CREDITS
Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,
Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto
Designer: Kingsare4ever (Tommie)
Editor: Kingsare4ever (Tommie)
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1
TABLE OF CONTENTS D-Rank: .............................................................................. 35
C-Rank: ............................................................................. 36
Credits ................................................................................ 1 B-Rank: ..............................................................................37
A-Rank: ..............................................................................37
Table of Contents...............................................................2 Jiton ..........................................................................................38
Aburame clan ........................................................................... 4 A Magnetic personality ...................................................38
Jiton Clan Jutsu.......................................................................39
Creepy Crawly ..................................................................... 4 D-Rank .............................................................................. 39
Aburame Clan Jutsu................................................................. 5 C-Rank .............................................................................. 40
B-Rank ............................................................................... 41
D-Rank: ............................................................................... 5 A-Rank .............................................................................. 42
C-Rank:................................................................................ 5 Jūgo ........................................................................................... 43
B-Rank:................................................................................ 6 Monstrous oppressors.....................................................43
A-Rank:................................................................................ 6 Jugo Clan Jutsu ...................................................................... 44
Akimichi Clan [Changed] ....................................................... 7 D-Rank .............................................................................. 44
Big Appetite......................................................................... 7 C-Rank .............................................................................. 44
Akimichi Clan Jutsu................................................................. 8 B-Rank .............................................................................. 45
D-Rank: ............................................................................... 8 A-Rank .............................................................................. 46
C-Rank:................................................................................ 8 Kaguya Clan [Changed] ........................................................47
B-Rank:................................................................................ 9 Savage Battle Instincts ................................................... 47
A-Rank:................................................................................ 9 Kaguya Clan Jutsu ................................................................. 48
Bakuton [Changed] ................................................................10 D-Rank .............................................................................. 48
An Explosive Personality................................................ 10 C-Rank .............................................................................. 48
Bakuton Clan Jutsu.................................................................10 B-Rank: ............................................................................. 49
D-Rank............................................................................... 10 A-Rank: ............................................................................. 49
C-Rank ................................................................................12 Kurama Clan ...........................................................................50
B-Rank ................................................................................13 Illusions as Real as Reality ............................................ 50
A-Rank ................................................................................13 Kuru Clan ................................................................................. 51
Fuma Clan ................................................................................15 The Wolf’s Curse .............................................................. 51
We Never Miss ...................................................................15 Kuru Clan Jutsu.......................................................................52
Fuma Clan Jutsu ......................................................................16 D-Rank ...............................................................................52
D-Rank............................................................................... 16 C-Rank: ..............................................................................52
C-Rank:.............................................................................. 16 B-Rank: ..............................................................................53
B-Rank:...............................................................................17 A-Rank: ..............................................................................53
A-Rank:...............................................................................17 Namikaze .................................................................................54
Futton .......................................................................................18 Faster than the eye can see ............................................ 54
A Corrosive Breath ........................................................... 18 Namikaze Clan Jutsu .............................................................55
Futton Clan Jutsu ....................................................................19 D-Rank ...............................................................................55
D-Rank............................................................................... 19 C-Rank .............................................................................. 56
C-Rank ............................................................................... 19 B-Rank ...............................................................................57
B-Rank ...............................................................................20 A-Rank ...............................................................................57
A-Rank ...............................................................................20 Nara Clan .................................................................................58
Hatake Clan..............................................................................21 Inconceivable foresight ................................................. 58
Baring White Fangs ..........................................................21 Nara Clan Jutsu .......................................................................59
Hebi Clan ................................................................................. 22 D-Rank .............................................................................. 59
The Basilisk’s Blessings ................................................. 22 C-Rank: ............................................................................. 59
Hebi Clan Jutsu....................................................................... 23 B-Rank: ............................................................................. 60
D-Rank............................................................................... 23 A-Rank: ............................................................................. 60
C-Rank:.............................................................................. 23 Non-Clan ................................................................................. 61
B-Rank:.............................................................................. 24 Limitless Potential ........................................................... 61
A-Rank:.............................................................................. 24 Ranton ......................................................................................62
Hoshigaki Clan ....................................................................... 25 Laser Focused................................................................... 62
The Tailless Beast ............................................................ 25 Ranton Clan Jutsu ..................................................................63
Hozuki ..................................................................................... 26 D-Rank .............................................................................. 63
Demons Second coming .................................................26 C-Rank .............................................................................. 64
Hozuki Clan Jutsu .................................................................. 26 B-Rank .............................................................................. 65
D-Rank............................................................................... 26 A-Rank .............................................................................. 65
C-Rank ............................................................................... 27 Ryu Clan .................................................................................. 66
B-Rank ............................................................................... 28 Wrath of a Dragon ........................................................... 66
A-Rank ............................................................................... 28 Ryu Clan Jutsu.........................................................................67
Hyūga Clan.............................................................................. 29 D-Rank .............................................................................. 67
The Villages Strongest ....................................................29 C-Rank: ............................................................................. 67
Hyūga Clan Jutsu ................................................................... 30 B-Rank: ............................................................................. 68
D-Rank: ............................................................................. 30 A-Rank: ............................................................................. 68
C-Rank: ............................................................................... 31 Sarutobi Clan ......................................................................... 69
B-Rank:.............................................................................. 32 Bound by A Code of Honor ............................................. 69
A-Rank:.............................................................................. 33 Senju .........................................................................................70
Inuzuka Clan........................................................................... 34 The Leaf’s Patriarchs...................................................... 70
The Most Loyal ................................................................. 34 Senju Clan Jutsu ..................................................................... 71
Inuzuka Clan Jutsu ................................................................ 35
2
D-Rank................................................................................71 Akimichi ...........................................................................106
C-Rank ............................................................................... 72 Bakuton ............................................................................107
B-Rank ............................................................................... 72 Fuma .................................................................................107
A-Rank ............................................................................... 73 Futton ...............................................................................107
Shakuton ................................................................................. 74 Hatake...............................................................................108
Too Hot to Touch ............................................................. 74 Hebi ...................................................................................108
Shakuton Clan Jutsu.............................................................. 75 Hoshigaki .........................................................................109
D-Rank............................................................................... 75 Hozuki ..............................................................................109
C-Rank ............................................................................... 75 Hyūga................................................................................109
B-Rank ...............................................................................76 Inuzuka............................................................................. 110
A-Rank ...............................................................................76 Jiton................................................................................... 110
Shikigami ................................................................................ 77 Jugo ................................................................................... 110
A Work of Art .................................................................... 77 Kaguya ............................................................................... 111
Shikigami Clan Jutsu............................................................. 78 Kurama .............................................................................. 111
D-Rank............................................................................... 78 Kuru ...................................................................................112
C-Rank ............................................................................... 78 Namikaze ..........................................................................112
B-Rank ...............................................................................79 Nara....................................................................................112
A-Rank ...............................................................................80 Ranton ...............................................................................113
Shoton.......................................................................................81 Ryu .....................................................................................113
Diamonds in the Rough .................................................. 81 Sarutobi ............................................................................ 114
Shoton Clan Jutsu .................................................................. 82 Senju ................................................................................. 114
D-Rank............................................................................... 82 Shakuton ...........................................................................115
C-Rank ............................................................................... 82 Shikigami ......................................................................... 116
B-Rank ............................................................................... 83 Shoton .............................................................................. 116
A-Rank ...............................................................................84 Tsuchigumo..................................................................... 116
Tsuchigumo Clan................................................................... 85 Uchiha................................................................................117
Arachnophobia ................................................................. 85 Uzumaki ............................................................................117
Tsuchigumo Clan Jutsu ........................................................ 85 Yamanaka ........................................................................ 118
D-Rank............................................................................... 85 Yoton................................................................................. 118
C-Rank: ..............................................................................86 Yuki ................................................................................... 118
B-Rank:..............................................................................86 Cursed Seal (Extra) .............................................................. 124
A-Rank:.............................................................................. 87
Uchiha Clan............................................................................. 88
The Curse of Hatred.........................................................88
Uchiha Clan Jutsu ..................................................................90
D-Rank: .............................................................................90
C-Rank: ..............................................................................90
B-Rank:.............................................................................. 91
A-Rank:.............................................................................. 91
Uzumaki Clan ......................................................................... 92
Never Backing Down .......................................................92
Uzumaki Clan Jutsu ............................................................... 93
D-Rank: ............................................................................. 93
C-Rank:.............................................................................. 93
B-Rank:..............................................................................94
A-Rank:.............................................................................. 95
Yamanaka Clan ......................................................................96
Impossible to Pin Down ..................................................96
Yamanaka Clan Jutsu ............................................................ 97
D-Rank: .............................................................................97
C-Rank: ..............................................................................98
B-Rank:..............................................................................98
A-Rank:..............................................................................99
Yoton...................................................................................... 100
Blood of the Earth .......................................................... 100
Yoton Clan Jutsu ................................................................... 101
D-Rank.............................................................................. 101
C-Rank ..............................................................................101
B-Rank ............................................................................. 102
A-Rank ............................................................................. 102
Yuki Clan ................................................................................103
Cold to the Bone ............................................................. 103
Yuki Clan Jutsu ..................................................................... 104
D-Rank............................................................................. 104
C-Rank:............................................................................ 104
B-Rank:............................................................................ 105
A-Rank:............................................................................ 105
Clan Feats .............................................................................. 106
Aburame .......................................................................... 106
3
ABURAME CLAN Bug Host: Beginning at 1st level, once per short rest,
“She doesn’t look like much, I can do this alone.” came the you can add 1d6 to any Constitution saving throw as the
mercenary's voice as he joked with his allies, while looking bugs inside of your body fight to resist whatever
at the frail young girl whose face was mostly obscured by her detrimental effect may be harming you. Beginning at
oddly tall collar. “You look lost girl, you sure you’re in the 18th level, you no longer need to take a short rest to
right place? Maybe we can help you out” he says in a crude regain the benefit of this feature.
tone. The lone girl points with a single hand outstretched
“Your allies look like they could use your help more than Chakra Sense: Beginning at 1st Level, by Spending 1
me.” she says in a monotone manner causing the mercenary minutes focusing on communicating and controlling the
to look back at his two allies who look drained and almost insects in the surrounding area, you can sense creatures
mummified from the way their skin sits on almost exposed that utilize chakra within a 1-mile radius and what
bone. He shrieks out in confusion before he notices that direction they are in.
insects of different shapes and sizes are slowly covering his
body. He tries to run but falls before being covered in the Chakra Consumption: Starting at 3rd Level, when
swarm of insects not even able to yell out in retaliation. using Aburame clan jutsu you can choose to either deal
“People always underestimate the little ones, it's always the damage or absorb the target creature's chakra. When you
little ones you overestimate. Isn’t that right slim?” The girl would roll damage die, you can choose to instead reduce
says while looking at a centipede on her finger. the enemy’s chakra by the result. When you do, you gain
a number of temporary Chakra points equal half to the
—Tatsunami Aburame. result. This temporary chakra lasts for 1 minute.
The Long Road, Ch. 11 excerpt.
A Forest sectioned off exclusively for them in the leaf Insect Focus: Starting at 7th Level you learn to focus
village, with homes built exclusively in the tree’s and on and specialize in a particular type of insect. Select the
partially in the earth itself. The sounds of insects moving insect you wish to specialize in and gain the feature it
and the smells of moist earth and rotting trees. And the comes with. You may select a 2nd Insect type at 11th
defining characteristic of insects living inside them, are Level. At 15th Level you gain one more specialty.
the threads that tie all Aburame together.
• Beetles: Enhanced sensory perception; when rolling a
CREEPY CRAWLY Wisdom (Perception) or Wisdom (Insight) ability
check, you may roll an additional 1d6 this result is
The Aburame Clan is one of the four noble clans of the added to your total.
leaf village. At birth, members of this clan are offered to
several special breeds of insects as a nest, residing just • Parasites: Poison nature Insects; When you deal
under their host's skin. These insects will then live-in damage to a creature, with an Aburame Clan jutsu, as a
symbiosis with their host from that point on. Because of bonus action, you may force a creature to make a Con
this, its members are characterized by their use of Save against your Ninjutsu Save DC. On a Failed Save
insects as weapons through use of their Insect based you infect their body with parasitic insects. At the start
Ninjutsu. of their turns, for up to 1 minute, they take 1d4 poison
damage from the insects eating at their body. They can
The clan members may also carry additional insects in attempt another save at the end of each of their turns
jars or gourds with them on missions. The insects can to end the effect. For the duration of this feature while
leave and enter their host's body through various pores. a creature remains poisoned, each time you deal
They feed on chakra as a food source, making them quite damage with an Aburame clan Hijutsu, increase the
deadly. The relationship between the shinobi and the poison damage they take at the start of their turns by
insects is mutually beneficial. The host grants the 1d4, up to a max of 10d4.
insects shelter and allows them to feed off their chakra,
their body becoming a living hive of tens of thousands of • Kikaichu Swarm: Enhanced chakra consumption. When
these insects, and in return the insects do the user's using the Chakra Consumption clan feature, when you
bidding, allowing the shinobi to perform ninjutsu roll your damage die to steal chakra, roll an additional
techniques with the use of hand seals & chakra damage die, adding the result to your total rolled.
conversion. A major defining trait of the Aburame clan is Also, When you would deal damage using an
that all of its known members' eyes are obscured usually Aburame Clan jutsu, you can change the
by glasses, as well as they wear clothing that usually damage to Poison if it isn’t already. If the
cover up most of their body. damage type is already Poison, then you
can instead choose to ignore resistance to
ABURAME TRAITS Poison damage with said Hijutsu.
Ability Score Increase: +2 Intelligence, +1 Wisdom • Nano-Insects: Microscopic, highly
Speed: Your base walking speed is 30 feet venomous Inscets. You gain a new form
Skill Proficiencies: Nature, Animal Handling of attack other Aburame are unable to
Extra Language: Insect-Speak, you can Understand and imitate. As an Action you can use the
Speak to insects. following;
Parasitic Technique: You know 1 additional Aburame Nano-Insect Swarm. Ranged
Clan D-Rank Ninjutsu. Ninjutsu Attack, 60 feet range,
dealing Xd4+ Ninjutsu ability Modifier
ABURAME FEATURES poison damage on a hit.
Aburame Clan Jutsu: The Aburame Clan has access to
a separate list of Jutsu unique to their Clan. You can add (X = Your Proficiency bonus.)
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s). Beginning at 11th level, this damage counts as
damage being dealt by an Aburame Clan Hijutsu
for the purpose of triggering or interacting with
Aburame Clan Clan features.
4
ABURAME CLAN JUTSU SPINDLE FORMATION
D-RANK: Classification: Hijutsu
Rank: D-Rank
HUMAN COCOON Casting Time: 1 Action
Range: Self
Classification: Hijutsu Duration: Concentration, up to 1 Minute
Rank: D-Rank Components: HS
Casting Time: 1 Action Cost: 5 Chakra
Range: Self Keywords: Hijutsu, Ninjutsu
Duration: Up to 1 Hour Description: You create a ring of insects that spin around
Components: HS, CM you violently. Creatures in a 5-foot radius sphere
Cost: 3 Chakra centered on you must succeed a constitution saving
Keywords: Hijutsu, Ninjutsu throw, taking 3d8 Piercing Damage as they start their
Description: Using the Insects that are inhabiting your turns in the target radius or attempt to enter the target
body, you create a cocoon large enough to hold you and radius.
hang from any surface that can hold you. This Cocoon is At Higher Ranks: For each rank you cast this jutsu
waterproof, and can be used as a Sleeping bag allowing above D-Rank, increase the cost of this jutsu by 3 and
you to hover above the ground away from land creatures Damage by 1d8
who can’t reach you. While inside your Cocoon, you look
like a large insect going through metamorphosis not C-RANK:
garnering the attention of other creatures. When rolling
Dexterity (Stealth) while suspended inside your cocoon, INSECT CLONE
roll at Advantage. If used as a part of a Short Rest, you
recover the maximum possible hit points or chakra from Classification: Hijutsu
hit dice and chakra dice rolled. Rank: C-Rank
Casting Time: 1 Action
INSECT SPHERE Range: Self
Duration: Concentration, up to 1 minute
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: 7 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu
Range: 30 Feet Description: Your variation of the shadow clone jutsu.
Duration: Concentration, up to 1 minute You create a single clone of yourself formed out of
Components: HS, CM Insects. This clone does not have any weapons or tools
Cost: 5 Chakra and cannot speak. As a Bonus action you can command
Keywords: Hijutsu, Ninjutsu the clone to take both an Action and Movement. The
Description: You send a swarm of insects to entrap a clone does not have a Reaction or Bonus action. The
target creature. The target must make a Dexterity saving clone has 5 Hit points and no Chakra instead being able
throw, being restrained and taking 4d4 Piercing damage to only perform up to 2, D-Rank Aburame Clan Jutsu.
at the end of each of your turns. Creatures make a After the clone reaches 0 Hit points or performs 2 Clan
Strength saving throw at the end of each of their turns to jutsu, or is dismissed, the jutsu ends. The Clone has AC
end the jutsu. equal to your Ninjutsu Save DC. The Clone cannot move
At Higher Ranks: For each rank you cast this jutsu more than 120 Feet from you or the jutsu ends
above D-Rank, increase the cost of this jutsu by 3 and immediately.
Damage by 2d4.
INSECT JAMMING
PARASITIC DESTRUCTION
Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 1 Mile
Range: 60 Feet Duration: Up to 1 hour
Duration: Instant Components: HS
Components: HS Cost: 6 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: You spread insects across a 1mile radius and
Description: You send your swarm of insects to Strike a they emit chakra similar to yours. Creatures with chakra
target creature in range. This jutsu ignores cover. Make a have disadvantage on Perception checks to find other
ranged ninjutsu attack dealing 4d6 Piercing damage on a creatures through their chakra sight.
hit.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Damage by 2d6
5
INSECT JAR TECHNIQUE PARASITIC INSECT CLOUD
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Reaction, when you are targeted by a Casting Time: 1 Action
creature you can see. Range: 60 Feet (10 Foot Radius Sphere)
Range: 10 Foot Radius Sphere Duration: Concentration, up to 1 minute
Duration: 1 Round Components: HS
Components: HS, CM Cost: 12 Chakra
Cost: 7 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: Your insects create a noxious gas that is
Description: Your insects swarm around you creating a exuded from your body. When you cast this jutsu, you
10-foot barrier centered on you. The barrier erected has select an area you can see within range and the gas is
6d10 hit points and last until the beginning of your next moved to this area. Creatures in the path of the gas on
turn. Creatures within the radius gain the benefits of this the way to the chosen location, and creatures who start
jutsu as well. their turn in the gas, must succeed a constitution saving
throw becoming poisoned and taking 8d4 Poison
At Higher Ranks: For each rank you cast this jutsu Damage. At the end of any creatures turn while inside
above C-Rank, increase the cost of this jutsu by 3 and hit the gas they repeat the saving throw. As a bonus action
points by 2d10 on each turn thereafter, for this jutsu’s duration you
may move this cloud 30 feet.
B-RANK:
At Higher Ranks: For each rank you cast this jutsu
INSECT AMP above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d4
Classification: Hijutsu
Rank: B-Rank A-RANK:
Casting Time: 1 Bonus Action
Range: Self PARASITIC GIANT INSECT
Duration: 1 Minute
Components: HS Classification: Hijutsu
Cost: 14 Chakra Rank: A-Rank
Keywords: Hijutsu, Ninjutsu Casting Time: 1 Action
Description: You fill your insects with an intense surge Range: 120 feet
of chakra enhancing their overall potential and abilities. Duration: Instant
When using other Aburame jutsu reduce the cost of them Components: HS
by half (Rounded Down) for the duration of this jutsu. Cost: 20 Chakra
When dealing damage, roll an additional damage die for Keywords: Hijutsu, Ninjutsu
each jutsu. Description: As part of the activation of this jutsu, you
select one creature you can see within range. The target
creature becomes swarmed by parasitic beetle as it lands
on them and begins to attempt to burrow into their skin.
The target makes a constitution saving throw at the
beginning of each of its turns for the next minute as they
resist having the beetles burrow into them.
Each time a creature fails this saving throw, they gain
a rank of Envenomed, Weakened and Slowed for the next
10 minutes. A creature who fails this saving throw 5 or
more times begins to experience a violent outburst of
constantly reproducing beetles as they escape through
the targets skin and flesh taking 5d12 Poison and 5d12
Necrotic and reducing the opponent’s chakra by
12d10+20.
A creature who succeeds their saving throw 5 or more
times ends this jutsu immediately.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3, the
damage by 1d12 poison and 1d12 Necrotic, and the chakra
damage by 2d10+5.
6
AKIMICHI CLAN [CHANGED] Food Pills: At 3rd Level, the you gain access to a special
form of military food pills. These Pills enhance the
“...Are you sure you’ve got this big guy?” The nervous intensity of your metabolism allowing for powerful
kunoichi in blue asks her ally, a stocky but seemingly focused bonuses based on which pill you take. The Pills can be
boy in a green jacket. “Are you still nervous, I GOT THIS!” he taken in whichever order you wish once you gain access
yells as he grows almost three times his original size and to them. Regardless, if you ever take two of these pills,
begins charging into a group of bandits as he leaps and after one minute you must succeed a DC 20 Constitution
allows his full body weight to come crashing down on top of Save. On a Failure you are Poisoned and Gain 3 ranks in
them. His massive size also creates a large hole in the Exhaustion. You gain each pill at the described levels.
ground revealing the underground cave system he was
looking for, from the beginning. If you would consume all three pills you enter the
Unconscious condition and must immediately begin to
—Tatsunami Aburame make DC 25 Constitution saves. If You fail 3 of these
The Long Road, Ch. 6 excerpt. saves, you enter the Dying condition. If you are not
A large restaurant newly opened on the edge of the healed in 1 hour after entering the dying condition. The
village. The sign on the door says they open in 10 poison overtakes your body and you die.
minutes, but the line is already wrapped around the
building by people wearing similar clothing, and all • Green Spinach Pill: At 3rd level, you gain the green
sporting markings on their plump cheeks. The doors spinach pill. As a Bonus action you can eat this pill.
open and this place is full of hungry patrons, waiting to Upon consumption, you lose 5 calories. You gain +4
try this new meal. Able to taste the slightest difference in Strength and +4 Constitution for 1 Minute. You gain
texture, salt and herbs. The defining characteristic of Temporary hit points equal to your level for the
consuming all that lie before them and enjoying the duration of this pills effect. After 1 minute, you gain 1
spice of life are what tie all Akimichi together. Rank of Weakened until you complete your next rest.
BIG APPETITE • Yellow Curry Pill: At 7th Level, you gain the yellow
curry pill. As a Bonus action you can eat this pill. Upon
The Akimichi Clan is one of the four noble clans of Ingestion, you lose 5 calories. Increase the Damage die
Konohagakure. Many of their clan's techniques revolve of all Unarmed Attacks and Taijutsu by 1 Step (d4> d6>
around the manipulation of their body weight and size d8> d10> d12) for 1 minute, after 1 minute, you gain 1
through the use of Yang Release. Members of the clan ranks of exhaustion.
possess great physical strength and are able to quickly
convert calories into chakra, which they then use in their • Red Chili Pill: At 11th Level, you gain the Red Chili Pill.
various secret techniques. Most of these techniques As a Bonus action you can eat this pill. Upon Ingestion,
rapidly consume the user's chakra during use, and reduce you lose 5 Calories. Double all damage die of
maintaining them during a prolonged battle can be Unarmed attacks, and Akimichi Clan Jutsu once per
tiring. For this reason, the Akimichi have high chakra casting. This lasts for 1 minute. After 1 minute you
levels and eat a lot in order to build up or replenish their becomes Dazed, which cannot be removed by any
chakra reserves. As a tribute, members of the clan wear means until you complete your next long rest.
the kanji for "food" on their clothing. If standard
calories aren't enough for a battle, Akimichi can use the Fat Conversion: At 7th level, as a bonus action, you can
clan's three colored pills to convert excess fat into convert 1 Calorie into 1 Chakra Points, you can convert as
chakra, at the cost of one's health. many calories into chakra up until you reach 0 Calories.
