KURAMA CLAN you have cast, you can roll an additional 1d4, adding
the result to the check.
“There has to be a way out!” the bandit screamed as he • Overwhelming Genjutsu (4 Chakra): When a creature
raced down the same hallway for the 20th time. “How did we would fail a saving throw for a Genjutsu you cast by 5
end up here!? This was supposed to be an easy job.” The or more, you treat the Genjutsu cast as if you had
bandit screams as his voice echo’s infinitely. Elsewhere a upcasted it by 1 rank. If they would fail by 10 or more
young girl wearing a chunin vest sits in a tree eating ice you treat the Genjutsu cast as if you had upcasted it by
cream as she watches the bandit run in circles screaming 2 ranks.
pointlessly. She giggles to herself before finishing her snack. • Quickened Genjutsu (6 Chakra): When you cast a
She reaches into her side pouch drawing a single kunai and Genjutsu with the casting time of 1 action, you can
approaches them “I guess, I had my fun. Time to put an end activate this Molding technique to change the casting
to this.” time to 1 bonus action for this casting.
• Subtle Genjutsu (3 Chakra): When you cast a Genjutsu
—Tatsunami Aburame you can cast it without handseals or chakra seal
The Long Road, Ch. 3 excerpt. components.
• Tenacious Genjutsu (6 Chakra): When a creature
ILLUSIONS AS REAL AS REALITY would attempt to end, dispel, counter, or interrupt a
genjutsu that you are casting or have casted, you may
The Kurama Clan is a clan of extremely skilled genjutsu use your reaction to activate this effect. When you do,
users. This talent in genjutsu is due to the Kekkei Genkai increase the DC needed to complete any of the
that the clan possesses. However, once every few aforementioned actions by +3.
generations, a member of the clan will be born with such • Layered Genjutsu (4 Chakra): When a creature under
enormous skill in genjutsu that their illusions causes the the effects of your Genjutsu succeeds a saving throw,
brain to make anything that happens to the victim you can as a reaction to their success, cast another
within the genjutsu physically real, allowing the clan Genjutsu targeting the same creature. (Must pay both
member to potentially kill their opponents with this Molding and the new Genjutsu’s Chakra cost.)
genjutsu.
Genjutsu Conversions: Beginning at 7th level, select a
KURAMA TRAITS number of Ninjutsu that you know equal to your
proficiency bonus. These selected Jutsu can be converted
Ability Score Increase: +2 Wis or Cha, +1 Int into a Genjutsu, losing their Ninjutsu Keywords and
gaining the Genjutsu and Tactile Keywords. A jutsu that
Speed: Your base walking speed is 30 feet. is converted this way retains all effects detailed in its
jutsu description except it uses your Genjutsu Attack
Skill Proficiencies: Illusions, Insight bonus, Ability score and Save DC for all calculations. You
Genjutsu Literacy: Your Genjutsu ability score is counted can change which jutsu you convert this way when you
complete a Long Rest.
as being +2 higher, for the purpose of qualifying for
Genjutsu of B-Rank or higher.
KURAMA FEATURES
Genjutsu Specialty: Beginning at 1st Level, your ability
with Genjutsu easily eclipses others within the same
field of expertise. When you would cast a Genjutsu that
Requires Concentration. You Reduce the cost to maintain
such jutsu by 1. This reduction increases to 2 at 7th level,
and 3 at 15th level. Genjutsu Concentration costs Can be
reduced to 0 as a result of this feature, regardless of
what other features dictate.
Genjutsu Resistance: Beginning at 3rd level, when you
are subjected to a saving throw to resist a Genjutsu you
may add 1d4 + Half your proficiency bonus (Rounded
Down) to your saving throw. This die becomes a d6 at 11th
level and a d8 at 18th levels.
Genjutsu Molding: Beginning at 3rd level you learn how
to manipulate your Genjutsu using the Kurama Clans
secret Kekkei Genkai. You know two of the following
molding techniques of your choice. You gain another one
at 7th, 11th, 15th and 18th levels. When casting a
Genjutsu you may spend 4 chakra to use your selected
Molding technique.
• Careful Genjutsu (3 Chakra): When you cast a
Genjutsu that forces creatures to make a saving throw,
you can protect some of those creatures from the
Genjutsu’s effects. Select up to 3 creatures, each
creature selected automatically succeeds the saving
throw, suffering no additional effects.
