requires an attack roll or
forces another creature to make a Saving Throw, that
deals damage, gain pierce (5) for the duration.
Additionally, when you score a critical hit using your
weapon with a weapon or Taijutsu attack, the target falls
Prone and reduces their movement speed by 15ft until
the end of their next turn.
313
QUICK DRAW RIOT JAVELIN
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: self (15ft cone) Range: 60 Feet
Duration: 1 round
Duration: Instant
Components: W (Melee Slashing), M
Components: W (Any Thrown), M
Cost: 12 Chakra
Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You take a withdrawn stance gripping your
Description: You throw your weapon and attempt to
weapon and prepare for a powerful sweeping strike. You
impale a creature pinning them to the wall. Make a
spend your turn preparing this attack until the
Ranged Taijutsu Attack dealing your Weapon’s Damage
beginning of your next turn. You cannot take Bonus
+ 6d8 on a hit and knocking them back 30 feet. If a
action the turn you use this jutsu or a Reaction after
creature collides with a solid object, their movement is
using this jutsu. At the start of your next turn, you can
stopped, taking falling damage equal to the distance
move up to your speed, and when you finish this
they would have fallen. When a creature collides with a
movement, you swing with all of your force, all creatures
solid object they must make a Strength Saving Throw or
in front of you in a 15 feet cone, must make a Dexterity
be Restrained. A creature repeats the Strength Saving
Saving Throw at disadvantage, taking your Weapon’s
Throw at the start of each of their turns, ending the
Damage +4d12 damage on a failed save.
condition on a success.
RECURVE STANCE At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
Classification: Bukijutsu
damage by 1d8.
Rank: B-Rank
Casting Time: 1 Bonus Action
Range Weapons Range
RUPTURE GALE ORB
Classification: Bukijutsu
Duration: Concentration up to 1 Minute
Rank: B-Rank
Components: W (Any Ammo) M
Casting Time: 1 Action
Cost 12 Chakra
Range: Weapons Range
Keywords: Bukijutsu
Duration: Instant
Description: Chakra courses through your body and out into
Components: W (Any Flail), M
your weapon, causing you to retain some control of your
Cost: 12 Chakra
shots even after they have soared through the air, curving
Keywords: Bukijutsu, Chain X
and bending them in ways many would deem impossible.
Description: You whip your weapon into a sphere around
You don’t need to spend Chakra to maintain concentration
you before you let it erupt out with a large burst. All
on this Jutsu. For the duration of this Jutsu your Ranged
creatures within your weapons range must make a Strength
Weapon Attacks ignore half cover, and treat 3/4ths cover as
Saving Throw. On a failure they are pulled within 5 feet of
half cover, if an enemy summons a construct to intercept
you. On a success they are only pulled up to 10 feet towards
your attack, you deal double damage to that construct. If an
you. After, all creatures within 5 feet of you must make
enemy reacts with a Jutsu, Feature, or trait that increases
Constitution Saving Throw as the small gale around you
their AC, you may spend 2 chakra to reroll the attack
erupts, dealing your Weapon’s Damage +2d12 and being
without any bonuses aside from your ability modifier and
knocked Prone.
proficiency, potentially turning the miss into a hit.
If this jutsu is cast as a Chain 2, increase the damage
At Higher Ranks: For Rank you cast this jutsu above
die by +2. If this jutsu is cast as a Chain 3 increase the
B-rank, increase the cost of this jutsu by 3. Startint at A-
damage die by an additional +2.
rank, you ignore 3/4 cover. Starting at S-Rank, you gain
At Higher Ranks: For every rank you cast this jutsu
a +2 bonus to rerolled attacks.
above B-Rank, increase the cost by 3, and the damage by
314
SHATTERING WILL STAMINA STRIKE
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15-foot radius sphere) Range: Weapons Range
Duration: Instant
Duration: Instant
Components: W (Any Power), M
Components: W (Any Flail), M
Cost: 12 Chakra
Keywords: Bukijutsu, Chain X Cost: 12 Chakra
Description: You slam your weapon on the ground Keywords: Bukijutsu, Chain X
delivering a mighty blow designed to instill fear in your Description: You whip your weapon before slamming it into
opponents. Creatures in range other than you, must the center of your enemy, looking to ruin their flow and
succeed a Dexterity Saving Throw taking your Weapon’s stamina. Make a Melee Taijutsu Attack against a creature in
Damage +4d6 Bludgeoning Damage and being knocked range, dealing your Weapon’s Damage +4d6 damage and
Prone on a failed save, or half as much on a successful the target creature must make a Constitution Saving Throw.
one and suffering no other effects. Regardless of If you crit this attack, the target creature automatically fails
whether a creature passes or fails, all hostile creatures
this save. On a failed save, the target creature becomes
within range must make a Wisdom Saving Throw,
Dazed until the end of their next turn and loses an amount
gaining 1 rank of fear on a failed save, gaining
disadvantage if they fail the Dexterity Saving Throw. of chakra equal to the jutsu damage rolled.
If this jutsu is cast as a Chain 2, this jutsu deals an If this jutsu is cast as a Chain 2, increase the damage die
additional 6 damage die, if this jutsu is cast as a Chain 3, by +6, if this jutsu is cast as a Chain 3, increase the damage
increase the damage die by an additional +4. die by an additional +4.
At Higher Ranks: For every rank you cast this jutsu above
SILENT KILLING B-Rank, increase the cost by 3, and the damage by 1d6.
Classification: Bukijutsu
Rank: B-Rank SUICIDE BOMBING
Casting Time: 1 Action Classification: Bukijutsu
Range: Touch Rank: B-Rank
Duration: Instant Casting Time: 1 Reaction, which you take when someone
Components: W (Melee Slashing or Piercing), M else takes any action.
Cost: 12 Chakra Range: 30 feet radius sphere
Keywords: Bukijutsu Duration: Instant
Description: As a part of the requirement for activating Components: NT (Paper bombs), M
this jutsu, you must be hidden from that target creature Cost: 11 Chakra
you are targeting. You sneak towards your target and Keywords: Bukijutsu
strike at their most vital points. Make a Taijutsu Attack Description: You open your clothing revealing a series of
vs target creatures Passive Perception. On a Success you paper bombs all rigged to explode. You have enough time
treat this attack as a hit dealing 15d4 Damage of your to speak a few more words before they all ignite and
chosen weapon type. If you reduce the target creature's explode. All creatures within 30 feet of you must make a
Hit Points to 0, they immediately are killed. Dexterity Saving Throw at disadvantage. You take
At Higher Ranks: For each rank you cast this jutsu maximum damage. On a failed save the targets takes
above B-Rank, increase the cost of this jutsu by 3 and 15d6 Fire Damage, or half as much on a failure.
Damage by 2d4
SUN SPEAR
SOUL SCATTER Classification: Bukijutsu
Classification: Bukijutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Weapon’s Range (30-foot cone)
Range: Weapons Range Duration: Instant
Duration: Instant Components: W (Melee Piercing), M
Components: W (Any Ranged), M Cost: 12 Chakra
Cost: 14 Chakra Keywords: Bukijutsu, Chain X
Keywords: Bukijutsu Description: You spin your weapon along its edge fast
Description: You manifest multiple shots of ammunition enough to ignite the very air before stabbing forwards,
with your chakra, before loading them into your weapon looking to impale your foe with the fury of the sun. Make
and firing them. Select a number of creatures equal to a Melee Taijutsu Attack against a creature in range. On a
your Taijutsu ability modifier. Make a single Ranged hit your deal your Weapon’s Damage +2d10 Fire Damage
Taijutsu Attack, using the result vs each of their Armor and on hit or miss, All creatures in a 30-foot cone from
Class values. You do not roll ammunition die when the point of impact, excluding the original target, must
casting this jutsu. succeed a Dexterity Saving Throw, taking the Fire
On a hit, you deal your Weapon’s Damage + 4d8, each Damage rolled on a failure and half on a success.
target must make a Constitution Saving Throw or be If this jutsu is cast as a Chain 2, increase the damage
knocked Prone and Restrained by your shot. die by +4, if this jutsu is cast as a Chain 3, increase the
A Restrained creature can, as an action, attempt to damage die by an additional +2.
remove the construct shot from themselves by making a At Higher Ranks: For each rank you cast this jutsu
Strength Saving Throw. above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10.
315
SUNWING SHOT against a target within range, on hit, deal your Weapon’s
Classification: Bukijutsu Damage Dice + 8d4. On hit the target must also make a
Rank: B-Rank Constitution Saving Throw, on a fail, you've pierced a
Casting Time: 1 Action tendon or nerve relating to their fighting style, roll a 1d4+1.
Range: Weapons Range The affected creature has disadvantage on that many
Duration: Instant Taijutsu and/or weapon attacks.
Components: W (Any Ammunition), M At Higher Ranks: For Rank you cast this jutsu above B-
Cost: 12 Chakra rank, increase the cost of this jutsu by 3, the die size of the
Keywords: Bukijutsu, Chain X 1d4+1 by 1, and the damage by 1d4
Description: You aim your shot so that it has a source of
bright light shining right behind it. Merging the light THREE THOUSAND WORLDS
into the chakra imbued in the ammunition. You cannot Classification: Bukijutsu
cast this jutsu in dim light or darkness. Make a Ranged Rank: B-Rank
Casting Time: 1 Action
Taijutsu Attack against a target in range. On a hit, you
Range: Weapons Range
deal Weapon’s Damage +2d10 Fire Damage and the
Duration: Instant
target creature must make a Constitution Saving Throw, Components: W (Any Blade), M
gaining a rank of Burned. If they fail by 5 or more they Cost: 12 Chakra
also become Blinded until the end of the current turn. Keywords: Bukijutsu, Chain X, Clash
If this jutsu is cast as a Chain 2, increase the damage Description: You integrate all your power and chakra
die by +3 if this jutsu is cast as a Chain 3, increase the into your sword, lacing it with enough chakra to cut any
damage die by an additional +1 and, creatures suffer a -
and everything that stands before you. If this jutsu is
1d4 penalty to their Saving Throw. cast targeting a creature who is gaining the benefit of the
At Higher Ranks: For every rank you cast this jutsu Dodge action, you do not make the attack at
above B-Rank, increase the cost by 3, and the damage + disadvantage. If this jutsu is cast targeting a creature
1d10. who is gaining the benefits of Temporary Hit Points,
316
WIRE CRUCIFIXION
Classification: Bukijutsu
WHIRLWIND CATAPULT Rank: B-Rank
Classification: Bukijutsu Casting Time: 1 Action
Rank: B-Rank Range: 90 Feet
Duration: Instant
Casting Time: 1 Action
Components: W (Battle Wire), M
Range: up to half Weapons Range
Cost: 11 Chakra
Duration: Instant
Keywords: Bukijutsu
Components: W (Any Thrown), M
Description: As a part of casting this jutsu, you must be
Cost: 12 Chakra
in a forest, urban environment, or cavernous terrain.