AKIMICHI TRAITS Fat Insulation: Beginning at 15th level, your fat
protects you from harmful conditions. When you would
Ability Score Increase: +2 Con, +1 Str suffer the Shocked or Chilled conditions you can spend 4
Speed: Your base walking speed is 30 feet. Calories to end one of such conditions.
Skill Proficiencies: Athletics, Survival
Master Metabolic Manipulation: At 18th level you
AKIMICHI FEATURES [CHANGED] reduce the calorie cost of all Akimichi Clan Jutsu by 2
Akimichi Clan Jutsu: The Akimichi have access to a (Min of 1)
separate list of jutsu unique to their Clan. You can add
these jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Lunch Breaks: When you take a short rest, you Regain
Additional Hit Points Equal to twice your current
Calories.
Calories: At first level you have a set number of Calories
equal to your Level+ your constitution modifier (Min.1).
You gain 1 Calorie every level hereafter. You regain a
number of calories equal to your constitution modifier
after a short Rest, and all calories after a long or Full
Rest. You can spend these Calories to use Clan Jutsu or
Clan Features.
7
AKIMICHI CLAN JUTSU Creatures in your path must make a dexterity saving
throw, taking 4d6 bludgeoning damage on a failed save
D-RANK: and half as much on a successful one.
BODY FAT CUSHION At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the chakra cost of this jutsu by 3 or the
Classification: Hijutsu Calorie cost by 1 and damage by 2d12 and 2d6.
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you PARTIAL EXPANSION
would take damage.
Range: Self Classification: Hijutsu
Duration: Instant Rank: D-Rank
Components: CM Casting Time: 1 Bonus Action
Cost: 4 Chakra or 2 Calories Range: Self
Keywords: Hijutsu, Ninjutsu Duration: Concentration, Up to 1 minute
Description: You expand your body like a balloon Components: HS, CM
reducing damage by cushioning impacts. You gain Cost: 4 Chakra or 2 Calories
Immunity to Bludgeoning and Slashing damage and Keywords: Hijutsu, Taijutsu
resistance to Earth, Water, and Wind Damage until the Description: If you spend Calories to activate this jutsu,
start of your next turn. You gain Vulnerability to Piercing you do not have to spend chakra to maintain this jutsu for
& Lightning Damage until the start of your next turn. the duration. You temporarily expand a portion of your
body enhancing the impact potential of each unarmed
EMPTY CRASH attack. Your unarmed attack range is 10 feet for the
duration and your unarmed damage die becomes a d8.
Classification: Hijutsu
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action D-Rank, increase the chakra cost of this jutsu by 3 or the
Range: 30 Feet Calorie cost by 1. When cast at B-Rank, increase the
Duration: Instant damage by 1d8 (2d8). When cast at S-Rank, increase the
Components: M damage by 2d8. (3d8).
Cost: 4 Chakra or 2 Calories
Keywords: Hijutsu, Taijutsu C-RANK:
Description: You smash the ground upheaving chunks of
stone and hurling them towards a target creature within FULL-BODY-EXPANSION [CHANGED]
range. Make a Ranged Taijutsu attack. On a Hit you deal
4d6 Bludgeoning damage. If the Partial Expansion Clan Classification: Hijutsu
jutsu is active when you use this jutsu, you instead deal Rank: C-Rank
6d6 Bludgeoning damage. Casting Time: 1 Action
Range: Self
At Higher Ranks: For each rank you cast this jutsu Duration: Concentration, Up to 1 Minute
above D-Rank, increase the chakra cost of this jutsu by 3 Components: HS, CM
or the Calorie cost by 1 and damage by 2d6 Cost: 8 Chakra or 4 Calories
Keywords: Hijutsu, Ninjutsu
HUMAN BOULDER Description: If you spend Calories to activate this jutsu,
you do not have to spend chakra to maintain this jutsu for
Classification: Hijutsu the duration. You temporarily expand your entire body
Rank: D-Rank growing in size. For the Duration you increase your Size by
Casting Time: 1 Action 1 Category (Medium > Large > Huge) increase damage you
Range: 30 feet deal using Akimichi clan jutsu that use Strength by Xd4 (X=
Duration: Instant your Strength Modifier). This bonus damage can be applied
Components: HS, CM, M no more than twice per turn. You also gain advantage on all
Cost: 5 Chakra or 3 Calories Constitution ability checks and saving throws. You can cast
Keywords: Hijutsu, Taijutsu, Clash this Jutsu a second time, increasing your size by 1 category
Description: You expand your body like a balloon to a maximum of Huge. This makes the Cost of
retracting your arms and legs inside your fat. You use your maintaining this jutsu become 8 Chakra per round. If you
chakra to spin your body like a bowling ball while become huge as a result of this Jutsu, the bonus damage
also preventing yourself from getting dizzy.
You hurl yourself in a straight line towards a your Akimichi clan jutsu deals instead becomes Xd6.
target creature and crush everyone else Also, creatures make saving throws against Akimichi
in your way. Clan Jutsu you cast at disadvantage.
Move yourself up to 30 feet in a
straight line, ending your
movement occupying the space of
the target creature. Make a melee
taijutsu attack against the target
creature dealing 2d12+your
strength modifier bludgeoning
damage on a successful hit. The target
creature is moved to the closest space of
your choice within 5 feet that it can
occupy.
8
SPIKED-HUMAN BOULDER [CHANGED] of this jutsu, you cannot use Full-Body-Expansion jutsu
and you gain immunity to the poisoned condition. You
Classification: Hijutsu increase the damage you deal making melee weapon or
Rank: C-Rank unarmed attacks or casting Akimichi Hijutsu using
Casting Time: 1 Action strength, by an amount equal to Xd8 (X= your Strength
Range: 45 feet Modifier). This bonus damage can be applied no more
Duration: Instant than twice per turn. You also gain Advantage on Strength
Components: HS, CM, M and Constitution Ability Checks and saving throws.
Cost: 9 Chakra or 5 Calories When this jutsu ends, you lose all remaining Calories
Keywords: Hijutsu, Taijutsu, Clash and cannot gain calories until you complete a long rest.
Description: You activate the roots of your hair, having it
run down your back and then harden creating spikes that SUPER BOULDER CRASH [CHANGED]
run down the length of your body before expanding like
a balloon and using the Human Boulder Jutsu. You bowl Classification: Hijutsu
yourself in a straight line towards a target creature and Rank: B-Rank
crushing and piercing everyone else in your way. Casting Time: 1 Action
Range: 30 feet
Move yourself up to 45 feet in a straight line, ending Duration: Instant
your movement occupying the space of the target creature. Components: CM, M
Make a melee taijutsu attack against the target creature Cost: 14 Chakra or 7 Calories
dealing 4d10+your strength modifier bludgeoning damage Keywords: Hijutsu, Taijutsu, Clash
on a successful hit. The target creature is moved to the Description: As part of the requirements for this jutsu,
closest space of your choice within 5 feet that it can occupy. you must have Butterfly Mode Active. You perform the
pinnacle of the “Human Boulder” Technique. Your body
Creatures in your path must make a Dexterity saving is enhanced by the Butterfly mode and you become a
throw, taking 3d6 bludgeoning & 3d6 Piercing damage on a wrecking ball of absolute destruction. You can move up
failed save or half as much on a successful one. to 90 feet in any direction and make turns while doing
so. You can move through creatures and walls no thicker
At Higher Ranks: For each rank you cast this jutsu than 5 feet. Creatures caught in the path of your assault
above C-Rank, increase the chakra cost of this jutsu by 3 must succeed a Dexterity saving throw, taking 5d6
or the Calorie cost by 2 and damage by 2d12 and 1d6 for Bludgeoning and 5d6 Force damage on a failed save and
each damage type. half as much on a successful one.
SUPER OPEN HAND SLAP [CHANGED] At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the chakra cost of this jutsu by 3
Classification: Hijutsu or the Calorie cost by 3 and damage by 1d6 of each
Rank: C-Rank damage type.
Casting Time: 1 Action
Range: Touch A-RANK:
Duration: Instant
Components: CM, M BUTTERFLY BULLET BOMB [CHANGED]
Cost: 9 Chakra or 5 Calories
Keywords: Hijutsu, Taijutsu, Clash Classification: Hijutsu
Description: As part of the requirements of this jutsu, Rank: A-Rank
you must already have the Full-Body-Expansion jutsu Casting Time: 1 Action
active. Chakra erupts from the palm of your hand to the Range: Touch
point of it becoming visible. This chakra increases the Duration: Instant
weight, muscle density and impact of your palms. As a Components: HS, CM, M
part of the activation of this jutsu, make a Melee Taijutsu Cost: 20 Chakra or 10 Calories
Attack. On a Hit, you deal your unarmed damage + 5d8. Keywords: Hijutsu, Taijutsu, Clash
Description: As part of the requirements for this jutsu,
Regardless if you hit or not, all creatures, excluding you must have Butterfly Mode jutsu active. You forcibly
the original target creature, within 10-fee of the original convert all of your remaining calories into chakra and
target, must make a Dexterity saving throw, taking 4d8 funneling it into your fist as you attempt to make a
bludgeoning damage on a failed save or half as much on devastating single attack. Reduce your remaining
a successful one. calories to 0. Make a melee taijutsu attack against a
creature in range. On a hit, you deal 10d10 Bludgeoning +
At Higher Ranks: For each rank you cast this jutsu 1d10 additional damage for every Calorie you had
above C-Rank, chakra cost of this jutsu by 3 or the remaining before this jutsu’s casting and all creatures in
Calorie cost by 2 and the Damage by 2d8 a 30-foot cone behind the target creature must make a
Dexterity saving throw, taking half the damage dealt as
B-RANK: bludgeoning damage, being knocked back 20 feet and
becoming prone on a failed save. After the conclusion of
BUTTERFLY MODE [CHANGED] this jutsu, Butterfly Mode ends immediately.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above A-Rank, chakra cost of this jutsu by 3 or the
Casting Time: 1 Action Calorie cost by 5 and the initial damage by 2d10.
Range: Self
Duration: 1 minute
Components: HS, CM
Cost: 14 Chakra and 5 Calories
Keywords: Hijutsu, Ninjutsu
Description: You release chakra from your back as it
forms into the shape of butterfly wings and becomes
visible to the naked eye of your design. For the duration
9
BAKUTON [CHANGED] Beginning at 11th level, your number of Shrapnel die
increases to twice your constitution Modifier.
“We are in way over our heads!” Senko says. “Don’t you
dare give up on me!” her red haired Uzumaki friend Beginning at 15th level, you have learned to create
responds. They find themselves in a rather dangerous more focused and compressed explosions. Whenever you
situation. The building is collapsing in around them, their would deal damage with a Bakuton clan Hijutsu you have
enemies have escaped, and they have a downed ally, while enhanced with Shrapnel die, your damage cannot be
they are also all wounded. “You have to use it Senko!” the reduced by any means, and you can choose one creature
Uzumaki screams. “What!? No! I haven’t mastered it yet, for each shrapnel die spent making them immune to
what if the blow back~” she begins, but is caught off guard your jutsu’s effect until the end of the current turn.
by her friend’s tearful pleas. “Fine! Stand back. I’m about to
blow us out of here. Stand back!!!” Beginning at 18th level, whenever you roll maximum
damage on a shrapnel die, you can roll that die again,
—Tye Tiken adding the new roll to the previous roll as additional
At Worlds End, Ch. 3 excerpt. force damage. If you would roll the maximum amount
again, you can repeat this process until you don’t roll the
AN EXPLOSIVE PERSONALITY maximum.
The Bakuton Clan is a clan without a clear family name, Explosion Release: The Bakuton clan has a unique
but one with a fearsome history and purpose. Members talent for manifesting Explosion Release due to their
of this clan can be found in villages, across the country, close affinity to both Earth and Lightning Release.
and are used to great effect in different military Beginning at 7th level you gain the second Nature
institutions. The Bakuton Family line is one of power, release you didn’t select from Explosion Release Affinity
and absolute authority. These shinobi are known to clan trait and when casting a Bakuton Clan Hijutsu, you
control a battlefield through force alone, and very few can double the size of the area of effect, if it has one.
can say they would stand a chance against one in a head-
to-head match. Also, at 7th level, when casting a jutsu with either
Earth or Lightning Release keywords, change the
BAKUTON TRAITS damage type if any to force and Bakuton Clan Hijutsu
you cast doubles the size of their area Cones, Spheres,
Ability Score Increase: +2 Con, +1 Int cubes and line-based effects. At 15th level when you deal
Speed: Your base walking speed is 30 feet. force damage, increase the damage by your Proficiency
Skill Proficiencies: Chakra Control, and your choice bonus.
between Ninshou or Martial Arts.
Explosion Release Affinity: You begin with either Earth BAKUTON CLAN JUTSU
or Lightning Release Affinity. (Pick one)
D-RANK
BAKUTON FEATURES
Explosive Techniques: The Bakuton Clan has access to EXPLOSION RELEASE: BREAK
a separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu Classification: Hijutsu
from the Normal jutsu list(s). They do not need both Rank: D-Rank
Nature Release’s to use their Clan jutsu. Casting Time: 1 Action
Range: 30 feet
Branch Style: At 1st level, you realize which part of the Duration: Instant
Bakuton branch style you hail from. From time long Components: HS, CM
immemorial the Bakuton blood split creating diverging Cost: 3 Chakra
family traits. You can learn Clan jutsu with the Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
corresponding Branch style Keyword. This cannot be Release
changed later on. Description: You create a precise, targeted explosion,
inflicting 10 force damage to an unattended object that you
• Artistic Style: One with the ability to mold clay, stone can see within range. Even if the object remains intact, it
and other inorganic material into malleable catalyst flings small shards of shrapnel at creatures within 5 feet of
for your Explosion Release given the title it. Each creature must make a Dexterity saving throw, taking
3d6 piercing damage on a failed save.
• Reckless Style: One with the ability to manipulate and
create explosions on command within their physical At Higher Ranks: For each rank you cast this jutsu above
reach, but at an increased potency. D-Rank, increase the cost of this jutsu by 3 and damage to
objects by 10 and the damage to creatures by 2d6.
Cataclysmic: Beginning at 1st level, Hijutsu you cast
deals double damage to structures, constructs and
objects. At 11th level, four times damage, and at 18th, six
times damage.
Concussive Blasts: Beginning at 3rd level, your high
ordinance blasts leave your enemies reeling. You gain a
number of shrapnel Dice, which are D8’s equal to your
constitution modifier. When you would roll damage for a
Bakuton Clan jutsu. You can increase that damage by
spending die from the pool, up to your remaining
amount. Roll the spent die, adding the result to the
damage dealt as force damage. You regain spent die
when you complete a short rest.
Beginning at 7th level, Bakuton Clan Hijutsu that deals
damage adds your Ninjutsu ability modifier to their
damage rolls if they did not already.
10
EXPLOSION RELEASE: CLAY BIRDS EXPLOSION RELEASE: FURY
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self
Duration: Instant Duration: 1 Minute.
Components: HS, CM, CS Components: CM, M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style Release, Reckless Style
Description: You mold clay, earth, or another inorganic Description: You begin to channel explosive chakra
earthen substance into three birds of your description. throughout your body, making everything you touch
These birds then soar towards a target within range, explode on contact, giving you an advantage in hand-to-
ignoring cover. Make three ranged Ninjutsu attacks. On a hit hand combat.
you deal force damage equal to 1d10 + Your Ninjutsu ability
modifier. If a creature is hit with at least two birds, they Your unarmed damage becomes 3d6 and instead deals
must succeed a constitution saving throw, being knocked force damage, you cannot not add your ability modifier to
prone and blinded until the end of their next turn on a failed damage dealt unless from a Bakuton Clan Feature or Trait.
save.
At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is
D-Rank, increase the cost of this jutsu by 3 and the number cast at B-Rank, the damage die becomes 3d8. If this jutsu is
of attacks by +1. cast at S-Rank, the damage die becomes 3d10.
EXPLOSION RELEASE: CLAY SPIDERS EXPLOSION RELEASE: PUNCH!
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 45 feet Range: 5 Feet
Duration: Instant Duration: Instant
Components: HS, CM, CS Components: CM, M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style Release, Reckless Style
Description: You mold clay, earth, or another inorganic Description: You channel explosive chakra into one of your
earthen substance into a cluster of small spiders that scurry fists, before swinging out in a furious haymaker. Make a
and skitter towards a creature before attaching themselves taijutsu attack against a creature or object within range. On
to it and detonating in a glorious explosion. a hit, you deal your unarmed damage + 6d4 force damage.
Select one creature you can see within range. The spiders Additionally, the target must make a Strength saving
climb their way onto the target. At the beginning of the throw, being pushed back 15 feet, falling prone and being
creatures next turn, the spiders detonate forcing the Dazed on a failed save.
creature to make a Dexterity saving throw taking 4d6 force
damage on a failed save or half as much on a successful one. At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the damage
If the affected creature would take fire damage before the by 2d4. If this jutsu is Cast at B-Rank or higher, the number
spiders detonate, the spiders react like gunpowder and of attacks you can make is increased to two.
explode immediately, forcing the creature to make a
dexterity saving throw at disadvantage, taking 6d6 force EXPLOSION RELEASE: SOOT PILE
damage on a failed save.
Classification: Hijutsu
If the affected creature takes lightning damage, or casts a Rank: D-Rank
Jutsu with the lightning release keyword with a range of self Casting Time: 1 Action
the spiders become inert immediately ending nullifying this Range: Self
jutsu. Duration: 1 Minute
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu above Cost: 5 Chakra
D-Rank, increase the cost of this jutsu by 3 and the damage Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
by 2d6. Release
Description: You emit a large explosion of toxic ash and
soot from your palms, creating a lingering 10-foot radius
cloud, centered on you, that settles after one minute.
Creatures, other than you, within the cloud when the jutsu
is cast, that enters the clouds radius for the first time, or is
within the cloud at the beginning of their turns, must make
a constitution saving throw, becoming envenomed for 1
minute. Each time a creature would fail the saving throw,
they would gain an additional rank of envenomed.
11
C-RANK Large Construct, unaligned
EXPLOSION RELEASE: CLAY FLIGHT Armor Class 12+ Your Ninjutsu Ability Modifier
Hit Points 67 (7d10 + 21)
Classification: Hijutsu Speed 45 ft Flying Speed.
Rank: C-Rank
Casting Time: 1 Action STR DEX CON INT WIS CHA
Range: Self 14 (+2) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
Duration: Concentration, up to 10 minutes
Components: HS, CM, CS Damage Vulnerability Lightning
Cost: 8 Chakra Damage Immunities Poison, Psychic
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
Release, Fuinjutsu, Artistic Style
Description: You mold clay, earth or another inorganic petrified, poisoned.
earthen substance into the shape of a single bird of your Senses passive Perception 10
description that you then inject your chakra into through
a special chakra seal. You do not lose concentration of Immutable Form. The Clay Bird is immune to any Jutsu or effect that
this jutsu as a result of failing a concentration check. would alter its form.
This bird grows in size until it is large enough to carry Elemental Weapons. The Clay Bird attacks are chakra enhanced.
one creature on its back and has the capability to aid you
in battle. This bird is proficient in all saves and uses half Multiattack. The Clay Bird can attack 2 times with its Peck.
of your ninjutsu ability modifier as its proficiency bonus.
Peck. Melee Weapon Attack: reach 5 ft., one creature. Hit: 8 (2d6 + 3)
You can command the bird as a bonus action on your Piercing damage.
turn. Additionally, you can as a reaction command the
bird to use its Detonate ability. The bird has the Ram. If the Clay Bird flies in a straight line for at least 30 feet it can
following statistics; perform the Ram attack. All creatures in a straight line after the bird
has moved at least 30 feet must succeed a Dexterity saving throw,
EXPLOSION RELEASE: FLIGHT OF THE taking 6d6 bludgeoning damage on a failed save or half as much on
TSURUBEBI a success.
Classification: Hijutsu Detonation: The Clay Bird explodes in a beautiful incendiary display. All
Rank: C-Rank creatures within 10 feet of the bird must succeed a Dexterity saving
Casting Time: 1 Action throw vs your Ninjutsu save DC. On a failed save they take 6d8 force
Range: Self damage or half as much on a successful save.
Duration: Concentration, up to 10 minutes
Components: HS, CM, M EXPLOSION RELEASE: PRIME
Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Classification: Hijutsu
Release, Reckless Style Rank: C-Rank
Description: You build up chakra in your palms, and the Casting Time: 1 Bonus Action
soles of your feet, and release it in bursts to fly short Range: Touch
distances. You do not need to spend chakra to maintain Duration: 8 Hours
concentration on this jutsu and it uses your ninjutsu Components: HS, CM
attack bonus or save DC for effects that require it. Cost: 6 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
For the duration you gain 3 special movements that Release
you may take instead of your movement action on each Description: You seal explosive chakra into a non-
of your turns. Each movement allows you to move up to chakra enhanced medium or smaller object that you
half of your speed by flying. This movement does not touch, priming it to be detonated on your command.
provoke attacks of opportunity, and whenever you use Anytime during the duration of this jutsu, you can use an
one of these movements, all creatures within 5 feet of action, bonus action, or Reaction to detonate any
you must make a dexterity saving throw, taking 3d8 number of objects affected by this jutsu, if you have line
force damage on a failed save. You must end each of sight each of them. Upon detonation, each creature
movement on a solid object or ground that can hold you. within 15 feet of it must make a Dexterity saving throw,
If you do not, you fall and your movement ends. or take 3d8 Force damage. A creature in the area of more
than one fiery burst is affected up to three times. Objects
At Higher Ranks: For each rank you cast this jutsu within the radius of the blast take damage as well.
above C-Rank, increase the cost of this jutsu by 3 and the
number of movements by 1. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.
12
EXPLOSION RELEASE: REPELLING BLAST Select a target for each construct to hunt down. At the
end of each of your turns, the construct moves 30 feet
Classification: Hijutsu towards its target, if the target is flying it will move to a
Rank: C-Rank space where it is as close as physically possible to the
Casting Time: 1 Reaction which you take when hit by a creature. If the construct ends its movement within 5
melee or ranged attack. feet of its target, it explodes.
Range: 60 feet
Duration: Instant When a construct explodes, all creatures within 10 feet
Components: CM, M of it must succeed a dexterity saving throw. On a failed
Cost: 6 Chakra save, they take 8d6 force damage or half as much on a
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth successful save.
Release
Description: You hold up an opened palm, and launch At Higher Ranks: For each rank you cast this jutsu
forth an explosion, precise enough to send projectiles above B-Rank, increase the cost of this jutsu by 3 and
flying back at their senders. Reduce the damage of the damage by 2d6.
attack by 5d6 + your Ninjutsu Modifier. If this reduces
the damage to 0, the attacking creature becomes the EXPLOSION RELEASE: LANDMINE FIST
target of the attack, using your damage reduction result
as damage so long as they are within range. This jutsu Classification: Hijutsu
can transfer the attack's effects as well. Rank: B-Rank
Casting Time: 1 Action
Additionally, if this reduces the damage of a melee Range: 5 Feet
attack to 0, the attacking creature must make a Strength Duration: Instant
save. On a failed save, a weapon of Greater or lesser Components: CM, M
quality is destroyed. Cost: 12 Chakra
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
At Higher Ranks: For each rank you cast this jutsu Release, Reckless Style
above C-Rank, increase the cost of this jutsu by 3 and Description: As a part of the activation of this jutsu, you
damage reduction by 2d6 and the quality of a melee must have Explosion Release: Fury! active. You gather a
weapon that can be destroyed is increased by 1 step. frightening amount of chakra into your fist, before
slamming it into an opponent. Make a melee taijutsu
B-RANK attack. On a hit, you deal your unarmed damage + 8d6
Force damage. Each creature in a 10-foot cone behind
EXPLOSION RELEASE: ABSOLUTE DEATH the initial target must succeed a Dexterity saving throw,
BOMBING taking half of the original damage on a failed save, or
none on a success.
