Taijutsu
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.
1
At Higher Ranks: For each rank you cast this jutsu CYCLONE SURGE
above D-Rank, increase the cost of this jutsu by 3 and Classification: Taijutsu
damage by 1d6 Rank: D-Rank
Casting Time: 1 Action
CERBERUS STRIKE Range: Self (5-feet)
Classification: Taijutsu Duration: Instant
Rank: D-Rank Components: M
Casting Time: 1 Action Cost: 4 Chakra
Range: 5 feet Keywords: Taijutsu, Combo
Duration: Instant Description: You leap into the air, while performing a
Components: M spinning strike, hitting and knocking all creatures into the
Cost: 4 Chakra air with you.
Keywords: Taijutsu You leap 15 feet into the air striking all creatures within
Description: You quickly strike out at up to 3 different range. All creatures of your choice within range, must
targets you can see within range. make a Dexterity saving throw. On a failed save, they take
Make a single melee taijutsu attack against up to 3 your unarmed damage and are thrown 15 feet into the air,
targets. On a hit you deal your unarmed damage and the becoming airborne until the end of the current turn.
next melee taijutsu attack that targets any affected Creatures who become airborne as a result of this jutsu
creature gains a bonus 1d4 to the attack roll. cannot take falling damage as a result of this jutsu.
Additionally, you cannot be targeted by an attack of Until the end of your turn, you or an allied creature can
opportunity by any affected creature until the end of the target one affected creature with a Taijutsu Finisher
current turn. regardless of range, once per turn, using either an Action,
Bonus action or Reaction, ignoring its listed casting time.
CLAWING SWIFT FANG
Classification: Taijutsu DEEP DIVE
Rank: D-Rank Classification: Taijutsu
Casting Time: 1 Action Rank: D-Rank
Range: 15 Feet Casting Time: 1 Bonus Action
Duration: Instant Range: 5 feet
Components: M Duration: Instant
Cost: 5 Chakra Components: M
Keywords: Taijutsu Cost: 5 Chakra
Description: You a dash towards a creature within range Keywords: Taijutsu
and deliver a powerful sweeping attack. Make a melee Description: You attempt to body slam a creature into the
taijutsu attack dealing your unarmed damage + 1d10. If furthest surface from you.
you score a critical hit, immediately use this taijutsu Make a grapple check against a creature you can reach.
again at no chakra cost, on the same creature or another On a success, you immediately dash with them moving up
creature within range. This can only trigger twice. to your full movement towards the furthest surface you can
At Higher Ranks: For each rank you cast this jutsu reach (such as a wall). If there are no other surfaces near
above D-Rank, increase the cost of this jutsu by 3 and you, you instead slam them into the ground. Regardless of
damage by 1d10. where you slam them, they take bludgeoning damage equal
to your unarmed damage.
CRANE WING FORMATION If you and the target creature are standing on Water or
Classification: Taijutsu completely submerged when this jutsu is cast, you make
Rank: D-Rank
your grapple check at advantage. On a success, you
Casting Time: 1 Action
instead dive straight down up to twice your
Range: 30 feet
Duration: Instant movement speed to the bottom of the body of
Components: M water slamming them into the body of waters floor
Cost: 5 Chakra dealing bludgeoning damage equal to twice your
Keywords: Taijutsu unarmed damage.
Description: You leap and This jutsu can be used if you are already grappling
perform an arm swinging a creature, instead attempting to slam the creature
attack that creates the visage immediately without any additional checks.
of a Crane before attempting to When you successfully slam a creature using this
contort around a target creature jutsu, your grapple ends.
within range and forcing them to the ground
with this advanced grapple. Make a taijutsu attack
against the target knocking them prone and
grappling them on a hit.
The target grappled with this taijutsu can use
their action on their turn to make a Strength
saving throw to escape the grapple. On a failed
save, you may use your reaction to make an
unarmed attack at advantage against the target
dealing twice as much damage on a hit.
2
DEMON FIST At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank distance you throw an affected creature by 10 feet.
Casting Time: 1 Action
Range: 30 Feet DRAGON PALM STRIKE
Duration: Instant Classification: Taijutsu
Components: M Rank: D-Rank
Cost: 3 Chakra Casting Time: 1 Action
Keywords: Taijutsu Range: 5 Feet
Description: Perform a powerful uppercut with enough Duration: Instant
force to generate a shockwave that runs along the ground Components: M
that can deal concussive damage. Cost: 5 Chakra
Make a Ranged Taijutsu attack against a creature you can Keywords: Taijutsu
see within range who is currently standing on the same Description: As a requirement to activate this jutsu, you
surface as you. On a hit, you deal your unarmed damage + must currently be in the Dragon Fist Stance.
2d6. You perform a myriad of distracting movements
If you score a critical hit using this jutsu, you instead before collecting your chakra into your palm for a single
deal your unarmed damage + 5d6 and knock the target powerful thrust, striking a creatures core and knocking
creature prone. them away.
At Higher Ranks: For each rank you cast this jutsu Make a single melee taijutsu attack against a creature
above D-Rank increase the activation cost of this jutsu you can reach. On a hit, you deal your unarmed damage +
by 3, the critical threat range by +1 and the damage by 2d4 and push the target back 10 feet.
1d6. If the creature you target with this jutsu is also the
target for your Dragon Fist Stances bonus to AC feature,
DEMPSEY ROLL you instead deal your unarmed damage + 2d6 and push
Classification: Taijutsu the target back 20 feet, if the target would hit a solid
Rank: D-Rank surface as a result of this push. They take 1d6
Casting Time: 1 Reaction, which you take when a creature hits bludgeoning damage for every 10 feet that they were
you with a melee attack or when a creature misses you with a unable to be moved.
melee attack. At Higher Ranks: For each rank you cast this jutsu
Range: 5 Feet
above D-Rank increase the cost of this jutsu by 3, the
Duration: 1 Round
damage by 1d6 or 1d8 and the push distance by 10 feet.
Components: M
Cost: Special
Keywords: Taijutsu
DRAW!
Classification: Taijutsu
Description: You take a boxers stance, when you are Rank: D-Rank
confronted by a melee attack from a creature within 5 Casting Time: 1 bonus action or 1 Reaction, which you take
feet of you. when a creature deals damage to you.
Until the beginning of your next turn, each melee Range: Self
attack that targets you, you can spend 4 chakra. When Duration: Instant
you do, you attempt to duck and weave granting yourself Components: M
a +2 Bonus to your AC against the triggering creature Cost: 4 Chakra
and then immediately make one unarmed attack in Keywords: Taijutsu
response to the triggering melee attack. Description: You quickly dash backwards creating
At Higher Ranks: For each rank you cast this jutsu distance between yourself and another creature.
above D-Rank increase the activation cost of this jutsu As a bonus action you quickly dash backwards 10 feet
by 3, the bonus to AC by +1. as your body ends its movement in a prepared position
to exert more force than before. If you cast a taijutsu
DRAGGING FULL ROTATION using your action that would move you any number of
Classification: Taijutsu feet as a part of casting that jutsu, the jutsu cast deals
Rank: D-Rank two additional damage die worth of damage, if it deals
Casting Time: 1 Reaction, which you take when a creature damage, and if you move more than 30 feet to hit the
misses you with a melee attack. target, you gain advantage on the first attack roll.
Range: 5 Feet
Alternatively, as a reaction when you are targeted by
Duration: Instant
an attack, you can dash backwards 5 feet in an attempt to
Components: M
escape the attacks range, when you do, make a Dexterity
Cost: 4 Chakra
saving throw versus the attack roll. On a success the
Keywords: Taijutsu
triggering creatures attack misses you. You then
Description: When a creature within 5 feet of you misses
immediately move up to 20 feet towards the triggering
you with a melee attack, you quickly reach out grabbing
creature, making an unarmed attack, on a hit you deal
them before they can make any further action, using
twice your unarmed damage.
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.
3
DYNAMIC ENTRY FALLING DRAGON
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 30 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu, Clash Keywords: Taijutsu, Finisher
Description: You perform a high jump Description: As part of the activation of this jutsu,
kick that propels you towards a target the target creature must be airborne or falling.
creature you can see in range. Make You leap upwards following an airborne or falling
a Taijutsu Attack. On a hit target target. You curl your body into a ball as you spin faster and
creature takes 3d10 Bludgeoning faster before you find yourself above the target. You uncurl
damage. Regardless if you hit or yourself as your perform a spinning drop kick, sending the
miss, you end your movement target creature crashing down, landing prone.
within 5 feet of the original Make a melee taijutsu attack against the airborne or
target. falling creature. On a hit, you deal 3d6 bludgeoning
At Higher Ranks: For each rank you cast this jutsu damage sending them crashing down into the ground. A
above D-Rank, increase the cost of this jutsu by 3 and creature who was 20 or more feet off the ground before this
damage by 1d10. jutsu was cast takes an additional 1d6 damage for every 20
feet they fall.
ERRATIC COMBO If this jutsu is used as a Finisher, you instead deal 3d8
Classification: Taijutsu bludgeoning damage, sending them crashing down into the
Rank: D-Rank ground, prone. You then come falling after them at great
Casting Time: 1 Action speeds, making a second melee taijutsu attack, slamming
Range: 5 Feet
both of your feet into this prone creatures stomach. On a hit,
Duration: Instant
you deal 3d8 bludgeoning damage, and the creature is dazed
Components: M
and takes an additional 1d8 damage for every 10 feet you had
Cost: 5 Chakra
to fall to reach them.
Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu above
Description: As a requirement to activate this jutsu, you must
D-Rank increase the cost of this jutsu by 3 and your attacks
currently be in the Drunken Fist Stance.
damage by 1d6 or 1d8.
You sway in and out of combat, dancing around your
opponent in a drunken stupor throwing them off.
Make two melee taijutsu attacks against a creature you can
FEATHER COMBO
Classification: Taijutsu
reach. On a hit, you deal 2d6 bludgeoning damage.
Rank: D-Rank
Each time you successfully hit a creature using this jutsu, Casting Time: 1 Action or 1 Reaction, which you take when
you increase your AC by +1 until the beginning of your next you are falling or airborne.
turn. Range: 5 feet
At Higher Ranks: For each rank you cast this jutsu above Duration: Instant
D-Rank increase the cost of this jutsu by 3 and the number of Components: M
attacks you make by +1. Cost: 5 Chakra
Keywords: Taijutsu
EXORCISM Description: As part of the activation of this jutsu, you must
Classification: Taijutsu be airborne or falling or be targeting an airborne or falling
Rank: D-Rank creature.
Casting Time: 1 Action You perform an aerial 3 attack combo, striking out against
Range: 5 feet a creature within range. Make up to two melee taijutsu
Duration: Instant
attacks targeting a single creature, or a single melee taijutsu
Components: M
attack targeting up to three creatures.
Cost: 4 Chakra
On a hit, you deal your unarmed damage. If you strike the
Keywords: Taijutsu
same creature at least two times, you use the momentum of
Description: (This Jutsu cannot score a critical hit).
the second strike to propel yourself up to 20 feet in any
You perform a 3-strike combination, where you first strike
direction of your choice and land in a space that can hold you
high with your elbow followed by extending your other arms
suffering no falling damage.
palm striking your targets core, then finally performing a
If you strike the same creature at least three times, your
high-powered body blow with all of your strength and Body
last attack deals an additional 3d8 bludgeoning damage.
weight with a raised Knee. Make a Taijutsu attack 3 times, on
At Higher Ranks: For each rank you cast this jutsu above
each hit, deal your unarmed damage + 1d4. This does not add
D-Rank increase the cost of this jutsu by 3. If cast at B-Rank,
your ability modifier.
increase the number of attacks by +1. If cast at S-Rank,
If you land at least 2 attacks, on the same creature, the
increase the number of attacks by +1.
target gains 1 rank of bruised
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 one step. (1d4>1d6>1d8>1d10>1d12)
4
FIRST HEAVENLY BREATH: INHALE At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank damage by 1d8.
Casting Time: 1 Bonus Action
Range: Self HEAT UP
Duration: Concentration, up to 10 Minutes Classification: Taijutsu
Components: CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Bonus Action
Keywords: Taijutsu Range: Self
Description: You increase your lungs capacity twofold. Doing Duration: 1 Round
so increases your oxygen intake and your physical strength Components: CM, M
similarly. You cannot lose concentration on this jutsu as a Cost: 5 Chakra
result of damage and you cannot maintain concentration on Keywords: Taijutsu
Ninjutsu or Genjutsu for the duration. Increase your Taijutsu Description: You release a surge of chakra throughout
attack bonus +1, Taijutsu Damage by 1d8 twice per turn, and your body, activating your bodies adrenaline production
Speed by +10. and kicking it into high gear for single swift moment
while also increasing your bodies sensitivity to pain. You
FORCEFUL BULL cannot reduce the cost of this jutsu by any means.
Classification: Taijutsu The next taijutsu you cast, that requires an attack roll
Rank: D-Rank increases its damage die by 1 Step until the end of your
Casting Time: 1 Action turn. (D4>D6>D8>D10>D12)
Range: Self Additionally, until the beginning of your next turn,
Duration: Concentration, up to 1 minute you gain vulnerability to the next instance of
Components: CS, M
Bludgeoning, Piercing or Slashing damage from a hostile
Cost: 5 Chakra
creature.
Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu
Description: You focus chakra throughout your muscles
above D-Rank increase the cost of this jutsu by 3. If this
enhancing your physical strength and fortitude. For the
jutsu is cast a C-Rank or higher, you reroll all 1’s, 2’s and
duration, your Strength and Constitution ability scores
3’s taking the second result. If this jutsu is Cast at B-
becomes 16 if they are lower than 16. You do not gain
Rank or higher, increase damage dies by 1 additional
additional chakra from this jutsu, but you do gain Temporary
step. If this jutsu is cast at A-Rank or higher, the next
hit points equal to the amount of hit points you would gain
taijutsu you cast that requires an attack roll ignores
from an increase to your constitution modifier. You lose any
resistance & immunity. If this jutsu is cast at S-Rank,
temporary hit points when this jutsu ends.
this Jutsu's duration becomes 1 Minute, and counts for
GRACEFUL CAT
all taijutsu attacks
Classification: Taijutsu
Rank: D-Rank
HIGH MONK
Classification: Taijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Self
Casting Time: 1 Action
Duration: Concentration, up to 1 minute
Range: 5 feet
Components: M
Duration: Instant
Cost: 5 Chakra
Components: M
Keywords: Taijutsu
Cost: 5 Chakra
Description: You focus chakra throughout your muscles
Keywords: Taijutsu
enhancing your physical Dexterity and Cunning. For the
Description: You perform a high kick to the collarbone of
duration, your Dexterity and Wisdom ability scores
a target creature, followed by a second kick that pushes
becomes 16 if they are lower than 16. You do not suffer
you backwards into a backflip. Make two Taijutsu
fall damage from falls shorter than 30 feet. Your
attacks, dealing your Unarmed damage + 1d6. At the
movement speed is increased by 20 feet and you gain a
conclusion of this Taijutsu, you leap back 15 feet. This
+5 to your passive perception
movement does not provoke opportunity attacks.
HAMMER [CHANGED]
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Taijutsu
the leap back range by 5 feet. If this jutsu is cast at B-
Rank: D-Rank
Casting Time: 1 Bonus Action Rank, increase the damage dealt by 1d6. If this jutsu is
Range: 5 feet cast at S-Rank, increase the damage dealt by 2d6.
Duration: Instant
Components: M
Cost: 5 Chakra
Keywords: Taijutsu, Finisher
Description: As part of the activation of this jutsu, you
must be targeting a creature who can be targeted by a
taijutsu with the Finisher keyword regardless of the
range.
You bring your hands together, interlocking your
fingers until your hands resemble a single bludgeoning
device.
Make a single melee taijutsu attack dealing 4d8
bludgeoning damage and the target must make a
Strength saving throw being dazed and Bruised.