Keywords: Bukijutsu, Chain X
You pull your wires, revealing threads already
Description: You throw your weapon around yourself,
surrounding a target you can see within range.
causing a whirlwind of steel and blood up to the end of your
Select two creatures within range. Both must make a
range. All creatures in a sphere around you with a radius up
Strength Saving Throw, being Grappled, Restrained,
to your weapons range need to make a Dexterity and
being unable to make hand seals and gaining 2 ranks of
Strength Saving Throw. On a failed Dexterity Saving Throw
Bleeding on a failed save. On the targets turn, they spend
they take your Weapon’s Damage + 2d6 and gain 2 ranks of
an action to make a Strength Saving Throw to break the
Bleeding, taking half damage and 1 rank of Bleeding on a
wires, ending the Grappled and Restrained condition on
success. On a failed Strength Saving Throw, they are thrown
themselves and also being able to make hand seals again.
to the outer edge of the sphere.
A creature that ends its turn Grappled and Restrained
If this jutsu is cast as a Chain 2, increase the damage die
by this jutsu gains an additional 2 ranks of bleed.
by+2, additionally, this jutsu inflicts and additional rank of
At Higher Ranks: For each rank you cast this jutsu
Bleeding on failure, if this jutsu is cast as a Chain 3, increase
above B-Rank, increase the cost of this jutsu by 3 and the
the damage die by an additional +3, additionally, this jutsu
number of creatures affected by this jutsu by +1.
inflicts an additional rank of Bleeding on a success and
failure, up to 3 total.
At Higher Ranks: For every rank you cast this jutsu
above B-Rank, increase the cost by 3, and the damage by
1d6.
WHIRLWIND STRIKE
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapons Range
Duration: Instant
Components: W (Any Melee Weapon), M
Cost: 12 Chakra
Keywords: Bukijutsu
Description: You spin in a violent fashion striking all
creatures surrounding you. All creatures of your choice
within your weapons range must make a Dexterity
Saving Throw, taking your Weapon’s Damage + 5d10 on
a failed save, or half as much on a success.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
Damage by 1d10.
317
WITCH HUNTER YIN-YANG INVERSION
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15-foot cone) Range: Weapons Range
Duration: Instant Duration: Instant
Components: W (Any Polearm), M Components: W (Any Polearm), M
Cost: 12 Chakra Cost: 12 Chakra
Keywords: Bukijutsu, Chain 1, Clash Keywords: Bukijutsu, Fuinjutsu
Description: You spin your weapon with a cruel smile and Description: You spin your weapon, pooling the light
reel back to deliver a deadly swing that would dismantle and dark energies into the two different ends before you
apart any witch. Each creature in a 15-foot cone must make strike out with one of them.
a Dexterity Saving Throw, or take your Weapon’s Damage + Yin Strike: Make a Melee Taijutsu Attack, dealing your
1d10 Force Damage and gain 1 rank of Weakened and Weapon’s Damage on a hit. You can then force the
Bleeding on a failed save. Creatures within 5 feet of you creature to make a Constitution Saving Throw. On a
make this Saving Throw at disadvantage. On a successful failed save they must spend and roll 1d4 Hit die and you
save, a creature takes half as much damage and no heal half of the rolled amount. You can only heal from
additional effects. If a creature is concentrating on a jutsu this jutsu once per creature per rest.
and fails the save, concentration immediately ends. On a Yang Strike: Make a Melee Taijutsu Attack, dealing
successful save they still make their concentration check at your Weapon’s Damage on a hit. You can then force the
disadvantage. If this jutsu clashes with a Ninjutsu, you gain creature to make a Constitution Saving Throw. On a
advantage on the clash check. failed save they must roll 1d4 Hit die and they lose that
If this jutsu is cast as a Chain 2, If this jutsu is cast as a much in current and maximum HP. A creature can only
Chain 2, increase the damage die by +2, if this jutsu is cast lose maximum HP from this jutsu once per rest.
as a Chain 3, this jutsu inflicts an additional rank of At Higher Ranks: For every rank you cast this jutsu
Weakened. above B-Rank, increase the cost by 3 and the
At Higher Ranks: For every rank you cast this jutsu hit die rolled by 1.
above B-Rank, increase the cost by 3 and the damage by
1d10.
318
A-RANK: ARMOR PIERCE
Classification: Bukijutsu
1-SHOT PIERCE Rank: A-Rank
Classification: Bukijutsu Casting Time: 1 Action
Rank: A-Rank Range: 30 feet
Casting Time: 1 Action Duration: Instant
Range: Weapon Range Components: W (Any Ammo)
Duration: Instant Cost: 16 chakra
Components: W (Ranged Piercing), M Keywords: Bukijutsu, Chain X
Cost: 15 Chakra Description: You prepare a full power shot, putting all of
Keywords: Bukijutsu, Clash, Chain X your weight and momentum behind it. If this jutsu is
Description: You put your all into a single shot with your cast targeting a creature who is gaining the benefit of the
ranged weapon, intended to end the fight with prejudice Dodge action, you do not make the attack at
intent. Make a Ranged Taijutsu Attack, dealing your disadvantage. If this jutsu is cast targeting a creature
Weapon’s Damage + 6d8 and forcing the target creature to who is gaining the benefits of Temporary Hit Points,
make a Constitution Saving Throw, being Staggered on a Damage Reduction or Resistance, you ignore them for
failed save. this attacks and damage rolls. Make a Ranged Taijutsu
If this jutsu is cast as a Chain 2, increase the damage die Attack dealing your Weapon’s Damage + 6d8.If you
by +4, if this jutsu is cast as a Chain 3, increase the damage critically hit with this attack, you reduce the targets DR
die by an additional +2. from armor by half until it is repaired.
At Higher Ranks: For each rank you cast this jutsu above If this jutsu is cast as a Chain 2, increase the damage
A-Rank increase the cost of this jutsu by 3 and the damage die by +4, if this jutsu is cast as a Chain 3, increase the
by 1d8. damage die by an additional +2.
At Higher Ranks: For each rank you cast this jutsu above
AFTERIMAGE STORM A-Rank, increase the cost of this jutsu by 3 and the damage
Classification: Bukijutsu
by 2d8.
Rank: A-Rank
Casting Time: 1 Action ASSASSIN’S BREATH
Range: Self (Weapon range radius sphere.) Classification: Bukijutsu
Duration: Instant Rank: A-Rank
Components: W (Any Polearm), M Casting Time: 1 Bonus Action
Cost: 16 Chakra Range: Weapons Range
Keywords: Bukijutsu, Chain X Duration: Special, Concentration
Description: You spin, around striking any and Components: W (Any Thrown Weapon), M
everything that stands in your path. Make a Taijutsu Cost: 16 Chakra
attack targeting all creatures in range. On a hit you deal Keywords: Bukijutsu, Chain X
your Weapon’s Damage and all creatures must make a Description: You enter a state of utmost stillness,
Dexterity Saving Throw, hit or miss. If you crit with this moving no muscles not even your lungs. You take in a
attack all creatures make their saves at disadvantage. On large breath and hold it, preparing for a perfect shot
a failed save, the after images of the weapon strikes while regulating your body with you own Chakra instead
them repeatable. They take your Weapon’s Damage +3d4 of breathing. During this time you can't speak or breathe
and gain 2 rank of Bleeding. On a success they take half as you remain as absolutely still as possible to take your
damage and if they were still hit, gain 1 rank of Bleeding. shot.
If this jutsu is cast as a Chain 2, increase the damage While this jutsu is active, the Weapon’s Damage of your
die by +4, if this jutsu is cast as a Chain 3, creatures who thrown weapons is rolled at advantage, and deals an
fail instead gain 2 ranks of Lacerated. additional die of damage (Two if your die size is a D4)
At Higher Ranks: For every rank you cast this jutsu additionally, for each Weapon and Taijutsu attack you hit
above A-Rank, increase the cost by 3, the damage by 2d4. while benefitting from this jutsu you deal additional
damage equal to your proficiency bonus twice per creature,
per turn. Finally, at the end of each of your turns, you must
make a Chakra Control check to upkeep this stance
benefits, where the DC equals 13+Number of rounds this
jutsu has been active.
BENTHIC DESCENT
Classification: Bukijutsu
Rank: A-Rank
319
Casting Time: 1 Action BINDING FURY: METEOR
Range: Weapons Range Classification: Bukijutsu
Duration: Instant Rank: A-Rank
Components: W (Any Melee Piercing) M Casting Time: 1 Action
Cost: 16 Chakra Range: Weapons range
Keywords: Bukijutsu Duration: Instant
Description: You strike your foe into the air before Components: W (Any Power), M
quickly following up with a strike to slam them down. A Cost: 16 Chakra, all your current Fury stacks
target creature in range must make a Strength Saving Keywords: Bukijutsu, Chain 3
Throw, taking your Weapon’s Damage on a failure. You Description: You channel all your stored energy into
then can make a Melee Taijutsu Attack at advantage your fist before slamming it into your enemy’s core,
against a creature who fails, dealing your Weapon’s with the force of a meteor. Make a Melee Taijutsu Attack
Damage +6d10 on a success and knocking them Prone against a target creature in range. On a hit your deal
and inflicting 2 ranks of Weakened. twice your Weapon’s Damage + Xd12 Fire Damage where
At Higher Ranks: For each rank you cast this above A- X equals your current Fury stacks and force the target
Rank, increase the cost by 3. If this jutsu is cast at S- creature to make a Strength Saving Throw to avoid be
Rank, you can instead force all creatures in weapons knocked Prone and Restrained into the ground until the
range to make the Strength Saving Throw. start of their next turn.