Classification: Hijutsu
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above B-Rank, increase the cost of this jutsu by 3,
Range: 200 feet damage by 2d6 and the size of the cone by 10 feet.
Duration: Instant
Components: HS, CM, M A-RANK
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth EXPLOSION RELEASE: ATOMIC MISSILE
Release
Description: You create a small, volatile ball of chakra, Classification: Hijutsu
hurling it into the air, where it flies towards a space you Rank: A-Rank
can see within range towards the ground and explodes in Casting Time: Full Turn Action
a 40-foot radius. All creatures in the area must make a Range: 120 Feet
constitution saving throw, taking 6d8 force damage, or Duration: Instant
half as much on a successful save. Creatures who fail the Components: CM, M
save by 5 or more take an additional 3d8 damage and Cost: 20 Chakra
gain the deafened and weakened condition for 1 minute. Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Reckless Style
At Higher Ranks: For each rank you cast this jutsu Description: You propel yourself at a target within range.
above B-Rank, increase the cost of this jutsu by 3 and The target can be a space, a creature, object or structure
damage by 2d8. as your use your explosion release launches you like a
missile. While propelling yourself, your chakra rotates
EXPLOSION RELEASE: CLAY CHASE DOWN you furiously like a bullet as smoke begins to trail behind
you, as you ram into your target causing a reckless
Classification: Hijutsu explosion on impact.
Rank: B-Rank
Casting Time: 1 Action All creatures, objects and structures within 60 feet of
Range: 5 feet the target, excluding you must succeed a Dexterity
Duration: Concentration, Up to 1 Minute saving throw. On a failed save taking your unarmed
Components: HS, CM, CS damage + 10d8 force damage or half as much on a
Cost: 14 Chakra successful save.
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style Additionally, all creatures within 15 feet of the target
Description: You create two constructs made of clay that excluding you must succeed a constitution saving throw.
will autonomously hunt down creatures of your choice. On a failed save, they take 6d8 force damage and all
equipment they are carrying or wearing of Greater
The constructs have hit points equal to twice your Quality or lower is destroyed.
ninjutsu save DC and an AC equal to your Ninjutsu save
DC. If the constructs hit points reach 0, it explodes. At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.
13
EXPLOSION RELEASE: CLAY DRAGON Huge Construct, unaligned
Classification: Hijutsu Armor Class 14+ Your Ninjutsu Ability Modifier
Rank: A-Rank Hit Points 138 (12d10 + 60)
Casting Time: 1 Action Speed 60 ft Flying Speed.
Range: Self
Duration: Concentration, Up to 10 minutes STR DEX CON INT WIS CHA
Components: CM, HS 20 (+5) 16 (+3) 20 (+5) 1 (-5) 10 (+0) 1 (-5)
Cost: Special (22 Chakra)
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Damage Vulnerability Lightning
Release, Artistic Style Damage Immunities Poison and Psychic; Bludgeoning, Piercing and
Description: You weave your handsigns, summoning a
huge dragon formed from clay, earth or another Slashing.
inorganic earthen substance of your description. Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
You cannot lose concentration on this jutsu as a result petrified, poisoned.
of a failed concentration check. Senses passive Perception 10
You command the dragon telepathically and it only Immutable Form. The Clay Dragon is immune to any Jutsu or effect that
listens to you. It enters the initiative directly after you would alter its form.
and requires no action to command it. It is proficient in
all saving throws, using your ninjutsu ability modifier as Elemental Weapons. The Clay Dragon attacks are chakra enhanced.
its proficiency bonus and uses your ninjutsu attack
bonus or save DC for effects that require it. Ineffable Makeup. The Clay Dragon cannot be dispelled by any jutsu of
B-Rank or Lower.
You may as a bonus action or reaction cause the
dragon to use its Detonation ability. Multiattack. The Clay Dragon can attack 2 times with its Tail.
The dragon has the following Statistics; Tail. Melee Weapon Attack: reach 10 ft., one creature. Hit: 19 (3d8 + 5)
At Higher Ranks: For each rank you cast this jutsu Bludgeoning damage.
above A-Rank, increase the cost of this jutsu by 3 and Hit
points by 2d10 + 15 Ram. If the Clay Dragon flies in a straight line for at least 10 feet it can
perform the Ram attack. All creatures in a straight line after the
EXPLOSION RELEASE: TOWER OF THE SUN dragon has moved at least 10 feet must succeed a Dexterity saving
throw, taking 6d8 bludgeoning damage on a failed save or half as
Classification: Hijutsu much on a success.
Rank: A-Rank
Casting Time: Full Turn Action Explosive Breath (Charges: 3). The Clay Dragon casts Explosion Release:
Range: Self Clay Birds at A-Rank as if you had cast it, using your Ninjutsu attack
Duration: Instant bonus, save DC or ability Modifier when needed.
Components: CM
Cost: 20 Chakra Detonation. The Clay Dragon explodes in a beautiful incendiary display. All
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth creatures within 20 feet of the dragon must succeed a Dexterity saving
Release throw vs your Ninjutsu save DC. On a failed save they take 12d8 force
Description: You release the chakra limiters in your damage or half as much on a successful save.
body, and create a monstrous, tower shaped explosion
using your body as its catalyst. You die, and leave behind
no corpse.
All creatures within 500 feet of you must make a
Constitution saving throw, taking 200d4 + 100 Force
damage on a failed save or half as much on a success.
Unattended objects and structures within range of this
jutsu are instantly destroyed.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
damage by 25d4 +25.
14
FUMA CLAN Fuma Shuriken Master: Fuma Clansmen are named after
their most prolific ninja tools, The Shuriken. Beginning at 11th
“You aren’t going to get away with this!” The injured kunoichi level, you increase the damage dice of Shuriken, Fuma-
wearing red says aloud to the enemy standing before her. A thin Shuriken, and Monster Shuriken are all increased. Shuriken
but seemingly athletic man glares at her before responding. “And now deal 2d4, Fuma Shuriken now deal 2d8 and Monster
who exactly is gonna hold me accountable? They left you here to Shuriken now deals 2d12.
watch the safe, it’s their fault for being dumb enough to~” he
stops mid-sentence as a spinning Fuma-shuriken chops his ally Lethal precision: Fuma are rarely known for their lack of
in half. He drops into a defensive stance with eyes darting around accuracy. Beginning at 11th level, when making a ranged
the room. Unable to find where it could have come from there is weapon attack with a Weapon with the Thrown property
only one entrance. A figure appears in the same entrances path. It increases their Critical Threat Range by +1. This increases to
reaches into a back pouch before launching multiple shuriken +2 at 18th level.
into the room so much so that it begins to tear into the thin man.
“It’s a shame. They sent you to rob it” the man wearing a chunin
vest says while looking sternly at his student’s adversary.
—Tatsunami Aburame
The Long Road, Ch. 2 excerpt.
The training field has thrown weapons stabbed all across
the targets with some stabbed in blind spots. A single young
girl sits in the middle of the field sweating and standing
while using her knees as a bracing tool. Training to never
miss, and always hit their target is what ties the Fuma Clan
together.
WE NEVER MISS
The Fuma Clan is a traveling clan that stays within the
borders of the Land of Fire. Many of their clan's techniques
revolve around the manipulation of weapons but most
prolifically, the Fuma-Shuriken. Members of the clan possess
visual prowess and are able to quickly analyze the angles of
attacks increasing the probability to hit with a weapon, which
they then use in their various secret techniques. If standard
weapons aren't enough for a battle, Fuma can use the clan's
secret Bukijutsu to overwhelm their opponents even
defeating enemies who prove to be resistant to normal
weapon attacks.
FUMA TRAITS
Ability Score Increase: +2 Dex, +1 Wis
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Perception, Martial Arts
Weapon Proficiencies: You are proficient with all ranged
Weapons.
FUMA FEATURES
House of Flying Daggers: The Fuma have access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Immaculate Precision: Fuma Clansmen are known for
their superior skill using throwing weapons. Beginning at 1st
level, when making a ranged attack with weapons with the
Thrown Property or use a Fuma Clan Bukijutsu you can use
Dexterity in place of Strength for your Taijutsu Ability
Modifier. Additionally, you gain a +1 Bonus to Damage rolls.
This bonus increases to +2 at 7th and +3 at 15th.
Razor Sharp Senses: Fuma Clansmen are expected to
predict the trajectory of an attack long before they even draw
their weapon, allowing them to bounce attacks off of
unsuspecting surfaces. Beginning at 3rd level, twice per short
rest, when you would miss a ranged weapon, or taijutsu
attack that uses a weapon with the Thrown Property, you can
remake the attack roll, taking the second result.
Working the Angles: Beginning at 7th level, when you
use a weapon with the Thrown property you can reroll
your Ammunition die if the result is a 1 or 2 taking the
second result. Additionally, weapons with the returning
property can be returned to you at any range.
15
FUMA CLAN JUTSU pull back snapping the wire, constricting them. Target
creature must succeed a Strength saving throw vs your
D-RANK Taijutsu save dc, being Restrained for the duration, on a
failed check. Target creature can remake the Strength
FALLING HEAVEN: DIVIDE (Athletics) check on their turn as an action to end this effect.
Classification: Hijutsu C-RANK:
Rank: D-Rank
Casting Time: 1 Action FALLING HEAVEN: CROSS
Range: 60 Feet
Duration: Instantaneous Classification: Hijutsu
Components: M, W (Fuma-Shuriken or Monster Shuriken) Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Bukijutsu Range: 60 Feet
Description: By Coating your weapon in chakra, and creating Duration: Instant
an extremely powerful spin you sharpen the edge just enough Components: M, W (2x Fuma Shuriken)
to split the air and even sound. Make a Ranged taijutsu attack, Cost: 9 Chakra
dealing 3d10+ Taijutsu ability modifier Slashing damage on a Keywords: Hijutsu, Bukijutsu
hit. Description: You perform an enhanced version of Falling
Heaven: Divide launching 2 Fuma-Shuriken with either
At Higher Ranks: For each rank you cast this jutsu above D- hand forming a cross as it cuts through anything to reach its
Rank, increase the cost of this jutsu by 3 and the damage by objective. Make two ranged taijutsu attacks, dealing 3d8 +
2d10 Your taijutsu ability modifier Slashing damage on each hit.
FALLING HEAVEN: SPLIT At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage
Classification: Hijutsu by 1d8 for each hit.
Rank: D-Rank
Casting Time: 1 Action FALLING HEAVEN: PENETRATE
Range: Self (30 Foot Cone)
Duration: Instant Classification: Hijutsu
Components: M, W (Thrown Property) Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Bonus Action
Keywords: Hijutsu, Bukijutsu Range: Self
Description: You release a collection of thrown weapons that Duration: 1 minute
cover a wide range piercing through everything and one in Components: CM
their path. Creature in range must make a Dexterity saving Cost: 8 Chakra
throw, taking 3d8 + Taijutsu ability modifier slashing damage Keywords: Hijutsu, Bukijutsu
on a failed save or half as much with a successful one. Description: You focus chakra onto the edge of your next
weapon thrown. For the duration, ranged weapon attacks
At Higher Ranks: For each rank you cast this jutsu above D- made with a Weapon with the Thrown keyword increases its
Rank, increase the cost of this jutsu by 3 and damage by 2d8. damage die by 1 step. (d4>d6>d8>d10>d12) and gains a +1
bonus to its critical threat range.
FALLING HEAVEN: RAIN
At Higher Ranks: For each rank you cast this jutsu above
Classification: Hijutsu C-Rank, increase the cost of this jutsu by 3 and critical
Rank: D-Rank threat range by 1.
Casting Time: 1 Action
Range: 30 feet (10 Foot radius sphere) FALLING HEAVEN: PROTECT
Duration: Instant
Components: M, W (Thrown Property) Classification: Hijutsu
Cost: 4 Chakra Rank: C-Rank
Keywords: Hijutsu, Bukijutsu Casting Time: 1 Reaction, that you take when you are hit
Description: You launch the thrown weapons into the sky by an attack.
before your weapons collide bouncing off of each other as they Range: Self
rain downward piercing through everything in range. Duration: Instant
Creatures in range must succeed a Dexterity saving throw Components: M, W (Monster Shuriken)
taking 4d6 + Taijutsu ability modifier Piercing damage or half Cost: 7 Chakra
as much on a successful one. Keywords: Hijutsu, Bukijutsu
Description: You spin the Monster shuriken in front of
At Higher Ranks: For each rank you cast this jutsu above D- you while coated in your chakra creating a spinning
Rank, increase the cost of this jutsu by 3 and damage by 2d6. shield. When you take damage, roll 4d6 + your taijutsu
ability modifier, reducing the damage by the result.
FALLING HEAVEN: STORM
At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above C-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank reduce damage by an additional 1d6.
Casting Time: 1 Action
Range: 60 Feet
Duration: Concentration, Up to 1 Minute
Components: M, W (Shuriken & Battle Wire)
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You launch your weapons that are lined with
your battle wires surrounding a target creature before you
16
B-RANK:
FALLING HEAVEN: FOCUS
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: M, CM
Cost: 11 Chakra
Keywords: Hijutsu
Description: You pour chakra into your retina’s increasing
your focus and overall accuracy with ranged weapons. For the
duration, when you make a ranged attack, you may roll an
additional 2d4 adding the result to your roll. On a roll of two
4’s you treat the roll as a critical hit.
FALLING HEAVEN: CALAMITY
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (20-feet)
Duration: Instant
Components: M, W (Thrown Property)
Cost: 13 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You begin to spin launching weapons in every
direction piercing and slashing enemies as they fall within
range. Creatures of your choice, within 20 feet of you must
succeed a Dexterity saving throw, taking 6d8 + your taijutsu
ability modifier Slashing damage on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.
A-RANK:
FALLING HEAVEN: EXECUTION
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 90 Feet Line
Duration: Instant
Components: M, W (Fuma-Shuriken)
Cost: 20 Chakra
Keywords: Hijutsu, Bukijutsu
Description: The perfected and secret art of the Fuma Clan.
The most lethal of their Falling Heaven series of jutsu. The
user takes their iconic Fuma-Shuriken and line it with chakra
thin enough to separate water molecules, and coats the
blades of their weapon in such an aura before launching it
with enough force to momentarily cut through gravity itself
making the weapon immune to the forces of gravity for a
short time. Creatures in a 5 feet wide and 90 feet long line
originating from you must succeed a Dexterity saving throw,
taking 10d10 slashing damage on a failed save or half as much
on a successful save. This damage ignores resistances and
immunities. If a creature fails the save by 5 or more, double
the damage that creature takes.
17
FUTTON Boiling Chakra: Beginning at 3rd level, you have learned
how to boil your chakra in one of three distinct ways. You
“And you think we are just gonna hand over the client?” gain a pool of Boil points which you use to fuel one of the
Diane asks her assailants who are surrounding her traveling following Styles. You have a number of Boil Points equal to
party. “You seem to think you have the leeway to respond to your Constitution Modifier. When you spend a boil point it is
my demands with a question huh little girl?” The Black- gone until you complete a long rest. Select one of the
haired Bandit says with a condescending scowl. “That’s following Styles you wish to follow. You cannot switch this at
Genin, to you, whoever you are. But I think you better move, later levels.
before I get mad, your people end up burned, and boiled”
She responds with an aggravated look in her eye. The • Boiling Body: Your boiling chakra increases your physical
bandits attacks her for her statements. She inhales and attributes. As a Bonus action, spend a number of boil points
exhales a gas of boiling hot steam, that creates a stream of up to the number of boil points you have left. When you do,
screams from her would be assailants that slowly, but surely, you can touch a willing creature, increasing their Strength
goes silent. or Dexterity score by 2 for each point spent, until the end of
your next turn. Alternatively, you can spend boil points up
—Lyo Hataka to the number of boil points you have left. When you do
At Worlds End, Ch. 2 excerpt. increase your Strength and Dexterity score by 2 for each
point spent, until the end of your next turn. Beginning at
A CORROSIVE BREATH 7th level, at the beginning of each of your turns you can
spend 1 boil point to maintain the ability score bonus until
The Futton Clan is a clan without a clear family name, the end of your next turn. Beginning at 11th level each point
but one with a deadly history and purpose. Members of you spend also increases the targets affected ability score
this clan can be found in villages across the country, and saving throws by +1 for each point spent. Starting at 15th
are used to great effect in different military institutions. level the affected creature gain a bonus to constitution
The Futton Family line is one that has a clear influence saving throws equal to the number of boil points spent for
in Kirigakure (The Land of Water), even having one of its the duration of this feature. Finally at 18th level, the
descendants as the Mizukage at one point in time. This duration becomes 1 minute.
clan uses its acidic Jutsu to melt the competition.
• Boiling Mind: Your boiling chakra increases the potency of
FUTTON TRAITS your Futton Clan Acid based Jutsu. As a Bonus action,
spend a number of boil points up to the number of boil
Ability Score Increase: +2 Int or Str, +1 Con points you have left. When you do you can amplify the next
Speed: Your base walking speed is 30 feet. Futton Clan Ninjutsu you cast. The next Futton Clan
Skill Proficiencies: Martial Arts, and your choice Ninjutsu you cast deals additional Acid damage xd4, where
between Ninshou or Athletics. x equals the number of boil points spent times 2. A creature
Boil Release Affinity: You begin with either Water or Fire who takes Acid Damage from a Futton Clan Ninjutsu you
Release Affinity. (Pick one) cast while using this feature becomes corroded until the
end of their next turn. Beginning at 7th level affected
FUTTON FEATURES creatures corroded condition does not end at the end of
Corrosive Techniques: The Futton Clan has access to a their next turn, instead lasting until they remove it
separate list of Jutsu unique to their Clan. You can add themselves. Beginning at 11th level increase the bonus
these Jutsu to your jutsu list instead of selecting jutsu damage die to a d6 and a creature gains 2 stacks of
from the Normal jutsu list(s). They do not need both corroded instead of 1. Beginning at 15th level increase the
Nature Release’s to use their Clan jutsu. bonus damage die to a d8 and corroded creatures cannot
regain hit points so long as they are corroded. Finally at
Boil Over: Beginning at 1st level, Hijutsu you cast that 18th level, for every boil points spent, affected creatures
deals acid damage that doesn’t add your ability modifier gain an additional rank of corroded.
to damage gain a +2 bonus to the damage they deal. At
11th level, this bonus becomes +4, and at 18th, This • Boiling Determination: Your boiling chakra increases your
bonus becomes +6. potential output for Jutsu you cast. As a Bonus action when
you cast a Futton Clan Hijutsu, spend a number of boil
Boil Release: The Futton clan has a unique talent for points up to the number of boil points you have left. When
manifesting Boil Release due to their close affinity to you do, Futton Clan Jutsu increase their damage die by 1 for
both Fire and Water Release. Beginning at 7th level you each point spent until the end of your turn. Beginning at
gain the second Nature release you didn’t select from 7th level this feature can instead be used to increase their
Boil Release Affinity clan trait. Also, at 7th level, when Save DC by +1 for each point spent for the same duration.
casting a jutsu with either Fire or Water Release Beginning at 11th level, this feature can instead be used to
keywords, you deal triple damage to creatures with increase the user’s ability checks by +2 for each point
temporary Hit points, and you can change the damage spent. Beginning at 15th level, for each point you spend,
type if any to Acid. At 15th level when you deal Acid you can select two of any bonus and apply it for each point
damage, increase the damage by your Intelligence spent. Beginning at 18th level, for every 1 point spent, you
Modifier. gain all bonuses.
Corrosive Aura: Beginning at 3rd level, your highly
corrosive chakra has the ability to melt through almost
anything. When you would deal Acid damage to a
creature who has a bonus to their AC as a result of a Jutsu
or feature that costs chakra, you deal additional damage
equal to twice your proficiency bonus. At 11th level, this
aura extends to all Boil Release Jutsu you would cast.
Futton Clan Hijutsu you cast that deals Acid Damage
ignores Resistance. This increases to Immunity
beginning at 18th level.
18
FUTTON CLAN JUTSU BOIL RELEASE: STEAM BULLET
D-RANK Classification: Hijutsu
Rank: D-Rank
BOIL RELEASE: SKILLED MIST Casting Time: 1 Action
Range: 60 Feet
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 5 Chakra
Range: Self (20-foot Cone) Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release,
Duration: Instant Clash
Components: HS, CM Description: You expel a powerful Bullet of Acid from your
Cost: 5 Chakra body. Make a ranged ninjutsu attack against a creature
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release within range, dealing 2d8+Ninjutsu Ability mod Acid
Description: You expel a powerful cloud of mist from Damage on a hit. Target creature must succeed a
your mouth that begins to melt anything it touches. constitution saving throw being Weakened and corroded for
Creatures, objects and structures in range, must succeed the next minute on a failed save for the next minute as his
a Dexterity saving throw, taking 3d6 Acid Damage on a body is overheated. A weakened creature makes a
failed save, and gaining the Corroded Condition (End of Constitution saving throw at the beginning of their turn to
the Clan Section). on a failed save, or half as much on a end this effect.
successful one.
At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu D-Rank, increase the cost of this jutsu by 3 and damage by
above D-Rank, increase the cost of this jutsu by 3 and 2d8.
damage by 2d6.
BOIL RELEASE: WATER EVAPORATION/ FIRE
BOIL RELEASE: ERUPTING PROPULSION EXTINGUISH
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you would take when a
Range: 5 Feet creature would cast a Ninjutsu with the Fire or Water
Duration: Instant Release Keywords
Components: CM, M Range: 60 Feet
Cost: 5 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu, Fire Release, Water Components: HS, CM
Release, Clash Cost: 5 Chakra
Description: You expel a powerful jet stream of mist Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
from your body that jets you forward allowing you to Description: You see a creature conjuring fire or water, and
strike a creature with accelerated force. As a part of the using it for either an attack or defense and you wish to
activation of this jutsu, you may select a space, you can nullify whatever advantages they would gain. You may as a
see within your remaining movement, that is adjacent to reaction immediately evaporate the water used by boiling it,
a hostile creature, and immediately move to that point. or over saturate the Fire they make with a higher
This movement does not provoke attacks of opportunity. concentration of water.
Make a taijutsu attack against a creature within range,
dealing your unarmed damage + 2d8 on a hit. On a hit Jutsu a creature casts with the Water or Fire Release
target creature makes a Constitution saving throw, being Keywords you would attempt to counter. Make a contested
knocked back 15 feet on a failed save. Ability check using your Constitution (Chakra Control) vs
your opponent’s Constitution (Chakra Control). On a
At Higher Ranks: For each rank you cast this jutsu success, the targets jutsu is nullified, and their chakra is still
above D-Rank, increase the cost of this jutsu by 3 and spent.
damage by 2d8.