5
HOWLING KNUCKLE [CHANGED] LEAF GALE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 bonus action
Range: Self Range: 5 feet
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Combo
Description: As a requirement to activate this jutsu, you Description: You perform a Spinning low kick throwing
must currently be in the Wolf Fist Stance. You do not spend your target off balance and tumbling to the ground.
chakra to maintain concentration on this jutsu. Target creature makes a Dexterity save. Being knocked
You begin to exhibit the ferocious power of wolves as you prone on a failed save. If this jutsu is used immediately
become a one-person wolf pack. For the duration, you may after another taijutsu, the target creature makes their
perform the Wolf Fang Fist as a Bonus Action. You can do Dexterity save at disadvantage.
this, once per turn. Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range,
IRON KNUCKLE once per turn, using either an Action or Bonus action,
Classification: Taijutsu ignoring its listed casting time.
Rank: D-Rank
Casting Time: 1 Action LEAF KICK
Range: 5 Feet Classification: Taijutsu
Duration: Instant Rank: D-Rank
Components: M Casting Time: 1 Action
Cost: 5 Chakra Range: 5 feet
Keywords: Taijutsu Duration: Instant
Description: As a requirement to activate this jutsu, you Components: M
must currently be in the Iron Fist Stance. Cost: 4 Chakra
You perform a single high-powered strike with full Keywords: Taijutsu
intention to cause harm. Description: You deliver a single falling kick, strong
Make a single melee taijutsu attack. On a hit, you deal enough to bring the environment crumbling down
your unarmed damage and force the target to make a around you. Make a Melee Taijutsu attack against a
Strength saving throw. On a failed save, you knock them creature within range. On a hit you deal your Unarmed
back a number of feet equal to 10 x your ability modifier. If damage + 1d12. Target creature on a hit must also make a
they strike a solid surface that’s less than 5 feet thick, they Strength saving throw, reducing their movement speed
tear through it if they have at least 10 or more feet by half until the end of their next turn.
remaining to be knocked back, taking 5d6 bludgeoning If you would miss with this Taijutsu attack, you strike
damage. the ground, shattering it, causing the area within a 10ft
At Higher Ranks: For each rank you cast this jutsu above cube originating from you to be treated as difficult
D-Rank increase the cost of this jutsu by 3 and the distance terrain.
you knock the creature back on a failed save by +10 feet. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
IRON STRIKE damage by 1d12.
Classification: Taijutsu
Rank: D-Rank LEAF UPPERCUT
Casting Time: 1 Action Classification: Taijutsu
Range: 5 Feet Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: 5 Feet
Cost: 3 Chakra Duration: Instant
Keywords: Taijutsu Components: M
Description: You punch with enough force to tear Cost: 4 Chakra
through any defense your enemy might have. The target Keywords: Taijutsu, Combo
creature cannot take reactions against this jutsu or its Description: You perform a single backflip kick or rising
damage. Make a taijutsu attack. On a hit, they take your uppercut with enough force to crack the ground
unarmed damage + 3d6. underneath you.
At Higher Ranks: For each rank you cast this jutsu Make a single melee taijutsu attack. On a hit, you knock
above D-Rank, increase the cost of this jutsu by 3 and the creature 30 feet into the air dealing your unarmed
the damage by 1d6. damage + 3d6.
Taijutsu with “Leaf” in its name with a casting time of 1
Action of equal rank or lower can be cast a bonus action.
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 and the
damage by 1d6.
6
LEAPING STRIKE MOONLIGHT HIGH
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 Feet Range: 5 feet
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M Components: M
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you Description: As part of the activation of this jutsu, you
must currently be in the Frog Fist Stance. You do not need must also have moved at least 15 feet towards the target.
to spend chakra to maintain concentration on this jutsu. You make a leaping, spinning double roundhouse kick,
You enter a leaping stance prepared to support your then follow up with a single downward kick driving the
team for the duration. target into the ground. Make two Taijutsu attacks on the
As a reaction, until the beginning of your next turn, target dealing your unarmed damage + 1d6. If both
when an allied creature within range would attempt to attacks are successful, the target is knocked back 15 feet
make a melee weapon or taijutsu attack against a and falls prone. Target creature must make a Strength
creature within 30 feet of them before the end of their saving throw, begin confused on a failed save.
turn, you stomp the ground knocking them into the air
as you leap and jut your feet out, kicking their feet and NECK CHOP [CHANGED]
launching them towards their target at Mach speeds, Classification: Taijutsu
moving them up to 30 feet in a straight line. They choose Rank: D-Rank
where they want to end their movement. Casting Time: 1 Action
Range: 5 feet
They add your unarmed damage die to their attack
Duration: Instant
bonus. If they successfully score a hit, they deal
Components: M
additional damage equal to your unarmed attack bonus.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu
above D-Rank increase the cost of this jutsu by 3 and the
Description: You attempt to strike at a vital pressure
number of allied creatures you can support with your
point on the nape of the neck of a humanoid target. Make
reaction by +1.
a taijutsu attack against a target creature. On a hit, deal
MIRAGE BLITZ your unarmed damage + 1d6 and the target must make a
constitution saving throw becoming Dazed. On a
Classification: Taijutsu
Rank: D-Rank successful save they suffer no adverse effects.
Casting Time: Special
Range: Self (5-feet) NOBLE IMPACT
Duration: Special Classification: Taijutsu
Components: M Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Range: Touch
Keywords: Taijutsu
Duration: Instant
Description: You perform a special spinning dodge
Components: M
designed to give you a slight upper hand on your next
Cost: 5 Chakra
strike. Depending on when this jutsu is used in a fight,
Keywords: Taijutsu
you get different benefits.
Description: You move in to strike your opponent by
If used as an Action, you enter a readying stance. The
taking a regal series of attacks.
first attack made targeting you until the beginning of
Make four taijutsu attacks against a single creature
your next turn is made at a -2 penalty as you leap back
within range. On a hit you deal 1d10 bludgeoning damage.
and react with a single strike, making a melee taijutsu
If you successfully score 3 or more hits against one
attack against a creature you can see within range,
creature, it cannot take reactions or bonus actions
dealing your unarmed damage on a hit.
(Pick one, casters choice) until the end of its next
If used as a Bonus action, it must be used
turn.
immediately after scoring a successful hit
At Higher Ranks: For each rank you cast this jutsu
with a melee attack using your Action. You
above D-Rank increase the cost of this jutsu by 3 and
perform a spinning waltz that allows you to
the number of attacks made by +1.
follow up with a powerful strike, make a
melee taijutsu attack against the same
creature. On a hit, you deal your unarmed
damage + 1d6 forcing the target to make a
Strength saving throw. On a failed
save they are knocked prone.
7
OSTRICH WHIRLWIND RABBIT FURY
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 bonus action Casting Time: 1 Action
Range: 5 feet Range: Touch
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As part of the activation of this jutsu, you Description: As a requirement to activate this jutsu, you
can only use this taijutsu against a prone target. You must currently be in the Rabbit Fist Stance.
perform a rather acrobatic display of skill. By kicking a You enter a blitzing stance showing your overwhelming
prone creature, you propel yourself backward while speed and agility as you bounce between spaces attacking
performing a second sweeping kick while moving creatures you pass by with each movement.
backwards. Make a Taijutsu attack, on a Hit you deal Roll 1d4+1 and select a space you can see that can hold
your unarmed damage + 2d4 and are pushed back 10 you, within your movement range as you quickly dash,
Feet. This movement does not provoke an attack of leap, and move in as straight a line as possible moving
opportunity. through all creatures spaces, even hostile creatures, ending
your movement in the select space. If you move through a
PRAYING STRIKE large, or larger creatures space, you count each space of
Classification: Taijutsu theirs you move through as if it’s a separate creature for
Rank: D-Rank the purpose of this jutsu.
Casting Time: 1 Action The result of the 1d4+1 are the total number of
Range: 5 feet
creatures you can target as you move through their
Duration: Instant
space. Make two taijutsu attacks against each of the
Components: M
selected creatures, dealing your unarmed damage + 1d4.
Cost: 5 Chakra
If you hit a creature with two or more attacks, they must
Keywords: Taijutsu
make a Dexterity saving throw. On a failed save they are
Description: You make a powerful strike to the core of
knocked prone.
your opponent, sending shockwaves through their body
At Higher Ranks: For each rank you cast this jutsu
that would break a lesser foe, and stun greater ones.
above D-Rank increase the cost of this jutsu by 3 and the
Make a melee Taijutsu attack. On a hit the target takes
number of creatures you can target by +1.
1d12 bludgeoning damage and makes a constitution
saving throw. On a failed save they are Stunned until the
end of the current turn.
RISING DRAGON
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 bonus action
the damage by 1d12. Range: 5 feet
Duration: Instant
PRIDEFUL ASSAULT Components: M
Classification: Taijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Taijutsu, Combo
Casting Time: 1 Action Description: As part of the activation of this technique,
Range: Touch
you must first move at least 20 Feet towards the target.
Duration: Instant
Make a Taijutsu attack, dealing your unarmed damage
Components: M
+1d6. The target is launched 30 Feet into the air and
Cost: 5 Chakra
becomes unable to take reactions until the end of your
Keywords: Taijutsu
current turn.
Description: As a requirement to activate this jutsu, you
Until the end of your turn, you can target one affected
must currently be in the Lion Fist Stance. This jutsu’s
creature with a Taijutsu Finisher regardless of range,
attacks count as Unarmed Attacks for the Lion Fist
once per turn, using either an Action or Bonus action,
Stance’s Bonus action effect.
ignoring its listed casting time.
You enter a prideful stance showing your overwhelming
superiority and power.
Make two taijutsu attacks against up to two creatures
within range. On a hit you deal your unarmed damage +
1d4. If you cast this jutsu while gaining the benefits of
your Lion Fist Stance’s bonus action effect you instead deal
your unarmed damage + 1d6.
If you cast this jutsu while adjacent to 2 or more hostile
creatures, you gain a +2 bonus to damage rolls for every
additional creature after the first.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3, the
number of creatures you make two taijutsu attacks
against by +1, and the bonus damage to rolls by +1.
8
ROYAL GUARD SERPENT FANG DOUBLE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
would be the target of a melee or ranged attack (from a Range: Touch
Duration: Instant
Ninjutsu, Taijutsu, or Bukijutsu) or take damage.
Components: M
Range: Self
Cost: 5 Chakra
Duration: 1 Round
Keywords: Taijutsu
Components: CM, M
Description: As a requirement to activate this jutsu, you
Cost: Special
must currently be in the Serpent Fist Stance.
Keywords: Taijutsu
You enter a low striking stance showing your
Description: You quickly mold your chakra, creating
overwhelming focus and precision as you disable your
multiple layers of armor from it and raising your guard
opponent with surgical accuracy.
to nullify an attack at the exact moment it would hit you.
Make two taijutsu attacks against a single creature within
As a reaction, when you would be the target of a melee
range dealing your unarmed damage and forcing the target
or ranged attack from a Ninjutsu, Taijutsu or Bukijutsu
to make a Constitution saving throw. On a failed save, they
or take damage from those same sources, you nullify the
become weakened until the end of their next turn.
attack or jutsu by meeting it with an equal amount of
Additionally, if the target creature is also the target of
chakra.
your Serpent Fist Stance’s bonus action effect, the target
Until the start of your next turn, each time you would
gains a -2 penalty to their saving throw and the penalty to
take damage, you can spend chakra equal to the damage
their attack rolls also affects their damage rolls until the end
taken, reducing the damage to 0 and gaining immunity
of their next turn.
to the attack or jutsu’s effects until the end of the
At Higher Ranks: For each rank you cast this jutsu above
current turn. If an effect does not deal damage or cost
D-Rank increase the cost of this jutsu by 3 and the number
chakra, this jutsu does not prevent its effects. If an
of creatures you can target by +1.
attack does not deal damage, but does have an effect, you
can spend chakra equal to twice the chakra cost of the
attack, if the attack does not have a chakra cost, then can
SILENT MOVEMENT
Classification: Taijutsu
negate the attacks effect by spending 10 chakra per Rank: D-Rank
attack. Casting Time: 1 Action
You can activate this Jutsu's effects a number of times Range: Self
equal to your taijutsu ability modifier. Duration: Concentration, Up to 1 minute
Components: M
RUSHING LION Cost: 4 Chakra
Classification: Taijutsu Keywords: Taijutsu
Rank: D-Rank Description: As a requirement to activate this jutsu, you must
Casting Time: 1 Action currently be in the Silent Fist Stance.
Range: Self
You enter a neutral stance, designed to exemplify silence
Duration: Concentration, up to 1 minute
and emptiness throwing most creatures off of being able to
Components: M
predict your actions. You do not spend chakra to maintain
Cost: 5 Chakra
concentration on this jutsu.
Keywords: Taijutsu
For the duration creatures cannot make reactions to one of
Description: You focus chakra throughout your muscles
the following. Pick one (This cannot be changed unless this
enhancing your physical Strength and Dexterity. For the
jutsu is recast);
duration, your Dexterity and Strength ability scores
becomes 16 if they are lower than 16. Your Jump height is • Your Movement.
doubled. Your Strength and Dexterity checks are made at • Bonus Actions you make.
advantage • Reactions you take.
9
STRAIGHT IMPACT As a part of casting this jutsu, you must have either a
Classification: Taijutsu Bonus Action or reaction available to use. Make two taijutsu
Rank: D-Rank attacks against a creature within range dealing your
Casting Time: 1 Action unarmed damage die on a hit.
Range: Touch If you score at least two successful hits with this jutsu,
Duration: Special you must spend either your bonus action or reaction. When
Components: M
you do, you grant your ally an additional reaction which
Cost: Special
they can only use to cast a Taijutsu with the Finisher
Keywords: Taijutsu, Finisher
Keyword that has a casting time of 1 action.
Description: You take a readied stance preparing your fist or
Until the end of your turn, you can target one affected
foot for a single powerful strike.
creature with a Taijutsu Finisher regardless of range, once
When you activate this jutsu, you can spend 5 chakra
per turn, using either an Action or Bonus action, ignoring its
coating your fist in this chakra. You learn to be able to
listed casting time.
commit additional actions to make this attack stronger.
Alternatively, until the end of your turn, an allied creature
You can spend your bonus action and an additional 5
within 30 feet of you, can target one affected creature with a
Chakra to magnify this jutsu by 1 step.
Taijutsu Finisher regardless of range, once per turn, using a
You can spend your reaction and an additional 5 chakra to
Reaction.
magnify this jutsu by 1 step.
You can inflict the stunned condition on yourself at the end WEBBED GRAPPLE
of your turn until the beginning of your next turn to magnify Classification: Taijutsu
this jutsu by 1 step. Rank: D-Rank
Make a single fiery taijutsu attack. On a hit, you deal your Casting Time: 1 Action
unarmed damage + 2d4 on a hit. For each step you magnify Range: 10 Feet
this jutsu by, increase the bonus damage by 2d4. Duration: Concentration, Up to 1 Minute
If this jutsu is used as a Finisher, for each step you magnify Components: M, W (Battle Wire)
this jutsu by, increase the bonus damage by 4d4. Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu above Keywords: Taijutsu
D-Rank increase the chakra spent activating this jutsu’s Description: As a requirement to activate this jutsu, you
initial & additional effect by 3. If this jutsu is cast at B-Rank, must currently be in the Spider Fist Stance. You do not need
increase the damage die of this jutsu by 1 step (D4>D6). If to spend chakra to maintain concentration on this jutsu.
this jutsu is cast at S-Rank, increase the damage die of this You enter a skittering stance, designed to catch creatures
jutsu by 1 step (D6>D8) who are unprepared and restrain them.
You swing your battle wire in an attempt to grapple and
SWALLOW DANCE restrain a creature. Make a single taijutsu attack against a
Classification: Taijutsu creature within range. On a hit you grapple and restrain the
Rank: D-Rank creature. At the beginning of each of its turn, it can make a
Casting Time: 1 Action Strength (Athletics) or Strength saving throw. On a
Range: Self (10-Foot Cone) successful save they end this jutsu’s effect on them.
Duration: Instant Melee attacks against a creature restrained by this jutsu
Components: M
deal additional slashing damage equal to half of your
Cost: 5 Chakra
Taijutsu save DC once per turn as your wires dig deep into
Keywords: Taijutsu, Combo
the flesh of your creature.