• Enhanced Genjutsu (3 Chakra): When your target rolls
a Save against a Genjutsu that you cast; you can
activate this feature, forcing the target to reroll before
the results of the roll is revealed. They must use the
second outcome.
• Focused Genjutsu (5 Chakra): When you are forced to
make a concentration check to maintain a genjutsu
50
KURU CLAN KURU FEATURES
Shadow Techniques: The Kuru Clan have access to a
“How Is he able to react to everything we throw at him!?” separate list of Jutsu unique to their Clan. You can add
the squad captain yelled at his team as they were failing these Jutsu to your jutsu list instead of selecting jutsu
miserably to deal with a single shinobi. The single shinobi from the Normal jutsu list(s).
stands in the center of the forest opening. Avoiding all attack
that are sent his way. He gracefully dodges each attack with Yin Chakra Adept: The Kuru Clan being monks by
a sly grin across his face. “Kill him! He can’t dodge us all if origin grants them a closer affinity to their Spiritual
we attack at the same time.” The captain yells out. The lone energy. They have learned through generational training
shinobi opens his eyes revealing them to be darker than the to manipulate the art of Imagination and creation of
darkest black. He smiles gracefully as they all leap towards something from nothing practicing one half of the sage
him. He quickly weaves handseals before releasing a wave of of Six paths teachings. They are unable to Learn the 5
black chakra that overtakes the assaulting shinobi. Many fall Nature Affinities as a result of this, instead utilizing
to the ground unable to move or ever breathe. The captain their realized Yin chakra in place of any Nature release.
looks towards his fallen forces then to the lone shinobi. Beginning at 1st level, you are unable to use jutsu with
“Looks like you guys ran out of time.” The lone shinobi the Earth, Wind, Fire, Water, or Lightning Release
gloats before attacking the captain. Keywords. In exchange your Non-Elemental Ninjutsu,
Genjutsu and Taijutsu are all enhanced with your Yin
—Riku Tiken Chakra. Once per turn, when casting a jutsu without any
The Long Road, Ch. 19 excerpt. Nature Release Keyword increase the damage die by 1
and the save DC by 1. Beginning at 11th level, this
THE WOLF’S CURSE increases to an additional 2 damage die and +2 to Save
DC.
The Kuru Clan is a Custom Homebrew Clan, created by
Kingsare4ever. The Kuru Clan also known as the Shadow Kurugan: The Kurugan is known as the Eyes that see
Clan, or the Dark Clan were seen as an influential family Through Darkness or The Eyes that can see Fate. This
of Monks, prophets and fortune tellers from the Land of Dojutsu has the ability to peer into the future ever so
Wolves. After migrating south through the rest of the slightly but only from the user’s point of view.
Shinobi world, their offspring began to pick up the ways
of Ninshou and ninjutsu. Beginning at 3rd level you can as a bonus action spend
5 chakra to activate this renowned Dojutsu for 10
The Kuru Clan have access to a very powerful Dojutsu minutes.
known as the Kurugan, the Eyes that See through
Darkness. This Dojutsu carries the unique trait of limited Beginning at 7th level, you can instead spend 10
foresight on a creature or object that they can see. They chakra activating your Kurugan. If you do you also
also learned how to harness the properties of Yin Chakra activate the Pierce the Veil Kuru Clan jutsu as a part of the
to a great effect allowing them to mold their chakra into same action used to activate the Kurugan.
almost any shape and even grant it different properties
usually reserved for Nature release techniques without For the duration of your Kurugan you gain a +1 bonus to
having to learn the appropriate Nature Release. your AC. This bonus increases to +2 at 11th level and +3 at
15th level. You also, gain a bonus to Charisma checks equal to
KURU TRAITS your Wisdom modifier as you can gauge creatures’ intentions
towards you in the future. You can use the following Kuru
Ability Score Increase: +2 Wis, +1 Con Clan Features a number of times equal to your Wisdom
Speed: Your base walking speed is 30 feet. Modifier (Min 1) before a rest.
Skill Proficiencies: Insight, Chakra Control
Tool Proficiencies: You are proficient with Forensic kits • Action: You peer fully into the future seeing 6 seconds
ahead. You call out the events to your allies just before
it happens. You and a number of allies equal to your
Wisdom modifier gain advantage on saving throws and
enemies gain disadvantage on attacks against you and
the selected allies. Beginning at 7th level, you can apply
this benefit to your ally’s attacks granting them a bonus
to their attack rolls equal to your Wisdom Modifier until
the end of their turns.