C-RANK
BOIL RELEASE: ERUPTING PHYSIQUE
BOIL RELEASE: UNRIVALED STRENGTH
Classification: Hijutsu
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Bonus Action Rank: C-Rank
Range: 5 Feet Casting Time: 1 Action
Duration: 1 Minute Range: Self
Components: CM, M Duration: 1 minute
Cost: 5 Chakra Components: HS, CM, M
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Cost: 9 Chakra
Description: You compress a swirling mix of Fire and Keywords: Hijutsu, Taijutsu, Fire Release, Water Release
Water Release chakra into your muscles as you cause Description: You compress your boiling chakra into your
them to boil over. For the duration, Futton Clan Taijutsu body rapidly amplifying your physical strength to a great
you cast deals an additional 2d8 Acid Damage once per degree. Your Strength Score becomes 18 if it wasn’t already.
casting. If your strength is already 18 or higher, you instead increase
your Strength Score by +2. Your unarmed damage die
At Higher Ranks: For each rank you cast this jutsu becomes 2d6.
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d8. Also, for the duration, if you use a Futton Clan jutsu with
the Taijutsu keyword, you reduce the chakra cost of those
jutsu by 2.
19
BOIL RELEASE: STEAM ARMOR BOIL RELEASE: SCORPIONS STINGER
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when you would Casting Time: 1 Action
take damage. Range: 5 Feet
Range: Self Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 14 Chakra
Cost: 7 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Release, Clash
Description: You release powerful jets of steam from every Description: You coat your body in a highly compressed
pore of your body, creating a powerful barrier of steam cloak of steam, that you then shape into a stinger the
between you and the triggering attack. Roll 2d10 + 5, same shape as a Scorpions stinger. Make a Melee
reducing damage by the result. If damage would be reduced Taijutsu or Ninjutsu (Your choice) attack. On a hit, you
to 0, and at least one hostile creature it within 20 feet of deal your unarmed + 5d12 Acid Damage and the target
you, select one hostile creature to takes 5d8 Acid damage. becomes corroded.
If this jutsu would reduce the damage of a jutsu that At Higher Ranks: For each rank you cast this jutsu
deals either the Fire, Wind, or Cold damage, you double the above B-Rank, increase the cost of this jutsu by 3 and
damage reduction die. damage by 1d12.
At Higher Ranks: For each rank you cast this jutsu above A-RANK
C-Rank, increase the cost of this jutsu by 3, The damage
reduction by 1d10+5, and damage done by 2d8. BOIL RELEASE: ACIDIC EXPLOSION
BOIL RELEASE: CORROSIVE VIPER FANG Classification: Hijutsu
Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self (20-foot radius sphere)
Casting Time: 1 Bonus Action. Duration: Concentration, up to 1 minute.
Range: Self Components: HS, CM
Duration: Instant Cost: 18 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Cost: 8 Chakra Description: You release a massive flux of acidic steam
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release for your body, enough to fill a 20-foot radius sphere. All
Description: You coil corrosive Boil Release chakra Creatures, objects, and structures of your choice, in the
around your arm as it forms a snake make of steam. radius must succeed a constitution saving throw taking
Make a melee Taijutsu Attack dealing 4d8 Acid Damage. 10d10 Acid Damage and gaining 2 ranks of Corroded on a
If the target creature is affected by the Corroded failed save. On a successful save they take half damage.
condition, Increase the Damage of this jutsu by 2d8 and
the next time they would make a saving throw against a After this jutsu’s initial casting, your body continues
Futton clan Jutsu, they reduce the result of their saving to release acidic steam. At the beginning of each
throw by -2 until the end of their next turn. creatures turns who begins within the steams radius or
who would enter the radius for the first time each turn,
At Higher Ranks: For each rank you cast this jutsu they must succeed a constitution saving throw, taking
above C-Rank, increase the cost of this jutsu by 3 and 4d10 acid damage and gaining 2 ranks of corroded on a
damage by 2d8. failed save.
B-RANK Additionally, creatures make their saving throws to
end the corroded condition at disadvantage while within
BOIL RELEASE: ACIDIC DRAGONS BREATH this jutsu’s radius.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above A-Rank, increase the cost of this jutsu by 3,
Casting Time: 1 Action damage by 2d10 and ranks of corroded by +2.
Range: Self (30-Foot line)
Duration: Instant
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Water
Release, Clash
Description: You fire a beam of acid in a straight line
spreading a massive wave of corroding acid. Creatures in
a 30-foot long, 5-feet wide line in front of you must
succeed a Dexterity saving throw, taking 8d8 Acid
damage, and gaining 2 ranks of Corroded on a failed
save, or half as much on a successful one.
Also, creatures, excluding you, within 5 feet of the
beam must succeed a constitution saving throw taking
6d6 Acid damage and 1 rank of corroded on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8 and 2d6.
20
HATAKE CLAN White Lightning: Beginning at 7th level, when you
would cast a Ninjutsu with the Lightning Release Keyword
Kakato stands in the center of the training field as his that deals damage by spending a certain amount of White
teammate glares at him. “You sure you want me to do this? Chakra based on the rank of the jutsu used, you increase
You haven’t perfected it and you could break your hand” His the number of damage die by +1 for this Jutsu's casting.
teammate asks while looking concerned as he gets into This damage die bonus increases to +2 at 15th level. (D-
position. “Yeah, for the last time, I need to master this Jutsu Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-Rank: 2 WC,
one way or another Just go with it!” Kakato responds calmly S-Rank: 3 WC)
while making the hand seals needed for the jutsu. His ally
sigh as he then conjures 4 walls of earth one after another in Also, at 7th level, when you would cast a jutsu without
front of Kakato. Kakato quickly dashes in a straight line as his the Lightning Release keyword, you may spend a number
hand erupts into a bright, but loud chirping sound as of white chakra equal to its rank (D-Rank: 1, C-Rank: 2, B-
lightning covers it. His speed increases until he is but a blur, Rank: 3, A-Rank: 4, S-Rank: 5). When you do, the jutsu
he then crashes through one wall, then two, then… cast gains the lightning release keyword, its damage type
becomes lightning and increases its damage die by +1.
—Tatsunami Aburame
The Long Road, Ch. 9 excerpt. Beginning at 11th level, once per turn, when you would
deal damage to a creature, you can deal additional
BARING WHITE FANGS lightning damage equal to your proficiency bonus.
The Hatake Clan is an iconic clan from Konoha. It has
produced several renowned members who have held
positions of high authority, including the Sixth Hokage;
All known members have also been extremely skilled
users of Lightning release jutsu.
HATAKE TRAITS
Ability Score Increase: +2 Int, +1 Cha
Speed: Your base walking speed is 35 feet.
Skill Proficiencies: Ninshou, Perception
Passive Affinity: You have Lightning Release Affinity (You
can learn Ninjutsu with the Lightning Release Keyword)
Lightning Literacy: Your Ninjutsu ability score is counted
as being +2 higher, for the purpose of casting jutsu
Higher Ranked jutsu with the Lightning Release
Keyword through any Ability score Restrictions (SHB,
pg.190).
HATAKE FEATURES
White Chakra: The Hatake Clan are extremely
proficient Chakra molders. They innately have the ability
to call upon a unique source of Chakra called White Chakra.
Beginning at 1st level, you have 5 White Chakra which you
can only spend on Jutsu with the Lightning Release
keyword. You gain 1 White chakra every level. When you
finish a short rest you regain half of your spent white
chakra. Your White chakra pool is fully refilled on a long
rest.
Lightning Release Simplicity: Beginning at 1st level.
When creating or learning Ninjutsu with the Lightning
Release Affinity, reduce the time it takes to complete the
task by half.
Lightning Release Adept: Also, at 3rd level, reduce the
cost of ninjutsu with the Lightning Release Keyword by
an amount equal to the Rank of the jutsu cast. (D-Rank: 1,
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If you would
spend at least 1 White chakra, this cost reduction per rank
instead becomes the following. (D-Rank: 2, C-Rank: 3, B-
Rank: 4, A-Rank: 5, S-Rank: 6). If another effect would
reduce the cost of a jutsu you cast as a result of its rank,
the cost reduction effects, do not stack. Starting at 7th
level, your skill with lightning Release has grown to a
considerable degree. When you could cast a Jutsu with the
lightning release keyword and an Overcharge effect, you
can choose to spend an amount of White chakra equal to
its rank to fulfill the Overcharge requirements to gain their
effects. (D-Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-
Rank: 2 WC, S-Rank: 3 WC)
21
HEBI CLAN Beginning at 7th level your regenerative abilities are
enhanced further. You gain Resistance to Poison damage
Lyo draws his blade just as quickly as his enemies drew and immunity to the poisoned condition. Additionally,
theirs. Standing in the middle of the road, he realizes he has when you regain hit points at the beginning of each of
been surrounded by about a dozen adversaries. They assault your turns, you regain an additional 1d4 + Proficiency.
him from the shadows throwing kunai and shuriken at him
with relentless efficiency. He with his sword drawn begins to At 15th level, you gain immunity to Poison damage
parry them all with ruthless focus. Each swing of his cuts, and when regaining hit points as a result of this feature,
breaks, or deflects three or more weapons launched at him. you regain an additional 3d4 + Proficiency.
He keeps up this defense before he realizes he can’t keep it
up much longer. He takes a deep breath, as the weapons Poison Potency: The Hebi clans’ rituals, have been
begin to strike his body, bouncing off of his skin as he dashes ingrained into you, enhancing your knowledge of
into the darkness. The singing of blades cutting through the poisons and their potency when you use them.
air ring out as the fighting slowly quiets down to nothing
more than a whisper. Lyo comes staggering out of the brush Beginning at 3rd level, you have learned to coat your
with his hand up in victory, showing his client that he is a lot weapons in a potent poison. As a bonus action you coat a
tougher than he looks. weapon you are holding in a type of poison known as the
Vipers Venom. For the next minute your weapon gains a
—Tatsunami Aburame +1 bonus to damage rolls and deals poison damage. This
The Long Road, Ch. 4 excerpt. bonus increases to a +2 at 11th, and +3 at 18th. You can
coat a weapon in poison this way twice per short rest.
THE BASILISK’S BLESSINGS
Beginning at 7th level, once per turn, when you deal
The Hebi Clan is a Custom Homebrew Clan, created by 20 or more poison damage to a creature with this
Kingsare4ever and Soren Uzumaki. This clan, began as a weapon, they must succeed a constitution save vs DC (8
clan of mercenaries. Their infamy spread all across the + proficiency Bonus + Constitution Modifier) being
country, for their skill and ability. Their true home is in poisoned on a failed save for 1 minute. A Creature
the Land of Grass, but they are found all across the Poisoned this way, reduces all hit points gained by half.
continent. They are universally known as the Hebi clan, Additionally, you ignore resistance to Poison damage.
but different countries have different titles for them. In
the Land of Fire, they are also known as the Viper Clan,
in the land of Earth, they are known as the Cobra Clan.
Their ability to mix blade and poison is unmatched even
against a skilled Medical-Nin. The Hebi Clan have also
learned to mix techniques learned from Serpents
themselves after generations of study and worship.
HEBI TRAITS
Ability Score Increase: +2 Str or Dex, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Survival, Animal Handling
Weapon Proficiencies: You are proficient with Katana’s,
Broadswords and Odachi’s.
Tool Proficiencies: Poisoner’s Kit.
HEBI FEATURES
Hebi Clan Jutsu: The Hebi have access to a separate list
of Jutsu unique to their Clan. You can add these Jutsu to
your jutsu list instead of selecting jutsu from the Normal
jutsu list.
Snake Speech: Hebi Clansmen are known for their
affinity with snakes of all types. Due to their connection
with these reptiles over generations, you can
communicate with and understand snakes of any breed.
Serpent Mimicry: Beginning at 1st level, your heritage
and history with snakes grants you enhanced senses,
similar to theirs. You have Darkvision up to 60 feet and
Tremor sense up to 30 feet.
Beginning at 11th level, you have learned to use your
connected heritage to increase your ability to stalk your
prey. Dexterity (Stealth) Checks made in Natural
Environments such as forests, woods, and tundra’s are
always made at advantage.
Regeneration: You have learned to tap into your clan’s
innate ability to enhance its self-regeneration.
Beginning at 1st level you can as a bonus action begin to
focus on your self-regeneration for the next minute.
For the duration, at the start of each of your turns you
can spend 5 Chakra to regain Hit points equal to twice
your Constitution Modifier and gain advantage against
the Poisoned conditions.
22
HEBI CLAN JUTSU Components: M
Cost: 5 Chakra
D-RANK Keywords: Hijutsu, Bukijutsu
Description: You can only gain the benefit from one
ADAPTIVE CAMOUFLAGE TECHNIQUE Striking Stance at a time. If you enter another Striking
Stance while currently benefiting from this one, the one
Classification: Hijutsu immediately ends.
Rank: D-Rank
Casting Time: 1 Action As a Bonus action, you enter the striking stance of a
Range: Self Python. For the duration, weapon Attacks made using a
Duration: 1 Minute Broadsword, Kunai, Katana or Odachi deals double damage
Components: HS, CM to creatures gaining a bonus to their AC as a result of a
Cost: 5 Chakra Jutsu or Feature.
Keywords: Hijutsu, Ninjutsu
Description: Your coat your body in chakra, performing a C-RANK:
more advanced version of the Body Camouflage Technique
changing the texture of your skin while also adapting to MAMBAS HARDENED SCALES
the changing environment not having to consistently focus
on your surroundings. For the duration, you gain a +10 Classification: Hijutsu
bonus to Dexterity (Stealth) checks and cannot be tracked Rank: C-Rank
except by chakra-based means. You leave behind no tracks Casting Time: Reaction, to being damaged.
or traces of your movement. Range: Self
Duration: 1 round
STRIKING STANCE: COBRA Components: CM
Cost: 6 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu
Rank: D-Rank Description: You skin becomes encased in chakra taking
Casting Time: 1 Bonus Action the shape of a snake’s scales layering itself and hardening
Range: Self at the point of impact reducing the potency of the attack.
Duration: 1 Minute Reduce damage of incoming attacks by 6, including the
Components: M triggering attack.
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu At Higher Ranks: For each rank you cast this jutsu above
Description: You can only gain the benefit from one C-Rank, increase the cost of this jutsu by 3 and damage
Striking Stance at a time. If you enter another Striking reduced by 3.
Stance while currently benefiting from this one, the one
immediately ends. POISON COBRA DANCE
As a Bonus action you enter the coiling stance of a Cobra. Classification: Hijutsu
For the duration, weapon attacks made using a Rank: C-Rank
Broadsword, Kunai, Katana or Odachi deals additional Casting Time: 1 Action
damage equal to half of your Proficiency bonus. Range: 30 Feet
Duration: Instant
FORMATION OF ONE THOUSAND SNAKES Components: M, W (Broadsword, Kunai, Katana or Odachi)
Cost: 9 Chakra
Classification: Hijutsu Keywords: Hijutsu, Bukijutsu
Rank: D-Rank Description: You perform a flurry of graceful strikes each
Casting Time: 1 Action with the deadly precision of a cobra’s bite. Make two melee
Range: Self (15-foot Cube) Taijutsu attacks against a target creature. If there are at
Duration: Instant least two creatures within range you may make a single
Components: M, W (Broadsword, Kunai, Katana or Odachi) melee Taijutsu attack against each, dealing your weapons
Cost: 5 Chakra damage + 3d8 on each successful hit. If you deal poison
Keywords: Hijutsu, Bukijutsu damage with your weapon, you may instead make up to 3
Description: You release a series of blade swings so much melee taijutsu attacks.
so that you create the visage of one thousand snakes
coiling around you. Your attacks are so viscous that all At Higher Ranks: For each rank you cast this jutsu above
creatures of your choice in a 15-foot cube centering on you D-Rank, increase the cost of this jutsu by 3 and the damage
must succeed a Dexterity saving throw. A creature who by 1d8 Poison damage.
fails the save takes double your weapons damage or half as
much on a successful save. PYTHONS GAZE
At Higher Ranks: For each rank you cast this jutsu above Classification: Hijutsu
D-Rank, increase the cost of this jutsu by 3 and the dice Rank: C-Rank
multiplier by 1. (Double > Triple > Quadruple > Quintuple Casting Time: 1 Action
>Sextuple). Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
STRIKING STANCE: PYTHON Components: HS, CM
Cost: 8 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu
Rank: D-Rank Description: You inject a surge of chakra into your eyes
Casting Time: 1 Bonus Action increasing your visual perception, making it look like the
Range: 45-foot cube world is slowing down around you. You do not spend
Duration: 1 Minute chakra to maintain concentration with this jutsu.
For the duration, creatures whom you can see within
range actions seemingly slow down to a crawl. Melee
23
Weapons attacks or Hebi Clan Bukijutsu you cast cannot be Constitution saving throw gaining the poisoned condition
made at disadvantage and creatures within range cannot on a failed save.
gain advantage against any Hebi Clan Bukijutsu.
Creatures who are Poisoned by another source must
STRIKING STANCE: VIPER make the saving throw, becoming poisoned by this jutsu
instead on a failed save.
Classification: Hijutsu, Bukijutsu
Rank: C-Rank A creature poisoned by this jutsu cannot take reactions
Casting Time: 1 Bonus Action and must, if they would make a saving throw to resist
Range: Self being poisoned by this jutsu, succeed or be Envenomed on
Duration: Concentration, up to 1 minute a failed save. A Creature Envenomed by this jutsu instead
Components: W (Katana, Broadswords or Odachi) rolls 1d8.
Cost: 9 Chakra
Keywords: Hijutsu, Bukijutsu VIPERS POISONOUS WAVE
Description: You can only gain the benefit from one
Striking Stance at a time. If you enter another Striking Classification: Hijutsu
Stance while currently benefiting from this one, the one Rank: B-Rank
immediately ends. You do not spend chakra to maintain Casting Time: 1 Action
this Jutsu. Range: 30 feet
Duration: Instant
As a Bonus action, you take the long-revered sword Components: HS, CM, W (Katana, Broadswords or Odachi)
stance of the Hebi clan. For the duration weapon attacks Cost: 14 Chakra
and Hebi Clan Bukijutsu cast using a Broadsword, Kunai, Keywords: Hijutsu, Bukijutsu
Katana or Odachi ignore Slashing and Piercing Resistance. Description: You create a wave of poisonous chakra that
Attacks made with these weapons can deal Slashing or erupts from your weapon as you swing it. All creatures in a
Piercing Damage (Your choice, which you make when you 10-foot wide, 30 feet long line must succeed a Dexterity
declare your attack.). These differing damage types gain saving throw, taking 6d8 Poison damage and half as much
additional benefits while using the aforementioned on a failed save.
weapons;
If the weapon you use is under the effects of Mamba’s
• Slashing: You can use a bonus action to make two melee Poisonous Blade, or the Poison Potency Hebi Clan Feature,
weapon attacks. On a hit, you double your damage die, Creatures make their save at disadvantage.
but do not add your Ability modifier to the damage.
If the weapon you use is under the effects of both
• Piercing: You score a critical hit on a roll of 19-20. If the Mamba’s Poisonous Blade and the Poison Potency Hebi
weapon already has the Critical Property, this becomes Clan Feature, you instead deal 6d12 Poison damage or half
18-20. as much on a failed save.
B-RANK: At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and damage by
SERPENT ADAPTATION 2d8 or 2d12.
Classification: Hijutsu A-RANK:
Rank: B-Rank
Casting Time: 1 Action SILVER COBRAS BLESSING
Range: Self
Duration: Concentration, up to 1 minute Classification: Hijutsu
Components: M, CM Rank: A-Rank
Cost: 12 Chakra Casting Time: 1 Bonus Action
Keywords: Hijutsu Range: Self
Description: You pour chakra throughout your body, Duration: Instant
growing fangs, poison sacks, hardening your skin and Components: HS, CM
allowing you to elongate your arms and legs like whips. Cost: Special
Keywords: Hijutsu, Taijutsu
For the duration, your melee attack, and Bukijutsu range Description: You ingest a powerful potent Poison that
increased by 5 feet as you stretch your arms to compensate. reduces your current chakra to 0. You gain the Poisoned
Your movement speed increases by 10 feet. If you have condition at the conclusion of this jutsu which cannot be
Mamba’s Hardened Scales on your known jutsu list, removed, resisted, or ignored by any means for the next
casting it does not consume chakra. hour.
MAMBA POISONOUS BLADE For the next minute you gain the following effects;
Classification: Hijutsu • You cannot suffer the effects of the poisoned condition
Rank: B-Rank for the duration.
Casting Time: 1 Action
Range: Self • Your Strength or Dexterity Scores increase by any
Duration: 1 Minute amount equal to your Proficiency bonus.
Components: HS, CM, W (Katana, Broadswords or Odachi)
Cost: 14 Chakra • You can cast All Hebi Clan Jutsu that you have on your
Keywords: Hijutsu, Ninjutsu, Bukijutsu known jutsu list at no cost.
Description: You envelop your weapon in a poison only
found in the infamous Black Mamba. Your weapon deals an • You can concentrate on up to 3 different Hebi Clan Jutsu
additional 2d6 Poison damage. Hebi Clan Bukijutsu Cast ignoring any effects that would prevent you from
using the weapon deals an additional 1d6 Poison damage maintaining more than one Striking Stances.
creatures who take damage from either must succeed a
After one minute, you fall unconscious for the next hour,
being unable to be awoken until the hour has passed. When
you awake, you awake with 1 Chakra.
24
HOSHIGAKI CLAN large wing like fins grow from your shoulders down to
your wrists, you grow webs between your fingers, your
Alistair stares down the man in Red. Drawing his Odachi to hair, if any fuses into your scalp, as your head,
confront him. He moves in swinging it with ruthless tenacity. shoulders, and neck fuse into each other as your spine
He stabs the blade into the ground after his first attack also grows into a long tail like appendage. You cannot
weaving handsigns and conjuring a massive wave of water cast Ninjutsu that does not have the Water Release
that turns into Sharks before they collide with their target. Keyword. For the next minute you gain the following
When the dust settles, Alistair looks for his enemy who seems benefits;
to have been completely blow away by his assault.
“Oh…Well…Looks like I went a tad bit overboard for • You can, as an Action perform an intimidating
training, hehe.” predator like gaze against a single creature you can see
within 60 feet of you. The target must succeed a
—Tatsunami Aburame Wisdom Saving throw vs 10 + Your Intimidation
The Long Road, Ch. 13 excerpt. Bonus. On a failed save, they become Frightened of
you for the next minute. They Repeat this save at the
THE TAILLESS BEAST end of each of their turns, ending this condition on a
successful save. A creature can only be affected by this
The Hoshigaki Clan is a clan that hails from the Land of gaze once per long rest.
Water and is famous for all the wrong reasons. Every
prominent member of their clan has betrayed their home • You have advantage on Strength & Constitution
village in more than one way. But this does not brand Checks and Saving throws.
them all as traitors, instead it has caused a vast majority
of them to branch out and move to other villages to • You gain a swim speed of twice your movement speed.
break the stigma of their history. • You gain 30 feet of True Sight while submerged
HOSHIGAKI TRAITS underwater
• When you make a melee attack using strength, you
Ability Score Increase: +2 Con, +1 Str
Speed: Your base walking speed is 30 feet. gain a bonus to damage equal to your proficiency
Skill Proficiencies: Animal Handling, Athletics bonus.
Weapon Proficiencies: Odachi (Greatsword) • When you grapple a creature while in this form, they
Dark Vision: You have Darkvision up to 30 Feet. gain the Slowed Condition for the duration of the
Passive Affinity: You have Water Release Affinity (You grapple.
can learn Ninjutsu with the Water Release Keyword) • You have resistance to Bludgeoning, Piercing, or
Water Literacy: Your Ninjutsu ability score is counted as Slashing damage. (Pick 2, This can’t be changed later).
• Ninjutsu with the Water Release Keyword that deal
being +2 higher, for the purpose of casting jutsu damage, also reduces the target creature’s chakra by
Higher Ranked jutsu with the Water Release Keyword half of the damage dealt. You gain a number of
through any Ability score Restrictions (SHB, pg.190). Temporary Chakra Points equal to half Damage Dealt.