Description: You perform a powerful wide sweeping
At Higher Ranks: For each rank you cast this jutsu above
roundhouse kick, lifting both yourself and all creatures you
D-Rank increase the cost of this jutsu by 3 and the number
strike.
of creatures you can target by +1.
All creatures in a 10-foot cone originating from you must
make a Dexterity saving throw. On a failed save they take WILD DANCE
your unarmed damage + 1d8 and are launched 15 feet into Classification: Taijutsu
the air until the end of the current turn, falling prone. Rank: D-Rank
Until the end of your turn, you can target one affected Casting Time: 1 Action
creature with a Taijutsu Finisher regardless of range, once Range: 5 feet
per turn, using either an Action or Bonus action, ignoring its Duration: Instant
listed casting time. 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
by 1d8. Description: (This jutsu cannot score a critical Hit)
You first attack your opponent with a kick, which is
SWITCH KICK immediately followed by a punch and another kick, striking
Classification: Taijutsu them at 3 different angles. Make three melee Taijutsu
Rank: D-Rank attacks. On a hit, each attack deals 1d8.
Casting Time: 1 Action Each successful hit, pushes the target back 5 feet. If
Range: Touch the target cannot be pushed back because of a structure
Duration: Instant or construct such as a wall or tree, you strike them into
Components: M
it, dealing an additional 1d6 damage.
Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu above
Keywords: Taijutsu, Combo
D-Rank, increase the cost of this jutsu by 3 and the number
Description: You leap and perform a swift double kick in an
of attacks by +2.
attempt to support your team by queuing up a powerful
finisher.
10
WISE TURTLE BEAST
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (15-foot Cone)
Duration: Concentration, up to 1 minute Duration: Instant
Components: M Components: M
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You focus chakra throughout your muscles Description: You perform a powerful spinning movement
enhancing your physical Strength and Cunning. For the before you end it with a swift motion which converts all of
duration, your Strength and Wisdom ability scores becomes that momentum into the shape of a lion head that erupts
16 if they are lower than 16. Your lifting strength is doubled from your hands made of force.
and you gain a +5 to your passive perception. All creatures within a 15-foot cone, originating from
you must make a Strength saving throw. On a failed save
C-RANK: they take your unarmed damage + 3d8, are bruised and
knocked prone, or half as much on a successful save.
10-COUNT A creature who fails this saving throw by 5 or more
Classification: Taijutsu and are gaining the benefits of Temporary hit points lose
Rank: C-Rank all temporary hit points.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Touch above C-Rank increase the cost of this jutsu by 3 and the
Duration: Instant damage by 1d8.
Components: M
Cost: 8 Chakra BREAK SPIRAL
Keywords: Taijutsu, Combo Classification: Taijutsu
Description: You dash forward to perform a series of rapid Rank: C-Rank
but light strikes designed to get your blood flowing. Casting Time: 1 Action
Make a number of taijutsu attacks equal to your taijutsu Range: Self (5-foot radius)
ability modifier, dealing 1d4 bludgeoning damage. Duration: Instant
If you successfully hit a creature with at least 3 of these Components: M
taijutsu attacks, the next taijutsu you cast before the end of Cost: 7 Chakra
your turn gains a +5 bonus to attack and damage rolls. Keywords: Taijutsu
Until the end of your turn, you can target one affected Description: You leap onto your back on the ground as
creature with a Taijutsu Finisher regardless of range, once your perform a series of spinning kicks resembling a
per turn, using either an Action or Bonus action, ignoring its spinning top, striking all creatures around you.
listed casting time. All creatures within 5 feet of you must make a Dexterity
At Higher Ranks: For each rank you cast this jutsu above saving throw. On a failed save they take are buffeted by a
C-Rank increase the cost of this jutsu by 3. If cast at B Rank series of spinning kicks. Based on the severity of their
or higher, increase the number of attacks you make by +1. If failure, they take enhanced damage and effects. On a
cast at A-Rank or higher, increase the damage by 1d4. If cast successful save, they take half of your unarmed damage +
at S-Rank or higher, this jutsu’s cast time becomes a bonus 2d6 and suffer no additional effects.
action. • Failed by 1~4: Bludgeoning damage equal to your
unarmed damage + 2d6 and are knocked prone.
ADAMANTINE ACALA [CHANGED] • Failed by 5~9: Bludgeoning damage equal to your
Classification: Taijutsu unarmed damage + 4d6, are knocked prone and dazed
Rank: C-Rank
until the beginning of their next turn.
Casting Time: 1 Action
• Failed by 10~14: Bludgeoning damage equal to your
Range: 5 Feet
Duration: Instant unarmed damage + 6d6, are knocked prone, dazed until
Components: M the end of their next turn, and until the end of your
Cost: 8 Chakra turn, you can target one affected creature with a
Keywords: Taijutsu, Finisher Taijutsu Finisher regardless of range, once per turn,
Description: You perform a powerful kick to a targets using either an Action or Bonus action, ignoring its
center crushing their center of gravity and breaking their listed casting time.
form. Make a melee taijutsu attack, dealing your • Failed by 15+: Bludgeoning damage equal to your
unarmed damage + 2d8 and the target must make a unarmed damage + 8d6, are knocked prone, dazed until
Strength saving throw, being pushed back 30 feet on a the end of their next turn, until the end of your turn,
failed save. you can target one affected creature with a Taijutsu
If this jutsu is used as a Finisher, you make two kicks to Finisher regardless of range, once per turn, using either
the core, shattering their center of gravity and an Action or Bonus action, ignoring its listed casting
destroying their form. Make two melee taijutsu attacks, time and you gain an additional action which can only
dealing your unarmed damage + 2d10 and the target be used to cast a Taijutsu with the Finisher Keyword
must make a Strength saving throw, being pushed back and without the Bukijutsu Keyword.
30 feet and falling prone and dazed 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 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 radius of this jutsu by 5 feet.
damage by 1d8 and 1d10 respectively.
11
BURNING FIRE: DRUM per turn, using either an Action or Bonus action, ignoring
Classification: Taijutsu its listed casting time.
Rank: C-Rank Alternatively, when you or an allied creature within 5
Casting Time: 1 Reaction, which you take when a feet of you would be the target of a ranged Ninjutsu,
creature within 5 feet of you makes a melee attack Taijutsu or Weapon attack, you can leap into the air and
targeting you or an ally perform a powerful sweeping kick, in an attempt to strike
Range: Touch the incoming attack, completely shattering or deflecting it.
Duration: 1 Minute Make a contested check using your melee taijutsu attack vs
Components: M the attacking creatures attack roll. On a success, you are
Cost: 6 Chakra able to completely divert the attack, knocking it away into
Keywords: Taijutsu a harmless direction.
Description: You reach your hand out and attempt to At Higher Ranks: For each rank you cast this jutsu above
beat the left lung of a hostile creature attempting to C-Rank increase the cost of this jutsu by 3 and the damage
strike you or an allied creature by 1d8. If cast at B-Rank Rank, if used as a Reaction, on a
Make a melee taijutsu attack against the triggering successful contested check you are able to redirect it
creature. On a hit, their lung inflates, and begins to swell. towards another creature within 30 feet of you, using the
For the next minute, when the affected creature casts a result of your check as the attack roll.
Jutsu with the Mobility (M) component, they take 1d6
necrotic damage, which cannot be resisted or reduced by COMBAT CLONE
any means, ignoring temporary hit points (if any), as Classification: Taijutsu
their lung swells more. Rank: C-Rank
A creature who would trigger this Jutsu's damaging Casting Time: 1 Action
effect 5 or more times while under its effects has their Range: 30 feet
lung rupture, dealing 10d6 necrotic damage, which Duration: Concentration, Up to 1 minute.
cannot be resisted or reduced by any means, ignoring Components: M
temporary hit points (if any) and they gain 2 ranks of Cost: 9 Chakra
Exhaustion for the next 24 hours, this jutsu then Keywords: Taijutsu
immediately ends. Description: You take notice of another creatures fighting
A creature can spend their action to make a style, and begin to adjust your muscle memory to copy a
Constitution Saving throw to end this jutsu’s effects on creatures movements almost identically. This jutsu’s cost
them. Alternatively, a creature can end this effect with cannot be reduced by any means. Make a Martial Arts check
any Jutsu with the Medical Keyword, that removes targeting a creature you can see within range, using your
conditions of C-Rank or lower. Taijutsu ability modifier vs a DC (10 + Targets Level). On a
At Higher Ranks: For each rank you cast this jutsu success, you imitate their physical movements granting you
above C-Rank increase the cost of this jutsu by 3 and the the following benefits;
number of creatures you can target by +1. If cast at B Rank • Your unarmed damage die becomes equal to the creatures
or higher, increase the damage by 1d6. If cast at A-Rank unarmed or natural weapon damage die.
or higher, when a creature triggers this jutsu’s effects 5 or • If the target has the Multiattack trait, you can make a
more times, they instead take 15d6 Necrotic Damage. If number of unarmed attacks equal to the number of
cast at S-Rank or higher, creatures who would make their attacks they can make using their multiattack feature,
saving throw to end this jutsu’s effects, they suffer a -5 with your Attack Action.
penalty. • If the target is gaining the benefits of a Taijutsu Stance,
you gain that stances benefits as if you knew it.
COLLIER SHOOT
Classification: Taijutsu DRAGON TAIL FOOT
Rank: C-Rank Classification: Taijutsu
Casting Time: 1 Action, 1 Reaction, which you take when Rank: C-Rank
you or another creature within 5 feet of you becomes the Casting Time: 1 Action
target of a ranged Ninjutsu, Taijutsu, or weapon attack Range: 5 Feet
Range: 5 Feet Duration: Instant
Duration: Instant Components: M
Components: M Cost: 7 Chakra
Cost: 7 Chakra Keywords: Taijutsu
Keywords: Taijutsu, Combo Description: You perform sweeping kick, before
Description: You leap off the ground no more than 5 feet performing a downward vertical kick to slam a target
and perform a powerful roundhouse kick targeting a creature into the ground. Creatures within 5 feet of you
creatures neck as you attempt to drag them into the must make a Dexterity saving throw, being knocked
ground. Make a melee taijutsu attack. On a hit, you deal prone.
your unarmed damage + 2d8 and the target must make a If a target is knocked prone by the effect of this jutsu,
Strength saving throw. On a failed save, the target is select one target and make a single melee taijutsu attack
knocked prone and is embedded into the ground as you dealing your unarmed damage + 4d8.
kick them no more than 2 feet into the ground. A creature At Higher Ranks: For each rank you cast this jutsu
embedded into the ground is counted as Grappled and above C-Rank, increase the cost of this jutsu by 3 and the
restrained by the ground itself, and must make a Strength damage by 1d8.
(Athletics) check vs your Taijutsu save DC to pull
themselves from the ground.
Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
12
EARLY SACRIFICE ERUPTING FALLING STOMP
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when a melee Casting Time: 1 Action
attack misses you. Range: 15 Feet
Range: 5 Feet Duration: Instant
Duration: Instant Components: M
Components: M Cost: 7 Chakra
Cost: 6 Chakra Keywords: Taijutsu
Keywords: Taijutsu Description: You pump chakra into your legs as you
Description: After dodging an enemy’s melee attack, you stomp, creating a shockwave of force from your strength
leap on their shoulder and attempt to throw them 30 feet alone. Creatures in a 15-foot cube originating from you
in a direction of your choice. The target must make a must make a Strength saving throw, taking 3d8
Strength saving throw, being thrown 30 feet in a straight bludgeoning damage and gaining 1 rank of bruised.
line, in a direction of your choice. At Higher Ranks: For each rank you cast this jutsu
A thrown target must make a Dexterity saving throw, above C-Rank, increase the cost of this jutsu by 3, the
landing prone on a failed save. damage by 1d8 and the size of the cube by 5 feet.
If the target hits a surface such as a wall, ceiling, or
large or larger object they take damage as if they were EVENING HEAVENLY CRUSH
falling. Classification: Taijutsu
Rank: C-Rank
ELEMENTANIA Casting Time: 1 reaction which you take when a target is
Classification: Taijutsu forcefully moved more than 5 feet from you.
Rank: C-Rank Range: Self
Duration: Instant
Casting Time: 1 Action
Components: M
Range: 5 feet
Cost: 6 Chakra
Duration: Instant.
Keywords: Taijutsu
Components: CM, M
Description: You dash to keep up with a thrown or
Cost: 9 Chakra
knocked back creature who is moved further than 5 feet
Keywords: Taijutsu, Finisher
away from you. You take the dash action as a reaction
Description: As a part of casting this jutsu, you can only
and must end your movement within 5 feet of the target
target a creature whom you can target with a Finisher as a
creature.
result of a Jutsu cast with the Combo keyword.
As a part of the same reaction, you also make an
You bob and weave in and out of a creatures combat
unarmed attack as if you are making an attack of
range, building up momentum, preparing yourself for a
opportunity against the target.
massive strike that takes the shape and visage of a roaring
elemental storm.
Make a melee taijutsu attack, dealing your unarmed
FALCON DROP
Classification: Taijutsu
damage + 3d12. Your attack gains the following benefits Rank: C-Rank
based on the elemental affinity you wished to imitate (Pick Casting Time: 1 Action
one when you cast this jutsu) Range: 30 Feet
• Earth: The ground and earth around you shakes and Duration: Instant
Components: M
upheaves. All creatures within 10 feet of the original
Cost: 6 Chakra
target must make a Dexterity saving throw, taking 3d8
Keywords: Taijutsu, Finisher
bludgeoning damage from the erupting earth.
•
Description: This jutsu can only be used as a Taijutsu
Wind: The wind whips and whistles as you forcefully
Finisher. As part of the activation of this jutsu, the target
move it out of your way. The target must make a Strength
creature must be airborne or falling. Make a melee
saving throw, being thrown back 15 x your Taijutsu ability
Taijutsu attack against falling creature. On a hit, you pile
modifier, feet on a failed save. If the target would hit a
drive them into the ground dealing 3d12 Bludgeoning
solid surface as a result of this knock back. They take 2d6
damage, leaving them prone, weakened and bruised.
bludgeoning damage for every 15 feet that they were
At Higher Ranks: For each rank you cast this jutsu
unable to be moved.
•
above C-Rank, increase the cost of this jutsu by 3 and the
Fire: Your attack creates such wind resistance that your
damage by 2d12
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
FIERCE SNAKE
Classification: Taijutsu
condition on a failed save.
Rank: C-Rank
• Water: Your attack becomes graceful, like flowing water, Casting Time: 1 Bonus action
allowing you to strike far more effectively. Reroll all 1’s Range: 5 Feet
and 2’s, taking the second result. Duration: Instant
• Lightning: Your attack is swift, decisive and powerful, Components: M
like lightning. When your attack hits the target, creatures Cost: 8 Chakra
up to 300 feet away can hear an audible boom erupt from Keywords: Taijutsu
the point of impact. All creatures, excluding you, within Description: You rapidly strike a target with blinding
30 of the target creature must make a Constitution saving speed striking fast enough to leave after images of your
throw, being Dazed. attacks. Roll 1d4 + 1. You can use your next Attack action
to make a number of unarmed attacks equal to the
amount rolled. (This Jutsu cannot score a critical hit)
13
FIST SLAM FOURTH HEAVENLY BREATH: WHEEZE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: Self
Duration: Instant Duration: Special
Components: M Components: CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a part of the activation of this taijutsu, Description: As a requirement to activate this jutsu, you
you must target a prone creature. Make a melee taijutsu must have Third Heavenly Breath: Breathe currently active.
attack against the prone target dealing 9d6 bludgeoning You end your concentration on that jutsu and this one takes
damage and creating a 15-foot-deep hole in the ground its place, maintaining the same duration limitation and
while leaving them dazed. Jutsu casting restrictions. You keep all the effects of that
At Higher Ranks: For each rank you cast this jutsu jutsu, stacking them with this jutsu’s effects.
above C-Rank, increase the cost of this jutsu by 3 and the You increase your lungs capacity Sixteen-fold. Doing
damage by 1d6. so increases your blood flow and you begin to glow with
a yellow aura and your muscles and organs become far
FLOWING WATER more resistant to damage. Increase your taijutsu attack
Classification: Taijutsu bonus by +2, taijutsu damage by 1d8 twice per turn, and
Rank: C-Rank you gain +15 temporary hit points that stack with other
Casting Time: 1 Bonus Action temporary hit points gained as a result of this jutsu.