• Bonus Action: You peer into the future while still
enacting your other actions granting you enough
information to make educated decisions with just 3
seconds of context. When making an attack roll you add
your Wisdom modifier to your attack roll until the end
of your turn.
• Reaction: You glance into the future to give yourself
enough information to make the right move. You gain a
bonus to your AC equal to your Wisdom modifier until
the beginning of your next turn. Beginning at 7th level
you can garner more context from your viewings you
gain advantage on a Saving throw you make. Beginning
at 18th level you can foresee the worst future and react
to prevent it. If an attack or effect would reduce your hit
points to 0 you instead avoid the attack entirely.
51
KURU CLAN JUTSU DARK MOTE
D-RANK Classification: Hijutsu
Rank: D-Rank
DARK DEVOTION FIST Casting Time: 1 Action
Range: Self
Classification: Hijutsu Duration: 1 Hour
Rank: D-Rank Components: HS, CM, CS
Casting Time: 1 Action Cost: 5 Chakra
Range: 5 Feet Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Duration: Concentration, up to 1 minute Description: Choose a ninjutsu or genjutsu of D-Rank or
Components: M, CM lower that you can cast that has a casting time of 1 action.
Cost: 4 Chakra You cast that jutsu—called the sealed jutsu—into a chakra
Keywords: Hijutsu, Ninjutsu, Taijutsu seal of your design as part of casting dark mote, expending
Description: Your fists and feet erupt into fiery black chakra for both, but the sealed jutsu doesn't come into
chakra as you fuse your attacks with the power of false effect. Instead, the jutsu is stored in the seal for the
molding. For the duration the first taijutsu you cast that duration. This seal is a tiny object with AC 15 and 1 hit point,
would deal unarmed damage each turn can use Wisdom and it is immune to poison and psychic damage. When this
for Attack and Damage calculation. This does not count jutsu ends, or if the seal is destroyed, it is consumed by a
for saving throws. burst of darkness and the sealed jutsu is lost.
Additionally, unarmed damage you deal is treated as You can give this seal to other creatures. A creature
Necrotic and deals an additional 1d6 damage. holding the seal can use its action to release the jutsu
within, whereupon the seal disappears. The jutsu uses your
PIERCE THE VEIL attack bonus and save DC for whichever type of jutsu was
stored (Ninjutsu, Genjutsu), and the jutsu treats the
Classification: Hijutsu creature who released it as the caster for all other purposes.
Rank: D-Rank
Casting Time: 1 Action You can have only one sealed jutsu at a time. If you cast
Range: Self this jutsu again, the sealed jutsu of another dark mote you
Duration: Concentration, Special cast ends.
Components: HS, CM
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Hijutsu, Ninjutsu D-Rank, increase the cost of this jutsu by 3 and the rank of
Description: As part of the activation of this jutsu, you the jutsu you can seal using this jutsu.
must have the Kurugan class feature active. Also, you
cannot lose concentration on this jutsu as a result of C-RANK:
failing a concentration check. By focusing your chakra
into your eyes, you are able to pierce the veil far more DARK WAVE
accurately. For your Kurugan’s duration, you gain the
following benefits; Classification: Hijutsu
Rank: C-Rank
• You can calculate your AC by using Wisdom instead of Casting Time: 1 Action
Dexterity. Range: 60 feet
Duration: Instant
• When you use your bonus action Kurugan feature, the Components: HS, CM
target of your next attack roll, cannot gain the benefits Cost: 9 Chakra
of a Reaction that grants them a bonus to AC. Keywords: Hijutsu, Ninjutsu
Description: A line of spiraling black chakra 60 feet long and 5
• By spending 1 minute focusing, you can immediately feet wide emanates from you in a direction you choose. Each
cast Sealing Art: Divination Technique at no cost creature in the line must make a Dexterity saving throw. A
ignoring the HS, CM, CS components. Additionally, creature takes 4d8 Necrotic damage on a failed save, or half as
you can cast Sealing Art: Divination Technique in this much damage on a successful one.
way twice per casting of this jutsu ignoring the
limitation of seeing into the future as listed in the At Higher Ranks: For each rank you cast this jutsu above C-
jutsu itself. Rank, increase the cost of this jutsu by 3 and damage by 2d8.