HOSHIGAKI FEATURES Once you enter this form, you must complete a long
Aquatic Adaptation: You have a Swimming Speed equal rest before you are able to enter this form again. You
to your walking speed. gain an additional use of this form beginning at 7th level,
then a third at 15th level per short or long rest.
Amphibious: You can breathe air and water.
Commander of the Deep: Aquatic beasts have an
affinity with people of your clan. You can communicate
simple ideas with beasts that can breathe water. They
can understand the meaning of your words, though you
have no special ability to control them directly.
Water Release Simplicity: When creating or learning
Ninjutsu with the Water Release Affinity reduce the time
it takes to complete the task by half. This does not stack
with other similar effects.
Shark Tooth: Beginning at 1st level, you gain
proficiency in Intimidation and access to a Bite Attack.
You can replace one or more of your attacks, if you have
the Extra Attack feature. This bite attack counts as a
weapon attack and deals 1d6+ Strength Modifier Piercing
damage. This damage increases as you grow in level to
1d8 at 11th, 1d10 at 15th and 2d6 at 18th. Beginning at 7th
level, when you would hit a creature with your Bite
attack, the creature must also make a Strength saving
throw vs your Taijutsu save DC, being grappled by your
bite attack. You can only grapple one creature at a time.
Shark Skinned Predator: Beginning at 1st level, your
skin begins to resemble that of a sharks becoming
tougher and more resilient. You can use your
Constitution instead of Dexterity to calculate your Armor
Class.
Beginning, at 3rd level, you tap into your innate
bloodline limit, allowing you to become one with your
inner Apex Predator. As a bonus action on your turn, you
enter a shark like form, growing large gills on your neck,
25
HOZUKI HOZUKI CLAN JUTSU
The Rogue from the badlands, sits waiting patiently, hunting his D-RANK
prey. He takes a jug of water from his pouch and begins to drink
from is carefully, not wasting a single drop. After finishing, he GREAT WATER ARM
reaches behind himself and grabs a large Odachi with one hand,
as his arm expands showing a massive increase in strength. He Classification: Hijutsu
leaps from his hiding place bring the blade down on his mark. Rank: D-Rank
Casting Time: 1 Action
—Hato Hyoshi Range: 5 feet
At Worlds End, Ch. 17 excerpt. Duration: Instant
Components: W (Any Melee), CM, M
DEMONS SECOND COMING Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release
The Hozuki Clan is a relatively small clan that hails from the Description: you quickly enlarge your main arm by moving
Land of Water. While the clan itself is small, it has had the water in your body.
prominent members, whom have attained the rank of 7
Swordsmen and garnered a notoriety of being excellent Make a melee Ninjutsu or Taijutsu attack with the weapon
swordsman and even better assassins. The Hozuki clan has a used to cast this jutsu. On a hit, you deal your weapons
unique trait, allowing them to turn their body into a liquid damage + 3d6 and force a target to make a Strength saving
form passively. Though due to this extreme affinity with the throw. On a failed save, they are knocked back 15 feet and are
Water Release affinity, they have lost the ability to access Dazed until the end of their next turn. On a success, nothing
the Lightning Release Affinity, in its entirety. happens.
HOZUKI TRAITS
Ability Score Increase: +2 Str, +1 Int
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Martial Arts, Chakra Control.
Water Release Affinity: You begin with the Water Release
affinity (You can learn Ninjutsu with the water release
Keyword.)
Lightning Release Inability: You cannot use or Learn
Ninjutsu with the Lightning Release Keyword
HOZUKI FEATURES
Hozuki Techniques: The Hozuki Clan has access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list(s).
Amphibious: You can breathe air and water.
Water Dependency: The Hozuki has a dependency on
water, they must consume at least a gallon of water or
immerse themselves in water for one hour (short rest) each
day. If the Hozuki fails to do this they suffer 1 level of
exhaustion at the end of that day. The Hozuki, can recover
from this exhaustion by drinking a gallon of water or
immersing yourself in water for at least 1 hour (short rest).
Made of Water: Starting at 1st level, your body counts as a
sufficient source of water to reduce the cost of Water release
Jutsu (You cannot gain the alternative effect of a Water Release
Jutsu using this feature). If the Jutsu cast cannot have its cost
reduced by having a sufficient source of water, you instead
reduce the cost of ninjutsu with the Water Release Keyword
by an amount equal to the Rank of the jutsu cast. (D-Rank: 1,
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If another
effect would reduce the cost of a jutsu you cast as a result of
its rank, the cost reduction effects, do not stack
Water Reservoirs: Beginning at 3rd level, you store extra
water in your body, giving you an amount of uses equal to
your proficiency bonus per long rest. You can use these
reservoirs to empower a ninjutsu with the Water Release
Keyword, either increases its damage by 1 damage die. Or
increasing its save DC by 1. At 11th level, you instead increase
the damage by 2 damage die or save DC by 2, and at 18th
level, 3 damage die, or Save DC by 3.
Reflective Surface: Beginning at 15th level, whenever you
cast a Ninjutsu with the Water Release Keyword, gain an
amount of Temporary Hit points equal to the rank of jutsu
used, until the beginning of your next turn. (D-Rank: 5, C-
Rank: 10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
26
If you are gaining the effects of the Hydrofication Hozuki C-RANK
clan Jutsu, increase the damage die by 1 step.
HOZUKI BLADE
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is Classification: Hijutsu
cast at C-Rank or higher, increase the damage by 1d6. If this Rank: C-Rank
jutsu is cast at B-Rank or higher, increase the number of Casting Time: 1 Bonus Action
attacks made by +1. If this jutsu is cast at S-Rank, increase Range: Self
the damage die by one step. Duration: Concentration, up to 1 minute.
Components: HS, CM
WATER BODY Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Classification: Hijutsu Description: You weave together streams of water to create a
Rank: D-Rank sword of solidified water in your hand. This construct sword
Casting Time: 1 Reaction, which you take when you are lasts until the jutsu ends. It counts as a simple melee weapon
targeted or would take damage from an attack that targets with which you are proficient. It deals 3d6 + your Strength or
you. Dexterity modifier in either Cold, Slashing, Piercing or
Range: Self Bludgeoning damage on a hit and has the Versatile (d8),
Duration: Instant Deadly and Finesse properties. You choose the damage type
Components: - at the time of casting this jutsu.
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release In addition, when you use the sword to attack a target that
Description: You are able to quickly turn yourself into water, is at least halfway submerged in water, you make the attack
allowing you to dodge more attacks. When targeted for an roll with advantage. If you are currently using the
attack, you may increase your AC by +5 until the start of your Hydrofication Jutsu, the dice size increases a level (d6 -> d8
next turn. Additionally, you gain resistance to bludgeoning, -> d10). If you drop the weapon, it dissipates at the end of the
piercing and slashing damage until the start of your next turn. Thereafter, while the jutsu persists, you can use a bonus
turn. If you are currently using Hydrofication jutsu, you are action to cause the sword to reappear in your hand.
instead immune to bludgeoning, piercing and slashing
damage. If you would cast a Jutsu that would allow you to deal this
weapons damage that is under the effects of this jutsu, you
WATER MUSCLES only deal this jutsu’s damage once, after which you default to
2d6 (or d8, if holding with two hands)
Classification: Hijutsu
Rank: D-Rank WATER BLOB
Casting Time: 1 Action
Range: Self Classification: Hijutsu
Duration: Concentration, up to 1 minute. Rank: C-Rank
Components: CM Casting Time: 1 Action
Cost: 5 Chakra Range: 5 feet
Keywords: Hijutsu, Ninjutsu, Water Release Duration: Concentration, up to 1 minute.
Description: You empower your muscles by controlling the Components: CM
water inside your body. This jutsu does not cost chakra to Cost: 9 Chakra
maintain concentration. For the duration damage dealt with Keywords: Hijutsu, Ninjutsu, Water Release
attacks or jutsu or Ability checks that rely on your Strength Description: A target creature you can see within range must
Ability score adds 2d4 for their rolls. succeed on a Dexterity saving throw or they are now grappled
with their head being submerged in a bubble of water, made
If you are currently benefitting from the Hydrofication from your body. While grappled this way, they begin to
Clan jutsu, you instead add an additional 3d4. suffocate. While suffocating this way, it is difficult to
maintain concentration on jutsu and must make a
If you would cast a Jutsu that would allow you to deal your Constitution (Chakra Control) check to maintain
weapons damage that is under the effects of this jutsu, you concentration, losing the jutsu on a failure. A creature begins
only deal this jutsu’s damage once, after which you default to to drown after a number of rounds equal to its Constitution
your original weapons damage. modifier (Min 1).
At Higher Ranks: For each rank you cast this jutsu above While grappled in this way, when a creature attempts to
D-Rank, increase the cost of this jutsu by 3 and the bonus by escape this grapple, they make their Strength (Athletics) or
1d4. Dexterity (Acrobatics) checks contested by either your
Strength (Chakra Control), or Constitution (Chakra Control)
WATER ESCAPE check.
Classification: Hijutsu At the start of its first turn after these rounds and the
Rank: D-Rank beginning of each of its turns it remains grappled, it takes
Casting Time: 1 Bonus Action necrotic damage equal to 4d8 + Your Ninjutsu ability
Range: Self modifier. If you are currently using the Hydrofication Jutsu,
Duration: 1 Round Ability checks made to escape the grapple is made with a -2
Components: CM penalty.
Cost: 3 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You turn yourself into water to escape your
restraints. As a bonus action, you can roll an Intelligence
(Ninjutsu) Check vs the DC of the Jutsu or creature that gave
you the restrained or grappled condition. If you are currently
using the Hydrofication jutsu. You gain advantage on this
check.
27
WATER GUN WATER BALLOON
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 60 Feet (15-foot Cube)
Duration: Instant Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 10 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release Keywords: Hijutsu, Ninjutsu, Water Release
Description: You form a bullet on the edge of your finger and Description: You create a puddle of water mixed with oil,
shoot it at a target within range. Make two ranged Ninjutsu producing bubbles that float around you. These bubbles are
attacks against two separate creatures within range. On a hit, then launched at a 15-foot cube of area within range with
you deal 5d8 + Ninjutsu ability Modifier cold damage. If you enough speed to cause concussive damage.
are currently using Hydrofication jutsu, the dice size
increases to a d10. Creatures of your choice, who first enter the chosen area or
who begin their turn within it must succeed a Dexterity
At Higher Ranks: For each rank you cast this jutsu above saving throw taking 4d10 bludgeoning damage and being
D-Rank, increase the cost of this jutsu by 3 and the damage Dazed until the beginning of their next turn or half as much
by 2d8 or 2d10, respectively. on a successful save.
WATER GUN: DOUBLE As an action on your turn, you can choose to move the
target area up to 30 feet in any direction within range.
Classification: Hijutsu
Rank: C-Rank If you are currently using the Hydrofication Jutsu, the dice
Casting Time: 1 Action size increases to a d12.
Range: Self (15-foot cone)
Duration: Instant At Higher Ranks: For each rank you cast this jutsu above
Components: HS, CM B-Rank, increase the cost of this jutsu by 3 and damage by
Cost: 9 Chakra 2d10 or 2d12, respectively
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You form bullets on the edge of each of your A-RANK
fingers and fire them off with enough spread to imitate a
shotgun. Creatures in a 15-foot cone in front of you must DEMON WAVE
succeed a Dexterity saving throw, taking 7d6 cold damage
and being chilled on a failed save, or half as much on a Classification: Hijutsu
successful one Rank: A-Rank
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above Range: Self
C-Rank, increase the cost of this jutsu by 3 and the damage Duration: Concentration, up to 1 minute.
by 2d6 and the cone size by 5 Feet. Components: HS, CM
Cost: 16 Chakra
B-RANK Keywords: Hijutsu, Ninjutsu, Water Release
Description: As a requirement to activate this jutsu, you must
HYDROFICATION have Hydrofication currently active. You end your
concentration on that jutsu and this one takes its place. You
Classification: Hijutsu retain all effects of Hydrofication, including extra effects
Rank: B-Rank given to other jutsu and add this jutsu's effects to them.
Casting Time: 1 Action
Range: Self Additionally, you can only cast jutsu with the Water
Duration: Concentration, up to 1 minute. Release keyword while this jutsu is active.
Components: HS, CM
Cost: 12 Chakra You create and merge with a larger body of water,
Keywords: Hijutsu, Ninjutsu, Water Release increasing your size to large, increasing your Strength score
Description: You turn yourself into a mixture of water and by +4 and you gain immunity to Fire damage.
oil, liquifying entirely turning into a sentient pool of fluid
that you can control. For the duration of this jutsu, you can Additionally, as a reaction you can take the hit for an ally
transform any part of your body into this liquid mixture, within 5 feet of your large water body.
allowing you to fit through any crack large enough for water
to fit through.
You gain resistance to bludgeoning, piercing, slashing and
fire damage. You gain vulnerability to Lightning Damage.
Additionally, your strength and Constitution scores
increase by +4, while using this jutsu.
28
HYŪGA CLAN • Main House: The Head portion of the family considered
the “Royal” part of the clan overall. This Portion of the
“You don’t quite understand the situation you're in...do you clan Focuses on the Hyūga Clan’s secret techniques. If
boy?” Haizo bellowed out from the darkness he created with you select this Branch of the Family, you will have
his Ninjutsu. “The Darkness is my ally, while you skulk access to the Main House’s Hyūga Clan Techniques.
through it, I was born of it. I have made it my partner in This is due to the fact, most main branch Hyuga’s do
battle.” He speaks in a tone of assured victory, guaranteed of not become Ninjas or shinobi in the classical sense
his success, his acute senses allow him to feel where his instead becoming staff in the Villages Information
target is, a boy of average height who looks remarkably slim Council.
with long dark hair. Haizo begins to make his assault final
as he rushes towards the boy who has been standing • Side House: The Guardian/Protector portion of the
remarkably still the entire time. As Haizo enters striking Hyūga Clan. They are generally made to be like
range the boy reacts with monstrous precision striking Haizo servants to the Main house while inside the Hyūga
in multiple points across his torso in the blink of an eye villa. While not given access to the entirety of the
dispersing the Jutsu he had up, allowing light to shower the Hyūga Clan’s Secret Techniques, they have formulated
two. “But how!? It was total Darkness how did you know their own advanced versions of the general Gentle Fist
where I would strike!?” Haizo cried out. The boy stared at and 8 Trigram Techniques.
him, eyes pale white with veins running across his face
leading both too and from his eyes as they stare almost Byakugan: One of the Hidden Leaf Village’s 2 Great
through Haizo. “You overestimated yourself and Dojutsu. The Byakugan is an eye of extreme refined
underestimated my Byakugan, that was your fatal mistake” focus. At 1st Level you can spend 5 Chakra to activate the
the boy said with a grin that would infuriate even the most Byakugan as a Bonus Action which remains active for up
composed of men. to 1 hour. You may deactivate and reactivate the
Byakugan during this time period with no additional
—Tatsunami Aburame cost. While Active the Byakugan gains the following
The Long Road, Ch. 3 excerpt. benefits:
THE VILLAGES STRONGEST • All Seeing White Eye: You have 500 feet of Chakra sight
while out of Combat and half of that, while in combat.
The Hyūga Clan is one of the four noble clans of Konoha You gain the ability to see a creature’s chakra nature,
as well as the strongest clan in the village. All members if any. You can see through material up to 10 feet thick.
born into this clan possess the Byakugan, a bloodline Creatures cannot be obscured to you in any way if you
trait that gives them extended fields of vision and the can see through the obstruction.
ability to see through solid objects and even the chakra
circulatory system, amongst other things. Members of • 360° Vision: You can see in a 360-degree field around
this clan also possess an innate ability which allows you up to Half your Chakra sight range, originating
them to excel chakra from any of the tenketsu in their from you in Combat. While out of combat, your field of
body. The Hyūga clan are descendants from the vision increases to match your Chakra sight range. You
Ōtsutsuki clan, specifically from Hamura Ōtsutsuki's can see without having to turn your head or avert your
lineage. As a result, they are also distant cousins of the eyes.
Uchiha, Senju, Uzumaki, and Kaguya clans. They are
considered to be one of, if not currently, the most At 3rd Level, while training with your Byakugan, you
powerful clan in Konoha. Their fame and prowess gain one of the following additional features that further
stretch far and wide, leading others to both praise and exemplify your skill with the Dojutsu. At 11th and 18th
covet their abilities. Level you may select an additional feature from this list.
The clan is separated into two parts: the main house • Penetrative Vision: You gain True Sight for 30 Feet. You
and the branch house, a system that protects the secrets can see through obstructions up to 30 feet thick within
of the Byakugan from outsiders. The main house runs your Chakra sight range. You add twice your Wisdom
the family while the branch house protects it. modifier to Wisdom (Perception) checks while your
Byakugan is active. Increase the cost of activating the
HYŪGA TRAITS Byakugan by 3 chakra.
Ability Score Increase: +2 Wis, +1 Dex • Immense Distance: Doubles the range of Chakra sight to
Speed: Your base walking speed is 30 feet. 1,000ft. You can see things up to 1 mile away as if they
Skill Proficiencies: Perception, Insight were within 50 feet of you.
Dark Vision: Even without the power of a fully active
Byakugan, you have Darkvision up to 30 Feet. • Perceptive Resilience: Increases your resistance to
Hyūga Hijutsu: You know 1 additional Hyūga Clan D- being affected by misdirection. Saving throws against
Rank Jutsu, this does not count against your jutsu Genjutsu with only the Visual Keyword, cannot be
known. made at disadvantage. When you would make a
Wisdom saving throw against a Genjutsu, you instead
HYŪGA FEATURES roll an additional 2d20 using the highest roll. Also,
Hyūga Clan Jutsu: The Hyūga Have access to a separate when speaking to a creature, you can make a
list of Jutsu unique to their Clan. You can add these Jutsu wisdom(insight) check at advantage to see if they are
to your jutsu list instead of selecting jutsu from the lying. Increase the cost of activating the Byakugan by 2
Normal jutsu list. You can only Add these Jutsu to your Chakra.
list as long as you are from the correct branch within the
clan Unless it does not have any restrictive keywords.
Branch Family: At First Level, choose which Part of the
Hyūga Family you reign from. This cannot be changed
later on.
29
• Combat Insight: You gain amazing combat senses while HYŪGA CLAN JUTSU
your Byakugan is active. While active, if you aren’t
proficient in Dexterity Saving Throws, add your D-RANK:
Wisdom Ability Modifier to their result. You also add
your Wisdom Ability Modifier to the first unarmed GENTLE COUNTER
attack roll, using the Gentle Fist Stance, you make on
each of your turns. Classification: Hijutsu
Rank: D-Rank
Beginning at 15th level, you no longer need to spend Casting Time: 1 Reaction, which you take when you are hit
chakra to activate your Byakugan. with a melee attack.
Range: Self
Gentle Fist Stance: The Gentle Fist is the Premiere Duration: Instant
fighting style for the Hyūga clan. Starting as young as 5 Components: CM, M
years old, both main and side branch clansmen are Cost: 4 Chakra
trained in this art of Taijutsu. The primary focus is on Keywords: Hijutsu, Taijutsu
Injecting chakra into an opponent’s chakra network Description: As a part of casting this jutsu, you must be
dealing internal damage as well as disrupting the flow of gaining the benefits of the Gentle Fist Stance. You instantly
Chakra in a creature's chakra network. react to an incoming attack. When you are damaged with a
melee attack, you may roll 1d8 + Your Unarmed attack
Beginning at 1st Level, you can use Dexterity instead of bonus. Reduce the damage you received by the result.
Strength while in this stance, for the attack and damage
rolls of unarmed strikes and Hyūga Clan Taijutsu attack At Higher Ranks: For each rank you cast this jutsu above
rolls and Save DC’s calculations. D-Rank, increase the cost of this jutsu by 3 and reduce
damage by an additional 2d8.
Also, at 1st level you can roll a d6 for your unarmed
damage. When you deal unarmed damage to a creature PALM ROTATION
using this stance, you instead reduce the creature’s
chakra pool instead of their hit points, also known as Classification: Hijutsu
Chakra Damage. This becomes 2d6 at 7th level and a 3d6 Rank: D-Rank
at 11th level. If you attempt to deal chakra damage while Casting Time: 1 Reaction, which you take when you are
they have 0 chakra, you instead deal an equal amount of targeted for an attack, would take damage, or make a
force damage to their Hit points. If you choose to deal Strength or Dexterity saving throw.
damage to a creatures Hit Points while they have chakra Range: Self (5 feet)
in this stance, your damage die is a d6, and does not Duration: 1 Round
scale. Components: CM, M
Cost: 5 Chakra
Beginning at 3rd level if you deal chakra damage with Keywords: Hijutsu, Taijutsu, Clash
this stance and the target has 0 chakra, you instead deal Description: You spin at a violent speed, while releasing
double force damage to the targets hit points. If the chakra from every chakra point on your body. Creating a
target is a construct or undead, you instead treat the dome of blue chakra repelling most attacks. Until the start
target as if they have resistance to your unarmed attacks of your next turn, you have a +5 Bonus to AC including to
while in this stance. the triggering attack. If you are subject to a jutsu that
requires you to make a Strength or Dexterity saving throw
you make the save at advantage. Creatures who are within 5
feet of you when you cast this jutsu must succeed a Strength
saving throw, taking 2d8 Force damage and being
pushed back 5 feet on a failed save.
30
PALM STRIKE C-RANK:
Classification: Hijutsu 8-TRIGRAMS 32 PALMS
Rank: D-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 5 Feet Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: CM, M Range: Touch
Cost: 4 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu, Finisher Components: CM, M
Description: As part of the requirements of this jutsu be Cost: 9 Chakra
benefiting from the Gentle Fist Stance. You make a single Keywords: Hijutsu, Taijutsu, Combo
decisive strike against the chakra network of your Description: As part of the requirements of this jutsu you
opponent. Make a Melee Taijutsu attack, on a Hit you deal must have Byakugan active and be benefitting from the
3d8 Chakra damage. The target creature must make a Gentle Fist Stance. You perform the imperfect final maneuver
constitution saving throw, becoming unable to mold of the Gentle fist. Make a Melee Taijutsu attack for every
chakra until the start of your next turn on a failed save. If creature within 5 feet of you. On a hit, you deal 6d8 Chakra
the target creature has 0 Chakra, you instead deal double Damage and half of the result as force damage and target
damage to their hit points. creatures must also make a constitution saving throw,
losing the ability to mold chakra for 1d4 rounds. If the target
If this jutsu is used as a Finisher, you instead deal 5d8 creature has 0 Chakra, you instead treat all chakra damage
Chakra damage. dealt as double force damage.
At Higher Ranks: For each rank you cast this jutsu above Also, by spending 10 chakra, you gain an additional
D-Rank, increase the cost of this jutsu by 3 and damage Action, which you can use to cast another Hijutsu at the
by 2d8. If this jutsu is used as a Finisher, instead increase rank this Jutsu was cast, with the “8-Trigrams”, prefix,
the damage by 3d8. at no additional cost. You may not cast the same Hijutsu
twice in a single turn in this manner.
TENKETSU NEEDLE
Alternatively, until the end of your turn, you can
Classification: Hijutsu target one affected creature with a Hyūga Taijutsu
Rank: D-Rank Finisher, regardless of range, once per turn, using either
Casting Time: 1 Bonus Action an action, bonus action, or reaction, ignoring its listed
Range: 5 Feet casting time.