Range: Self
At the end of this jutsu’s duration you gain 1 rank of
Duration: Concentration, up to 1 minute
the weakened condition until your next rest which
Components: M
cannot be removed by Jutsu of B-Rank or lower.
Cost: 9 Chakra
Keywords: Taijutsu
Description: You loosen your stance, allowing your body
FRICTION [CHANGED]
Classification: Taijutsu
to become more fluid and adaptable to both incoming
Rank: C-Rank
and outgoing attacks. Select two Taijutsu or Weapon
Casting Time: 1 Action
stances that you know. You gain both of their benefits
Range: 5 feet
for the duration.
Duration: Instant.
14
HEAVY JOLT Order, Preserve or Take Life, Chakra Recovery or Superiority
Classification: Taijutsu Die etc.) A creature can only benefit from this effect of
Rank: C-Rank this jutsu once per short rest.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 5 feet above C-Rank increase the cost of this jutsu by 3. If this
Duration: Instant. jutsu is cast at B-Rank or higher, you can target up to
Components: M two creatures, instead of one. If this jutsu is Cast at A-
Cost: 7 Chakra Rank or higher, affected creatures instead regain 2
Keywords: Taijutsu additional class features uses/resources.
Description: You take a low stance as you place all of
your weight into your primary leg, before you perform a LAGGING
powerful sweeping kick, cracking their air from the Classification: Taijutsu
weight of it. Rank: C-Rank
All creatures within 5 feet of your of your choice must Casting Time: 1 Action
make a Dexterity saving throw. On a failed save, Range: 5 feet
creatures take your unarmed damage + 4d8 and are Duration: Instant.
Dazed. On a successful save they take half damage and Components: M
no further effects. Cost: 8 Chakra
If at least one creature fails the saving throw, you can Keywords: Taijutsu
choose to knock that creature back 30 feet. If you do, you Description: You open your hand and angle your fingers
immediately move up to 25 feet, following after them. until your hand looks more like a claw as you attempt to
Your movement does not provoke attacks of slam your hand into the joints of your enemies to delay
opportunity, but your targets movement does. their actions.
At Higher Ranks: For each rank you cast this jutsu Make a melee taijutsu attack. On a hit, you deal your
above C-Rank increase the cost of this jutsu by 3 and the unarmed damage and the target must make a Strength
damage by 1d8. saving throw. On a failed save, until the end of their next
turn, If the affected creature attempts any activity that
INTERSECTION COUNTER requires an action they must roll a d20. On a roll of 11 or
Classification: Taijutsu more, their action is delayed until their next turn, in
Rank: C-Rank which they spend their next action to complete this
Casting Time: 1 Reaction which you take when hit by a original activity. Regardless of the result, this jutsu then
melee attack immediately ends.
Range: Self 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, reduce the die roll result to 9 or
Cost: 8 Chakra
higher to delay the action. If this jutsu is cast at A-Rank,
Keywords: Taijutsu
reduce the die roll result to 7 or higher to delay the
Description: You raise your knee and slam your elbow,
action. If this jutsu is cast at S-Rank, reduce the die roll
into an incoming attack catching it in between them. As
result to 5 or higher.
a reaction, make a Taijutsu attack, on a hit you reduce
the damage you take by your unarmed damage + 2d6.
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
damage reduced by 1d6. Casting Time: 1 Reaction, which you take when you or an
15
LEAF GREAT FLASH [CHANGED] LIMIT RELEASE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Touch
Duration: Instant
Duration: 1 Round
Components: M
Components: CM, M
Cost: 7 Chakra
Cost: Special
Keywords: Taijutsu
Keywords: Taijutsu, Medical
Description: You charge at your target and unleash a
Description: You press the pressure points of a willing
powerful lateral kick, aiming at their head, giving them a
creature you can reach. When you do, you inject a mass of
concussion. Make a taijutsu attack dealing your unarmed
chakra into them. Spend a number of chakra die up to a
damage + 4d4 on a hit. Target creature must also succeed a
max of an amount equal to twice your proficiency bonus.
constitution saving throw, being bruised and concussed.
The target must spend an equal number of chakra die, if
At Higher Ranks: For each rank you cast this jutsu above
they are unable this jutsu immediately ends.
C-Rank, increase the cost of this jutsu by 3 and the damage
Once both you and the target spend chakra die, depending
by 1d4
on the amount of chakra die spent between the both of you,
LEAF SKY BREAKER complete an activity that requires 1 Action. At the end of
their turn, they become stunned for 1 Minute. This cannot
Classification: Taijutsu
be removed by any means.
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you or an
allied creature within 10 feet of you would take damage
LIONS BARRAGE
Classification: Taijutsu
from a melee attack from a creature within range. Rank: C-Rank
Range: 15 feet Casting Time: 1 Action
Duration: Instant. Range: 30 Feet
Components: M Duration: Instant
Cost: 9 Chakra Components: M
Keywords: Taijutsu, Combo Cost: 8 Chakra
Description: When you or an allied creature within 10 feet Keywords: Taijutsu, Finisher
of you would take damage from a melee attack. You twist Description: (This Jutsu cannot score a critical hit)
your body in a way that builds momentum and kinetic Select one creature you can see in range as you make two
energy, before you kick skyward creating a powerful flying axe kicks attempting to disable it. Make two melee
updraft meant to create a barrier of air and force between taijutsu attacks. On a hit, you deal your unarmed damage +
the triggering creature and its target. 1d8. If both attacks hit, the target is dazed.
You create a wall of air and pure force. The triggering If this jutsu is used as a Finisher, it must be against a falling
creature must make a Strength Saving throw. On a failed target. You make three falling, lateral axe kicks attempting to
save they are thrown 30 feet upwards. Taking damage as if cripple the target. Make three melee taijutsu attacks. On a hit,
they fell at the end of the current turn. you deal your unarmed damage + 2d6. If at least two of these
You grant one ally within 15 feet of you an additional attacks hit, the target is Staggard and prone until the end of
reaction which they can only use to cast a Taijutsu with the their next turn.
Finisher Keyword that has a casting time of 1 action At Higher Ranks: For each rank you cast this jutsu above
Until the end of the current turn, an allied creature C-Rank, increase the cost of this jutsu by 3 and the damage
within 15 feet of you, can target the triggering creature by 1d8 or 1d6.
with a Taijutsu Finisher regardless of range, once per turn,
using a Reaction.
16
PRESSURE POINT BARRAGE the shape of a Sphere, Cylinder, Cone or Line. When you
Classification: Taijutsu take this reaction, you perform a round house kick,
Rank: C-Rank striking the Jutsu initiating a Clash.
Casting Time: 1 Action You make this Clash check at advantage and can reroll
Range: 5 Feet 1’s and 2’s. If you win the clash check, you deal damage
Duration: Instant equal to 3 times your Unarmed Damage.
Components: M
At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 Chakra
C-Rank increase the cost of this jutsu by 3. If you cast this
Keywords: Taijutsu
jutsu at B-Rank if you win the clash check you instead deal 5
Description: You unleash a barrage of precise strikes into
times your unarmed damage. If you Cast this jutsu at A-
your targets pressure points crushing their form. Make a
Rank, if you win the clash check, you instead deal 5 times
taijutsu attack, dealing your unarmed damage + 5d4. The
your unarmed damage. If you cast this jutsu at S-Rank, if
target must make a constitution saving throw being
you win the clash check, you instead deal 7 times your
Weakened and Slowed for 1 minute. At the end of the targets
unarmed damage.
turn, they can remake their saving throw to end one effect on
them. They repeat the save until they the end of the duration RISING FALCON
or they remove all conditions. Classification: Taijutsu
Rank: C-Rank
RAKSHASA’S PALM Casting Time: 1 Reaction, which you take when you are
Classification: Taijutsu
falling at least 10 or more feet.
Rank: C-Rank
Range: 5 Feet
Casting Time: 1 Action
Duration: Instant
Range: 5 Feet
Components: CM, M
Duration: Instant
Cost: 7 Chakra
Components: CM, M
Keywords: Taijutsu
Cost: 9 Chakra
Description: You kick the air or another falling creature
Keywords: Taijutsu, Finisher
with enough force to propel your entire body.
Description: You build up chakra into the palm of your
If you choose to kick the air, you propel yourself up to 30
hand, until each time you flex your fingers the air crackles
feet in any direction. This movement cannot provoke
with thunderous booms.
attacks of opportunities and if you would end this
Make a melee taijutsu attack against a creature you can
movement within 5 feet of a hostile creature you can
see within range, on a hit you deal your unarmed damage +
perform a powerful sweeping kick by making a single melee
4d6 and the target must make a Constitution saving throw
Taijutsu attack, dealing your unarmed damage + 4d6.
being stunned on a failed save until the end of their next
If you choose to kick another creature, make a single
turn.
melee taijutsu attack. On a hit, you deal your unarmed
If this jutsu is used as a Finisher, you must instead double
damage +4d6, and propel yourself up to 30 feet in any
the cost to cast this jutsu. Make a melee taijutsu attack. On a
direction. This movement cannot provoke attacks of
hit, you deal 3d4 times your taijutsu ability modifier in
opportunity and if you would end this movement within 5
bludgeoning damage (If your ability modifier is greater than
feet of a hostile creature, you can perform a power sweeping
+5, it is treated as if it is +5 for the purposes of this jutsu). If a
kick by making another melee taijutsu attack targeting this
structure is erected, summoned, or moved in between you
creature, dealing your unarmed damage + 4d6.
and the target of this attack, record your original damage
At Higher Ranks: For each rank you cast this jutsu above
rolled as a result of this jutsu. Roll 4d4 times your
C-Rank increase the cost of this jutsu by 3 and the number
proficiency bonus. The result of this roll is how much
of times you can propel yourself by striking a creature by +1.
damage you deal to the interposing structure, before
applying your original attacks damage. ROYAL FLUSH
At Higher Ranks: For each rank you cast this jutsu above Classification: Taijutsu
C-Rank increase the cost of this jutsu by 3 and the non- Rank: C-Rank
finisher damage by 1d6 and the Finisher multiplier by 1d4. Casting Time: Special
Range: 5 Feet
RAKSHASA’S SOLE Duration: Concentration, Up to 1 minute
Classification: Taijutsu
Components: CM, M
Rank: C-Rank
Cost: Special
Casting Time: 1 Action
Keywords: Taijutsu
Range: 5 Feet
Description: As a part of casting this jutsu you must
Duration: Concentration, Up to 1 minute.
currently be gaining the benefit of Royal Guard. After you
Components: CM, M
reduce damage you take to 0, as a result of Royal Guard, you
Cost: 9 Chakra
can end its effects, replacing them with this jutsu’s effects.
Keywords: Taijutsu
You cannot gain the benefit of Royal Guard while you
Description: You build up chakra into the sole of your feet,
are gaining this jutsu’s effects. At the end of your next
until each step you take crushes the ground you walk on.
turn, this jutsu then ends. You do not need to spend
You cannot lose concentration on this jutsu as a result of
chakra to maintain concentration of this jutsu.
damage or failing a Chakra Control check.
• You gain a number of temporary hit points equal to the
For the duration, each space you move through counts
as difficult terrain for all creatures with a Dexterity damage you reduced for this jutsu’s duration.
• Your movement speed is increased by a number of feet
ability score lower than your Strength Ability Score +5.
Additionally, you gain a special reaction which you can equal to the amount of damage you reduced, rounded
take when you would make a Strength or Dexterity to the nearest 5 for this jutsu’s duration.
saving throw from a Ninjutsu or Taijutsu cast that has
17
• Your next Strength or Dexterity skill check gains a SEIKUKEN [CHANGED]
bonus equal to the damage reduced. Once used you Classification: Taijutsu
cannot gain this effect until this jutsu’s next casting. Rank: C-Rank
• The next time you would deal damage with a Taijutsu Casting Time: 1 Action
attack, you can choose to end this jutsu, dealing Range: Self
damage equal to the amount of damage you originally Duration: Concentration, Special
reduced. Components: M
Cost: 8 Chakra
SAFETY RELEASE [CHANGED] Keywords: Taijutsu
Classification: Taijutsu Description: As a part of casting this jutsu, you must
Rank: C-Rank currently be under the effects of any Taijutsu Stance, or
Casting Time: 1 Action Stance granted by Clan Features such as the Gentle Fist
Range: Touch Stance or the Shikotsumyaku Stance. If you are not benefiting
Duration: 1 minute. from any of these stances, this jutsu immediately ends.
Components: CM, M You stand calm and still, emptying your mind. You begin
Cost: 8 Chakra to control the entire radius within your arm’s length,
Keywords: Taijutsu, Medical creating a metaphorical, spherical shield around you.
Description: An alternative version of the Body Pathway You do not need to spend chakra to maintain this jutsu,
Derangement. You, instead of mixing up a creatures brain instead you cannot gain the benefit of a Bonus action, by
signals, you temporarily increase their efficiency. any means.
Select one creature, other than yourself that you can For the duration of this jutsu creatures who begin their
see and touch. The targets body experiences no direct turn within 5 feet of you and would make a melee attack
changes, but their central nervous system carries signals targeting you suffer a penalty to their attack and damage
significantly faster than previously gaining the rolls equal to your proficiency bonus.
following benefits; Additionally, when you would begin your turn within 5
• The creatures speed is increased by half of their feet of a hostile creature and make a melee attack targeting
current speed, rounded down to the nearest 5. that creature, you add 1d6 to both your attack and damage
• +1 Bonus to AC. rolls.
• +1d4 bonus to Dexterity skill checks and Saving Finally, creatures who would move to a space within 5
throws. feet of you and make a melee attack targeting you, you can
• So long as you can take an Action, you cannot lose the as a reaction disrupt them, rolling 1d6, reducing their roll by
ability to or be prevented from making a Bonus Action the result.
or Reaction, so long as an activity fits the abilities
reactions triggering requirements.
SCATTERING WAVE
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instant
Components: CM, M
Cost: 8 Chakra
Keywords: Taijutsu
Description: You inject your fist or foot with a surge of
chakra that you use to strike the ground, creating a
shockwave of force.
All creatures within 30 feet of you must make a
Strength saving throw. On a failed save they take your
unarmed damage + 2d8 and are pushed back to the edge
of this jutsu’s radius, into a space that can hold them. If
the creatures are stopped from moving by a wall or
structure, they take 1d8 damage for every 10 feet of
movement they had left (min 1d8)
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and this
jutsu’s radius by +5 feet. If this jutsu is cast at B-Rank or
higher, all creatures of your choice within 5 feet of you
become immune to this jutsu’s effects.
18
SHADOW DANCING LEAF TWIN HEAVENLY SWALLOW
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction which you take after casting a Casting Time: 1 Action
taijutsu Range: 5 Feet
Range: Full Movement
Duration: Instant
Duration: Instant
Components: M
Components: M
Cost: 6 Chakra Cost: Special (32 Chakra)
Keywords: Taijutsu, Combo Keywords: Taijutsu, Combination
Description: As part of the activation of this jutsu, you Description: This jutsu can only be cast if you have one
must have used a Taijutsu as a Standard or Bonus action other caster.
prior to this Jutsu's activation. You immediately teleport You and the second caster perform a series of well-
up to your full movement speed behind a target within orchestrated strikes in sequence with one another back
range. and forth with you performing the final strike.
Until the end of your turn, you can target one affected Each caster makes 2 melee taijutsu attacks against the
creature with a Taijutsu Finisher regardless of range, target creature, dealing their unarmed damage + 2d4 on a
once per turn, using either an Action or Bonus action, hit. If both casters successfully hit the target with 2 or
ignoring its listed casting time. more melee taijutsu attacks, then both casters make one
more melee taijutsu attack. If both final attacks are
SILENT FORM successful, the target takes each casters unarmed damage
Classification: Taijutsu + 3d8 and are launched 20 away, landing prone.
Rank: C-Rank Combination: When this jutsu is cast, it gains
Casting Time: 1 Bonus action additional effects based on who has the highest Charisma
Range: Self modifier between both casters.