BLISTERING EDGE
Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration (1 Minute)
Components: W (Any Melee Slashing) M
Cost: 16 Chakra
Keywords: Bukijutsu
Description: For the duration you sharpen the edge of
your blade so that when you swing your blade with high
speed it ignites the air, burning the edge of the blade
from friction alone. Twice per turn for the duration you
can convert your Weapon’s Damage into Fire Damage
and force a creature who takes Weapon’s Damage to
make a Constitution Saving Throw or gain a rank of
Burned.
320
BLOOD SHOT BREATH OF MOON: LOATHSOME
Classification: Bukijutsu
Rank: A-Rank Classification: Bukijutsu
Casting Time: 1 Bonus Action Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: 1 Round
Range: 60 feet
Components: W (Ranged Piercing), M
Duration: Instant
Cost: 19 Chakra
Components: W (Any Melee), M
Keywords: Bukijutsu
Cost: 15 Chakra
Description: Your blood begins to rush as you prepare a
Keywords: Bukijutsu,
shot using ammunition with this rush. Until the start of
Description: You collect and manifest a dark chakra until it
your next turn, any time you would deal damage to a
laces the striking portion of your weapon, curving it like a
creature with a ranged weapon, which deals Piercing
crescent moon. Each swing creates distortions, devastating
Damage, the creature gains 1 rank of Bleeding.
the terrain and manifesting waves of force. You swing your
A creature cannot gain more than 5 ranks of Bleeding in
weapon twice with such ferocity, that the space around you
this way, as a result of this jutsu.
distorts removing the distance between you and another
At Higher Ranks: For each rank you cast this jutsu
creature. Select a creature you can see within range as you cut
above A-Rank increase the cost of this jutsu by 3. Starting
through the distance, teleporting to a space adjacent to the
at S-rank, the duration becomes concentration, up to 1
target that can hold you. Make two Melee Taijutsu Attacks,
minute, and a creature cannot gain more than 5 ranks of
dealing your Weapon’s Damage + 4d12. Until the end of your
Bleeding from this jutsu per turn.
next turn, you can cast a Bukijutsu with the “Breath of Moon
BREATH OF MOON: CATASTROPHE Prefix”using either your Action, Bonus Action or Reaction,
ignoring its listed casting time.
Classification: Bukijutsu
321
BREATH OF MOON: MOONSWATHS COLLATERAL DAMAGE
Classification: Bukijutsu
Classification: Bukijutsu Rank: A-rank
Rank: A-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Weapon Range
Range: 60 feet Duration: instant.
Duration: Instant Components: M, W (Any Flail).
Components: W (Any Melee), M Cost: 16 Chakra
Cost: 15 Chakra Keywords: Bukijutsu.
Keywords: Bukijutsu Description: You angle the weighted end of your Flail
Description: You collect and manifest a dark chakra until it behind you before shifting your weight forward while
laces the striking portion of your weapon, curving it like a maneuvering the flail around your side, sending a
crescent moon. Each swing creates distortions in the area, devastating arc of force towards an opponent, looking to
manifesting into crescent moons that bombard an area remove them from the battle field in one fell swoop.
with reckless abandon. Select up to 4 spaces you can see Make a Melee Taijutsu Attack against a target within
within range. All creatures within 5 feet of each space must range, on hit the target takes your Weapon’s Damage +
make a Dexterity Saving Throw, taking 4d12 Slashing 7d10 and is sent flying up to a number of feet equal to 10
Damage on a failed save or half as much on a success. A times your Taijutsu Modifier. If the enemy collides with
creature can only be affected by this jutsu once per casting. another creature, that creature must make a Dexterity
Until the end of your next turn, you can cast a Bukijutsu Saving Thrown, on a fail both creatures take Fall damage
with the “Breath of Moon Prefix “using either your Action, equal to the amount of feet the primary target had
Bonus Action or Reaction, ignoring its listed casting time. remaining. On a success, the primary target still suffers
the damage of the remaining distance, but the secondary
BURST AMMO target only takes half.
Classification: Bukijutsu At Higher Ranks: For every rank you cast above A-
Rank: A-Rank Rank, increase the cost by 3, and the knockback becomes 10
Casting Time: 1 Action times double your Taijutsu ability mod.
Range: 30 feet
Duration: Instant COUNTER SHOT
Components: W (Any Ammo) Classification: Bukijutsu
Cost: 8 chakra Rank: A-Rank
Keywords: Bukijutsu, Chain X Casting Time: 1 Reaction, which you take when targeted by
Description: You perform a series of quick attacks with an attack
Range: Weapons Range
enough force to penetrate steel, blasting through your
Duration: Instant
enemy. Make a Ranged Taijutsu Attack against the
Components: W (Any Ranged), M
target, dealing your Weapon’s Damage +4d10 and all
Cost: 15 Chakra
creatures in a 20-foot cone behind the target takes
Keywords: Bukijutsu
damage equal to half of the result.
Description: As a Reaction to being attacked, you take the
If this jutsu is cast as a Chain 2, increase the damage
attack head on in an attempt to lock the opponent in
die by +6, if this jutsu is cast as a Chain 3, increase the
perfect targeting range, preventing them from dodging.
damage die by an additional +2, additionally, creatures
You take the maximum possible damage from the attack
suffer a -1d4 penalty to their saves
you were targeted with.
At Higher Ranks: For each rank you cast this jutsu above
Immediately after you take the damage, you are able
A-Rank, increase the cost of this jutsu by 3 and the damage
to cast 1 Bukijutsu with a casting time of 1 Action or 1
by 2d10.
Bonus Action at no additional chakra cost of B-Rank or
CHASING FANG
lower.
Classification: Bukijutsu
Rank: A-Rank
CRESCENT MOON DANCE
Classification: Bukijutsu
Casting Time: 1 Action
Rank: A-Rank
Range: Up to your Full Movement.
Casting Time: 1 Action
Duration: Instant
Range: Up to your Full Movement.
Components: W (Throwing and Any Melee Weapon), M
Duration: Instant
Cost: 17 Chakra
Components: W (Any Melee Weapon), M
Keywords: Bukijutsu
Cost: 19 Chakra
Description: You first launch a fist full of throwing
Keywords: Bukijutsu
weapons towards a target to break their focus. Make a
Description: You move with such speed you create 2
Ranged Taijutsu Attack. On a hit, you deal your thrown
additional afterimages that move separately from you.
Weapon’s Damage + 3d8, which is then follow up with a
Make 3 Melee Taijutsu Attacks against a single target
Powerful Swing.
dealing your Weapon’s Damage Dice.
Make a Melee Taijutsu Attack, dealing your Weapon’s
If three attacks score a hit, you deal an additional 8d10
Damage + 6d10. If your first attack hits, this one is made
of whatever damage your weapon deals and the target
at advantage.
cannot take Reactions until the end of your next turn.
If this jutsu would score a critical hit, you can choose to
At Higher Ranks: For each rank you cast this jutsu
either maximize damage or double your damage die as
above A-Rank, increase the cost of this jutsu by 3 and the
normal.
number of attacks by +1.
At Higher Ranks: For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and Damage by
1d8 & 1d10, respectively.
322
CRESCENT MOON SHOT DEADLY RANGED CONNECTION
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: W (Any Ranged), M Components: W (Any Ranged), M
Cost: 16 Chakra Cost: 16 Chakra
Keywords: Bukijutsu, Clash Keywords: Bukijutsu, Chain X
Description: You fire three arrows rapidly, with all three Description: You perform a series of quick attacks with
seemingly landing at the same time. Make 3 Ranged enough force to penetrate steel. Make 3 Ranged Taijutsu
Taijutsu Attacks against a single target, dealing your Attacks against a target within range, dealing your
Weapon’s Damage Dice. Weapon’s Damage Dice + 3d4 and gains the Bleeding
If three attacks hit, you deal an additional 8d10 condition on each hit.
damage of whatever your weapon deals, and the target If this jutsu is cast as a Chain 2, increase the damage die
can't take Reactions until the end of your next turn. by +4, if this jutsu is cast as a Chain 3, increase the damage
At Higher Ranks: For each rank you cast this jutsu above die by an additional +2, additionally, if you land all attacks,
A-Rank increase the cost of this jutsu by 3 and the number the creature suffers a rank of Lacerated, in place of any
of attacks by +1. bleed.
At Higher Ranks: For each rank you cast this jutsu above
DANCE PERFORMANCE: GROOVE A-Rank increase the cost of this jutsu by 3 and the number
Classification: Bukijutsu of attacks by +1.
Rank: A-Rank
Casting Time: 1 Full-Turn Action DEMON HUNTER
Range: 60 Feet Classification: Bukijutsu
Duration: Concentration, up to 1 minute.
Rank: A-Rank
Components: W (Any), M
Casting Time: 1 Action
Cost: 20 Chakra
Range: Self (20-foot cone)
Keywords: Bukijutsu, Genjutsu
Duration: Instant
Description: You move so fast you create multiple
Components: W (Any Polearm), M
afterimages, one in front of each creature of your choice
Cost: 16 Chakra
within range. Each creature your afterimages are in front
Keywords: Bukijutsu, Chain X, Clash
of must make a Charisma Saving Throw, being Charmed by
Description: You spin your weapon with a cruel smile
you for the duration, as you begin dancing to a rhythm
and reel back to deliver a deadly swing that would
sounded out on your weapon. While Charmed by you in this
dismantle apart any demon. Each creature in a 20-foot
way, the affected creature must use all of its actions
cone must make a Dexterity Saving Throw, or take your
dancing, and its movement speed is reduced to 5 feet.