Duration: Instant
Components: CM, M At Higher Ranks: For each rank you cast this jutsu
Cost: 3 Chakra above C-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Taijutsu damage by 2d8
Description: As part of the requirements of this jutsu you
must have Byakugan active and be benefitting from the GIANT PALM ROTATION
Gentle Fist Stance. As a bonus action, when you hit a
creature with an unarmed attack or Taijutsu, the creature Classification: Hijutsu
must succeed a constitution saving throw against your Rank: C-Rank
Taijutsu save DC, increasing the cost of all of their jutsu Casting Time: 1 Reaction, when you or an allied creature
by 5 until the end of their next turn on a failed save. within range are targeted, would make a Strength,
Dexterity, Constitution saving throw, or take damage.
At Higher Ranks: For each rank you cast this jutsu above Range: Self (10 Foot radius sphere)
D-Rank, increase the cost of this jutsu by 3 and the cost of Duration: 1 Round
the targets jutsu by 5. Components: CM, M
Cost: 9 Chakra
VACUUM PALM Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Description: The perfected form of the “Palm Rotation”
Classification: Hijutsu taught only to those of the main branch of the Hyūga
Rank: D-Rank clan. As part of the requirements of this jutsu you must
Casting Time: 1 Action be benefitting from the Gentle Fist Stance. This creates a
Range: 30 Feet dome of visible blue chakra and repelling every attack
Duration: Instant that tries to strike you and repelling creatures whom you
Components: CM choose up to 15 feet away in a radius centered on you.
Cost: 5 Chakra
Keywords: Hijutsu, Taijutsu Until the start of your next turn, you and all creatures
Description: As a part of casting this jutsu, you must be you have selected to not be affected by this jutsu within
gaining the benefits of the Gentle Fist Stance. You thrust 10 feet of you benefit from this Jutsu’s effects. You &
your palm forward at a creature you can see in range affected allies gain a +5 Bonus to AC; This includes the
creating an invisible blast of chakra. Make a Ranged triggering attack. If any of you are subject to a jutsu that
Taijutsu attack. On a Hit you deal 5d4 bludgeoning requires you to make a Strength, Dexterity or
damage Constitution saving throw you make the save at
advantage.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and damage Hostile creatures who are within 10 feet of you when
by 2d4. you cast this jutsu must succeed a Strength saving throw
against your Taijutsu Save DC taking 4d8 Force damage
and being knocked back 10 feet on a failed save.
31
ONE-BODY BLOW Alternatively, until the end of your turn, you can
target one affected creature with a Hyūga Taijutsu
Classification: Hijutsu Finisher, regardless of range, once per turn, using either
Rank: C-Rank an action, bonus action, or reaction, ignoring its listed
Casting Time: 1 Reaction which you can take when a casting time.
creature takes an action of any type.
Range: Self Alternatively, if this jutsu is used as a Finisher, you
Duration: Instant deal a bonus 6d8 Chakra damage to each affected
Components: CM creature. (this cannot be multiplied or added to by any
Cost: 7 Chakra means.). If the target creature has 0 Chakra, you instead
Keywords: Hijutsu, Side Branch, Taijutsu treat all Chakra damage dealt as double Force damage. If
Description: You release chakra from every chakra point cast as a Finisher, this jutsu loses its Combo keyword
in the body creating a shockwave originating from you and does not trigger other jutsu’s Finisher bonuses.
knocking creatures around you away from you. All
creatures of your choice, within 10ft of you must make a At Higher Ranks: For each rank you cast this jutsu
Strength saving throw, being knocked prone on a failed above B-Rank, increase the cost of this jutsu by 3 and
save and becoming unable to mold chakra for 1d4 damage by 2d8.
rounds.
8-TRIGRAMS 64 PALMS DEFENSE
VACUUM WALL PALM
Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: C-Rank Casting Time: 1 Action or 1 Reaction to being hit with an
Casting Time: 1 Action attack
Range: 60 Feet Range: Self (5 feet)
Duration: Instant Duration: Instant
Components: CM Components: CM, M
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Taijutsu Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Description: You thrust both of your palms forward Description: Created by a Main Branch Hyūga years ago,
creating an extremely powerful gale of chakra aimed to this is a variation on the “8-Trigrams 64 Palms”. As part of
disrupt your opponent’s chakra flow at a distance. You the requirements of this jutsu you must have Byakugan
make a Ranged Taijutsu Attack at a creature you can see active and be benefitting from the Gentle Fist Stance.
in range. On a hit, you deal 10d4 Bludgeoning damage
and the target creature must make a constitution saving As an action, when using this jutsu, all creatures in a 5-
throw, becoming unable to Mold Chakra for 1d4 rounds foot radius centered on you must succeed a Dexterity saving
on a failed save. throw against your Taijutsu save DC, taking 8d8 Slashing
damage and being repelled 5 feet backwards. Until the start
At Higher Ranks: For each rank you cast this jutsu of your next turn, you gain a +3 AC bonus.
above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d4 As a Reaction to being hit. Until the start of your next
turn, you gain a +8 AC Bonus.
B-RANK:
At Higher Ranks: For each rank you cast this jutsu
8-TRIGRAMS 64 PALMS above B-Rank, increase the cost of this jutsu by 3,
damage by 2d8 or the AC Bonus by +5.
Classification: Hijutsu
Rank: B-Rank MOUNTAIN CRUSHER
Casting Time: 1 Action
Range: 5 Feet Classification: Hijutsu
Duration: Instant Rank: B-Rank
Components: CM, M Casting Time: 1 Action
Cost: 12 Chakra Range: 40 Foot Cone
Keywords: Hijutsu, Taijutsu, Finisher, Combo Duration: Instant
Description: You have perfected the Hyūga clan's most Components: CM
powerful technique. As part of the requirements of this jutsu Cost: 12 Chakra
you must have Byakugan active and be benefitting from the Keywords: Hijutsu, Side Branch, Taijutsu, Clash
Gentle Fist Stance and have casted the 8-Trigrams 32 Palms Description: As part of the requirements of this jutsu
Hyūga Hijutsu. you must have Byakugan active and be benefitting from
the Gentle Fist Stance. An advanced and amplified version
Make a melee Taijutsu attack, targeting all creatures of the “Vacuum Wall Palm”. All Creatures in a 40-Foot
within 5 feet of you, dealing 8d8 Chakra damage and half cone in front of you must succeed a constitution saving
of the result as Force damage. throw against your Taijutsu save DC, taking 15d4
Bludgeoning damage on a failed save, being knocked
All affected targets must also make a constitution saving back 15 feet, and falling prone on a failed save and taking
throw at disadvantage, losing the ability to mold chakra and half damage on a successful one with no additional
reducing their movement speed by 15 for an additional 2d4 effects.
rounds.
At Higher Ranks: For each rank you cast this jutsu
Also, by spending 10 chakra you gain an additional above B-Rank, increase the cost of this jutsu by 3 and
Action, which you can use to Cast another Hijutsu at the damage by 2d4.
rank this Jutsu was cast, with the “8-Trigrams”, prefix,
at no additional cost. You may not cast the same Hijutsu
twice in a single turn in this manner.
32
A-RANK: LION PALM
8-TRIGRAMS 128 PALMS Classification: Hijutsu
Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: A-Rank Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: Self (10 Foot Radius) Components: CM
Duration: Instant Cost: 15 Chakra
Components: CM, M Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Cost: 20 Chakra Description: The ultimate culmination of the Main
Keywords: Hijutsu, Side Branch, Taijutsu, Combo, Branches research and training. You release chakra from
Finisher your hands coating and molding it into two guardian
Description: This is the result of years of training and lions with a visible but intimidating presence. For the
trying to achieve greater techniques than the main Duration of this jutsu, you do not spend chakra to
branch usually allows. This is the absolute peak of the maintain this jutsu.
Hyūga Gentle Fist technique within the Side Branch. As
part of the requirements of this jutsu you must have As part of the requirements of this jutsu you must
Byakugan active and be benefitting from the Gentle Fist have Byakugan active and be benefitting from the Gentle
Stance and have the 8-Trigrams 64 palms learned. Fist Stance.
Make a Melee Taijutsu attack against all creatures of Additionally, unarmed attacks using the Gentle Fist
your choice within 10 feet of you as you dash between Stance and Hyūga Clan Hijutsu that make Melee Taijutsu
each one striking faster than the eye can see. On a hit, attacks use a D10 damage die instead of a D8, Hyūga Clan
you deal 15d8 Chakra damage, while dealing half of the jutsu cost 3 less chakra to cast & Hyūga clan jutsu deal an
result as Force damage the targets hit points. Affected extra damage die on a hit.
targets must also make a constitution saving throw,
losing the ability to mold chakra and reducing their As a Bonus action on your turn, you can make a
movement speed by half for 5d4 rounds on a failed save. Ranged Taijutsu attack on a creature you can see up to 30
feet away, firing off one of the Lions on your hand at
Also, by spending 10 chakra, you gain an additional them like a missile. On a Hit, you deal 3d10 + Taijutsu
Action, which you can use to Cast another Hijutsu, with Ability modifier in Force Damage.
“Palm”, as its prefix, at no additional cost, upcasted to
S-Rank. You may not cast the same Hijutsu twice in a
single turn in this manner.
Alternatively, until the end of your turn, you can
target one affected creature with a Hyūga Taijutsu
Finisher, regardless of range, once per turn, using either
an action, bonus action, or reaction, ignoring its listed
casting time.
Alternatively, if this jutsu is used as a Finisher, you
deal a bonus 12d8 Chakra damage to each affected
creature (this cannot be multiplied or added to by any
means). If the target has 0 Chakra, you instead treat all
Chakra damage dealt as double Force damage. If cast as a
Finisher, this jutsu loses its Combo keyword and does
not trigger other jutsu’s Finisher bonuses.
33
INUZUKA CLAN A Nin-Dogs AC is calculated as follows; 10 + Their
Dexterity modifier + Their masters Proficiency Bonus.
“Come on Sutemaru, let's sniff these guys out,” Aria says
while petting the head of her ninja-dog who’s sniffing some When a Nin-Dog would gain a level, they increase their hit
left behind tents. “Are we sure he can find them? I mean, points as follows; Their Hit Die (Average or rolled) + Their
he’s not all that smart” Aria’s teammate Levi says while Constitution Modifier + Half their masters proficiency bonus.
looking unamused at the ninja dog sniff through random They increase their chakra by +5 each time it levels up.
objects. As Sutemaru begins to dig at the ground directly
under him. “See he just wants to play. Dumb dog” Levi says They also add their masters proficiency bonus to attack
as he begins to walk away annoyed the dog's antics. “Hey rolls and saving throws or on ability checks it is proficient in.
don’t be mean to him, He’s trying-” Aria begins before she Your Nin-Dog is proficient in all saving throws. Their
is cut off by Sutemaru and starts scratching at Metal beneath Taijutsu attack bonus and Save DC’s are equal to yours.
the dirt. “You’ve gotta be kidding me…” Levi says while
looking in complete disbelief. “Told you to give him a Your Nin-Dog obeys your commands as best it can. It acts
chance. He’s a good boy!” on your initiative count, but you determine its actions,
decisions, attitudes and so on as a bonus action. If you are
—Tatsunami Aburame incapacitated or absent, your companion acts on its own
The Long Road, Ch. 1 excerpt. based on how you’ve commanded it before. It considers your
While traveling with man's best friend, a ninken (or allies, its allies and will follow them until you cross paths
ninja dog). Exploring the countryside, training together again. If your Nin-Dog is alone it will perform perception or
and understanding one another and growing close investigation checks to find you.
enough to know what the other is thinking is the bond
Inuzuka’s share with their Ning-Dog and one another. You can, as a bonus action command it to complete a task
you want it to complete. If your Nin-Dog dies and you are
THE MOST LOYAL unable to revive them, you can spend 1 week of downtime
with your clan. If you do, you finish your downtime bonding
The Inuzuka Clan or Inuzuka Family is a family of with another Nin-Dog of the same Breed and from the same
shinobi in Konoha known for their use of ninja-dogs as family tree as your original Nin-Dog. This new Nin-Dog is
fighting companions and are easily identified by the the same level as your original with the same Known Jutsu.
distinctive red fang markings on their cheeks. The Choose a companion from the young companions list.
members are given their own canine partner(s) when
they reach a certain age. Thereafter, the shinobi and Beginning at 11th level, you and your Nin-Dog have bonded
their dog(s) are practically inseparable. The shinobi and in such a way where there is no need to verbally
canine allies fight using Cooperation Ninjutsu, which communicate. It continues to act on your turn as normal, but
takes advantage of their teamwork and their sharp claws no longer requires a bonus action to command.
and teeth. The clan members are also able to
communicate with canines. The members of this clan, Regardless of how you command your Nin-Dog, your Nin-
much like their canine partners, have greatly enhanced Dog has 1 Action, 1 Bonus Action and 1 Reaction per round.
senses, especially their sense of smell. Your Nin-Dog can use its Reaction without your command so
long as the conditions are met to use such a reaction.
INUZUKA TRAITS
Feral Ability: At 3rd Level after Training with your Animal
Ability Score Increase: +2 Wis, +1 Str or Dex Companion, you begin to learn how to imitate their Nasal and
Speed: Your base walking speed is 35 feet. Auditory senses with the help of Chakra. When make a
Skill Proficiencies: Animal Handling, Acrobatics Wisdom (Perception) check you may add half your level to
Extra Language: Dog-Speak, you can speak to & the roll. At 15th level, you instead add a Flat Bonus of +10 to
understand canine creatures. all of your Wisdom (Perception) rolls that require Sound or
Inuzuka Hijutsu: You Nin-Dog knows 1 Inuzuka Clan D- Smell.
Rank Jutsu, that you do not need to add to your known
jutsu list. Bestial Fury: At 7th Level while training with your Animal
companion, when using Inuzuka Clan Jutsu, when you or
INUZUKA FEATURES your canine companion score a hit with an attack and the
Inuzuka Clan Jutsu: The Inuzuka have access to a other has not acted, that creature may spend a reaction to
separate list of Jutsu unique to their Clan. You can add make an attack using Inuzuka Clan Jutsu against the same
these Jutsu to your jutsu list instead of selecting jutsu from target creature.
the Normal jutsu list.
Nin-Dog Savage Attack: When your Nin-Dog scores a
critical hit with an attack (Jutsu or Natural Weapon), you
can roll one of the attack's damage dice one additional time
and add it to the extra damage of the critical hit.
Beast Master: Starting at 1st Level you have a Canine
Companion also known as a Nin-Dog. Nin-Dogs are always
counted as equal to their master’s level. They gain levels at
the same time as their masters. Nin-Dogs also gain Ability
score increases at the same time as their masters. It gains a
+2 Ability score increase to one ability score. (or+1 to two
different ability scores) Nin-Dogs do not learn jutsu,
instead they are familiar with all Inuzuka Clan Jutsu that
their masters know.
34
Small Beast (Breed of Nin-Dog known for Hunting skill) Small Beast (Breed of Nin-Dog known for its Combination Skill)
Armor Class 10 + their Dexterity Modifier + your Proficiency Bonus Armor Class 10 + their Dexterity Modifier + your Proficiency Bonus
Hit Points 7 (1d6+ Con Mod) Hit Points 8 (1d6+ Con Mod)
Chakra Points 7 Chakra Points 8
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 11 (+0) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1)
Skills Perception (Expertise), Investigation, Stealth Skills Investigation, Martial Arts
Senses Darkvision 30 ft., passive Perception 18 Senses Darkvision 30 ft., passive Perception 10
Languages Dog-Speak, Common (comprehend) Languages Dog-Speak, Common (comprehend)
Increase in Size. Increase the Size of the Young Kugsha to Medium at 8th Increase in Size. Increase the Size of the Young Tamaskan to Medium at
and Large at 12th level. 8th and Large at 12th level.
On the Hunt. While hunting for a target, the Nin-Dog can add its master’s Chakra Competency. The Tamaskan reduces the cost of its Jutsu by its
wisdom modifier to their perception or Investigation check. At 8th level Intelligence Modifier.
it adds its masters wisdom modifier to its Attack and damage rolls.
Intelligent Chakra Control. When the Nin-Dog uses an Inuzuka Clan
Multiattack. Beginning at 8th level, the Nin-Dog can make 2 Bite attacks jutsu, it can reduce the cost by half. This reduction can only be applied
when you command it to take the attack action. twice per rest. At 8th level, when the Nin-Dog uses an Inuzuka clan jutsu
it adds its Intelligence Modifier to the Attack and Damage rolls.
Bite. Melee Weapon Attack: +(Str Mod + Your Proficiency) to hit, reach
5ft., one target. Hit. 1d4 + (Str Mod), piercing damage. (The damage die Multiattack. Beginning at 8th level, the Nin-Dog can make 2 Bite
increases to 1d6 at 4th, 2d4 at 8th, and 3d4 at 12th level.) attacks when you command it to take the attack action.
Evasion. Beginning at 3rd level, when the Nin-Dog is forced to make a Bite. Melee Weapon Attack: +(Str Mod + Your Proficiency) to hit, reach
Dexterity saving throw to only take half damage, it instead takes no 5ft., one target. Hit. 1d4 + (Str Mod), piercing damage. (The damage die
damage if it succeeds on the saving throw and only half damage on a increases to 1d6 at 4th, 1d8 at 8th, and 1d12 at 12th level.)
failure.
Small Beast (Breed of Nin-Dog known for its combat Skill) INUZUKA CLAN JUTSU
Armor Class 10 + their Dexterity Modifier + your Proficiency Bonus D-RANK:
Hit Points 8 (1d6+ Con Mod)
Chakra Points 6 BEAST-HUMAN CLONE
Speed 30 ft.
Classification: Hijutsu
STR DEX CON INT WIS CHA Rank: D-Rank
14 (+2) 12 (+1) 14 (+2) 8 (-1) 11 (+0) 12 (+1) Casting Time: 1 Bonus Action
Range: Self
Skills Intimidation, Insight Duration: 10 minutes
Senses Darkvision 30 ft., passive Perception 10 Components: HS, CM
Languages Dog-Speak, Common (comprehend) Cost: 3 Chakra
Keywords: Hijutsu, Ninjutsu
Increase in Size. Increase the Size of the Young Inuit to Medium at 8th Description: Your Nin-Dog uses the transformation
and Large at 12th level. technique, transforming to look exactly like you, with
notable differences. They still need to be on all fours and
Howl. As an action, The Inuit can make a threatening howl to demoralize they cannot talk, so they make poor replacements for
those nearby. Every creature of its choice within 15 feet of it must make a infiltration.
Wisdom Save vs your Taijutsu save DC. On a Failed Save, the creature is
frightened of the Inuit. At 8th level adds the Nin-Dogs Charisma modifier While in this form, when your Nin-Dog is within 15 Feet
to the Save DC. of you and either of you, are the target of an attack, as a
reaction the non-targeted creature may Interpose jumping
Multiattack. Beginning at 5th level, the Nin-Dog can make 2 Bite attacks in front of the other switching the target to themselves. If
when you command it to take the attack action. this reaction is taken, apply the hostile creatures attack roll
total to the interposing creature’s AC as if they are the
Bite. Melee Weapon Attack: +(Str Mod + Your Proficiency) to hit, reach 5ft., target of the attack.
one target. Hit. 1d6 + (Str Mod), piercing damage. (The damage die
increases to 1d6 at 4th, 2d6 at 8th, and 3d6 at 12th level.) At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
Jaw Lock. Beginning at 6th level, When the Young Inuit hits a creature cast at B-Rank, while you are within 15 feet of your Nin-
with its Bite Attack, the target creature must succeed a Strength Saving Dog, if you cast an Inuzuka Clan Hijutsu that has a casting
throw vs. your Taijutsu save DC on a Failed save, the creature is knocked time of “1 Action, 1 Bonus Action”, you can choose to only
prone and restrained by the Inuit. spend 1 action. If you do, both you and your Nin-Dog cast
the jutsu simultaneously, attempting to target the same
creature.
35
DYNAMIC MARKING C-RANK:
Classification: Hijutsu FANG OVER FANG
Rank: D-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 10 Foot radius Rank: C-Rank
Duration: 10 Minutes Casting Time: 1 Action, 1 Bonus Action.
Components: M Range: 30 Feet
Cost: 4 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu, Sensory Components: CM, M
Description: Your Nin-Dog leaps into the air, and spins Cost: 7 Chakra
while releasing chakra charged urine over the area. Keywords: Hijutsu, Taijutsu, Clash
Creatures in a 10-foot radius centered on the Nin-Dog are Description: As part of the requirements of this jutsu you
covered in the Urine. Affected creatures exude a faint but must have the “Four Legs Technique” active and your Nin-
obvious stench that can be tracked by you or your Nin-Dog. Dog must have “Beast-Human Clone” active. You or your
For the duration, you & your nin-dog have blindsight when Nin-Dog begin to spin at an accelerated rate chasing down
searching for or attacking creatures affected by this jutsu. enemies and performing a spiraling body slam in rapid
When you make a Wisdom (Perception) check to find an succession. As an action, Make a Melee Taijutsu attack
affected creature, you gain advantage on the roll. Also, against a target creature in range. On a hit dealing 3d6
when you or your Nin-Dog make an Attack using an Slashing Damage and 3d6 Bludgeoning damage.
Inuzuka clan jutsu against an affected creature, roll a 1d6,
adding the result to your attack roll. As a Bonus action you may command your Nin-Dog to
attack using this jutsu. Make a melee attack using your
FOUR LEGS TECHNIQUE Taijutsu attack bonus. On a hit they deal 3d4 Slashing
Damage and 3d4 Bludgeoning Damage.
Classification: Hijutsu
Rank: D-Rank If both Attacks Hit the same creature, the target creature
Casting Time: 1 Bonus Action must make a constitution save vs your Taijutsu save DC,
Range: Self falling Prone on a failed save.
Duration: 1 Minute
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 5 Chakra C-Rank, increase the cost of this jutsu by 3 and damage by
Keywords: Hijutsu, Ninjutsu 1d6 for only your attack using the jutsu.
Description: You gain the ability to move like a dog. For the
duration of this jutsu, you may use your Dexterity or
Wisdom modifier instead of Strength, for your attack and
Damage rolls of Inuzuka Clan Jutsu and Inuzuka Clan jutsu
save DC calculations.
Additionally, increase you and your Nin-Dogs
Movement speed by +10. You may as a bonus action end
this jutsu.
TUNNELING FANG
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 30 Feet
Duration: Instant
Components: CM, M
Cost: 5 Chakra
Keywords: Hijutsu, Taijutsu, Clash
Description: As part of the requirements of this jutsu you
must have the “Four Legs Technique” active or your Nin-
Dog must have “Beast-Human Clone” active. You or your
nin-dog begin to spin at an accelerated rate attempting a
spiraling body slam. Move up to 30 feet into an adjacent
space next to the target creature and make a Melee Taijutsu
attack against it, so long as you can see or smell it within
range. On a Hit, you deal 2d6 Slashing and 2d6
Bludgeoning damage.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d6 for each damage type.
36
FANG TEARING FANG You are now a large creature. You can no longer perform
hand seals, but can perform any Inuzuka Clan jutsu ignoring
Classification: Hijutsu its need for Hand seals if any.
Rank: C-Rank
Casting Time: 1 Action You gain a pool of Temporary hit points equal to 10
Range: Touch times your or your Nin-Dogs Constitution Modifier
Duration: Instant (whichever is higher). When this pool of Temporary hit
Components: M points are reduced to 0, this jutsu ends.
Cost: 6 Chakra
Keywords: Hijutsu, Taijutsu, Clash You gain all of your Nin-Dogs Sense, skill
Description: As part of the requirements of this jutsu you proficiencies, Traits, and Attack Actions, but you cannot
must have the “Four Legs Technique” active. As part of the command them for the duration of this jutsu.
activation of this jutsu, make Two Melee Taijutsu attacks
against a target creature in range. On a Hit you deal 2d6 + Inuzuka Clan jutsu you cast while in this form cost is
Unarmed Damage. If you hit with both attacks, the target reduced by half and adds your Strength and Dexterity
creature must succeed a constitution saving throw, being Modifier to damage rolls if they don’t already, ignoring any
knocked prone. limitation such as with Iron Fangs. Increase your Speed by 30
feet. You gain Resistance to Slashing, piercing and
You also gain an additional Bonus action until the end of Bludgeoning damage.
this turn.