Duration: Concentration, up to 1 minute
Components: M • +0-1: No Change.
Cost: 8 Chakra • +2-3: Both casters makes 1 additional initial melee
Keywords: Taijutsu taijutsu attack.
Description: You enter a variable form for the duration, • +4-5: Both casters makes 2 additional initial melee
releasing chakra from your pores that dampen the taijutsu attacks.
sounds of your movement making any movement you
make silent. This benefit extends to objects you are
holding and surfaces you touch or impact.
WELTER MOVE
Classification: Taijutsu
For the duration, while you are in stealth, attacks you
Rank: C-Rank
make do not immediately remove you from stealth
Casting Time: Special
unless a creature can still see you at the beginning of
Range: Self
their turn.
Duration: 1 Round
Also, for the duration while you are in stealth when
Components: M
you take the attack action to make an unarmed attack,
Cost: 6 Chakra
the attack cannot be reacted to.
Keywords: Taijutsu
THIRD HEAVENLY BREATH: BREATHE Description: As a part of casting this jutsu, you must
currently be under the effects of any Taijutsu Stance, or
Classification: Taijutsu
Rank: C-Rank Stance granted by Clan Features such as the Gentle Fist
Casting Time: 1 Bonus Action Stance or the Shikotsumyaku Stance. If you are not benefiting
Range: Self from any of these stances, this jutsu immediately ends.
Duration: Special When you would move 10 feet before making a melee
Components: CM attack, you can activate this jutsu, granting yourself a +1
Cost: 9 Chakra bonus to AC, a +1 Bonus your attack rolls, a +1 bonus to
Keywords: Taijutsu Dexterity Saving throws, and a +1d4 bonus to your melee
Description: As a requirement to activate this jutsu, you damage rolls, until the beginning of your next turn.
must have Second Heavenly Breath: Panting currently active. You can activate this jutsu no more than three times
You end your concentration on that jutsu and this one takes per turn. Each time you activate this jutsu, you must
its place, maintaining the same duration limitation and move 10 feet and perform a melee attack targeting either
Jutsu casting restrictions. You keep all the effects of that the same or another creature.
jutsu, stacking them with this jutsu’s effects. Creatures who’s attack result would be equal to your
You increase your lungs capacity eight-fold. Doing so AC counts as a miss for the duration. If you would
increases your oxygen intake as your skin begin to turn succeed a Dexterity saving throw while gaining the
red as your blood vessels swell as your muscles and benefit of this jutsu you take no damage and suffer no
organs begin to swell. Increase your taijutsu attack effects while benefiting from this jutsu,
bonus by +1, bonus damage by 1d8 twice per turn, and Finally, the first time you would be hit by an attack
you gain 10 temporary hit points that stack with while gaining the benefit of this jutsu, you lose its
temporary hit points gained by other Heavenly Breath benefits.
Taijutsu you cast.
Upon ending this jutsu, you gain 2 ranks of the
Weakened condition until your next rest, which cannot
be removed by jutsu of C-Rank or lower.
19
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: (This Jutsu cannot score a critical hit). Description: This jutsu can only be cast as a Taijutsu
You perform a spinning backwards kick followed by a Finisher targeting an airborne or falling creature. As a part
devastating downward axe kick. of casting this jutsu, you must be gaining the benefits of
Make two Taijutsu attacks. On a hit, each attack deals at least the Gate of Tomon from the 8-Inner Gates:
your unarmed damage + 2d8. Keimon Taijutsu feat or Keimon or any 8 Inner gate
If this jutsu is used as a Finisher, you make two granted by the 8-Inner Gates: Shimon. Once this jutsu is
spinning kicks. Make two melee taijutsu attacks, dealing cast, you cannot cast it again until you spend at least 10
your unarmed damage + 2d8. If a creature is hit with at minutes recovering from the strain it places on your body.
least once of your attacks, they must make a constitution You leap into the air in a distinctive stance and begin
saving throw, being stunned until the beginning of their punching the enemy repeatedly, so quickly in fact that
next turn on a failed save. they are set ablaze by the sheer speed and friction which
At Higher Ranks: For each rank you cast this jutsu in turn, creates a peacock-like fan of flames around the
above C-Rank, increase the cost of this jutsu by 3 and target.
gain a +2 to Hit for each attack roll with this jutsu. Make a number of melee taijutsu attacks equal to your
proficiency bonus dealing 1d6 damage on the first hit,
WHIRLWIND SNAP [CHANGED] then each successful hit after the first, increase damage
Classification: Taijutsu die by +1. You cannot add your ability modifier to the
Rank: C-Rank damage dealt in any way. If you Score at least 5 hits this
Casting Time: 1 Action way, at the conclusion of this jutsu, the target is
Range: Self (15-foot Cone) slammed back into the ground, taking falling damage as
Duration: 1 Round if they had fallen 50 feet and have to make a Constitution
Components: M saving throw, being stunned until the end of their next
Cost: 7 Chakra turn on a failed save.
Keywords: Taijutsu, Combo
Description: You perform a reverse round house kick. All ASAKUJAKU: MORNING DOVE
creatures in a 15-foot cone originating from you must make Classification: Taijutsu
a Strength saving throw. On a failed save they take your Rank: B-Rank
unarmed damage + 4d6 and are pulled up to 10 feet closer to Casting Time: 1 Action
you into a space that can hold them and are Bruised until the Range: 5 feet
beginning of their turns, or half as much on a successful Duration: Instant
Components: M
save.
Cost: Special (14 Chakra)
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu, Finisher
above C-Rank increase the cost of this jutsu by 3, the
Description: This jutsu can only be cast as a Taijutsu
damage by 1d6 and the cone size by +5 feet.
Finisher targeting an airborne or falling creature. As a part
20
BREAKER FIST make a Strength saving throw. On each failed save, the
Classification: Taijutsu target creature suffers a 1d4 penalty to their melee attacks,
Rank: B-Rank and skill checks that use Strength or Dexterity until the end
Casting Time: 1 Action of your next turn.
Range: 5 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant B-Rank increase the cost of this jutsu by 3 and the number
Components: M
of attacks by +1.
Cost: 12 Chakra
Keywords: Taijutsu, Clash DRAGON CRUSH
Description: You perform a full power strike, putting all Classification: Taijutsu
of your weight and momentum behind this strike. Rank: B-Rank
If this jutsu is cast targeting a creature who is gaining Casting Time: 1 Action
the benefit of the Dodge action, you do not make the Range: 5 feet
attack at disadvantage. Duration: Instant
If this jutsu is cast targeting a creature who is gaining Components: M
the benefits of Temporary hit points, Damage Reduction Cost: 10 Chakra
or Resistance, you ignore them for this attacks and Keywords: Taijutsu
damage rolls. Description: As a part of casting this jutsu, you must target
Make a melee taijutsu attack dealing your unarmed a creature who is Dazed, Prone, Stunned or Paralyzed.
damage + 7d8. Make a melee taijutsu attack, dealing your unarmed
At Higher Ranks: For each rank you cast this jutsu damage + 5d10 and forcing the creature to make a
above B-Rank increase the cost of this jutsu by 3 and the Constitution saving throw. On a failed save, their condition
damage by 1d8. persists, extending the duration of it by 1 round. If they are
only Prone you instead deal an extra damage die and they
CHERRY BLOSSOM IMPACT gain 1 rank of Bruised.
Classification: Taijutsu At Higher Ranks: For each rank you cast this jutsu above
Rank: B-Rank B-Rank increase the cost of this jutsu by 3 and the damage
Casting Time: 1 Action by 1d10.
Range: 5 feet
Duration: Instant FIFTH HEAVENLY BREATH: RESPIRE
Components: CM, M Classification: Taijutsu
Cost: 14 Chakra Rank: B-Rank
Keywords: Taijutsu, Finisher, Clash Casting Time: 1 Bonus Action
Description: You amass enough chakra on the tips of your Range: Self
knuckles to completely obliterate a small home, choosing Duration: Special
to instead strike a single creature with this monstrous Components: CM
impact. Cost: 14 Chakra
You store up chakra as you make a single, powerful Keywords: Taijutsu
strike releasing it on impact. Make a single melee taijutsu Description: As a requirement to activate this jutsu, you
attack against a target in range. On a hit, the target takes must have Fourth Heavenly Breath: Wheeze currently active.
your unarmed damage + 4d12. The target also has to make You end your concentration on that jutsu and this one
a constitution saving throw being dazed and bruised. takes its place. You keep all the effects of that jutsu,
If this jutsu is used as a Finisher, if you successfully score stacking them with this jutsu’s effects.
a hit, all creatures, objects and structures touching the You increase your veins and arteries size and blood flow
ground (excluding you) within 60 feet of the target, must twenty-fold. The aura that surrounds you begins to glow
make a Dexterity saving throw taking 6d6 Bludgeoning far more intensely as it begins to spin. Your first two
damage and falling prone on a failed save, or half as much taijutsu attacks per turn are made at advantage, deal 1d8
on a successful one. The affected area becomes difficult bonus damage, and you gain 20 temporary hit points which
terrain. stack with other THP granted by Heavenly Breath taijutsu.
At Higher Ranks: For each rank you cast this jutsu above Upon ending this jutsu, you gain 1 rank of the weakened
B-Rank, increase the cost of this jutsu by 3 and the damage condition and one rank of the slowed condition until you
by 1d12 and 2d6. finish a long rest. This cannot be removed or ended early
except by a jutsu with the Medical keyword of A-Rank or
DRAGON BREAK higher.
Classification: Taijutsu
Rank: B-Rank FORCE WAVE
Casting Time: 1 Action Classification: Taijutsu
Range: 5 feet Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: Self (30-foot cone)
Cost: 14 Chakra Duration: Instant
Keywords: Taijutsu, Finisher Components: M
Description: This jutsu can only be cast as a Taijutsu Cost: Special (49 Chakra)
Finisher. As a part of casting this jutsu, you must currently Keywords: Taijutsu, Combination
be under the effects of the Dragon Stance. Description: This jutsu can only be cast if you have one
You interlock your hands and perform a powerful strike other caster who is within 15 feet of you. The second
to the targets core while both hands are imitating the caster as a part of their reaction, moves to a space within
bottom and top half of a dragons maw. 5 feet of you that they can occupy.
Make two melee taijutsu attacks, dealing your unarmed You and the second caster perform a cross strike
damage + 3d8. For each successful hit the target must switching places with each other while creating a
21
shockwave of force that that expands outward. All GLIMMER DRAGON
creatures in a 30-foot cone originating from both casters Classification: Taijutsu
in the same direction, must make a strength saving Rank: B-Rank
throw vs whichever of the two casters has the higher Casting Time: 1 Reaction, which you would only take when a
Taijutsu save DC. creature would score a critical hit against you.
Depending on the severity of the failure, the creature Range: Self
Duration: 1 Round
takes an escalating amount of damage and suffers
Components: M
additional penalties.
Cost: 11 Chakra
• Failed by 1~4: Bludgeoning damage equal to both Keywords: Taijutsu
casters unarmed damage + 9d6 and are knocked prone. Description: When you would be hit by a critical hit, you
• Failed by 5~9: Bludgeoning damage equal to both reinforce your body with muscle, blood and chakra,
casters unarmed damage + 12d6, are knocked prone and cushioning the impact. You reduce the triggering critical hit
dazed until the beginning of their next turn. and all subsequent critical hits damage to 0, until the
• Failed by 10~14: Bludgeoning damage equal to both beginning of your next turn.
casters unarmed damage + 15d6, are knocked prone and
dazed until the end of their next turn. HEAVENLY FOOT OF PAIN
• Failed by 15+: Bludgeoning damage equal to both Classification: Taijutsu
casters unarmed damage + 18d6, are knocked prone, Rank: B-Rank
dazed until the end of their next turn, and are knocked Casting Time: 1 Action
back 30 feet. If their movement would be stopped by a Range: 5 Feet
solid surface less than 5 feet thick, they take an Duration: instant
Components: CM, M
additional 2d6 bludgeoning damage and are forced
Cost: 14 Chakra
through it. If their movement would be stopped by a
Keywords: Taijutsu, Finisher
solid surface 5 or more feet thick, then they take
Description: You put an enormous amount of chakra
damage as if they fell 5 times their distance they had
into the heel of your foot as you make a single downward
remaining to move, rounded up.
kick. Make a Taijutsu attack against a target in range. On
Combination: When this jutsu is cast, it gains a hit target takes 6d10 Bludgeoning damage.
additional effects based on who has the highest If this jutsu is used as a Finisher, additionally, all
Charisma modifier between both casters. surrounding creatures, objects and structures (excluding
• +0-1: No Change. you), within 30 feet of the target must make a Dexterity
• +2-3: Affected creatures suffer a -2 penalty to their saving throw. On a failed save they fall prone, are
saving throw. knocked into the air 30 feet, suffering falling damage
• +4-5: Affected creatures suffer a 1d6+1 penalty to their and are incapacitated until the end of the current turn.
saving throw. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
FULL HOUSE damage by 1d10.
Classification: Taijutsu
Rank: B-Rank HUNTER’S FEAST
Casting Time: 1 Action or Reaction, which you only take Classification: Taijutsu
while airborne, falling, or jumping at minimum 30 feet. Rank: B-Rank
Range: 30 feet Casting Time: 1 Bonus Action
Duration: Instant Range: 60 feet
Components: M Duration: Concentration, up to 1 minute
Cost: 12 Chakra Components: M
Keywords: Taijutsu, Finisher Cost: 12 Chakra
Description: While falling you change trajectory to instead Keywords: Taijutsu
come down diagonally against a creature within range. Description: You hone in on your adversaries physical
You come down aggressively with the force of a falling form, looking for ways to strike them in their vital points.
star. Move up to 30 feet towards a creature you can see You do not need to spend chakra to maintain
within range, ending your movement within 5 feet of the concentration on this jutsu.
target. Make a melee taijutsu attack dealing your unarmed Make a Taijutsu ability check vs a DC 13 + the targets
damage + 5d8. rank (E-Rank: 0, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank:
If this jutsu is used as a Finisher, you instead deal your 4, S-Rank: 15). On a success, you find weak points in their
unarmed damage + 7d8 and all creatures within 10 feet of form. This jutsu does not work against inorganic
the target must make a Strength saving throw as the force of creatures such as constructs.
your kick cracks the air and creates an unprecedented For the duration, while you can see the creature, each
shockwave. On a failed save the creatures are thrown 10 feet time you deal damage with an unarmed or melee taijutsu
away into a pace that can hold them. attack, while unarmed, you deal an additional 2d8
necrotic damage which cannot be resisted or reduced by
any means, as you strike their vital points.
Additionally, you cannot suffer penalties to your
attack roll as a result of a trait, feature or jutsu cast by
the target creature.
If the target would ever leave your line of sight this
jutsu immediately ends.
22
INCURSION OF CLARITY LEAF GUST
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 bonus action
Range: Self Range: Self (30-foot Cone)
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 13 Chakra Cost: 14 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Combo
Description: You release a surge of chakra throughout Description: You swipe your leg with enough force to
your body removing all impurities and assisting in create a localized shockwave strong enough to bludgeon
recovering from physical debilitations. You can remove creatures and objects in range while also blowing them
one of the following condition types currently affecting away.
you Physical or Sensory and granting you advantage Creatures and objects in a 30-foot cone originating
against the same condition for 1 minute. from you must make a Strength saving throw, being
knocked up 30 feet into the air on a failed save.
KING’S FANG Creatures and objects must also succeed a constitution
Classification: Taijutsu saving throw taking 4d8 bludgeoning damage on a failed
Rank: B-Rank save or half as much on a failed save.
Casting Time: 1 Action Until the end of your turn, you can target one affected
Range: 5 feet
creature with a Taijutsu Finisher regardless of range,
Duration: Instant
once per turn, using either an Action or Bonus action,
Components: M
ignoring its listed casting time.