Weapon’s Damage +1d12 Force Damage and gain 1 ranks
An affected creature cannot break free of this dance on
of Weakened and 1 ranks of Bleeding on a failed save.
its own. Instead, another creature must use its action to
Creatures within 5 feet of you make this Saving Throw at
make a Charisma (Performance) check against your
disadvantage. On a successful save, a creature takes half
Genjutsu Save DC, breaking them out of your dance on a
as much damage and no additional effects. If a creature
success. A creature broken out of your dance is immune
is concentrating on a jutsu and fails the save,
to this jutsu when cast by you for the next 24 hours.
concentration immediately ends. On a successful save
323
DRAGON-BLADE DREADFUL WAIL
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Weapon’s range
Duration: 1 Round Duration: Instant
Components: W (Melee Slashing), CM Components: W (Any Thrown), M
Cost: 15 Chakra Cost: 16 Chakra
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu, Chain X
Description: You coat your blade in flowing chakra in the Description: The practitioner assumes a balanced
shape of a fierce dragon that guides your strikes. Until stance, distributing weight evenly between both feet to
the start of your next turn, your weapon deals 2 enable fluid movement and swift transitions. The grip on
additional damage dice in Force Damage, double your the weapon is firm yet flexible, allowing for precise
movement speed, and increase your AC by +1. control during both the throwing motion and flight
Additionally, when you reduce a creature's Hit Points to trajectory adjustments. With a fluid motion, the
0, you can make a single Melee Weapon Attack. You can practitioner launches the weapon with precision,
make this additional attack a number of times equal to directing its path toward the intended target.
your Taijutsu ability modifier (Max of 5). The weapon slices through the air with remarkable
speed, generating a distinct whistling sound as it
DRAGON-STRIKE accelerates towards its destination. Select one target
Classification: Bukijutsu within your weapons range, and make a single Taijutsu
Rank: A-Rank Attack against them, this attack cannot be made at a
Casting Time: 1 Full Turn Action disadvantage. On a hit, the weapon is thrown with
Range: Self (90-foot line) formidable force enough to overcome any armor,
Duration: Instant Ignoring up to 10 DR and resistance, treating immunity
Components: W (Any Ranged), CM as Resistance and dealing Weapon’s Damage + 6d8. If
Cost: 19 Chakra you beat the targets AC by 5 or more, they suffer a -1 to
Keywords: Bukijutsu their AC for the duration of the combat.
Description: You aim your weapon and coat it in a If this jutsu is cast as a Chain 2, increase the damage
twisting chakra that and then becomes a pair of dragons die by +4, if this jutsu is cast as a Chain 3, increase the
that spiral around each other when you fire, expanding damage die by an additional +2, additionally, this jutsu
until the weapon is completely obscured. All creatures in ignores full DR
a 90 feet long, 15 feet wide line, originating from you, At Higher Ranks: For each rank you cast this above A-
must make a Dexterity Saving Throw taking 8d10 Force Rank, increase the cost by 3, the damage by 2d8. Starting at
Damage on a failed save, or half as much damage on a S-rank, this jutsu ignores immunity.
successful one.
At Higher Ranks: For every rank you cast this jutsu EARTH SHATTER
above A-Rank, increase the cost by 3 and Classification: Bukijutsu
the damage by 2d10. Rank: A-Rank
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instant
Components: W (Any Power), M
Cost: 16 Chakra
Keywords: Bukijutsu, Chain X
Description: You wind up a powerful overhead swing and
send it straight into the ground crackling the earth. Each
creature in a 15-foot cone must make a Strength Saving
Throw, taking your Weapon’s Damage + 1d12 and
being Dazed, Bruised, knocked Prone on a failed
save.
If this jutsu is cast as a Chain 2, increase the
damage die by +2, if this jutsu is cast as a Chain 3,
increase the damage die by an additional +1
324
ECLIPSED SUN IMPACTS FATAL BLOW
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Up to your Full Movement. Range: 15 Feet
Duration: Instant Duration: Instant
Components: W (Melee Bludgeoning), M Components: W (Any Melee), M
Cost: 19 Chakra Cost: Special (20 Chakra)
Keywords: Bukijutsu, Chain X Keywords: Bukijutsu, Chain (Special)
Description: You move with purpose and your weapon Description: As part of casting this jutsu, your target must
follows a predestined path. You strike fast enough to be Prone, Restrained, or Incapacitated.
leave ripples in the air and surrounding gasses as your You take a great leap bringing your weapon into a
weapon ignites upon impact. Make a Melee Taijutsu spiraling ascent towards a target. The target must make a
Attack, dealing your Weapon’s Damage + 6d8. The target Dexterity Saving Throw. On a failed Saving Throw, they
also gains 2 ranks of Burned. take your Weapon’s Damage + X damage to their Hit
If this jutsu is cast as a Chain 2, increase the damage Points, and half as much as Chakra Damage. The value of X
die by +6, if this jutsu is cast as a Chain 3, increase the is decided by your current chain. Also on a failed Saving
damage die by 1 step. Throw, roll a d20. On an 18-20, double this jutsu's damage
At Higher Ranks: For each rank you cast this jutsu die.
above A-Rank, increase the cost of this jutsu by 3 and On a successful Saving Throw, the target completely
Damage by 1d8. avoids your Saving Throw as they roll out of the way.
If this jutsu is cast while under a lightning storm, your
ELEMENTAL BACKLASH weapon is struck magnificently with a strike of lightning as
Classification: Bukijutsu you ascend and is imbued with the wrath of the sky. This
Rank: A-Rank jutsu's damage type becomes lightning and its damage die
Casting Time: 1 Reaction, which you take when you would is increased by +2, and the range you must roll on the d20
take Earth, Wind, Fire, Cold, or Lightning Damage.
to double this jutsu's damage die is increased by +1. These
Range: Self
special effects can also be triggered if your weapon is under
Duration: Instant
Components: W (Any Melee), M the effects of a Jutsu with the Lightning Release keyword.
Cost: 20 Chakra You may cast this jutsu Chain 1, 2, or 3, depending on
Keywords: Bukijutsu, Any Nature Release your current chain number, which determines this jutsu's
Description: As a part of casting this jutsu, you must have a damage and effects. Casting this jutsu breaks your current
nature release or be able to cast a jutsu with a nature chain upon its conclusion.
release keyword. • Chain 1: You may cast this jutsu as a Chain 1 if your
When you would suffer the effects of any elemental Chain number is 0 or 1. This jutsu's damage becomes
damage, you can call upon your own nature release to 5d10.
attempt a violent counter strike. • Chain 2: You may cast this jutsu as a Chain 2 if your
Roll your Weapon’s Damage Dice + Xd12, where x is Chain number is 1 or 2. This jutsu's damage becomes
your proficiency bonus, and record the result. 6d10, and the target makes their Saving Throw with
If your result is higher than the damage you would disadvantage.
take, you immediately counter the triggering damage • Chain 3: You may cast this jutsu as a Chain 3 if your
effect as if you had won a clash, dealing the result to all Chain number is 2 or 3. This jutsu's damage becomes
creatures of your choice within 10 feet of you. 7d12, the target makes their Saving Throw with
disadvantage, and the range you must roll on the d20
to double this jutsu's damage die is increased by +1.
FATAL INSTINCTS
Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Minute
Components: M, CM
Cost: 19 Chakra
Keywords: Bukijutsu
Description: You inject chakra into every muscle you
have and begin to exercise mental control over your body
moving at the speed of thought. For the duration,
increase your initiative by +10, moving yourself up in the
initiative count based on this new bonus.
When you make Dexterity Saving Throws roll an
additional 2d20 and take the highest roll. You cannot
gain advantage on Dexterity Saving Throws.
You also gain one additional Reaction and Bonus
action.
When this jutsu ends, you are moved down 3 spaces in
the initiative count and become Stunned until the end of
your next turn.
325
FINAL SHOT INFERNAL SLASH
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 1-Mile Range: Weapons Range
Duration: Instant
Duration: Instant
Components: W (Any Ammunition), M
Components: W (Any Melee Slashing) M
Cost: 20 Chakra
Cost: 16 Chakra
Keywords: Bukijutsu, Chain X
Keywords: Bukijutsu
Description: You concentrate a great amount of chakra into
Description: You swing your blade from such a low angle
a single shot and release it with enough force to destroy a
it’s almost as if it rose from the hells themselves. Make a
mountain. You must spend a d8 stack of ammunition as a
Melee Taijutsu Attack against a target creature in range,
part of this jutsu’s cost. Make a Ranged Taijutsu Attack,
dealing your Weapon’s Damage +9d6 Slashing Damage
dealing your Weapon’s Damage + 4d8 Force Damage and
and inflicting 1 rank of Lacerated against the target. If
becoming Dazed on a hit.
the target has any stacks of Laceration, they trigger
All creatures within 30ft of the original target, including
immediately, dealing its damage.
itself, must make a Dexterity Saving Throw, taking 3d8
At Higher Ranks: For each rank you cast this above A-
Force Damage and being Dazed on a fail, half as much
Rank, increase the cost by 3, and the attacks damage by
damage on a success. If the first target is hit by the attack
2d6 and the ranks of Lacerated by 1.
and fails their save, it becomes Stunned.
If this jutsu is cast as a Chain 2, increase the damage die
IRON GRASP
by +2 on its initial hit, if this jutsu is cast as a Chain 3, Classification: Bukijutsu
increase the damage die by an additional +4 to its initial hit Rank: A-rank
and the secondary damage Casting Time: 1 Action
FLAYED AWAKENING
Range: Weapon Range
Duration: instant.
Classification: Bukijutsu
Components: M, W (Any Flail).
Rank: A-rank
Cost: 16 Chakra
Casting Time: 1 Action
Keywords: Bukijutsu.
Range: Self
Description: You lash out with your chained weapon,
Duration: 1 Minute
aiming to debilitate and restrain a foe within reach
Components: M, W (Any Flail).
before presenting them to your allies to be maimed.