FANG WOLF FANG
At Higher Ranks: For each rank you cast this jutsu above C-
Rank, increase the cost of this jutsu by 3 and increase damage Classification: Hijutsu
by 2d6. Rank: B-Rank
Casting Time: 1 Action
IRON FANGS Range: 120 Feet
Duration: Instant
Classification: Hijutsu Components: M
Rank: C-Rank Cost: 14 Chakra
Casting Time: 1 Bonus Action Keywords: Hijutsu, Taijutsu
Range: Self Description: As part of the requirements of this jutsu, you
Duration: 1 minute must have the Double Headed Wolf Inuzuka Clan Jutsu active.
Components: HS You perform a much more devastating variation of the
Cost: 6 Chakra Tunneling Fang as a Double Headed Wolf, tearing into your
Keywords: Hijutsu, Ninjutsu target and ripping them apart. Make a Melee Taijutsu attack,
Description: You or your nin dog focus chakra into your nails, dealing 5d6 Slashing & 5d6 Piercing damage.
enhancing their sharpness and hardness, making your
unarmed strikes and Taijutsu much more effective. For the At Higher Ranks: For each rank you cast this jutsu above B-
duration, your unarmed damage becomes 4d4 Slashing Rank, increase the cost of this jutsu by 3 and damage by 2d6
damage. You cannot add your ability modifier to Damage for each damage type.
rolls. You cannot add your ability modifier to unarmed
damage while gaining the benefit of this jutsu. A-RANK:
At Higher Ranks: For each rank you cast this jutsu above C- TAIL CHASING FANG
Rank, increase the cost of this jutsu by 3 and damage by 1d4.
Classification: Hijutsu
B-RANK: Rank: A-Rank
Casting Time: 1 Action
DOUBLE HEADED WOLF Range: 120 Feet
Duration: Instant
Classification: Hijutsu Components: M
Rank: B-Rank Cost: 15 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Taijutsu
Range: Self Description: As part of the requirements of this jutsu, you
Duration: Concentration, up to 1 Minute must have the “Double Headed Wolf” Inuzuka Jutsu active.
Components: HS, CM An ultra-violent variation on the Fang Wolf Fang Technique
Cost: 12 Chakra where you curl into a ball and roll at a ferocious speed
Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu you towards an enemy as if chasing after your own
must be in direct contact with your Nin-Dog. tail. Move up to 120 feet in any direction, being
able to turn or change direction.
You perform the Inuzuka Clans Secret At the end of your movement, all
Transformation Technique, fusing you creatures in the path of your
and your dog, and transforming you movement must succeed a Dexterity
both into a Huge Creature with 2 saving throw against your Taijutsu
Heads and combining your senses Save DC, taking 7d8 Slashing & 7d8
and strengths and you cannot Piercing damage on a failed save, or
lose concentration on this half as much on a successful one.
jutsu as a result of damage.
For the Duration you do
not pay a chakra cost to
maintain this jutsu. Increase your
Strength, Dexterity, Constitution and
Wisdom Ability scores by +4.
37
JITON benefit from being hidden from you. While the marked
creature is within 60 feet of you, if another creature
The Genin from the sand stands with his arms crossed, (including you) misses it with an attack made with a
watching, unimpressed with the showing of his rival during metal weapon, or the target succeeds on a saving throw
the chunin exams. “I thought you showed more promise against any Jiton clan Hijutsu, you can spend 5 chakra to
than this Judo” The Sand Genin states. His rival on one knee, allow the creature to reroll the attack roll, or force the
stands up dusting himself off before weaving handsigns and target to reroll their saving throw. You can only do this
conjuring a massive amount of Chakra creating a dense ball once per round.
of wind. “Yeah, I thought I did too. Let’s not disappoint these
people. They came to see a show Gura, Let’s give them one.” At 7th level, if a marked creature hits you or a creature
Judo responds as he creates a powerful blast of Air, that you can see within 5 feet of you with an attack, you can
Gura, the Sand Genin smirks and responds with a drilling spend 5 chakra to roll 1d6, adding the number rolled to
construct of Dust and Sand. the target's AC against the triggering attack. If the attack
still hits, the target gains resistance to the triggering
—Himari Hyūga attack's damage. You can use this once per turn. At 15th
At Worlds End, Ch. 1 excerpt. level, when you use this ability, you can instead roll 2d6
and add it to the target's AC.
A MAGNETIC PERSONALITY
Swirling Currents: Also at 3rd level, your magnetic
The Jiton Clan is a clan that hails proudly from the Land field constantly slows metal objects thrown or fired at
of Wind. Every Kazekage has held this Nature Release you. You have resistance to bludgeoning, piercing, or
and it have brough about an era of prosperity and peace slashing damage from ranged weapons. You select which
within the Land of Wind. Using Jiton, or Magnet release, one of these damage types each time you complete a
a user is usually seen as an extremely oppressive long rest. At 11th level, you have resistance to all three
opponent able to fight without lifting a finger a lot of damage types from ranged weapon attacks. At 18th level,
time due to this clan using their Jutsu almost entirely your magnetic field has grown strong enough that you
through Chakra control with only a few of their have a natural resistance to all bludgeoning, piercing, or
techniques requiring the chakra focusing of handsigns to slashing damage. Additionally, each time you complete a
enable. rest, select a damage type between wind or earth. You
gain resistance to the chosen damage type until you
JITON TRAITS complete a rest.
Ability Score Increase: +2 Int, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninjutsu, Survival.
Magnet Release Affinity: You begin with either Earth or
Wind Release Affinity. (Pick one)
JITON FEATURES
Magnet Techniques: The Jiton Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s). They do not need both
Nature Release’s to use their Clan jutsu.
Dust Layer: Beginning at 1st level, the first time each
turn you deal earth damage with a Hijutsu you cast, it
coats the target in a thin layer of dust, imposing a -1
Penalty to Ability checks and saving throws made to
resist Jutsu with the Earth Release Keyword until the end
of your next turn. This penalty does not stack. Beginning
at 11th level, this penalty can stack up to 2 times, and each
application resets its duration. Finally at 18th level this
penalty can stack up to 3 times and each application
resets its duration.
Magnet Release: The Jiton clan has a unique talent for
manifesting Magnet Release due to their close affinity to
both Earth and Wind Release. Beginning at 7th level you
gain the second Nature release you didn’t select from
Magnet Release Affinity clan trait. Also, at 7th level, when
casting a jutsu with either Earth or Wind Release
keywords, you can change the damage type to earth and
increase the damage die by 1 step, up to a maximum of
D12. (D4>D6>D8>D10>D12). At 15th level when you deal
Earth damage, increase the damage by your Constitution
Modifier.
Magnetic Mark: Using their abilities often, Jiton clan
members develop a natural magnetic field that they can
use offensively or defensively. Beginning at 3rd level,
when you would affect another creature with any of your
Jiton clan Hijutsu, you mark that creature until the end
of your next turn. While the creature is marked by you,
you always know their location, and the creature cannot
38
JITON CLAN JUTSU MAGNET RELEASE: DUST PARTICLE DRIZZLE
D-RANK Classification: Hijutsu
Rank: D-Rank
MAGNET RELEASE: DUST IMMOBILIZATION Casting Time: 1 Action
Range: Self (30-foot Cone)
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: CM
Casting Time: 1 Action Cost: 5 Chakra
Range: Touch Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Duration: 1 Hour
Components: HS, CM, CS Release.
Cost: 4 Chakra Description: You form a mass of dust particles in front of
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, you of your own description (Gold, Iron, Sand, Salt,
Gravel), firing a wave of tiny bullets at everything of
Wind Release. your choice. Each creature of your choice within a 30-
Description: You touch an object that weighs no more foot cone, must succeed a Dexterity saving throw, taking
than 10 pounds, and use dust of your description (Gold, 2d4 Piercing damage and 2d4 Earth damage and are
Iron, Sand, Salt, Gravel) to create a chakra seal to affix it poisoned on a failed save, or half as much damage and
in place. You and the creatures you designate when you no conditions on a successful one.
cast this jutsu, can move the object normally.
Objects and constructs that fail this saving throw,
If the object is fixed in the air, it can hold up to 4000 become weakened instead of poisoned. A poisoned or
pounds in weight. More weight causes the object to fall, weakened creature repeats this saving throw at the end
otherwise, a creature can use an action to make a of each of its turns, ending the condition on a success.
Strength (Athletics) check against your Ninjutsu save
DC. On a success the creature can move the object up to At Higher Ranks: For each rank you cast this jutsu
10 feet. If the object is more 20 feet or more from its above D-Rank, increase the cost of this jutsu by 3,
original position, the seal breaks, ending this jutsu. Increase both damage types by 1d4 and increase the size
of the cone by 10 feet. When you cast this jutsu at B-Rank
At Higher Ranks: For each rank you cast this jutsu or higher, all creatures that fail their saving throw
above D-Rank, increase the cost of this jutsu by 3. When become weakened, poisoned and slowed.
you cast this jutsu at C-Rank, the DC to move the object
increases by 5, it can carry up to 8000 pounds of weight, MAGNET RELEASE: DUST SHIELD
and the duration is increases to 24 hours. If you cast this
jutsu at A-Rank or Higher, the DC to move the object Classification: Hijutsu
increases by 10, it can carry up to 20,000 pounds of Rank: D-Rank
weight, and the duration becomes permanent until Casting Time: 1 Action or 1 Reaction, which you take
dispelled. when you or an allied creature would take damage.
Range: Special
MAGNET RELEASE: DUST COAT Duration: Special
Components: HS, CM
Classification: Hijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Casting Time: 1 Action
Range: Self Release.
Duration: 8 Hours Description: You draw dust particles around yourself of
Components: CM your description (Gold, Iron, Sand, Salt, Gravel) to create
Cost: 5 Chakra a wall made entirely of the substance of choice, in any
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind design of your choosing. This wall protects you from
damage and can even protect other willing creatures.
Release.
Description: You draw dust particles around yourself of As an Action, you can manifest this dust shield
your description (Gold, Iron, Sand, Salt, Gravel) to create surrounding either yourself or another willing creature
a virtually invisible armor to protect yourself from within 30 feet of you. If the affected creature moves from
attacks. For the Duration, your AC is calculated as 13 + its current space at all, this jutsu ends. While active, a
your Ninjutsu Ability Modifier + Half of your Proficiency creature gains a Dust Shield. This Dust shield protects
Bonus. Additionally, you gain a number of Temporary hit them from all attacks, from any direction. This Dust
points equal to your Ninjutsu Save DC. This jutsu ends shield has a total of 15 Hit points and remains until
early if you don armor of any type or you end it as a dispelled, the creature moves out of its current space, or
bonus action. the Dust shields hit points are reduced to 0.
If you have no Temporary hit points while you have Alternatively, as a reaction when you or an allied
this jutsu active, you can as a bonus action pay the creature within 30 feet of you, would take damage, and
activation cost of this jutsu again to regain all of your neither of you are already under the effect of this jutsu,
lost temporary hit points. you can protect them or yourself. The protected creature
gains a Dust Shield that has 15 Hit points and lasts until
At Higher Ranks: For each rank you cast this jutsu the beginning of their next turn.
above D-Rank, increase the cost of this jutsu by 3 and
the number of Temporary hit points this jutsu grants Regardless of how you cast this jutsu, the Dust shield
you by 10. When you cast this jutsu at C-Rank, Your AC created by this jutsu has resistance to Cold, Fire and
begins its calculation with 14. When you cast this jutsu at Earth Damage, but Vulnerability to Lightning Damage.
A-Rank, Your AC begins its calculation with 15.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the Dust Shield Hit points by 15. When you cast this jutsu
a B-Rank or higher, affected creature cannot be moved
by any means if you don’t want them to be, while
gaining the benefits of this jutsu.
39
MAGNET RELEASE: MAGNETIC POLARIZATION MAGNET RELEASE: MAGNET WAVE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self (15 feet)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: CM Components: HS, CM
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Description: You focus your magnetic chakra on a point
within range. Your chakra then expands to fill a 20-foot Release.
cube from that point, magnetizing any objects and creatures Description: You form a mass of dust particle of your
within that area when you cast this jutsu. Each target must description (Gold, Iron, Sand, Salt, Gravel) and release it
succeed on a constitution saving throw or become from your current position. All creatures within 15 feet of
magnetized for the duration. Unattended objects you of your choice when you cast this jutsu, must
automatically fail this saving throw. While Magnetized any succeed a constitution saving throw, taking 4d10 earth
attack rolls against the target has advantage if the attacker damage on a failed save, or half as much on a successful
uses weapons made of metals and the affect targets have one. This damage happens once per casting.
their speed, if any, reduced by 15 feet.
A creature that fails this saving throw becomes
At Higher Ranks: For each rank you cast this jutsu above magnetized for the duration. While a creature is magnetized
D-Rank, increase the cost of this jutsu by 3, and increase the in this way, you can use your bonus action and choose a
size of the cube by 10 feet. point, object or other creature within 60 feet of the
magnetized creature that you can see. When you do, you
C-RANK forcefully attempt to pull a magnetized creature in a
straight line towards the target, ending in an unoccupied
MAGNET RELEASE: DUST WINGS space as close to the target as possible (even if that space is
in the air). The magnetized creature must succeed a
Classification: Hijutsu Strength saving throw to resist this effect. If the creature is
Rank: C-Rank marked as a result of the Magnetic Mark Jiton Clan feature,
Casting Time: 1 Action they make this saving throw at disadvantage.
Range: Self
Duration: Concentration, up to 1 minute You can choose any number of magnetized creatures to
Components: HS, CM attempt pull towards that same point, object or other
Cost: 9 Chakra creature.
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Description: You form a mass of dust particle of your A magnetized creature can use its action to repeat their
description (Gold, Iron, Sand, Salt, Gravel) on your back, saving throw to end the magnetized condition on
forming massive wings of your design and description. themselves on a successful save.
While this jutsu is active, you gain a flying speed of 30 At Higher Ranks: For each rank you cast this jutsu above
feet, and can hover. Additionally, you can use an action C-Rank, increase the cost of this jutsu by 3 and increase the
to do one of the following; damage by 2d10 and the range by 5 feet.
Dust Feathers: You form dust particles from your wings of MAGNET RELEASE: SEALING DUST SPHERE
the same material into darts. Make a ranged ninjutsu attack
against a target within 60 feet of you, that you can see. If the Classification: Hijutsu
creature is marked with your Magnetic Mark feature, you Rank: C-Rank
can target them as if you can see them, even if you are Casting Time: 1 Action
blinded or in darkness and even ignoring full cover. On a hit, Range: 90 feet
the target takes 2d8 piercing damage and 2d8 earth damage. Duration: Concentration, up to 1 minute
Components: HS, CM, CS
Dust Spear: You form your wings into a giant spear of Cost: 9 Chakra
dust. Make a ranged ninjutsu attack against a target within Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
30 feet of you that you can see. If the creature is marked
with your Magnetic Mark feature, you can target them as if Wind Release.
you can see them, even if you are blinded or in darkness and Description: Using your magnetic chakra and a special seal,
even ignoring full cover. On a hit, the target takes 4d8 you create a sphere of dust particles of your description
piercing damage and 4d8 earth damage. Additionally, each (Gold, Iron, Sand, Salt, Gravel) with a 10-foot radius on a
creature within 10 feet of the target must make a Dexterity point you can see within range. The sphere can hover in the
saving throw. On a failed save, a creature takes 4d8 air, but no more than 10 feet off the ground. The sphere
bludgeoning damage and is pushed back 10 feet. On a remains for the jutsu’s duration.
success, a creature takes half as much damage and is not
pushed back. Any creature in the sphere's space must make a Strength
saving throw. On a successful save, a creature is ejected
Using Dust Spear, uses all of the dust in your wings, from that space to the nearest unoccupied space outside it. A
ending this jutsu immediately after resolving its effects. Huge or larger creature succeeds on the saving throw
automatically. On a failed save, a creature is restrained by
At Higher Ranks: For each rank you cast this jutsu above the sphere and is engulphed by the dust particles. At the end
C-Rank, increase the cost of this jutsu by 3. When you use of each of its turns, a restrained target can repeat the saving
Dust Feathers, make an additional attack with it for every throw. The sphere can restrain a maximum of four Medium
rank you casted this jutsu above C-Rank. When you use Dust or smaller creatures or one Large creature. If the sphere
Spear, increase the Piercing earth and bludgeoning damage restrains a creature in excess of these numbers, a random
by 1d8 each. creature that was already restrained by the sphere falls out
of it and lands prone in a space within 5 feet of it.
40
As an action, you can move the sphere up to 30 feet in a
straight line. If it moves over a pit, cliff, or other drop, it
safely descends until it is hovering 10 feet over ground. Any score is less than or equal to the hand's Strength score. If its
creature restrained by the sphere moves with it. You can Strength score is higher than the hand's Strength score, the
ram the sphere into creatures, forcing them to make the target can move toward you through the hand's space, but
saving throw, but no more than once per turn. When the that space is difficult terrain for the target.
spell ends, the sphere falls to the ground and extinguishes
all normal flames within 30 feet of it. Any creature At Higher Ranks: For each rank you cast this jutsu above
restrained by the sphere is knocked prone in the space B-Rank, increase the cost of this jutsu by 3, and the damage
where it falls from the clenched fist option by 2d8, and the grasping hand
by 2d6.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, and the size of MAGNET RELEASE: IMPERIAL DUST
the gold sphere increases. At B-Rank, the sphere has a 15- FUNERAL
foot radius, and can restrain a maximum of five Medium or
smaller creatures, one Large creature, or one Huge creature. Classification: Hijutsu
Rank: B-Rank
At A-Rank, the sphere has a 20-foot radius, and can Casting Time: 1 Action
restrain a maximum of six Medium or smaller creatures, Range: 300 feet
two Large creatures, one Huge creature, or one Gargantuan Duration: Concentration, up to 5 rounds
creature. At S-Rank, the sphere has a 30-foot radius, and Components: HS, CM
can restrain a maximum of eight Medium or smaller Cost: 14 Chakra
creatures, three Large creatures, two Huge creatures, or one Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Gargantuan creature
Release.
B-RANK Description: Using your magnetism, you summon a wall of
dust particles of your description (Gold, Iron, Sand, Salt,
MAGNET RELEASE: MAGNETIC DUST FIST Gravel) into existence at a point you choose within range.
You can make the wall up to 250 feet long. 250 feet high, and
Classification: Hijutsu 50 feet thick. The wall lasts for the duration.
Rank: B-Rank
Casting Time: 1 Action When the wall appears, each creature within its area must
Range: 120 feet make a strength saving throw. On a failed save, a creature
Duration: Concentration, up to 1 minute takes 5d8 earth damage, or half as much damage on a
Components: HS, CM successful save. At the start of each of your turns after the
Cost: 13 Chakra wall appears, the wall, along with any creatures in it, moves
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. 50 feet away from you. Any Huge or smaller creature inside
Description: You create a large hand of dust particles of your the wall or whose space the wall enters when it moves must
description (Gold, Iron, Sand, Salt, Gravel) in an unoccupied succeed on a Strength saving throw or take 4d8 earth
space you can see within range. The hand lasts for the jutsu's damage. A creature can take this damage only once per
duration, and it moves at your command, mimicking the round. At the end of the turn, the wall's height is reduced by
movements of your own hand. 50 feet, and the damage creatures take from the jutsu on
subsequent rounds is reduced by 1d8. When the wall reaches
The hand is an object that has AC 20 and hit points equal to 0 feet in height, the jutsu ends.
your hit point maximum. If it drops to 0 hit points, the jutsu
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). A creature caught in the wall can attempt to move within
The hand doesn't fill its space. it, but every foot moved costs 3 feet of movement. Because
of the force of the wave, the creature must make a
When you cast this jutsu, and as a bonus action on your successful Strength (Athletics) check against your ninjutsu
subsequent turns, you can move the hand up to 60 feet and save DC in order to move at all. If it fails the check, it can't
then cause one of the following effects with it. move. A creature that moves out of the area falls to the
ground.
Clenched Fist: The hand strikes one creature or object
within 5 feet of it. Make a melee ninjutsu attack for the hand
using your game statistics. On a hit the target takes 4d8 earth
damage.
Forceful Hand: The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a check
with the hand's Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed, the
hand pushes the target up to 5 feet plus a number of feet
equal to 5 times your ninjutsu ability modifier. The hand
moves with the target to remain within 5 feet of it.
Grasping Hand: The hand attempts to grapple a Huge or
smaller creature within 5 feet of it. You use the hand's
Strength score to resolve the grapple. If the target is Medium
or smaller, you have advantage on the check. While the hand
is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your ninjutsu ability modifier.
Interposing Hand: The hand interposes itself between you
and a creature you choose until you give the hand a different
command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
target can't move through the hand's space if its Strength
41
A-RANK
MAGNET RELEASE: DUST PARTICLE WORLD
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 150 feet (40-foot radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Description: You create a two masses of dust particles of
your description (Gold, Iron, Sand, Salt, Gravel) of opposing
magnetic fields, and then merge them together, repelling
the particles across a 40-foot radius sphere centered on a
point you choose within range. The particles then come
together, forming massive arrays of spikes that branch off
irregularly, making the spikes nearly impossible to evade,
and the area very difficult to see through. For the duration,
the jutsu's area is difficult terrain. Creatures attempting to
see through the area have disadvantage.
Any creature of your choice, that enters the jutsu's area
for the first time on a turn or starts its turn there must make
a constitution saving throw. The creature takes 4d10
piercing damage and 4d10 earth damage on a failed save
becoming poisoned, or half as much damage on a successful
one.
If a poisoned creature fails this saving throw, the creature
becomes paralyzed instead. If a creature fails this saving
throw while paralyzed in this way, the creature instead
becomes unconscious. A creature rendered unconscious
from this jutsu no longer takes damage from it.
A creature that is paralyzed or unconscious as a result of
this jutsu and is no longer within this jutsu’s range, can
make a constitution saving throw at the end of each of its
turns. On a success, an unconscious creature becomes
paralyzed instead and a paralyzed creature ends its
paralyzed condition.
42
JŪGO Raw Chakra Form: Starting at 3rd level, you can warp
Raw Chakra to alter your body temporarily, allowing you
Daisuke casually walked through the forest without much to tap into a Raw, unfocused and untamed version of
concern. 'A beast is giving us trouble'? This job should be Sage Mode. Your Raw Chakra Form turns your skin gray,
easy. Reaching a creak, he looks around at the peaceful and enhances your strength, speed, and durability. You
environment. A twig snaps behind him. Turning around and may enter this form as an Action, twice per long rest, for
drawing his kunai, he plunges it into the unseen threat. A up to 1 minute. You can transform an additional time per
human man with dull brown hair stares at him. Before he long rest at 11th and 18th levels. For its duration you gain
can apologize, Daisuke watches the human turn grey and the following benefits;
grow up to 7ft tall. A lone whimper is heard as the creature
mutters out "I only wanted to enjoy the peaceful river with • When making a Strength Ability check or saving
him...". throw, add 1d4. This becomes a d6 at 11th level.
—Lyo Hataka • As a part of transforming and entering your Raw
At Worlds End, Ch. 19 excerpt. Chakra Form, you gain Temporary hit points equal to
twice your character level. Beginning at 7th level,
MONSTROUS OPPRESSORS when you transform you can spend Raw Chakra die to
gain additional temporary hit points equal to twice the
The Jugo clan does not hold many members due to their result. This cannot be done after transforming.
unique power and often, far more unique personalities.