Cost: 11 Chakra
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
LEAF HOT WIND [CHANGED]
Classification: Taijutsu
currently be under the effects of the Lion Stance. This
Rank: B-Rank
jutsu attacks count as unarmed attacks for the Lion Fist Casting Time: 1 Action
Stance’s bonus action effect. Range: Full Movement
You ferociously attack a creature with the aggression Duration: Instant
and passion of a lion king. Components: M, CM
Make three melee taijutsu attacks targeting a creature Cost: 14 Chakra
you can see within range, dealing your unarmed damage Keywords: Taijutsu, Finisher
+ 2d10, you cannot add your ability modifier to the Description: This jutsu can only be used as a Taijutsu
damage dealt. If you are gaining the benefit of the Lion Finisher. You begin to perform a series of roundhouse
Fist Stance’s bonus action effect, you instead deal an kicks with enough force to ignite the air around your legs
additional 1d10 instead of 1d4. turning them into flaming kicks as your tear through
On each successfully hit, the target must make a everything in your path. Select a space within range that
constitution saving throw. On a failed save they gain the you can see and move to that location regardless of other
bruised condition. creatures in your path. All creatures of your choice who
At Higher Ranks: For each rank you cast this jutsu you would pass through on your way to the location
above B-Rank increase the cost of this jutsu by 3, the must make a Dexterity saving throw taking your 5d6 fire
number of attacks by +1. damage and gaining 2 ranks of the burned condition or
only half damage and no further effects on a successful
LEAF EARTH CRUSH save.
Classification: Taijutsu If you end your movement within 5 feet of a hostile
Rank: B-Rank creature, make a taijutsu attack against target one
Casting Time: 1 Action creature, dealing your unarmed damage + 4d10 fire
Range: Self (45-Foot Cone)
damage. The target must also make a Strength saving
Duration: Instant
throw being staggard on a failed save.
Components: CM, M
At Higher Ranks: For each rank you cast this jutsu
Cost: 13 Chakra
above B-Rank, increase the cost of this jutsu by 3 and the
Keywords: Taijutsu, Combo
damage of your targeted attack damage by 1d10.
Description: You slam your feet into the ground with the
Passion of Youth TM, fragmenting and shattering the
earth.
LEAF HURRICANE BULLET
Classification: Taijutsu
All creature in a 45-foot cone originating from you Rank: B-Rank
must make a dexterity saving throw to dodge and avoid Casting Time: 1 Action
the spears of stone, metal or whatever materials the Range: 45 feet
ground is made of. On a failed save, creatures take 6d8 Duration: Instant
piercing damage and are knocked 25 feet into the air, Components: M
becoming airborne until the end of the current turn. Cost: 10 Chakra
The affected area becomes difficult terrain until Keywords: Taijutsu
cleared or restored. Description: You strike with enough force to create a
Until the end of your turn, you can target one affected focused bullet of air pressure to strike at ranged targets.
creature with a Taijutsu Finisher regardless of range, Make two ranged taijutsu attack, dealing 4d8
once per turn, using either an Action or Bonus action, bludgeoning damage.
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 ranged taijutsu attacks by +1.
23
MACHINE GUN PUNCH! OWL DROP
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 30 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: 12 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You perform a series of insanely fast strikes Description: As a part of the activation of this jutsu, you
so fast that your fists grow hot from the resistance of the must be hidden from the target of this taijutsu. You leap
air around them. Make a number of Melee Taijutsu downward over your target as your wrap your legs
attacks equal to your Proficiency bonus, dealing your around their neck. You squeeze and twist, attempting to
unarmed damage + 1d4. You do not add ability score to knock them out instantly. Make a taijutsu attack against
damage dealt with this jutsu. the target to grapple them. On a success the target must
make a constitution saving throw falling unconscious on
MAXIMUM ENTRY a failed save.
Classification: Taijutsu An unconscious creature remains unconscious for 10
Rank: B-Rank minutes, or until they are moved, touched, take damage
Casting Time: 1 Action or are in the area of a Jutsu's effect.
Range: 45 feet
Duration: Instant
Components: M
PACK AGGRESSION
Classification: Taijutsu
Cost: 13 Chakra Rank: B-Rank
Keywords: Taijutsu Casting Time: 1 Action
Description: You move at remarkable speeds vanishing Range: 5 feet
like the wind. Choose up to 5 creatures you can see Duration: Instant
within range. Make a melee taijutsu attack against each Components: M
target. On a hit, a target takes your unarmed damage + Cost: 14 Chakra
5d8 and inflict 1 rank of bruised. You then teleport to an Keywords: Taijutsu, Finisher
unoccupied space you can see within 5 feet of one of your Description: As a part of casting this jutsu, you must
targets you hit or missed. currently be under the effects of the Wolf’s Stance.
At Higher Ranks: For each rank you cast this jutsu You ferociously attack a creature with the aggression
above B-Rank, increase the cost of this jutsu by 3 and the and ferocity of a pack of wolves.
number of creatures you can target by +1. Make two melee taijutsu attacks targeting a creature
you can see within range dealing your unarmed damage
ONE MAN FRONT LOTUS + 2d6.
Classification: Taijutsu On each successful hit, increase your next attacks
Rank: B-Rank critical threat range by +1 for this jutsu’s duration.
Casting Time: 1 Action If this jutsu is used as a Finisher, you instead make
Range: 45 feet
three melee taijutsu attacks.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above B-Rank increase the cost of this jutsu by 3, the
Cost: 14 Chakra
number of attacks by +1.
Keywords: Taijutsu, Finisher
Description: As part of the requirements of this jutsu,
you must have at least the “First Heavenly Breath: Inhale”
PASSIONATE DANCING LEAF
Classification: Taijutsu
or any of the Heavenly breaths thereafter active or any of Rank: B-Rank
the 8 Inner Gates class feature active. Casting Time: 1 Action
You leap into the air before beginning to spin turning Range: Self (45-foot cone)
yourself into a drill with enough force to create spiraling Duration: Instant
wind and dust that trails you as you come crashing down Components: CM, M
into a target of your choice that you can see within Cost: 13 Chakra
range. Make a melee taijutsu attack against the target, Keywords: Taijutsu, Combo
dealing your unarmed damage + 5d6. All creatures Description: You are filled to the brim with the Passion of
within 10 feet of the target must make a Strength saving Youth TM, and you let it guide your movements.
throw to avoid being thrown back 10 feet from the force. All creature in a 45-foot cone originating from you
If this jutsu is used as a Finisher, you instead make a must make a dexterity saving throw to dodge and avoid
melee taijutsu attack against the target, dealing your the plethora of punches and kicks you throw out as you
unarmed damage + 5d10. Additionally, all creatures dance across the battlefield, before returning back to
within 10 feet of the target must make a Strength saving place in an instant. On a failed save, creatures take 6d8
throw, being knocked back 20 feet from the force, bludgeoning damage and are knocked prone.
becoming incapacitated from the force and falling prone. Until the end of your turn, you can target one affected
At Higher Ranks: For each rank you cast this jutsu creature with a Taijutsu Finisher regardless of range,
above B-Rank, increase the cost of this jutsu by 3 and the once per turn, using either an Action or Bonus action,
damage by 1d8. 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, the
damage by 1d8.
24
PISTON FIST RABBIT BOSS STOMP
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, Clash Keywords: Taijutsu, Finisher
Description: You make a basic strike against a target Description: As a part of casting this jutsu, you must
within range. As a part of the activation of this jutsu, make currently be under the effects of the Rabbit Fist Stance.
a taijutsu attack. On a hit you deal your unarmed damage + You kick with the force of 10,000 rabbits stomping
6d4 as a surge of chakra erupts from your joint forcing the someone or something to death.
attack deeper. Make one melee taijutsu attacks targeting a creature
If this jutsu is used as a Finisher, you instead make a you can see within range dealing your unarmed damage
melee taijutsu attack with a +2 bonus to your critical threat + 6d8 and all creatures in a 30-foot cone originating
range, dealing your unarmed damage + 8d4. If you score a from the target creature must make a Strength saving
critical with this Taijutsu Finisher, you do not double your throw suffering the residual shockwave taking 6d8
unarmed damage die, you instead deal your unarmed bludgeoning damage on a failed save or half as much on
damage + 25d4. a success.
At Higher Ranks: For each rank you cast this jutsu above The affected area behind the original target creatures
B-Rank, increase the cost of this jutsu by 3. If used as a becomes difficult terrain as the ground shatters and
Finisher, increase the critical threat range by +1. collapses from your kick.
If this jutsu is used as a Finisher, the damage die
PREDATORS FANG becomes a d10.
Classification: Taijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank increase the cost of this jutsu by 3, the
Casting Time: 1 Action damage by 1d8 or 1d10.
Range: 5 feet
Duration: Instant
Components: M
REVERSE GUARD
Classification: Taijutsu
Cost: 13 Chakra
Rank: B-Rank
Keywords: Taijutsu, Finisher Casting Time: 1 Reaction, being damaged by a melee
Description: This jutsu can only be cast as a Taijutsu attack.
Finisher. As a part of casting this jutsu, you must currently Range: Self
be under the effects of the Serpent Fist Stance. Duration: Instant
You take both of your hands and shape them into a Components: M
serpents open maw with its fangs showing before you Cost: 14 Chakra
perform a series of strikes meant to break an enemy down. Keywords: Taijutsu
Make three melee taijutsu attacks, dealing your unarmed Description: As a reaction to being hit by a melee attack,
damage + 2d8. For each successful hit the target must Make a Martial Arts check. If you have expertise you
make a Strength saving throw. On each failed save, the instead add 1d4 to the roll and gain advantage. Your roll
target creature suffers a -1 penalty to their strength or becomes your AC until the end of this turn and against
dexterity ability scores for the next minute. A creature the triggering attack. If a melee attack would miss you
whose ability score is penalized in this way can spend a this turn, you can reverse the attack on to the target, and
full-turn-action to readjust themselves, restoring their the attack now instead targets the triggering creature. If
ability scores back to normal. they would miss your AC by 10, you gain an additional
At Higher Ranks: For each rank you cast this jutsu above reaction which you can use to cast a Taijutsu with the
B-Rank increase the cost of this jutsu by 3 and the number casting time of 1 action.
of attacks by +1. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
QUAKING LEG [CHANGED] bonus to your check by 1d4.
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 suffers the effects of
your unarmed strike and must make a Strength saving
throw being weakened and not being able to take reactions
until the end of their next turn on a failed save.
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.
25
ROYAL REVENGE STEEL KNUCKLE
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: Special Casting Time: 1 Action
Range: 5 feet Range: 5 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: Special Cost: 12 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a part of casting this jutsu, you must Description: As a requirement to activate this jutsu, you
currently be under the effects of the Royal Guard Taijutsu. must currently be in the Iron Fist Stance.
You release the pent-up kinetic energy you’ve You perform a series of high-powered strikes with full
absorbed into a single potent blow with unwasted intention to cause harm, break bones and crush your
movements. enemies. Make a two melee taijutsu attacks. On a hit, you
Make a single melee taijutsu attack, targeting a deal your unarmed damage + 2d12 and force the target to
creature you can see within range. On a hit, you deal make a Strength saving throw. On a failed save, you
bludgeoning damage equal to 1.5 times the amount of knock them back a number of feed equal to 10 x your
damage you’ve reduced to 0, as a result of Royal Guard. strength ability modifier.
Regardless of a hit or miss, immediately after the melee If you knock a creature away from you with any attack
taijutsu attack made as a result of this jutsu, Royal Guard granted by this jutsu, you gain bonus movement speed
immediately ends. up to the number of feet you knocked the target away,
which you can only use to move to a space within 5 feet
STAR SHOWER of the target that can hold you. If they strike a solid
Classification: Taijutsu surface that’s less than 5 feet thick, they tear through it
Rank: B-Rank if they have at least 10 or more feet remaining to be
Casting Time: 1 Action, which you can only take while knocked back, taking 4d6 bludgeoning damage for each
airborne, falling, or jumping at minimum 30 feet.
surface they go through.
Range: 60 feet (20-foot cube)
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
Components: M above B-Rank increase the cost of this jutsu by 3, the
Cost: 13 Chakra damage by 1d12 and 1d6.
26
TRIPLE DOUBLE • +4-5: Affected creatures must make a constitution
Classification: Taijutsu saving throw vs whichever of the two casters has the
Rank: B-Rank higher taijutsu save DC, becoming Stunned for 1d4
Casting Time: 1 Action turns on a failed save.
Range: 5 feet
Duration: Instant UNPREDICTABLE BLOWS [CHANGED]
Components: M Classification: Taijutsu
Cost: 14 Chakra Rank: B-Rank
Keywords: Taijutsu, Combo Casting Time: 1 Action
Description: You support your allies by breaking your Range: 5 Feet
mutual enemies defenses, setting them up for a brutal Duration: Instant
finisher. Components: M
Make a single melee taijutsu attack against a creature Cost: 12 Chakra
within range. On a hit, you deal your unarmed damage. Keywords: Taijutsu
You grant two allies within 15 feet of you an additional Description: As a requirement to activate this jutsu, you
reaction, which they can only use to cast a Taijutsu or must currently be in the Drunken Fist Stance.
Bukijutsu with the Finisher keyword that has a casting time You sway in and out of combat, dancing around your
of 1 Action. opponent in a drunken stupor throwing them off, while
Until the end of the current turn, up to two allied also making it difficult to pint you down into any single
creatures within 15 feet of you, can target the triggering space.
creature with a Taijutsu or Bukijutsu Finisher regardless of While you are engaged with at least 2 hostile
range, one per turn each, using a reaction. creatures, make one melee taijutsu attack against each
hostile creature you are currently engaged with. On a hit
TWIN FRONT LOTUS you deal your unarmed damage + 3d8.
Classification: Taijutsu Each time you successfully hit a creature using this
Rank: B-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
Duration: Instant of their next turn.
Components: M, W (Battle Wire)
Additionally, you gain a +1 bonus to saving
Cost: Special (49 Chakra)
throws and skill checks (Max +5) made to resist
Keywords: Taijutsu, Combination, Finisher
being dazed, knocked prone, stunned or paralyzed
Description: This jutsu can only be cast if you
and a +5 bonus to movement speed until the end of
have one other caster who is within 15 feet of
the current turn.
you. The second caster as a part of their
At Higher Ranks: For each rank you cast this jutsu
reaction moves to a space within 5 feet of
above B-Rank increase the cost of this jutsu by 3 and
you that they can occupy.
the damage by 1d8.
As part of the requirements of this jutsu,
both you and the second caster must have
at least the First Heavenly Breath: Inhale or
A-RANK:
any of the Heavenly Breaths thereafter active
or any of the 8 Inner Gates class feature active the
AMPHIBIOUS GOUT
Classification: Taijutsu
target must be airborne or falling.
Rank: A-Rank
You and the second caster leap into action
Casting Time: 1 Bonus action
grabbing and wrapping the target in you and the
Range: Self (15-feet)
second casters battle wire as you begin to spin
Duration: 1 Round
creating a 3-person drill creating dust trails as
Components: M
the three of you come crashing down into the
Cost: 15 Chakra
ground with the force of a meteor.
Keywords: Taijutsu
Each caster makes a melee taijutsu attack
Description: As a requirement to activate this jutsu, you
each dealing their unarmed damage + 5d8.
must currently be in the Frog Fist Stance.
If this jutsu is used as a Finisher, you both
You enter a highly mobile stance designed to allow you
instead make a melee taijutsu attack against
to assist all allies in martial combat.
the target, dealing the attacking creatures
Until the beginning of your next turn, allied creatures
unarmed damage + 5d12. Additionally, all
(including yourself) who would attempt to make a melee
creatures within 30 feet of the target must
taijutsu attack targeting a creature while both creatures are
make a Strength saving throw, being
within 15 feet of you, you may add your unarmed damage
knocked back 20 feet from the force and
die to their attack and damage rolls, as you support them
falling prone.
and yourself, by bouncing around in the 15-foot
Combination: When this jutsu is cast, it
radius supporting each strike and reinforcing each hit
gains additional effects based on who has
with one of your own.
the highest Charisma modifier between
Additionally, until the beginning of your next turn,
both casters.
hostile creatures who would attempt to make a melee or
• +0-1: No Change. range attack targeting any allied creatures (including
• +2-3: Affected creatures must make a constitution yourself) within 15 feet of you, reduces any damage they do
saving throw vs whichever of the two casters has the by twice your unarmed damage.
higher taijutsu save DC, becoming Incapacitated for
1d4 rounds on a failed save.