Cost: 16 Chakra
Select a creature within range, make a contested
Keywords: Bukijutsu.
grapple check where you use your weapon attack bonus
Description: You partake in a ritual of sacrifice to boost
in place of athletics, whichever is higher. If a creature
the power of your weapon for a brief time, forming seals
becomes Grappled by this jutsu, they take your Weapon’s
of blood along your body. You bend down on one knee
Damage + 2d6 you immediately move them anywhere
and strike yourself with your weapon on your back,
within your weapon range. For each Ally that they pass
losing Hit Points equal to twice your Weapon’s Damage.
by, that ally may take a Reaction to take an attack of
As you strike yourself, your lacerations morph into
opportunity or cast a Bukijutsu of Chain 2 or lower
blood-red fuinjutsu seals, bestowing you with strength
targeting the Grappled creature.
and granting you a prominent red aura of chakra.
At Higher Ranks: For each rank you cast this above
Bukijutsu you cast that require a Flail weapon as a
A-Rank, increase the cost of this jutsu by 3 and allies
component have their cost reduced by -3, gain a +1d4
may make two attacks of opportunity with one Reaction,
bonus to attack rolls or +2 to Save DC (pick one). Also, if
or cast a Bukijutsu of Chain 3 in place of chain 2
they add your Taijutsu Ability Modifier to damage you
instead add twice your Taijutsu Ability Modifier, twice
IRON VANGUARD
per turn. Classification: Bukijutsu
Rank: A-rank
Casting Time: 1 Reaction you take when you or an ally
within range take damage
Range: Radius equal to weapons range
Duration: 1 Round
Components: M, W (Any Flail).
Cost: 16 Chakra
Keywords: Bukijutsu.
Description: You whip your flail into the air, rotating it
at breakneck speeds until you create an impenetrable
barrier of steel and chain When you or an ally within
range would be targeted by an attack or take damage you
quickly leap into action by spinning your weapon in
order to deflect and hamper incoming attacks. Allies gain
+5 AC to the triggering attack, and +3 to AC for any other
attacks they are subjected to while this jutsu persists,
additionally, they reduce all incoming damage by your
Taijutsu ability score twice a turn.
326
KILLER BEE MOON-FANG PIERCER
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-rank
Casting Time: 1 Full Turn Action Casting Time: 1 Action
Range: Self Range: 60ft
Duration: Concentration, up to 1 minute.
Duration: instant
Components: W (x5 Tanto), M
Components: CM, M, W (Melee Piercing).
Cost: 20 Chakra
Cost: 15 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X.
Description: You hold 5 of your weapons in the gaps
Description: You Stab your weapon through the air,
between your armpits, the hinge joints of your arms and
creating shockwave after shockwave of piercing power.
legs, and various other places; before placing a final Tanto
Select one space you can see within range, all creatures
in your mouth, leaving your hands completely free. This
within 15ft of it must make a Dexterity Saving Throw,
jutsu allows for quick and unpredictable attacks, that catch
taking Weapon’s Damage +2d10 damage on a failed save,
your enemies off-guard. While under the effects of this
half as much damage on a success.
jutsu, you cannot concentrate on any other jutsu.
If this jutsu is cast as a Chain 2, increase the damage die
This jutsu provides you the following benefits;
by +2, if this jutsu is cast as a Chain 3, increase the damage
• Melee Weapon Attacks you make cannot be reacted to. die by an additional +1, additionally, a creature of your
• As a Reaction you can deflect an attack against you, choice affected by the jutsu takes and additional +2 die of
adding +5 to your AC against the triggering attack. If damage
this would cause the attack to miss, you can make a At Higher Ranks: For each rank above A-rank, increase
Melee Weapon Attack as a part of the same Reaction, the cost of this jutsu by 3, and the damage by 2d10.
as long as the target is within range.
• As a Bonus Action, you can make 2 Melee Weapon NADEGIRI
Attacks. Classification: Bukijutsu
• As an action you can take the dash action and make 3 Rank: A-rank
Melee Weapon Attacks. Casting Time: 1 Action
• As a full turn action, you make use of all of your Range: Weapon Range
weapons and strike with them. Make five Melee Duration: instant.
Weapon Attacks, once with each weapon. If they all Components: M, W (Melee Piercing).
hit, the creature is Stunned until the end of their next Cost: 16 Chakra
turn. Keywords: Bukijutsu.
• All of these benefits are only applicable while using Description: You make an attack so fast and precise that
Tanto. Switching to a different weapon or even the target does not notice it as happened until it is too
holding a weapon that is not a Tanto will late, strong enough to destroy enemies taller than
automatically end this jutsu. buildings, hiding behind the thicker steel. Make a Melee
Taijutsu Attack, if the target of this jutsu is huge or
MOONBANE'S WRATH bigger, you make this attack at advantage, on a hit, you
Classification: Bukijutsu deal your Weapon’s Damage + 8d6 Piercing Damage. If
Rank: A-Rank your attack beats the creatures AC by 5 or more, you
Casting Time: 1 Action ignore all DR (Damage Reduction) that creature has.
Range: Weapons Range At Higher Ranks: For each rank above B-rank, increase
Duration: Instant the cost of this jutsu by 3, and the damage by 2d6, starting
Components: W (Any Melee Bludgeoning) M at A-rank, this jutsu ignores Resistance and threats
Cost: 16 Chakra immunity as resistance.
Keywords: Bukijutsu
Description: You imbue your weapon with the fury of the ONIBI
moon itself, looking to smite all who stand before you. Classification: Bukijutsu
Make 3 Melee Taijutsu Attacks and resolve the effect of Rank: A-rank
how many hit, rolling damage only once. Casting Time: 1 Action
Range: 5 feet
• 1: On a hit you deal your Weapon’s Damage +6d4 and
Duration: instant.
inflict 1 rank of Bruised.
Components: M, W (Melee Bludgeoning).
• 2: On 2 hits you deal your Weapon’s Damage +6d8 and
Cost: 16 Chakra
inflict 3 ranks of Bruised.
Keywords: Bukijutsu, Chain X.
• 3: On 3 hits you deal your Weapon’s Damage +6d12
Description: You make a powerful trust with a
and inflict a rank of Staggered.
bludgeoning weapon, attempting to create a large,
gaping, cylindrical hole in a target. Make a Melee
Taijutsu Attack, dealing your Weapon’s Damage + 2d12
Bludgeoning Damage and gaining 1 rank of Weakened
for 1 minute on a hit.
If this jutsu is cast as a Chain 2, increase the damage
die by +1, if this jutsu is cast as a Chain 3, increase the
damage die by an additional +1 and this jutsu inflicts an
additional rank of Weakened.
327
OVERCOMER PIERCING MOON SHOT
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30 foot long, 15-foot-wide line) Range: 300 Feet
Duration: Instant
Duration: Instant
Components: W (Any Bow), M, CM
Components: W (Any Polearm), M
Cost: 19 Chakra
Cost: 16 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu, Chain X
Description: You knock your bow and engulf your arrow
Description: You dash forward, swinging your weapons
or bolt in so much chakra that it becomes visible. The
side to side as you charge with the power to overcome a
arrow or bolt takes a shape of your choice and
frontline of any army that stands before you. Make one
description before you fire it. Make a Ranged Taijutsu
attack roll and compare to the AC of all hostile creatures
Attack dealing your Weapon’s Damage + 10d6.
in a 60 foot long, 15-foot-wide line in front of you as you
Additionally, the must make a Strength Saving Throw,
dash to the end of the line. This movement does not
becoming Staggered for 1 minute, and are knocked
trigger Attacks of opportunities against anyone except
Prone.
for those who are within 10 feet of you when you cast
A Staggered creature makes a Constitution Saving
this jutsu. On a hit, you deal your Weapon’s Damage
Throw at the end of each of its turns to end this
+4d6 and all creatures hit must make a Strength Saving
condition.
Throw. On a failed save they are knocked Prone and
At Higher Ranks: For each rank you cast this jutsu
thrown to be within 5 feet of you at the end of the line. If
above A-Rank, increase the cost of this jutsu by 3 and the
that space is occupied, they move to the next available
number of creatures you can target by +1.
and closest space.
If this jutsu is cast as a Chain 2, increase the damage
die by +3, if this jutsu is cast as a Chain 3, increase the
POINT BLANK BURST
Classification: Bukijutsu
damage die by an additional +2, and its initial movement Rank: A-Rank
no longer triggers Attacks of opportunity Casting Time: 1 Full Turn Action
At Higher Ranks: For every rank you cast this jutsu Range: Self (15-foot cone)
above A-Rank, increase the cost by 3, the range by 30 feet Duration: Instant
and the damage by 2d6 Components: CM, W (Any ranged), M
Cost: 20 Chakra
OVERLORD'S DECREE Keywords: Bukijutsu
Classification: Bukijutsu Description: You supercharge your weapon with enough
Rank: A-Rank chakra to cause your ammunition to explode in front of you.
Casting Time: 1 Action All targets within range must make a Dexterity Saving
Range: Self Throw, taking 10d6 Bludgeoning Damage and becoming
Duration: Concentration, up to 10 minutes Staggered on a failed save, and only half damage and no
Components: W (Any Power), M further effects on a successful one.
Cost: 16 Chakra
Keywords: Bukijutsu PRIDE'S FALL
Description: You channel your chakra outward to Classification: Bukijutsu
intimidate and let everyone know who is in control of the Rank: A-Rank
battle. For the duration of the jutsu you reduce all Casting Time: 1 Bonus Action
damage you take by your Weapon’s Damage. If you Range: Self
reduce damage from a melee attack to 0, the target Duration: 1 Minute
creature must make a Wisdom Saving Throw or gain a Components: (W any Thrown) M
rank of Fear/Demoralized until this jutsu ends or they Cost: 16 Chakra
damage you, whichever comes first. Keywords: Bukijutsu
Description: Pride Fall requires the practitioner to tap
into their inner pride, drawing Strength from their
conviction and determination to emerge victorious in
combat As the practitioner engages in combat, they
channel their prideful energy into each strike, imbuing
their attacks with potent force and intensity. Select one
creature you can see within weapons range for, and the
following effects apply to that target only, if you take a
turn and fail to damage or target your marked creature,
this jutsu immediately ends. For the Duration, Bukijutsu
with the (Thrown) keyword have their DC increased by
+2.
Furthermore, whenever you would cast a Bukijutsu
with a Thrown Weapon that makes an Attack roll, you
may make one Weapon Attack as a part of the same
action.