Those that find themselves gifted with this ability often • Your unarmed damage die becomes 1d8 unless already
lose themselves to madness and turn into raging higher. If it is higher, increase the die size by 1 step.
monsters on the battlefield. Able to call on durability and (1d10>1d12). Also, your unarmed strikes are chakra
health at a simple beckon call, these shinobi should not enhanced.
be taken lightly
• Your Jugo clan Hijutsu do not cost chakra to maintain
JŪGO TRAITS concentration, unless otherwise stated.
Ability Score Increase: +2 Str, +1 Con • Your Jutsu Clan Hijutsu lose any Hand sign (HS)
Speed: Your base walking speed is 35 feet. component.
Skill Proficiencies: Athletics, Acrobatics.
Jugo Hijutsu: You know 1 additional Jugo Clan D-Rank • Your speed increases by 5ft. This bonuses increases to
Jutsu, this does not count against your Jutsu known. 10ft at 7th, and 15ft at 15th.
JŪGO FEATURES • Beginning at 11th level, when initiative is rolled, by
Raw Chakra Techniques: The Jugo Clan has access to a spending 1 Raw Chakra die, you may transform
separate list of Jutsu unique to their Clan. You can add immediately as a part of your initiative roll while
these Jutsu to your jutsu list instead of selecting jutsu adding the result to the initiative check. You do not
from the Normal jutsu list(s). gain this benefit while surprised.
Nature’s Brute: You can use Strength in place of • At 18th level, you cannot be moved by a hostile effect,
Intelligence for Jugo clan Ninjutsu. by any means.
Raw Chakra: Starting at 1st level, you gain an amount • At 18th level, you are immune to the
of Raw Chakra die, equal to your proficiency bonus. Raw Slowed, and weakened
Chakra die are d4’s and you can spend any amount when conditions.
using the following effects. Beginning at 7th and 11th
levels the size of your Raw Chakra dice increase to a d6
and d8, respectively. You regain half your spend Raw
Chakra die on a short rest, and all on a long rest;
• Amplify. When you make a melee attack, Taijutsu
attack, or cast a Jugo Clan Ninjutsu, you may add Raw
Chakra die to the damage roll.
• Absorb. As an action, you can attempt to absorb a
creature chakra you can reach. Target creature must
make a Constitution Saving throw vs your Ninjutsu
Save DC as if you were casting a Jugo Clan Ninjutsu. On
a failed save, spend any number of remaining Raw
Chakra die. They take chakra damage equal to twice
the result, and you gain temporary chakra equal to the
chakra damage dealt.
• Reduce. As part of casting a Taijutsu or Jugo Clan
Hijutsu, you may spend one Raw Chakra die. Reduce
the cost of the jutsu cast by half the result.
• Heal. As an action, you may heal yourself or allies with
Raw Chakra. Spend a number of Raw Chakra die either
yourself or an allied creature you can reach, regains
hit points equal to the result.
43
JUGO CLAN JUTSU FURIOUS FISTS
D-RANK Classification: Hijutsu
Rank: D-Rank
MISPLACED MISFIRE Casting Time: 1 Bonus Action
Range: Self
Classification: Hijutsu Duration: Concentration, up to 1 Minute.
Rank: D-Rank Components: HS, CM
Casting Time: Special. Cost: 4 Chakra
Range: Touch Keywords: Hijutsu, Ninjutsu.
Duration: Instant Description: You grow jets at the back of your elbows or
Components: M, CM ankles, enhancing unarmed attacks with the power of
Cost: 5 Chakra chakra thrusters. For the duration, melee weapon
Keywords: Hijutsu, Taijutsu. attacks or melee taijutsu attacks you make deal an
Description: After missing an unarmed strike or Taijutsu additional 1d8 force damage.
attack roll, you quickly fix your mistakes, using a jet on
one of your legs or arms to quickly propel an attack C-RANK
forward. Make a Taijutsu Attack dealing your unarmed
strike in force damage. You can only use this jutsu once HELLFIRE JETS
per round.
Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: C-Rank
above D-Rank, increase the cost of this jutsu by 3, the Casting Time: 1 Bonus action
damage by 1 damage die. Range: Self
Duration: Concentration, up to 10 minutes
CHAKRA CANNON Components: HS, CM
Cost: 9 Chakra
Classification: Hijutsu Keywords: Hijutsu, Taijutsu.
Rank: D-Rank Description: You grow multiple tunnels of chakra out of
Casting Time: 1 Action your back, that blast out raw chakra to propel yourself.
Range: 90 feet For the duration of this jutsu, your speed is increased by
Duration: Instant 20ft.
Components: HS, CM
Cost: 5 Chakra Additionally, all opportunity attacks made against you
Keywords: Hijutsu, Ninjutsu. are made at disadvantage. Your jump distance is
Description: Turning one of your arms into a cannon, quadrupled, and while you cannot fly, you can move in
you fire a beam of raw chakra. Make a ranged ninjutsu any direction you desire while falling. You ignore the
attack. On a hit, you deal 4d6 force damage, first 60 feet of fall damage, only beginning to take the
first increment of fall damage after this.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the Additionally, when you would jump, you can choose to
damage by 2d6. not fall until the end of your next turn.
RAW CHAKRA TRANSFERENCE CHAKRA CANNON: OVERDRIVE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Full Turn Action Casting Time: 1 Action
Range: Touch Range: Self (30-foot Line)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special Cost: 8 Chakra
Keywords: Hijutsu, Taijutsu. Keywords: Hijutsu, Ninjutsu.
Description: You convert your own raw chakra into Description: An evolved form of Chakra Cannon, instead
another, allowing them to temporarily benefit from your of an attack, you project your cannon as a large beam.
Raw Chakra clan feature. Choose a number of Raw This jutsu has a range of 30ft and a width of 10ft. All
Chakra die. You lose that amount, and that creature creatures hit by this attack must pass a dexterity saving
gains them. While in possession of Raw chakra die, they throw or take 4d8 force damage, half on a successful
can only use them for either the Amplify or Reduce save.
effects. They can keep Raw chakra dice in this way for up
to 10 minutes. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
range by 5feet, and the damage by 2d8.
44
IRON-SHINE GUARD WARP BEAM REFLECTION
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when targeted Casting Time: 1 Reaction, which you take when a
by an attack or would make a dexterity save that would creature targets you with a ninjutsu attack roll
deal damage. Range: Touch
Range: Self Duration: Instant
Duration: Instant Components: M, CM
Components: HS, CM Cost: 13 Chakra
Cost: 6 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Taijutsu. Description: Aiming cannons from out of your chest, you
Description: Quickly using Raw chakra, to manifest a attempt to produce so much fire-power you can push
shield out of your own hardened skin, you use it to back an attack. When a creature makes a ninjutsu attack
defend yourself. If the triggering attack would still hit, roll at you, by casting this jutsu you can propel it back.
you gain resistance to the damage dealt. You gain a +5 Make a ninjutsu attack roll. If your attack roll is higher
bonus to AC against the triggering attack. than theirs, you are not hit by the attack, instead
sending it back at them. The pushed back attack deals
If you are making a dexterity saving throw, you the full damage it would have and any other effects that
instead make a strength saving throw. On a success, you the jutsu you reflected dealt. You must cast this jutsu
instead suffer no effects. before the creature makes its attack roll.
B-RANK TOUGHENED FOREST
JET PROPULSION BARRAGE Classification: Hijutsu
Rank: B-Rank
Classification: Hijutsu Casting Time: 1 Bonus action
Rank: B-Rank Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: Touch Components: HS, CM
Duration: Instant Cost: 13 Chakra
Components: M, CM Keywords: Hijutsu, Ninjutsu.
Cost: 13 Chakra Description: You form hardened skin all across your
Keywords: Hijutsu, Taijutsu. body that serve to deflect blows. For the duration of this
Description: An enhanced version of the Machine Gun jutsu, your AC increases by +2, and you have advantage
Punch taijutsu. You unleash a barrage of rapid strikes, on constitution saving throws. When a creature hits you
fueled by jets at your elbow. with a melee attack, they must pass a dexterity saving
throw or take 1d8 force damage as a wild spike juts out of
Make a number of Taijutsu attacks, equal to your your body.
proficiency bonus, dealing your unarmed damage + 1d4
force damage. These attacks do not add your Taijutsu
ability modifier. By spending 2 Raw Chakra die, you can
make one additional attack, adding the result to the
damage dealt. You can spend up to 6 Raw chakra die this
way at once.
45
A-RANK A creature who enters this jutsu’s area while you are
concentrating on this jutsu, takes 5d10 force damage.
OBLITERATION WARP CANNON
A creature who starts their turn in it, while you are
Classification: Hijutsu concentrating on this jutsu, takes 2d10 force damage.
Rank: A-Rank
Casting Time: 1 Full Turn Action On each turn that you continue to maintain
Range: Self (90-Foot Cone) concentration on this jutsu you must spend a Full Turn
Duration: Concentration, up to 1 minute Action, completing one of the following;
Components: HS, CM
Cost: 21 Chakra • Creatures within range must make a Constitution
Keywords: Hijutsu, Ninjutsu, Clash Saving Throw. On a failed save they take 10d10 Force
Description: Resting both your arms together, you damage or half as much on a successful save.
transform them into a single, large chakra cannon. You
cannot reduce this jutsu’s cost by any means. • You move the cannon in a 90-degree fashion, forcing
more creatures to face the destructive wrath of this
When you fire from this cannon, you release a blast of cannon. This new point cannot form a straight line
raw chakra, firing in a 90-foot cone originating from with where the cannon was centered. All creatures
you. This blast atomizes any and everything in its path. within this new area of effect, the old area of effect,
and all spaces in-between must make a Dexterity
Creatures within range must make a Dexterity Saving Saving Throw as if you cast this jutsu again, but you
Throw. On a failed save, they take 10d10 Force damage. A roll half the amount of damage die..
creature reduced to 0 hit points, are turned to dust,
unable to be revived. On a successful save, they take half You must always pay this jutsu’s full concentration cost
damage and their movement speed is halved until the at the beginning of each of your turns. This jutsu has
end of their next turn. advantage on clash checks against jutsu of B-Rank or
lower.
After this jutsu’s initial casting, you can choose to
maintain concentration. If you do, your speed is reduced At Higher Ranks: For each rank you cast this jutsu
to 0, and you cannot gain any bonuses to your speed for above A-Rank, increase the cost of this jutsu by 3, the
the duration. You cannot end concentration of this jutsu range by 10 feet, and the damage by 2d10.
on another creatures turn, and only at the start of your
own turns.
46
KAGUYA CLAN [CHANGED] Beginning at 3rd level, When creating or learning
Hijutsu with the Bukijutsu keywords, reduce the time it
Kamira ejects a bone of hers from her shoulder creating a takes to complete the task by half.
short sword. She’s wounded. Weakened, and outgunned. She
is standing against her Jonin teacher who has fallen prey to Beginning at 7th level when you make a taijutsu attack
a Genjutsu. Her teammates already downed by the with a Kaguya Clan Bukijutsu, your AC increases by +1
overwhelming power of their Sensei. Kamira thinks to for each hostile creature within 10 feet of you, up to a
herself, that she needs to survive to save her friends, and maximum of +5 until the beginning of your next turn.
stop her sensei. She reaches deep and draws a second short
sword made of bone from her ribcage. She dashes in towards Beginning at 11th level, when you are targeted with an
him. He parries her attacks easily. She pushes through her attack, as a reaction, you can roll 2d4, increase your AC
pain and begins to perform one of her Clans infamous Dance by the result against the triggering creature until the end
Arts. She cuts at his knees, ankles and elbows to disable him. of the current turn. Beginning at 15th level, the bonus AC
Catching him off guard she is able to fell her obviously gained as a result of this feature lasts until the beginning
superior sensei, before passing out herself. of your next turn. Beginning at 18th level, you roll 3d4.
—Tatsunami Aburame Battle Hungry: The Kaguya clan are known for their
The Long Road, Ch. 16 excerpt. amazing Taijutsu prowess when using their Clan Jutsu or
Bone weapons. Beginning at 1st Level, when you perform
SAVAGE BATTLE INSTINCTS a Kaguya clan Hijutsu or use your Bone weapons to make
a weapon attack or as apart of a bukijutsu you cast, you
The Kaguya Clan was an Extinct clan known for their may add +1 to your Damage rolls. This increases to +3 at
savage battle tactics and archaic values. 7th level and +5 at 15th level. Beginning at 18th level, your
bone weapons ignore resistance and immunity to their
There are stories of Kaguya who loved war so much, chosen damage types. If a non-Kaguya clan Bukijutsu
they would enter battles and conflicts purely to show off you cast would allow you to make multiple attacks, you
their fighting prowess. The ability to manipulate their can only gain the bonus damage from this feature twice
own bone structure creating weapons of their own per casting.
bodies gives them amazing and powerful
taijutsu/bukijutsu fighting skills. Calcified Structure: The Kaguya clan were known for
their alien and almost foreign bone and body structure,
KAGUYA TRAITS making it exceedingly difficult to truly know how any
Kaguya functioned as they were all unique and different
Ability Score Increase: +2 Str or Dex (pick one), +1 Con in their own way. Beginning at 3rd level, this unique trait
materializes within you. Whenever you would make a
Speed: Your base walking speed is 35 feet. saving throw against a hostile creature using a Jutsu
with the Medical keyword you gain a 1d4 bonus to the
Skill Proficiencies: Athletics, Martial Arts result. This bonus is further enhanced to2d4 at 11th.
KAGUYA FEATURES
Dead Bone Pulse: The Kaguya clan possess the
Shikotsumyaku (Dead Bone Pulse) blood line trait
allowing them to manipulate their bone structure. The
Kaguya have access to a separate list of Jutsu unique to
their Clan. You can add these Jutsu to your jutsu list
instead of selecting jutsu from the Normal jutsu list.
Bone Weapons: The Kaguya clan are known for their
amazing Taijutsu prowess when using their ability to
manipulate their bone structures to create weapons. All
bone weapons have the Critical, light, and Finesse
properties to you and increases its damage die by one
step of the weapon they are imitating (Ex. A Bone
Short Sword deals 1d8, instead of 1d6). You are
proficient with all weapons you conjure with
this feature.
Beginning at 1st Level, as a bonus action you
can eject some of your bones from your body to create a
Bone weapon. You can create any melee simple weapon
from your bones. Finally, at 7th level you have mastered
your bone structure manipulation. You can create far
more complex weapons. You can create any melee
martial bone weapon of your choice.
Shikotsumyaku Stance: The Shikotsumyaku Stance is
the primary fighting style for the Kaguya clan. Starting
extremely early, the Kaguya train their young ruthlessly
teaching them the most effective fighting styles to
utilize their unique physiology. Beginning at 1st Level,
you can use Dexterity instead of Strength while in this
stance, for the attack and damage rolls of your bone
weapons and Kaguya Clan Hijutsu attack rolls and Save
DC’s calculations. Also, when you make a weapon attack
using a bone weapon, you are able to use a bonus action
to make an additional weapon attack with the same bone
weapon.
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KAGUYA CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
D-RANK the number of bone bullets you can fire and creature
you can target by +2.
DANCE OF THE CAMELLIA
DANCE OF THE KATSURA
Classification: Hijutsu
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: D-Rank
Range: Weapon Range Casting Time: 1 Action
Duration: 1 round Range: Weapon Range
Components: M, W (Melee Bone Weapon) Duration: Instant
Cost: 5 Chakra Components: M, W (Melee Bone Weapon)
Keywords: Hijutsu, Bukijutsu Cost: 5 Chakra
Description: With your bone weapon in hand, you stab Keywords: Hijutsu, Bukijutsu
forward at an increasingly chaotic pace fast enough to Description: With your bone weapon in hand, you strike
create the appearance of afterimages as each strike with a flurry of focus and grace befitting of the weapons
attempts to strike a slightly different part of the target chosen striking preference. Make 2 Taijutsu attacks,
from a slightly different angle. Make 3 Taijutsu attacks, dealing this weapons damage. This jutsu gains different
dealing your bone weapons damage on a hit. You can effects based on the original damage type of the bone
target one or more creatures. Until the start of your weapon used.
next turn, if you are within 5 feet of the target of this
Jutsu, you gain a +1 to your AC and Dexterity Saving • Bludgeoning. A creature who takes damage as a result
throws for each creature you hit with this Jutsu. If the of this jutsu must succeed a constitution saving throw,
target of this jutsu disengages from you, you can still becoming Dazed.
make an attack of opportunity.
• Piercing. A creature who takes damage as a result of
At Higher Ranks: For each rank you cast this jutsu this jutsu must succeed a constitution saving throw,
above D-Rank, increase the cost of this jutsu by 3 and gaining 1 rank of Weakened for each successful hit
the amount of Taijutsu attacks by 1. until the end of the affected creatures next turn.
DANCE OF THE LARCH • Slashing. A creature who takes damage as a result of
this jutsu must succeed a constitution saving throw,
Classification: Hijutsu gaining 1 rank of bleeding per successful attack.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Self above D-Rank, increase the cost of this jutsu by 3 and
Duration: 10 minutes the amount of Taijutsu attacks by 1.
Components: M
Cost: 5 Chakra C-RANK
Keywords: Hijutsu, Bukijutsu
Description: You extract bones to a greater degree, DANCE OF THE WILLOW
allowing them to stick out in a variety of positions,
creating a makeshift lethal but protective armor. You Classification: Hijutsu
gain 12 Temporary Hit Points for the duration. If a Rank: C-Rank
creature hits you with a melee attack while you have Casting Time: Reaction, which you take when you are hit
these hit points, the creature takes 7 piercing damage. by a melee attack.
Range: Self (5 Feet)
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
above D-Rank, increase the cost of this jutsu by 3 and Components: M
the temporary hit points and piercing damage by 8. Cost: 9 Chakra
Keywords: Hijutsu, Bukijutsu
DANCE OF BULLET SEEDLINGS Description: You sharpen and extract your Ulna bones
through both your palms and your Radius back through
Classification: Hijutsu your elbow creating 4 sharpened blade like weapons, 2
Rank: D-Rank from each of your arms. As a Reaction to being hit you
Casting Time: 1 Action twirl, spin, and gracefully retaliate against your attacker.
Range: 45 feet Make a Taijutsu attack dealing 1d8 + your Taijutsu ability
Duration: Instant modifier. On a successful hit, you gain an additional
Components: M reaction which can only be used to trigger this jutsu, at
Cost: 5 Chakra no additional cost.
Keywords: Hijutsu, Bukijutsu
Description: You outstretch a free hand and fire off the At Higher Ranks: For each rank you cast this jutsu
bones in your fingers like bullets with enough force to above C-Rank, increase the cost of this jutsu by 3 and the
tear through armor and flesh like paper. You collect and damage by 1d8 for each hit.
prepare five bone bullets to fire. You can select up to
five creatures within range that you can see. Make a
ranged taijutsu attack against the selected creatures.
When you do, decide on the number of bonus bullets
you will fire at each creature. On a hit, target creature
takes 1d4+1 Piercing damage for each bone bullet you
fired at them.
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DANCE OF THE SETSUGEKKA The Weapon is large and clunky, but it scores a critical
hit on a roll of 18, 19, or 20. You dash as your full
Classification: Hijutsu movement in a straight line stopping at the first creature
Rank: C-Rank you encounter. Make a melee taijutsu attack against the
Casting Time: Special creature dealing 6d10 + Your Taijutsu Ability modifier on
Range: Special a hit.
Duration: Concentration, up to 1 minute
Components: M, W (Bone Weapon) At Higher Ranks: For each rank you cast this jutsu
Cost: 7 Chakra above B-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Bukijutsu damage by 2d10.
Description: When you would strike a creature, you leave
behind a small bone fragment inside of them that you DANCE OF CLEMATIS: VINE
then cause to grow and expand.
Classification: Hijutsu
As a part of the same action used to cast another Rank: B-Rank
Kaguya clan Hijutsu that deals damage to a target Casting Time: 1 Action
creature, you can cast this jutsu forcing them to make a Range: Self
Constitution saving throw. On a failed save their internal Duration: 1 minute
organs are stabbed and prodded by the growing bone Components: M
mass within them dealing 3d8 necrotic damage. For the Cost: 12 Chakra
next minute the affected creature remakes this saving Keywords: Hijutsu, Bukijutsu
throw at the beginning of each of its turns taking 3d8 Description: You tear out your spine with ruthless
Necrotic damage on a failed save or no damage on a efficiency while also tripling its length and stretching
success. potential while also changing its structure by adding
sharpened spikes to it. You can use this weapon like an
A creature can attempt to dig out this fragmented Enhanced whip that you treat like a Bone Weapon. It
bone from them by making a Strength (Medical) check counts as a Martial weapon, it deals 2d6 slashing
vs your Taijutsu Save DC, forcibly removing it on a damage on a hit, has the finesse, light, Reach 4, Trip and
success. Grapple properties. If you score a critical hit with this
weapon using a weapon attack, you deal triple damage.
A creature can only be under the effects of this jutsu Creatures grappled by this weapon also counts as
once at any given time. Recasting this jutsu on a creature Paralyzed when targeted by the Dance of Clematis: Flower
already under its effects doubles it’s casting cost. Kaguya Clan jutsu.
At Higher Ranks: For each rank you cast this jutsu A-RANK:
above C-Rank, increase the cost of this jutsu by 3. If cast
at A-Rank increase the damage by 1d8. DANCE OF THE SEEDLING FERN
TEN-FINGER DRILLING BULLETS Classification: Hijutsu
Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self (30-foot radius sphere)
Casting Time: 1 Action Duration: Instant
Range: Self (60 feet) Components: M
Duration: Instant Cost: 20 Chakra
Components: CM Keywords: Hijutsu, Bukijutsu
Cost: 8 Chakra Description: The perfected and final dance of the
Keywords: Hijutsu, Bukijutsu Kaguya clan. The Sixth and final dance is also the most
Description: You clasp your hands together pointing devastating and deadly. By means of this technique you
your fingers in any direction of your choice firing them focus and empower your bones before sending them
all at once with enough of a combined force to rip through the ground around you, expanding them and
through even chakra shielding’s. Your finger bullets fire having them rise like trees in a forest or rock stalagmites
in a straight like 10 feet wide, and 60 feet long. Creatures in a cave though far closer to each other and unnatural
in the path of you must succeed a Dexterity saving throw looking. Creatures in range other than you, must succeed
taking 8d4 piercing damage and gains two ranks of the a Dexterity saving throw taking 16d4 Piercing damage on
Bleeding condition on a failed save or half as much a failed save, or half as much on a successful one.
damage and one rank of bleeding on a successful one.
The bone forest remains for 1 minute after casting this
At Higher Ranks: For each rank you cast this jutsu jutsu. The bone pillars are 10 to 15 feet tall. While the
above C-Rank, increase the cost of this jutsu by 3 and forest remains all creatures except you treat the terrain
damage by 3d4. as difficult terrain. You can fuse into and teleport freely
throughout the bone forest. Teleporting costs an
B-RANK: additional 4 chakra per use. Fusing into a bone grants
you 10 temporary Hit points. Bone pillars have 15 hit
DANCE OF CLEMATIS: FLOWER points. If a bone pillar takes damage while you’re inside,
you take any remaining damage the bone pillar could
Classification: Hijutsu not.
Rank: B-Rank
Casting Time: 1 Action At the end of the 1-minute duration after this jutsu
Range: Movement Speed was cast, the bones dissolve into clay like clumps.
Duration: Instant
Components: M, CM
Cost: 14 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You pour chakra into your arm, over-
calcifying it creating a large drill shaped bone that
covers the lower half of your arm starting at your elbow.
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