27
COMBO BREAK DISABLING BLOW
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Reaction, which you take when you would Casting Time: 1 Action
take damage or fail a saving throw against a jutsu with the Range: 5 feet
Duration: Instant
Combo keyword or a jutsu that allows a taijutsu or
Components: M
bukijutsu to target you with a jutsu with the Finisher
Cost: 12 Chakra
keyword regardless of range.
Keywords: Taijutsu
Range: Self
Description: You strike at your target’s joints attempting
Duration: Instant
to disable them for an extended period of time. Make a
Components: M
taijutsu attack against each target within 5 feet of you, of
Cost: 20 Chakra
your choice. Each target takes twice your unarmed damage
Keywords: Taijutsu, Finisher
and have their movement speed reduced by half and being
Description: This jutsu can be cast even if you cannot
unable to take reactions.
normally gain the benefits of a reaction.
They must also make a constitution saving throw being
You raise your defenses in preparation of being the target
Weakened on a failed save. At the end of the targets turn
of a Finisher. You treat all jutsu with the Finisher keyword as
they make another constitution saving throw to end the
if it was not cast as a Finisher until the end of the current
reduced movement, regain the ability to take reactions and
turn. If a jutsu can only be cast as a finisher, you are no
remove the Weakened condition on a successful save.
longer a valid target, and if there are no other valid targets,
the jutsu casting is interrupted and fails.
DRACONIC DRIVE
COMBO EXTENDER Classification: Taijutsu
Rank: A-Rank
Classification: Taijutsu
Rank: A-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: 15 feet
Range: Self Duration: Instant
Duration: Concentration, Special Components: CM, M
Components: M Cost: 18 Chakra
Cost: 16 Chakra Keywords: Taijutsu, Finisher
Keywords: Taijutsu Description: As a part of the requirements of this jutsu you
Description: As part of the requirements of this jutsu, you must have at least the Third Heavenly Breath: Breathe or any
must have at least the “Third Heavenly Breath: Breathe” or Heavenly Breaths thereafter active or at least the 3rd Gate of
any of the Heavenly breaths thereafter active. Life of the 8 Inner Gates Taijutsu Specialist class feature
For the Duration of your Heavenly breath’s, you gain an active.
additional action and bonus action on your turns. You leap backwards into the sky as you release chakra
The extra action can only be used to take the attack action or from your spine creating jets of chakra that keep you in the
cast a taijutsu with a casting time of 1 action. air before propelling you downward towards a creature you
The extra bonus actions can only be used to take the can see in range. Make a melee taijutsu attack dealing your
dash or disengage actions. unarmed damage +6d6. Regardless of a hit or miss, you
create a shockwave originating from the same space of the
DEATH BLOSSOM original target emanating out in a 20-foot radius sphere.
Classification: Taijutsu All creatures in this radius, excluding you, must make a
Rank: A-Rank dexterity saving throw. On a failed save they take 6d6
Casting Time: 1 Action bludgeoning damage and becoming dazed for 1 minute or
Range: 5 feet half as much damage on a successful save.
Duration: Instant
Components: M FINAL LOTUS
Cost: 20 Chakra Classification: Taijutsu
Keywords: Taijutsu, Finisher Rank: A-Rank
Description: You strike a downed creature in the chest, Casting Time: 1 Action
in an attempt to stop their beating heart with a single Range: Touch
Duration: Instant
strike. This jutsu can only be used against a creature who
Components: CM, M
is dazed, prone and who is not a construct.
Cost: 18 Chakra
Make a melee taijutsu attack. On a hit, the target must
Keywords: Taijutsu, Finisher
make a constitution saving throw. On a failed save, they
Description: This jutsu can only be cast as a Taijutsu
take 10d6 in necrotic damage which cannot be reduced
Finisher. As part of the requirements of this jutsu, you must
by any means or half as much on a success.
have at least the “Fifth Heavenly Breath: Respire” or any of
If this jutsu is used as a Finisher, on a failed save, the
the Heavenly breaths thereafter active or the 5th Gate of
target instead takes 10d6 necrotic damage and suffers 5
Limit of the 8 Inner Gates class feature active.
ranks of internal laceration. While lacerated in this way,
The target of this jutsu must be restrained or grappled.
they make medicine checks to end it at disadvantage.
Make five taijutsu attacks against the target. On a Hit,
If a creature has its hit points reduced to 0 as a result
Target creature takes Unarmed damage +2d6. Each
of this jutsu or Laceration cause by this jutsu, their heart
successful hit, increase the damage die by 1d6. If all five
explodes.
attacks hit, you make a 6th attack. On a hit with the 6th
attack, you deal 10d6 Bludgeoning damage and knock the
target prone. (This Jutsu cannot score a critical hit)
After this jutsu, you immediately end either your
Heavenly Breaths or 8 Inner Gates.
28
HEAVEN KILLER LANDSLIDE
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: Special
Duration: Instant Duration: Special
Components: CM, M Components: M
Cost: Special (70 Chakra) Cost: 20 Chakra
Keywords: Taijutsu, Combination, Finisher Keywords: Taijutsu
Description: This jutsu can only be cast as a taijutsu Description: As a part of the requires to cast this jutsu,
Finisher. you must currently be standing on an incline or slope
This jutsu can only be cast if you have one other caster style terrain.
who is within 15 feet of you. The second caster as a part of You take a solid stance and stomp the ground sending
their reaction moves to a space within 5 feet of you that out light but effective shockwaves throughout the
they can occupy. surrounding terrain. All delicate structures,
Both casters leap in to strike the target creature using environment, creatures and materials excluding you,
each other as leverage while juggling the target in between within 120 feet, that is not anchored into the ground at
their strikes. Make a combined number of melee taijutsu least 1 to 5 feet deep or holding on to something that is
attacks equal to their combined Taijutsu ability modifier anchored into the ground, begin to aggressively slide
(Max 10), with each caster attacking one after the other down the incline or slope.
with no caster attacking twice in a row. On a hit, the Once cast, this inclined or slopped surface counts as
attacker deals their unarmed damage +2d6. difficult terrain. All stone, must, snow, trees, debris,
If at least seven attacks were successful, both casters structures and creatures that begin to slide down this
make one final melee taijutsu attack, but only the attack incline or slope must make a dexterity saving throw at
with the highest result is counted. Based on the degree of the beginning of each of their turns to avoid being struck
success over the target AC, this attack deals increased by other falling debris sliding down the slope with them.
damage. Things falling or sliding down this slope or incline do
• Succeeds by 1~4: Both casters unarmed damage + 4d6. not stop falling or sliding until the reach solid, flat
• Succeeds by 5~9: Both casters unarmed damage + 5d6.
ground. All objects, environment, structures and
• Succeeds by 10~14: Both casters unarmed damage + 6d6.
constructs fall 60 feet per round, while creatures fall 45
• Succeeds by 15+: Both casters unarmed damage + 7d6.
feet per round.
Creatures who fail their saving throws are struck with
Combination: When this jutsu is cast, it gains a solid surface or object, structure or creature sliding as
additional effects based on who has the highest a result of this jutsu and suffer 4d6 bludgeoning damage
Charisma modifier between both casters. per object, structure or creature within 5 feet of them
• +0-1: No Change. while sliding.
• +2-3: Increase damage die by one step A creature can spend their reaction on another
(D6>D8>D10>D12). creatures turn to attempt a Strength (Athletics) check to
• +4-5: Increase damage die by two steps slow their decent by half (round down) at the beginning
(D6>D8>D10>D12). of their next turn.
A creature no longer standing on the inclined or
IRON GUARD sloped surface at the beginning of their turn does not
Classification: Taijutsu need to make any athletics checks or saving throws due
Rank: A-Rank to this jutsu.
Casting Time: 1 Reaction, which you take when you This landslides duration is entirely DM’s discretion
would take damage. based on the total height of the actual incline or slope
Range: Self and the volume of things that fall in its totality. This
Duration: 1 Round. jutsu can stripe a large section of a mountain side or
Components: M
begin a city threatening avalanche on a snowcapped
Cost: 16 Chakra
mountain.
Keywords: Taijutsu
Description: As a requirement for this jutsu you must MAGNUM KNUCKLE
currently be gaining the benefit of any one Taijutsu Classification: Taijutsu
Stance. Rank: A-Rank
As a reaction to taking damage, add your Taijutsu Casting Time: 1 Bonus action
ability modifier to your AC against the triggering attack, Range: Self
potentially turning a hit into a miss. This bonus lasts Duration: Concentration, up to 1 Minute
until the end of your next turn. Components: CM, M
Regardless if the attack hits or misses, after the Cost: 17 Chakra
conclusion of the triggering attack, and until the Keywords: Taijutsu
beginning of your next turn, you gain a thin armor of Description: You enrich your arms and legs with chakra
chakra armor meant to protect you. This armor is that increases combat prowess. For the duration, you
temporary hit points and has a value equal to your have advantage on attack of opportunities, and your
Taijutsu attack bonus + half of your level. 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.
29
PHANTOM MOBILITY [CHANGED] SAVAGE ROAR
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Components: M
Components: M
Cost: 15 Chakra
Cost: Special (70 Chakra)
Keywords: Taijutsu
Keywords: Taijutsu, Combination
Description: As a requirement to activate this jutsu, you
Description: This jutsu can only be cast if you have one
must currently be in the Silent Fist Stance.
other caster who is within 15 feet of you. The second
While you are benefiting from this stance, you do not
caster as a part of their reaction moves to a space within 5
need to spend chakra to maintain concentration.
feet of you that they can occupy.
If you cast this jutsu while you are currently gaining
You and the second caster perform a symbiotic
the benefits of the Silent Movement taijutsu, reduce this
fighting stance, roaring and working in consistent
jutsu’s cost by half (rounded down), and you
tandem, never acting independently. For the duration of
immediately end concentration on the Silent Movement
this jutsu, you do not need to spend chakra to maintain
taijutsu, while still retaining its benefits for this jutsu’s
concentration on this jutsu.
duration.
When you or the second caster would spend their
While you are gaining this jutsu’s benefits; You can
action or bonus action to cast a taijutsu, both casters of
move through a creatures space while suffering no
this jutsu perform the same jutsu, gaining its benefits
movement penalties and requiring no skill checks. When
simultaneously, so long as both casters could cast it. (Ex.
you take the dash action, you can do so as a bonus action
A caster who cannot cast a specific Hijutsu cannot cast the
and ignore difficult terrain. When water or wall walking,
same jutsu as another caster who can cast that Hijutsu)
you move at your full speed and finally, unarmed attacks
When a jutsu is cast in this fashion both casters do not
you make deal half their damage to creatures of your
need to know the jutsu, but must be able to fulfill the
choice who are adjacent to your attacks original target.
conditions of the jutsu cast to gain its benefits. If they
30
SEIDOU GOITSU SUPREME PACIFICATION
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 5 Feet
Duration: Special Duration: Special
Components: M Components: M
Cost: 20 Chakra Cost: 18 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: An advanced and dangerous technique Description: An advanced pacification technique meant
that’s a part of an ancient martial arts made by to completely remove a creature from combat or prevent
combining the opposing chakra of Yin and Yang. This them from entering combat all together.
jutsu works by having your Yin chakra first becomes As a part of the activation of this jutsu, you must
focused inward, while your Yang chakra explodes target a single creature putting all of your focus upon
outward resulting in an explosive boost in the user’s them. Make a single melee taijutsu attack. On a hit, you
physical abilities. immediately grapple and restrain the target. The target
At the beginning of each of your turns, you can choose can spend their reaction to make an opposed Strength
to attempt to maintain this jutsu or end it. If you attempt (Athletics) check to break free immediately ending this
to maintain it, make a Strength or Dexterity (Martial jutsu, remaining grappled and restrained on a failed
arts) check vs a DC 10. On a success, you maintain this check.
jutsu. Each time after the first, when you make this jutsu On an affected creatures turn; they must spend an
while this jutsu is active, increase the DC by +2. On a action to attempt to escape by making a Strength saving
failed check this jutsu immediately ends. If you end this throw.
jutsu instead of attempting to maintain it, this jutsu While a creature is grappled and restrained this way,
ends with no further effect. they cannot form handseals, perform the help action, or
While gaining the benefits of this jutsu, unarmed make any Strength of Dexterity skill checks.
attacks and taijutsu attacks you make are all made at Additionally, they cannot speak or make verbal sounds
advantage. Additionally, you deal bonus damage equal to as you have their mouth covered as well.
your level, twice per turn, with unarmed and taijutsu After 5 rounds, a creature restrained in this way, must
attacks. begin to make constitution saving throws at beginning
If this jutsu ends as a result of failing the check to of each of their turns. On a failed save, they fall
maintain it, you gain a number of ranks of the Weakened unconscious.
condition, for a number of minutes equal to the number While you are grappling a creature in this way, your
of rounds this jutsu remained active. movement speed is reduced by half, you cannot take the
dash action, you cannot form handseals, and you cannot
SIXTH HEAVENLY BREATH: GASP concentrate on ninjutsu or genjutsu.
Classification: Taijutsu
Rank: A-Rank SUPREME VIOLENCE
Casting Time: 1 Bonus Action Classification: Taijutsu
Range: Self Rank: A-Rank
Duration: Special Casting Time: 1 Action
Components: CM Range: Self
Cost: 19 Chakra Duration: Concentration, up to 1 minute
Keywords: Taijutsu Components: CM, M
Description: As a requirement to activate this jutsu, you Cost: 19 Chakra
must have Fifth Heavenly Breath: Respire currently active. Keywords: Taijutsu
You end your concentration on that jutsu and this one Description: You pump chakra through your body until
takes its place. You keep all the effects of that jutsu, you can puppet your body with your chakra alone
stacking them with this jutsu’s effects. allowing you to react with but a thought. As a part of the
You increase your heart and lung size two-fold. Doing so activation of this jutsu you cannot concentrate on any
increases your body’s ability to filter poisons and provide Ninjutsu or Genjutsu for the duration of this Taijutsu.
nutrition throughout. The aura that surrounds you begins For the duration increase your AC by your Constitution
to glow far more intensely as it begins to coalesce into a modifier and you gain an additional Reaction which you
storm like formation. Your first two taijutsu deal 1d8 bonus take when you are targeted by an attack. When you use
damage, and you gain 30 Temporary Hit Points which stack this additional reaction, you gain the benefits of using
with other Temporary Hit Points granted by Heavenly the dodge action against a single attack.
Breath taijutsu.
Upon ending this jutsu, you gain 2 ranks of the
Weakened condition and 1 rank of the
Slowed condition until you finish a long
rest. This cannot be removed or ended
early except by a jutsu with the Medical
keyword of S-Rank.
31
TENEBROUS CLAW [CHANGED] • Unarmed attacks you make deal an additional 2d6 Damage
Classification: Taijutsu on a hit.
Rank: A-Rank • When you score a successful hit with an unarmed attack,
Casting Time: 1 Action once per turn, you may force a target to make a Strength
Range: 5 Feet saving throw, gaining 2 ranks of bruised on a failed save.
Duration: Instant • Taijutsu attacks that would deal unarmed damage, deal an
Components: M additional 4d6 damage once, per taijutsu cast, while
Cost: 18 Chakra benefiting from this jutsu.
Keywords: Taijutsu, Finisher • You deal the maximum possible damage to structures and
Description: You perform a series of blows with enough constructs.
speed, strength, and striking power to generate sparks of • Each space you move through counts as difficult terrain
electricity with each blow. for all creatures with a dexterity ability score lower than
Make three melee taijutsu attacks against one creature you your strength ability score.
can see within range, dealing your unarmed damage + 4d8. • As a reaction, which you can take when you would make a
If this jutsu is used as a Finisher, you instead make four Strength or Dexterity saving throw from a ninjutsu or
taijutsu attacks, inflicting the bruised condition on each taijutsu cast that has the shape of a sphere, cylinder,
successful hit. When all four attacks have been made, as long cone, or line, you can perform a round house kick,
as at least one attack scored a successful hit, the target is striking the jutsu while also initiating a clash.
forced to make a Strength saving throw, suffering a -1 • When you would make a Strength (Martial arts) check for
penalty for each successful hit after the first. On a failed save, the clash, you make it at advantage and reroll 1’s and 2’s.
the target is dazed. But this daze may last for an extended
At Higher Ranks: For each rank you cast this jutsu above A-
period of time based on the severity of the failure.