328
PROJECTED FORCE SHADOW ECLIPSE
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30ft Range: Weapons Range
Duration: Instant
Duration: Special
Components: W (Any Melee Weapon), M, CM
Components: W (Any Ranged Bludgeoning) M
Cost: 20 Chakra
Cost: 16 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: By placing a large amount of chakra onto
Description: You fire your weapon with such a high arc
your weapon, you unleash it as a shockwave of force in a
that it eclipses the sun and moon themselves, using the
straight line stopping at the first enemy hit. Make a
shadows generated to mask its approach as you let it
Ranged Taijutsu Attack, dealing your Weapon’s Damage
hover there. You can cast this jutsu and delay it, in doing
+ 8d12 Force Damage.
so you lose access to the weapon until it resolves. Make a
At Higher Ranks: For each rank you cast this jutsu
Melee Taijutsu against a target creature in range at the
above A-Rank, increase the cost of this jutsu by 3 and
start of the jutsu casting, dealing your Weapon’s
Damage by 2d12.
Damage + 4d12. For every other turn after the first, this
REVERSAL jutsu’s damage grows by 2d12, but can never roll more
jutsu damage die than your character level.
Classification: Bukijutsu
SHADOW RUSH
Rank: A-Rank
Casting Time: Reaction, Target creature moving within 5
feet of you. Classification: Bukijutsu
Range: Self Rank: A-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: W (Any Melee Weapon), M Range: 90 Feet
Duration: Instant
Cost: 17 Chakra
Components: W (Melee Piercing or Slashing), M, CM
Keywords: Bukijutsu
Cost: 18 Chakra
Description: As a reaction to a creature moving within 5
Keywords: Bukijutsu, Chain X
feet of you, you perform a reactionary backflip with your
Description: You cloak yourself in an inky dark aura
weapon swinging defensively as you do. Move up to your
meant to accelerate your movement. You make a Dash
movement away in any direction. This movement does
towards your target creature in range, attempting to stab
not provoke an attack of opportunity. Also, make a Melee
them first as you impact them then using their body as a
Weapon Attack against the triggering creature, dealing
Launch pad, jumping into the air directly after.
three times your Weapon’s Damage Dice on a successful
First, move up to 90 feet in any direction towards a
hit
creature you can see within range, ending your
At Higher Ranks: For each rank you cast this jutsu
movement within 5 feet of them. Second, make a Melee
above A-Rank, increase the cost of this jutsu by 3 and
Taijutsu Attack against the target creature, on a hit the
increase the Damage to four times your Weapon’s
target takes your Weapon’s Damage + 3d4. Target
Damage.
creature must make a Constitution Saving Throw to
SAKURA TWISTER resist allowing you to leap off of their body. On a failed
Classification: Bukijutsu save, you leap half your movement speed into the air.
Rank: A-Rank You are able to, as a part of this action, cast a Bukijutsu
Casting Time: 1 Action with the Chain X keyword.
Range: Weapon Range
Duration: Instant SHINOBI CROSS
Components: CM, W (Any Melee), M Classification: Bukijutsu
Cost: 20 Chakra Rank: A-Rank
Keywords: Bukijutsu Casting Time: 1 Action
Description: You grip your weapon, crouch down and do a Range: Self
slight dash forward, twisting your entire body to execute a Duration: Concentration, up to 1 Minute
Components: W (Any Melee Weapon), M
devastating slash. Make a Melee Taijutsu Attack, dealing
Cost: 20 Chakra
your Weapon’s Damage + 5d8, you do not add your ability
Keywords: Bukijutsu
modifier to the damage.
Description: You take a Powerful stance with no
If this attack hits you can make a second Melee Taijutsu
openings for attack. After activating this jutsu, attacks
Attack against the same creature as a Bonus Action, dealing
against you allows you to use a Bukijutsu with the
your Weapon’s Damage + 4d8, you do not add your ability
casting time of 1 Action, as a Reaction.
modifier to the damage.
If this attack hits you can make a third Melee Taijutsu
Attack against the same creature as a Reaction, dealing your
Weapon’s Damage + 3d8, you do not add your ability
modifier to the damage, and the target is knocked Prone and
Staggered.
329
SNIPER’S FOCUS STARSTREAM
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self, 15 Feet radius
Duration: Instant
Duration: Concentration, 1 Minute
Components: CM, W (Any Range), M
Components: W (Any Thrown Weapon), M
Cost: 20 Chakra
Cost: 16 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: You take a relaxed stance drawing your weapon
Description: A delicate and precise technique, the caster
back and preparing for a full force attack. You spend your
must carefully plan the arrangement of the shuriken,
turn preparing this attack until the beginning of your next
and carefully string them up with battle wire before
turn. You cannot take a Bonus Action or Reaction after using
swinging them precisely into a star-shaped pattern
this jutsu.
around them, warding off attacks and providing a deadly
At the start of your next turn, you fire with full force. All
flourish of steel.
creatures in a line 5 feet wide and 100 feet long originating
As an action, and when this jutsu is cast, the caster may
from you must make a Dexterity Saving Throw at
maneuver the storm of steel to strike a creature no more
disadvantage, taking your Weapon’s Damage + 6d12 damage
than 5 feet outside of the radius. Make a Range Taijutsu
of your weapon’s type.
attack against a target creature, dealing Weapon’s
At Higher Ranks: For each rank you cast this jutsu above
Damage + 4d6 on a hit. While this jutsu is up any
A-Rank increase the cost of this jutsu by 3, and the Save DC
creature beginning or ending their turn within its radius
of this jutsu by +1.
must make a Dexterity Saving Throw, taking double
330
SWORD AURA: INDIGO TWINSHOT
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration:1 Minute Duration: Instant
Components: W (Any Blade), M Components: (W any 2 Thrown) M
Cost: 16 Chakra Cost: 16 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu, Chain X
Description: You must be under the effects of Sword Aura: Description: An advanced variation of the "Hidden
Green to cast this jutsu. You Strengthen your Sword Aura, Shadow Shot" you prepare Two Thrown weapons in your
flooding more chakra into your sword, the striking hand launching them at the same time feigning that they
portion shining an amazing indigo from the mixing of are aimed at the same person. Your weapons collide
chakra. Sword Aura: Green ends and you replace the mid-air, sending the other one to hit a new target
effects with this Justus’. Your weapon gains pierce (16). instead. Select two targets, and make one attack roll
Twice per turn when you deal Weapon’s Damage, you targeting both of them. Select one target, and that target
can force all creatures in your weapons range to make a must make a Perception Check versus your attack roll,
Strength Saving Throw as the energy of your sword on a fail they are unable to notice the incoming switch-
lashes out. Taking 4d10 Force Damage and gaining 2 up attack, and cannot react to the attack roll. On hit, both
ranks of Concussed on a failed save and a half damage on enemies take double your Weapon’s Damage Dice + 4d6
a pass. damage, inflicting 2 ranks of Bleeding on hit.
If this jutsu is cast as a Chain 2, increase the damage
THUNDERSTORM die by +3, if this jutsu is cast as a Chain 3, increase the
Classification: Bukijutsu damage die by an additional +2, and inflicts 2 ranks of
Rank: A-Rank Lacerated on hit in place of bleed.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this above A-
Range: Weapon Range Rank, increase the cost by 3, the damage by 2d6 and the
Duration: Instant ranks of Bleeding by 2
Components: W (Any Ammo), M
Cost: 16 chakra UNIVERSE SLASH
Keywords: Bukijutsu Classification: Bukijutsu
Description: You line up three quick shots, raining them Rank: A-Rank
down on your foe like a thunderstorm. This jutsu cannot Casting Time: 1 Action
critically hit. Make 6 Ranged Taijutsu Attacks with your Range: Weapons Range
weapon, dealing your Weapon’s Damage Dice + 2d8 Duration: Instant
damage. On each hit, the target must also make a Components: W (Any Ranged Slashing) M
Constitution Saving Throw. On a failed save, they gain Cost: 16 Chakra
one rank of Weakened until the end of their next turn. If Keywords: Bukijutsu
they fail at least 3, they are also Restrained for the same Description: You fire your weapon with the might of the
duration. If they fail at least 6 they are instead Stunned universe itself, meaning nothing can stand in your way.
for the same duration. Make a Ranged Taijutsu Attack against a target you know
At Higher Ranks: For each rank you cast this jutsu above is in range. You do not have to have a line of sight to the
A-Rank, increase the cost of this jutsu by 3, the damage die target but they cannot be hidden. This attack ignores
by +1, and the number of attacks by +1. THP and DR and all constructs and structures between
you and the target are destroyed immediately. You do
not roll this attack at disadvantage to the dodge action.
On a hit you deal your twice your Weapon’s Damage and
the target creature must make a Constitution Saving
Throw or gain 2 ranks of Lacerated.
331
WARRIORS PACE S-RANK:
Classification: Bukijutsu
Rank: A-Rank ANNIHILATION
Casting Time: 1 Reaction when a creature would be Classification: Bukijutsu
knocked back. Rank: S-rank
Range: Weapons range Casting Time: 1 Action
Duration: Instant Range: 30 Foot Cone
Components: W (Any Power), M Duration: instant.
Cost: 16 Chakra Components: M, W (Any Flail).
Keywords: Bukijutsu, Chain X Cost: 24 Chakra
Description: You immediately match steps with the Keywords: Bukijutsu.
opponent, locking them in to a deadly waltz with you. Description: You raise your weapon above your head,
You can move with them as they move, ending your swinging it in mighty arcs over your head until the
movement within a 5-foot space that could hold you. At weapon becomes a blur of destructive force.
the end of the movement you make a Melee Taijutsu As a part of activating this jutsu, you may move up to
Attack for every 10 feet they were knocked back, dealing your movement speed, during your movement, you may
your Weapon’s Damage Dice plus 2d8 on hit. If you unleash a 30-foot cone of destructive force up to 3 times,
successful attack at least 3 times, at the end of the at which point this jutsu ends. Each creature inside one
movement the target gains 2 ranks of Bruised and you of the cones must make a Strength Saving Throw, on a
can make an additional Melee Taijutsu Attack that deals failed save they are thrown back 20 feet and suffer
your Weapon’s Damage +2d8 Weapon’s Damage +1d12 and take a rank of Concussed.