SPIRALING DARK WALL DARK DRAIN
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: Reaction, which you take when you are hit Casting Time: 1 Action
by an attack or would take damage from a Genjutsu. Range: 5 feet
Range: Self Duration: 1 action
Duration: 1 Round Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: Dark chakra washes over a creature you
Description: A Spiraling wall of black chakra appears to can reach within range, draining vitality from it and
protect you. Until the start of your next turn, you have a providing it to you. Make a Melee Ninjutsu attack
+5 bonus to AC, including against the triggering attack, dealing 4d10 necrotic damage. You gain hit points
and you take no damage from Genjutsu. equal to half the damage dealt.
If the target creature has Temporary hit points you
reduce both their temporary hit points and normal hit
points by the result. You gain both hit points and
52
temporary hit points equal to half the damage result. when you are immersed in a cloud of fog or other
At Higher Ranks: For each rank you cast this jutsu obscuring vapor.
above C-Rank, increase the cost of this jutsu by 3 and The contingent jutsu takes effect immediately after
the damage by 2d10. the circumstance is met for the first time, whether or not
you want it to, and then contingency ends.
DARK BLADE
The contingent jutsu takes effect only on you, even if it
Classification: Hijutsu can normally target others. You can use only one
Rank: C-Rank contingency jutsu at a time. If you cast this jutsu again,
Casting Time: 1 Action the effect of another contingency jutsu on you ends. It
Range: self also ends if the chakra seal is ever removed from you.
Duration: Concentration, up to 1 minute
Components: HS, CM A-RANK:
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu DARK DISPLACEMENT
Description: Your entire arm erupts into black shadowy
chakra that extends into a shadowy blade. This chakra Classification: Hijutsu
sword lasts until the Jutsu ends. It counts as a simple melee Rank: A-Rank
weapon with which you are proficient. It deals 3d8 necrotic Casting Time: 1 Action
damage on a hit and has the finesse, light, and thrown Range: 5 Feet
properties (range 20/60). In addition, when you use the Duration: Instant
weapon to attack a target in dim light or darkness, you Components: HS, CM
make the attack roll with advantage. Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
If you drop the weapon or throw it, it dissipates at the Description: (As a part of the casting of this Jutsu you must
end of the turn. Thereafter, while the jutsu persists, you have the Kurugan active.) By focusing the chakra used to
can use a bonus action to cause the weapon to reappear peer into the future you are able to grab ahold of the
covering your hand. power of temporal shifts focusing it around your hands.
Doing this ages your arm faster than your body, ever-
B-RANK: so-slightly. Make a melee ninjutsu attack against a
target you can see in range. On a hit you deal 9d10
DARK RIFT Necrotic Damage to the target creature. The target must
make a constitution saving throw, reducing their
Classification: Hijutsu maximum hit point by half of the damage dealt. If a
Rank: B-Rank targets maximum Hit points reach 0, they age to dust
Casting Time: 1 Action being unable to be revived by any means. A creatures hit
Range: 60 feet point maximum is restored by an A-Rank upcasting of
Duration: Concentration, up to 10 Minutes the Restorative Ninjutsu.
Components: HS, CM, CS
Cost: 14 Chakra UNFETTERED FORESIGHT
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You attempt to send one creature that you can Classification: Hijutsu
see within range into a pocket space made entirely of Rank: A-Rank
chakra. The target must succeed a Charisma saving throw Casting Time: 1 Action
or be banished. You do not spend additional chakra to Range: Self
maintain concentration of this jutsu. Duration: Special
Components: HS, CM
If the target must remain there for the entire duration of Cost: 20 Chakra
the jutsu, when they return, they are incapacitated for 10 Keywords: Hijutsu, Ninjutsu
minutes due to being in a normally inhospitable space for Description: (As a part of the casting of this Jutsu you must
so long, reappearing in a puff of smoke in the space it left have the Kurugan active.) You release all limiters on your
or in the nearest unoccupied space if that space if occupied. Kurugan, allowing you to freely see all possible events
pertaining to you, filtering through thousands of
DARK CONTINGENCY possible futures.
Classification: Hijutsu For the duration of your Kurugan, you cannot be
Rank: B-Rank surprised by anything. You have advantage on attack
Casting Time: 10 Minutes rolls, ability checks, and saving throws. Also, all other
Range: Self creatures have disadvantage on attack rolls against you
Duration: 10 Days for the duration.