Rank increase the cost of this jutsu by 3 and the damage by
• Fails by 1~4: Normal daze duration. 1d6. If you cast this jutsu at S-Rank, when you win a clash
• Fails by 5~9: Dazed for 2 of its turns. check with this jutsu’s reaction, you deal 7 times your
• Fails by 10~14: Dazed for 3 of its turns. unarmed damage.
• Fails by 15+: Dazed for 1 minute.
VIOLENT LEAF ADAMANTINE-STRENGTH
TIGER LILY WHIRLWIND
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Bonus action Casting Time: Special
Range: 30 Feet
Range: 5 Feet
Duration: Concentration, up to 1 minute
Duration: Instant
Components: CM, M
Components: CM, M
Cost: 18 Chakra
Cost: 18 Chakra
Keywords: Taijutsu, Sensory
Keywords: Taijutsu
Description: You enter a state of serenity and gain
Description: As a part of casting this jutsu, you must
impenetrable clarity of the world around you. For the
currently have at least the Fourth Heavenly Breath: Wheeze or
duration you gain 60 feet of tremorsense and blind sight. You
any of the Heavenly Breaths thereafter active or at least the
gain immunity to Genjutsu with the Visual Keyword.
3rd Gate of Life from the 8 Inner Gates Taijutsu Specialist,
TRUE RAKSHASA’S PALM Passionate Youth class feature active.
Classification: Taijutsu When you first enter any of the listed breathes or inner
Rank: A-Rank gates you may activate this jutsu once. When you do, you
Casting Time: 1 Action may immediately move up to 30 feet towards any hostile
Range: Self creature you can see. If you end your movement within
Duration: Concentration, up to 1 minute 5 feet of the them, you can immediately make a
Components: CM, M single powerful
Cost: 20 Chakra roundhouse kick.
Keywords: Taijutsu Make a melee taijutsu
Description: As a part of casting attack. On a hit you deal 6
this jutsu, you must times your unarmed damage and
currently have both the target must make a strength saving
Rakshasa’s Palm and throw. On a failed save they are thrown back a
Rakshasa’s Sole on your number of feet equal to your strength modifier
known jutsu list. times 20. If they strike a solid surface that’s
You combine both techniques forming a less than 5 feet thick, they tear through it if
perfect fusion of both, managing a balance. they have at least 10 or more feet
For the duration of this jutsu, you cannot lose remaining to be knocked back, taking
concentration of this jutsu as a result of 6d6 bludgeoning damage for each
Damage or failing a concentration check. surface they go through.
While you are gaining the benefits of
this jutsu, you cannot cast or maintain
concentration on Rakshasa’s Palm or
Rakshasa’s Sole.
You gain the following benefits for
the duration;
32
VIOLENT STRANGLING
Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 19 Chakra
Keywords: Taijutsu
Description: With a sudden movement you grip a targets
throat with such speed most don’t get a chance to react.
Make a melee taijutsu attack against the target. On a Hit the
target is grappled and restrained. The target also cannot
make hand seals as you hold one of their hands. The target
also gains one degree of exhaustion. At the end of each of
the targets turns they gain one degree of exhaustion. The
target on each of its turns can use its action to make a
Strength saving throw to escape your grip. When a creature
would escape this jutsu they lose all ranks of exhaustion
gained from this Jutsu.
WANDERING ARACHNID
Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Bonus action
Range: Special
Duration: Concentration, up to 10 minutes
Components: M
S-RANK:
Cost: 16 Chakra
Keywords: Taijutsu BLACK NERIUM
Classification: Taijutsu
Description: As a requirement to activate this jutsu, you
Rank: S-Rank
must currently be in the Spider Fist Stance.
Casting Time: 1 Action
You enter a highly mobile stance designed to allow you
Range: 5 Feet
to capture as many enemies in your web as possible at
Duration: 1 minute
the same time. You do not need to spend chakra to
Components: CM, M
maintain concentration on this jutsu.
Cost: 30 Chakra
When you would deal damage to a creature with an
Keywords: Taijutsu, Medical
unarmed, taijutsu, or bukijutsu while this jutsu is active,
Description: You attempt to press a point on the base of a
you immediately grapple the target(s) with your battle
hostile creatures neck. When you do, you reverse their bodies
wire. You can grapple a number of creatures this way
blood flow completely throwing their heart off and causing
equal to your proficiency bonus at a time, using the same
blood vessels to explode.
battle wire.
Make a melee taijutsu attack. On a hit, the target must
Additionally, creatures who are grappled in this way
make a Constitution saving throw at the beginning of
take slashing damage equal to Xd4 at the beginning of
each of their turns for the next minute. Each time they
each of their turns, where X = the number of creatures
would fail their saving throw, they suffer a -1 penalty to
grappled by you, using your battle wire.
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. As
Range: 5 Feet 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
Description: You strike the ground with such force that BLUE ROSE
you destroy the surrounding area with little concern. All Classification: Taijutsu
creatures in a 60-foot cube originating from you must Rank: S-Rank
make a Dexterity saving throw taking 10d10 bludgeoning Casting Time: 1 Action
damage as the surface is destroyed and pieces of the Range: Self
ground shoot out in random directions. Duration: 1 minute
The affected area is counted as difficult terrain and Components: CM, M
creatures that are greater than 10 feet from each other Cost: Special (30 Chakra)
are heavily obscured from one another. Keywords: Taijutsu
Description: You enter a state of absolute passion and
ambition. You cannot lose concentration on this jutsu as a
result of damage. You gain 2 additional bonus actions, per
round.
33
CRIMSON SKIES [CHANGED] For the duration this jutsu adjusts your physicality in the
Classification: Taijutsu following ways. Once you use this jutsu, you cannot gain its
Rank: S-Rank benefits until you complete a long or full rest.
Casting Time: 1 Action • Your speed is reduced by half.
Range: Self (45-foot cylinder) • You cannot cast or maintain Ninjutsu or Genjutsu.
Duration: Instant • You gain a number of temporary hit points equal to 10
Components: CM, M times your Taijutsu save DC.
Cost: 25 Chakra o This jutsu lasts for 10 minutes or until the
Keywords: Taijutsu temporary hit points granted by this jutsu is reduced
Description: You punch skyward with enough force to to 0.
ignite the air around you, sparking flames and cinder to • When you spend your reaction to activate the Royal
erupt. This creates an updraft of flames made by pure Guard jutsu, you do not spend chakra, you instead reduce
kinetic friction. This in turn turns the sky red for any the damage you would take to 0, and then reduce the
creature who is within 1 mile of you. number of temporary hit points you have by 10.
This sudden change in atmospheric pressure creates a • When you activate the Royal Revenge jutsu, you instead
sudden shift in air pressure creating a massive cyclone that reduce your current temporary hit points to 0, and the
lasts for but a moment. target takes bludgeoning damage equal to twice the
All creatures (excluding you) within 45 feet of you must number of temporary hit points you had remaining on a
make a Strength saving throw. On a failed save, they take successful hit.
10d8 fire damage from the spark of flames or half as much
on a success EVENING ELEPHANT
Immediately after, all creatures in the same area must Classification: Taijutsu
remake their saving throw. Creatures who failed their first Rank: S-Rank
saving throw makes this second saving throw at Casting Time: 1 Action
disadvantage. On a failed second saving throw, creatures Range: 60 Feet Line
are thrown 120 feet in a random direction taking 10d8 Duration: Instant
bludgeoning damage as they strike the ground or a solid Components: M
surface. On a successful save, they take half damage and Cost: 21 Chakra.
are instead thrown only 60 feet in a random direction. Keywords: Taijutsu, Finisher, Clash
Description: This jutsu can only be cast as a Taijutsu
DAYTIME TIGER Finisher. This is the ultimate culmination of offensive
Classification: Taijutsu taijutsu. As a part of the activation of this jutsu, you
Rank: S-Rank must currently be under the effects of at least either
Casting Time: 1 Action Sixth Heavenly Breath: Gasp Taijutsu or 7th Gate of Wonder
Range: 30 Feet or higher.
Duration: Instant Make 5 Taijutsu attacks against a target. Each attack
Components: M you make is treated as a shockwave that affects all
Cost: 20 Chakra creatures in a 5-foot-wide, 60 feet line behind your
Keywords: Taijutsu, Finisher, Clash initial target. On a hit, the target creature takes 5d10
Description: This jutsu can only be cast as a Taijutsu bludgeoning damage. All creatures behind the target
Finisher. As part of the requirements of this jutsu, you creature must make a Dexterity saving throw taking 5d8
must have at least the “Sixth Heavenly Breath: Gasp” or force damage on a failed save or half as much on a
the 7th Gate of Wonder of the 8 Inner Gates class feature successful one. (This Jutsu cannot score a critical hit)
active.
You take your palm and tap it with a closed fist
creating a vortex of air pressure. Make a range Taijutsu
attack. On a hit the target takes 10d12 bludgeoning and
10d12 force damage. Each creature within 30 feet around
the target creature must make a Dexterity saving throw.
A target takes 10d10 Force Damage on a failed save, or
half on a successful one.
DREADNAUGHT GUARD
Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self
Duration: Special
Components: CM, M
Cost: Special (35 Chakra)
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
currently have both the Royal Guard and Royal Revenge
Taijutsu on your known jutsu list.
You take everything learned from both of the
aforementioned jutsu and apply it to yourself in the most
literal fashion. You generate a hazy, but dense aura of
chakra around yourself designed to protect you from
basically all forms of damage.
34
FINAL FURY LEAF DRAGON GOD
Classification: Taijutsu Classification: Taijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: 120 feet
Duration: Instant Duration: Instant
Components: CM, M Components: M
Cost: Special (88 Chakra) Cost: 28 Chakra.
Keywords: Taijutsu, Combination Keywords: Taijutsu, Finisher, Clash
Description: This jutsu can only be cast if you have one Description: An Ultimate taijutsu created by a legendary
other caster who is within 15 feet of you. The second master. You perform an upward spin kick which quickly
caster as a part of their reaction moves to a space within 5 becomes a pressurized tornado that shapes itself into a
feet of you that they can occupy. dragon with long whiskers. Move yourself up to 120 feet in
You and the second caster perform a joint combined any direction even turning corners and up walls. All
series of strikes attacking vital points across a targets creatures who you pass within 5 feet of, must make a
body. Strength saving throw being pulled into the tornado and
Each caster make three melee taijutsu attacks, dealing thrown to the end of it landing 5 feet in front of where ever
their unarmed damage + 5d8 on a hit. If both casters you end your movement, taking 12d8 bludgeoning damage
successfully hit their target with all of their attacks the and taking additional damage as if they were falling. On a
target must make a constitution saving throw vs the successful save they only take half damage. Creatures take
Taijutsu save DC of the caster with the highest DC. On a twice the amount of falling damage as a result of this jutsu.
failed save the target gains 5 stacks of the Weakened Creatures who fail the Strength saving throw must also
condition for the next 24 hours. succeed a constitution saving throw being slashed by the
Combination: When this jutsu is cast, it gains debris this taijutsu picks up taking 6d8 slashing damage on
additional effects based on who has the highest a failed save or half as much on a successful save.
Charisma modifier between both casters.
• +0-1: No Change.
NIGHT GUY
Classification: Taijutsu
• +2-3: Both casters gain a +2 bonus to their taijutsu
Rank: S-Rank
attack rolls.
Casting Time: 1 Action
• +4-5: Both casters gain a +2 bonus to their taijutsu
Range: Special
attack rolls, +1d4 bonus to damage rolls and a +1
Duration: Instant
bonus to their taijutsu save DC.
Components: CM, M
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RED LOTUS • When a creature would miss you with an attack, you may
Classification: Taijutsu take the attack action making an unarmed or weapon
Rank: S-Rank attack targeting the triggering creature.
Casting Time: 1 Action • The first time you would take damage, or suffer any hostile
Range: Self creatures effect, this jutsu immediately ends.
Duration: 1 minute
Components: CM, M THE LAST WALTZ
Cost: Special (30 Chakra). Classification: Taijutsu
Keywords: Taijutsu Rank: S-Rank
Description: You enter a state of absolute instinct and Casting Time: 1 Action
focus. As a part of the activation of this jutsu you cannot Range: Self (5 feet)
concentrate on any other jutsu for the duration. You Duration: Concentration, up to 1 minute
cannot lose concentration on this jutsu as a result of Components: M
damage. Cost: 26 Chakra
You can take 2 additional reactions, per round. Keywords: Taijutsu
Description: You can only cast this jutsu while you are
SEVENTH HEAVENLY BREATH: EXHALE adjacent to at least one hostile creature. The hostile
Classification: Taijutsu creature(s) you are adjacent to must make a contested
Rank: S-Rank Strength or Dexterity (Martial Arts) check vs your Strength or
Casting Time: 1 Action Dexterity (Martial Arts) check. If the adjacent creatures fail the
Range: Self contested check, for the duration, when they would move
Duration: Concentration, up to 10 Minutes away from you, even if they would disengage, you may move
Components: CM
up to your movement speed to become adjacent to them again.
Cost: 20 Chakra
(This does not spend any movement if you move on another
Keywords: Taijutsu
creatures turn.) When you do, you may take the attack action
Description: As a requirement to activate this jutsu, you
targeting them with an unarmed or weapon attack.
must have Sixth Heavenly Breath: Gasp currently active. You
On a hit, they cannot target any other creature with a
end your concentration on that jutsu and this one takes its
melee or ranged attack except for you until the end of the
place. You keep all the effects of that jutsu, stacking them
current turn.
with this jutsu’s effects.
Additionally, when you would take the attack action,
You turn off your heart’s limiters allowing it to pump
you can take additional attack actions targeting different
an unquantifiable amount of oxygen through your body.
adjacent creatures.
The aura that surrounds you begins to glow far more
intensely as it begins to take a shape of your choice such WHITE LILY
as a skull, eyes, or a demon. Your first two taijutsu Classification: Taijutsu
attacks per turn gain a +5 bonus to hit and are made at Rank: S-Rank
advantage, deal 7d8 bonus damage, and you gain 40 Casting Time: 1 Action
Temporary Hit Points which stack with other Temporary Range: Touch
Hit Points granted by Heavenly Breath taijutsu. Duration: Concentration, up to 1 minute
Upon ending this jutsu, you gain 7 ranks of the weakened Components: CM, M
condition and 7 ranks of the slowed condition until you Cost: Special (25 Chakra)
finish a One week of downtime. This cannot be removed or Keywords: Taijutsu, Medical
ended early by any means. Description: You press a point on the base of a willing ally’s
spine. When you do, you release their bodies limited synapse
SSSTYLISH COMPLIMENTS response time, enhancing it, allowing an allied creature to
Classification: Taijutsu
move at the speed of thought.
Rank: S-Rank
For the duration, the target gains 2 additional bonus
Casting Time: 1 Action
action and reaction. The target of this jutsu cannot
Range: Self
concentrate on any other jutsu for the duration.
Duration: Special, up to 1 minute
After one minute their body slows down, becoming
Components: CM, M
weakened for 1 hour.
Cost: Special (30 Chakra)
You cannot target yourself with this jutsu. If a creature
Keywords: Taijutsu
benefiting from this jutsu gains 2 or more ranks of
Description: You begin to perform a series of extremely
Shocked, they become paralyzed until the end of their
disrespectful movements designed to not only show how
next turn.
absolutely amazing you are, but how woefully unprepared
A creature cannot gain the benefits of this jutsu more
your enemies are to deal with someone of your caliber.
than once per rest.
While you are under the effects of this jutsu you gain the
following;
• For the next minute, each time you would score two
successful hits on a creature you gain a +1 bonus to your
AC and all saving throws until the beginning of your next
turn.
• For the duration, you cannot suffer penalties to your AC,
attack rolls or saving throws.
• When you would succeed a saving throw that would
inflict a condition or deal damage, you instead suffer no
effects or damage.
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