If this jutsu is cast as a Chain 2, increase the damage Or only half as much damage, half as much knockback,
die by +2, if this jutsu is cast as a Chain 3 This jutsu and no ranks of Concussed on a success. A creature can
damage becomes d10s, and the target gains 3 ranks of be affected by this Jutsu no more than twice.
Bruised, instead of 2, if you land 3 Melee Taijutsu
Attacks. BINDING FURY: DRAGON'S ROAR
At Higher Ranks: For every rank you cast this jutsu Classification: Bukijutsu
above A-Rank, increase the cost by 3, the damage die by +1. Rank: S-Rank
Casting Time: 1 Action
WHIP LIKE STRIKES Range: Weapons reach
Classification: Bukijutsu Duration: Instant
Rank: A-rank Components: M, W (Any Power)
Casting Time: 1 Action Cost: 24 Chakra
Range: Weapon Range Keywords: Bukijutsu, Chain X
Duration: instant. Description: (Must be under the effects of a Binding Fury
Components: M, W (Any Flail). Stance to cast) You unleash all of your pent of fury into an
Cost: 16 Chakra endless flurry of attacks. Make 3 Melee Taijutsu Attacks
Keywords: Bukijutsu. against a targeted creature. On hit, deal your Weapon’s
Description: By levying the weight and tension brought Damage +2d10. If all 3 of these attacks hit you can spend
on by the chain and the weapon your mastery over the 1 Fury to make an additional attack dealing your
flail allows you to change and react to the weapons path Weapon’s Damage Dice against the same creature. You
by flicking your wrist and altering its course in a dozen can continuously spend 1 Fury to make an additional
micro movements. attack against the creature until you miss an attack roll
This Jutsu cannot score a critical hit. Select a creature or you make 10 attack rolls, whichever comes first.
within range and make 5 Melee Taijutsu Attacks against If this jutsu is cast as a Chain 2, increase the damage
them as your weapon strikes many times in the blink of an die by +3, if this jutsu is cast as a Chain 3, increase the
eye. Each hit deals your Weapon’s Damage + 1d6, damage die by an additional +2, and each attack made as
depending on how many hits, the creature suffers varying a result of spending *Fury* deals an additional 1d6
effects. damage on hit.
• [1 Strike]: The Creature loses 15 feet of movement for 1
minute
• [2 Strikes]: All previous effects, and a rank of Bruised
for 1 minute
• [3 Strikes]: All previous effects, The target loses 2 AC
for 1 minute
• [4 Strikes]: All previous effects, The target gains a
ranked of Staggered for 1 minute
• [5 Strikes]: All previous effects, The target gains 5
ranks of Concussed for 1 minute
332
BLACK BLADE BREATH OF SUN: HEAT HAZE
Classification: Bukijutsu Classification: Bukijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet Range: Weapons Range
Duration: Instant
Duration: Instant
Components: W (Any), M
Components: W (Any Blade), M, CM
Cost: Special (30 Chakra)
Cost: 26 Chakra
Keywords: Bukijutsu, Kinjutsu
Keywords: Bukijutsu, Fuinjutsu
Description: You begin to collect and manifest a bright
Description: As part of the requirements for casting this
chakra until it laces the striking portion of your weapon,
jutsu, your weapon must be under the effects of a jutsu
causing it to shine, like the rising sun. This chakra then
that would provide it an increase to damage in any way,
begins to glow brightly with enough intensity to nullify any
such as the jutsu Lightning Release: Static Weapon, Mortal
chakra based or natural darkness until the end of your
Draw, Fire Release: Flame Coat, etc.
current turn. This shine creates a hazy illusion of all
You take your already enhanced weapon and funnel
movement you make.
more powerful chakra within it, causing it to radiate
To cast this jutsu, you must be under the effect of
intense black chakra. You move to a space within 120 feet
Breath of Sun: Raging Sun or Breath of Sun: Fake
in any path of your choosing. For every 30 feet you move,
Rainbow. After casting this jutsu, Raging Sun and Fake
you jump in the air and send a slash of black chakra in a
Rainbow end.
45-foot long, 15-foot-wide line. All creatures within
Make a Melee Weapon Attack as quickly or slowly as
range of one of these lines must make a Dexterity Saving
you like. Regardless of the result of the attack, you
Throw, on a failed save they take your Weapon’s Damage
automatically hit. You can roll to hit and declare the
Dice + 2d8 damage of the damage type of the jutsu that
attack a hit or a miss, and the target can choose to react
buffs your damage (This jutsu ignores restrictions that
accordingly as they normally would, but regardless of
prevent damage bonuses from jutsu to apply multiple
the result or any penalties they impose or bonuses they
times), or half much damage on a success. A creature
gain, you automatically hit, dealing your Weapon’s
makes a save for each line that passes through its space.
Damage + 12d12. This jutsu cannot gain the benefits of a
A creature that fails this Saving Throw by 5 or more
critical hit, damage dice multiplication or alteration
lowers their maximum Hit Points by half the damage
effects. This jutsu cannot benefit from bonuses to
dealt for the next minute. This effect can be removed
damage as a result of other jutsu, class or clan features.
early by a medical effect that removes conditions of S-
Rank or higher. If this occurs, the effected creature
cannot suffer the fall by 5 or more effect of this jutsu for
BREATH OF SUN: RAGING SUN
Classification: Bukijutsu
the next minute. Rank: S-Rank
Casting Time: 1 Action
BREATH OF SUN: FAKE RAINBOW Range: Weapons Range
Classification: Bukijutsu Duration: Instant
Rank: S-Rank Components: W (Any), M
Casting Time: 1 Reaction, which you take when targeted by Cost: Special (30 Chakra)
an attack.
Keywords: Bukijutsu
Range: Self
Description: You begin to collect and manifest a bright
Duration: 1 Round
chakra until it laces the striking portion of your weapon,
Components: W (Any), M
causing it to shine, like the rising sun. This chakra then
Cost: Special (25 Chakra)
Keywords: Bukijutsu begins to glow brightly with enough intensity to nullify any
Description: You begin to collect and manifest a bright chakra based or natural darkness until the end of your
current turn. This shine creates a hazy illusion of all
chakra until it laces the striking portion of your weapon,
movement you make.
causing it to shine, like the rising sun. This chakra then
Make two Melee Taijutsu Attacks with reverence
begins to glow brightly with enough intensity to nullify any
chakra based or natural darkness until the end of the behind each swing. On a successful hit, you deal your
current turn. This shine creates a hazy illusion of all Weapon’s Damage + 6d8.
movement you make. On a miss, you instead gain a +5 bonus to your AC until
the end of your next turn. This bonus does not stack with
Until the end of your next turn, creatures cannot add
itself.
their proficiency bonus to attacks made against you as
they lose the motivation to follow through with the
attack instinctually.
333
DANCE PERFORMANCE: FINAL STEP DEVIL HUNTER
Classification: Bukijutsu Classification: Bukijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 300 Feet Range: 20-foot radius sphere
Duration: Instant
Duration: Instant
Components: W (Any), M
Components: W (Any Polearm), M
Cost: Special (35 Chakra)
Cost: 24 Chakra
Keywords: Bukijutsu, Kinjutsu
Keywords: Bukijutsu, Chain X, Clash
Description: You finish your battle dance by moving faster
Description: You spin your weapon with a cruel smile
than the eye can see, affecting anything in your sight. Make
and reel back to deliver a deadly swing that would
two melee or Ranged Taijutsu Attacks. Compare the results
dismantle apart any devil. Make one Melee Taijutsu
against each creature of your choice that you can see
Attack targeting Each creature in a 20-foot radius
within range, seemingly teleporting between each space,
sphere. Dealing your Weapon’s Damage +8d6 Force
ending in an unoccupied space you can see.
Damage and gain 2 ranks of Weakened and 2 ranks of
This movement does not provoke opportunity attacks.
Lacerated on a failed save. If a creature is concentrating
Each hit deals your Weapon’s Damage + 5d6, and each
on a jutsu and takes damage the concentration
creature you hit gains 2 ranks of Lacerated.
immediately ends if it is below S-Rank or the creature
Additionally, if you cast a jutsu with Dance
has a higher level then you. If it does not immediately
Performance in the name as part of a chain, you can cast
end, then they still make their concentration check at
this jutsu as a Reaction, treating it as a Chain 3.
disadvantage. If this jutsu clashes with another jutsu,
DETONATING ROUNDS you gain advantage on the clash check and the triggering
creature gains disadvantage.
Classification: Bukijutsu
If this jutsu is cast as a Chain 2, increase the damage
Rank: S-rank
die by +6, and one additional rank of Weakened and
Casting Time: 1 Bonus Action
Lacerated if this jutsu is cast as a Chain 3, increase the
Range: Special
damage die by an additional +2, and two additional ranks
Duration: 1 Minute
of Lacerated, and one additional rank of Weakened
Components: M, W (Any Ammo).
Cost: 24 Chakra
Keywords: Bukijutsu
HEARTSTOPPER
Classification: Bukijutsu
Description: You infuse your chakra into your ammo set
Rank: S-rank
with a trigger to erupt into a lethal explosion. For the
Casting Time: 1 Action
next minute your ammo stack inflicts a rank of Primed
Range: Weapons Range
on each successful weapon or Taijutsu attack from the
Duration: instant.
ammo stack. A creature cannot have more than 10 ranks
Components: M, W (Any Flail).
Primed. As a Bonus Action or a Reaction, you can
Cost: 24 Chakra
detonate all Primed ranks on all creatures you can see,
Keywords: Bukijutsu, Chain X, Kinjutsu
dealing 2d12 Force Damage for every prime stack
Description: You hit them in the heart really hard, like
detonated. A creature can spend an action on their turn
directly in the heart. Make a Melee Taijutsu Attack
to make a Sleight of Hand Check versus your Taijutsu
against a creature within range, on hit, the creature
Save DC to remove all ranks of Primed on them. You
takes Weapon’s Damage +4d10, additionally, the target
cannot detonate the stacks of Primed a creature has as a
must make a Constitution Saving Throw versus your
Reaction while they are taking this action.
Taijutsu Save DC. On a fail, the creature takes a rank of
Staggered and 3 ranks of Weakened.
If this jutsu is cast as a Chain 2, increase the damage
die by +6, if this jutsu is cast as a Chain 3, increase the
damage die by an additional +2
INSTANT ECLIPSE
Classification: Bukijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (30-foot radius sphere)
Duration: Instant
Components: M, NT (2 weapons Scrolls with a Thrown
weapon Sealed inside)
Cost: 26 Chakra
Keywords: Bukijutsu
Description: You grasp two of the scrolls Sealed with
ammunition into them and unfurl them in a double helix
formation as you jump 60 feet into the air. The Sealed
ammunition creates a blanket of steel above your
opponent, enough to block out the sun. All creatures in a
30-foot radius originating from you, other than you,
must succeed a Dexterity Saving Throw taking 35d4
Piercing Damage on a failed save or half as much on a
successful save. You take no falling damage and land on
your feet.
334
JUGGERNAUT MORTAL DEFIANCE
Classification: Bukijutsu Classification: Bukijutsu
Rank: S-Rank Rank: S-rank
Casting Time: Special Casting Time: 1 Reaction to taking damage that would
Range: Self put you at or below 0.
Duration: Instant Range: Self
Components: M, W (Any Power) Duration: Special
Cost: Special Components: M, W (Any Flail).
Keywords: Bukijutsu Cost: 24 Chakra
Description: Once you get started there's no stopping Keywords: Bukijutsu
your momentum. Once per turn, if you hit a creature Description: You keep your weapon spinning, using it as
with a Melee Taijutsu Attack after moving at least 30 an anchor to tie you to this mortal coil for a bit longer,
feet, spend 10 chakra and deal an additional 4d8 damage. even using it as a set of strings to puppet yourself
If you activate this jutsu again the following turn sometimes. This jutsu’s duration is until you die or
increase the chakra cost by 5 chakra and the bonus stabilize. For the duration, you roll your death saves at
damage by an additional 2d8, up to a max of 12d8 bonus the end of your turn and you gain the following effects:
damage. This damage and chakra cost resets if you go a • If you damage a creature with the weapon used to cast
turn without casting it.
this jutsu. You gain advantage on the death Saving
LIVING FORCE
Throw.
• If you reduce a creature to 0, you instantly succeed a
Classification: Bukijutsu
death Saving Throw.
Rank: S-Rank
• If you are damaged while in this state, you do not take
Casting Time: 1 Action
a failed a death Saving Throw, instead you roll that
Range: 5 Feet
death Saving Throw with disadvantage. You cannot
Duration: Instant
gain advantage on this death save by any means.
Components: W (Any Melee Weapon), M, CM,
• If you score a natural 20 on an attack roll. You are
Cost: 25 Chakra
immediately stabilized with 1 HP.
Keywords: Bukijutsu
• If you go a turn without damaging a creature, you do
Description: You draw upon negative emotions allowing
not roll the death Saving Throw at the end of your
it to leak out and coalesce with your chakra turning it
turn, you instead take 1 failed death Saving Throw.
into Strength. You make a single devastating swing with
your weapon, with enough force to collapse the ground,
and ignite the air ablaze around you.
MORTAL DRAW
Classification: Bukijutsu
Make a Melee Taijutsu Attack, dealing your Weapon’s
Rank: S-Rank
Damage + 20d6 Fire Damage. Creatures within 15 feet of
Casting Time: 1 Action
you must make a Dexterity Saving Throw, taking the
Range: Self
damage dealt on a failed save or half as much on a
Duration: Concentration, up to 1 Minute
success.
Components: W (Melee Slashing or Piercing), M, CM
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PHOENIX BLAST SCATTERSHOT
Classification: Bukijutsu Classification: Bukijutsu
Rank: S-Rank Rank: S-rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (240 feet long, 15 feet wide line) Range: Special
Duration: Instant Duration: instant.
Components: W (Any Ranged), M Components: M, W (Any Ammo).
Cost: 24 Chakra Cost: 24 Chakra
Keywords: Bukijutsu, Chain X, Clash Keywords: Bukijutsu
Description: You fire your weapon after extending its Description: You load all your ammo into a single attack,
range with your chakra and send it forward in a wide line looking to cause as fide spread destruction as possible.
of pure destruction. All creatures in range must make a All creatures in a range of this jutsu, must make a
Dexterity Saving Throw or take your Weapon’s Damage Dexterity Saving Throw taking Weapon’s Damage +15dx
+ 5d4 and gain the Stunned condition until the start of on a failure and half as much on a success. This Justus
your next turn. On a successful save they take half range and damage changes depending on the size of the
damage and no additional effects. All non-chakra spent Ammo stack.
enhanced constructs and structures are immediately • 1d4: 15-foot cone, d4
destroyed, and all chakra enhanced constructs and • 1d6: 30-foot cone, d6
structures take maximum damage. If a creature would • 1d8: 60-foot cone, d8
take 0 damage from passing this Justus save, they • 1d10: 120-foot cone, d10
instead take ¼ of the damage. • 1d12: 240 Foot cone, d12
If this jutsu is cast as a Chain 2, increase the damage
die by +5, if this jutsu is cast as a Chain 3, increase the
SHADOWFALL
damage die by an additional +2, and creatures suffers a - Classification: Bukijutsu
1d4 to their save Rank: S-Rank
RAZOR'S SWIFT
Casting Time: 1 Bonus Action
Range: Self
Classification: Bukijutsu
Duration: 1 Round
Rank: S-Rank
Components: CM
Casting Time: 1 Action
Cost: Special (25 Chakra)
Range: Weapons reach
Keywords: Bukijutsu, Kinjutsu
Duration: Instant
Description: You generate a surge of chakra throughout
Components: M, Weapon (any polearm)
your body preparing for a powerful burst of speed and
Cost: 24 Chakra
power. You gain 3 additional actions as a part of the
Keywords: Bukijutsu, Chain X
activation of this jutsu until the end of your turn, which
Description: You jab your weapon into your opponent’s
you then gain 5 ranks of Exhaustion. These actions must
torso, then twirl it above your head at rapid speeds
be used to perform multiple bukijutsu in a row.
manipulating the air pressure around you, pulling
nearby enemies in. Make a Melee Taijutsu Attack, on hit,
SKY SPLITTER
the target takes your Weapon’s Damage, then all Classification: Bukijutsu
creatures within your weapons reach+10 feet must a Rank: S-Rank
Strength Saving Throw. Creatures that fail take damage Casting Time: 1 Action
equal to your Weapon’s Damage Dice +3d8 and are Range: 100 Feet
pulled 15 feet toward you, or half as much damage on Duration: Instant
success with no additional effects. Components: W (Any Melee Weapon), M, CM
If this jutsu is cast as a Chain 2, increase the damage Cost: 30 Chakra
die by +3, if this jutsu is cast as a Chain 3, increase the Keywords: Bukijutsu
damage die by an additional +1, and your weapon reach Description: You make a single swing with enough force to
extends to +15 feet for this casting. split to sky and the earth from the weight of your attack
alone. All creatures in a 100-foot long, 15 feet wide line,
originating from you, must make a Dexterity Saving Throw
taking your Weapon’s Damage +10d10 on a failed save or
half as much on a successful save. The ground tears open
and leaves a 50-foot-deep crevasse from this bukijutsu.
Creatures who are more than 5 feet from the edge of either
crevasse must make a Dexterity Saving Throw or fall the
full distance to the bottom.
336
SKYFORCE THE ZONE
Classification: Bukijutsu Classification: Bukijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Full turn action
Range: 90 feet Range: Self
Duration: Concentration, up to 1 minute
Duration: Instant
Components: CM, W (Any), M
Components: M, W (Any Power)
Cost: 30 Chakra
Cost: 28 Chakra
Keywords: Bukijutsu, Kinjutsu
Keywords: Bukijutsu, Medical, Chain X
Description: Your mind and body enter a state of clarity
Description: (To cast this jutsu, the target must be
that can only be achieved through dedicated training and
airborne) You fuel your weapon with sapping chakra,
skill. As a part of the activation of this jutsu you cannot
then leap into the air and strike your opponent in their
maintain concentration on any other jutsu for the duration.
abdomen. Make a Melee Taijutsu Attack against an
You gain the following benefits;
airborne target. On hit they take your Weapon’s Damage
+5d8. A creature hit by this jutsu also takes double fall • Your Weapon and Taijutsu attack can't be reacted to, and
damage as they are sent plummeting into the ground. If treat damage immunity as Resistance and ignore
you reduce a creatures to 0 Hit Points with this jutsu, resistance.
regain health equal to the amount of damage dealt with • Your movement speed is doubled and your AC is
this jutsu. increased by 2.
If this jutsu is cast as a Chain 2, increase the damage • You have advantage on Weapon and Taijutsu attack rolls
die by +5, if this jutsu is cast as a Chain 3, increase the and increase your Bukijutsu save DC by +1
damage die by an additional +5 • You cannot lose concentration on this jutsu as a result of
failing a concentration check.
SPIRAL CLOUD PASSAGE You can end this jutsu early as a Bonus Action, and you
Classification: Bukijutsu
may reactivate it as a Bonus Action, spending half of the
Rank: S-Rank
initial cost. Once this jutsu ends you cannot use this jutsu
Casting Time: 1 Action
again until you finish a full rest.
Range: Self (25 feet)
Duration: Instant
Components: W (Melee Slashing), M
Cost: 25 Chakra
Keywords: Bukijutsu
Description: You leap into the air while slashing
relentlessly, Striking everyone and everything around your
multiple times. Make 3 Melee Taijutsu Attacks. All
creatures within 25-feet of you of your choice are targets.
The result of the 3 attacks represent the rolls made in
attempts to get over each creature's AC. On each successful
hit, target creature(s) takes your Weapon’s Damage Dice +
3d10 Slashing Damage. If you roll a critical hit all creatures
suffer the effects of the critical hit.
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