Components: HS, CM, CS
Cost: 14 Chakra You always know what time it is, and the exact
Keywords: Hijutsu, Ninjutsu, Fuinjutsu moment a minor event will happen, such as a bell
Description: Choose a jutsu of B-Rank or lower that you ringing, or someone’s name being called in your vicinity.
can cast, that has a casting time of 1 action, and that can Additionally, you can, as an action touch one creature
target you. You cast that jutsu—called the contingent you can reach, and peer into their immediate future,
jutsu—as part of casting contingency, expending chakra casting Sealing Art: Divination Technique at no cost
for both, but the contingent jutsu doesn’t come into effect. ignoring the HS, CM, CS components, allowing you to
Instead, it is stored in a chakra seal on your person and see their future.
takes effect when a certain circumstance occurs. You
describe that circumstance when you cast the two jutsu. If you have Pierce the Veil active, your Kurugan
For example, a contingency cast with sensing technique features have no use limit for the duration. At the
might stipulate that sensing technique comes into effect conclusion of this jutsu, you expend all uses of your
Kurugan features until you complete a long rest.
53
NAMIKAZE Beginning at 11th level you can use the following
additional Supernatural Speed Features by spending
A hot headed, blond shinobi stands at the beginning of the Speed Die.
starting line. Other shinobi approach the starting line nervous
that the blond shinobi is here at all. A start sound erupts as • Swift Focus: While you are gaining the benefits of a
the adjacent shinobi all begin to race each other. The blond Hijutsu with Swift release in its name, that requires
dashes forward with relative ease as he accelerates faster and concentration, by spending 1 Speed die, you may
faster. They cross the finish line. As everyone sits around tired reduce the chakra cost to maintain the jutsu by the
and exhausted. He says “Good effort guys. Too bad I won result of your roll, once each per turn.
twice already.” One of the other shinobi question what he
means. To which he explains, the moment the race started he • Like the Wind: When you would deal wind Damage to
blinked passed the finish line, and caught back up with the a creature as a result of casting a Jutsu with the
other racers so they didn’t give up and so he could see who Lightning or Wind Release Keywords, you may spend a
would come in second place, unfortunately he also came in speed die, increasing the damage dealt by the result,
second place. and as a part of the same action used to cast the jutsu,
you teleport behind the target and gaining a bonus to
—Shurira Nata your next attack roll against the same target equal to
At Worlds End, Ch. 1 excerpt. the result of your roll.
FASTER THAN THE EYE CAN SEE • Flash of Defense: When you would take damage from a
creature as a result of an attack that targeted you, or
The Namikaze Clan is a clan that doesn’t know its origins, saving throw you were forced to make, you may spend
but it’s assumed they hail from the land of fire. Their any number of Speed die, reducing the damage dealt
most prominent member became its 4th Hokage. The by the result.
Namikaze Clan doesn’t have a powerful family name, nor
does it share a family compound or hold any high- Swift Release: The Namikaze clan has a unique talent
ranking title. It is embodied by its ideal of speed and for manifesting Swift Release due to their close affinity
potential. The Namikaze clan has produced some of the to both Wind and Lightning Release. Beginning at 7th
fasted shinobi in the leaf, and the continuation of this level you gain the second Nature release you didn’t select
tradition will move further into future. from Swift Release Affinity clan trait. When casting a jutsu
with either Lightning or Wind Release keywords, you can
NAMIKAZE TRAITS change the damage type to wind. Also, at 7th level, when
casting a Namikaze Clan jutsu you can reduce the cost of
Ability Score Increase: +2 Dex, +1 Int the jutsu by 2 (Min 1). Beginning at 15th level, once per
Speed: Your base walking speed is 35 feet. turn, when you would deal wind damage, you add your
Skill Proficiencies: Acrobatics, Chakra Control. Dexterity modifier to the damage roll.
Swift Release Affinity: You begin with either Wind or
Lightning Release Affinity. (Pick one) Evasive Nature: Namikaze clan members speed and
agility allows them to better protect themselves from
NAMIKAZE FEATURES harm. Beginning at 1st level if you are wearing the
Swift Techniques: The Namikaze Clan has access to a following armors you gain their corresponding benefits;
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu • If you are wearing no armor, your AC is calculated
from the Normal jutsu list(s). They do not need both instead by doing the following; 10 + your proficiency
Nature Release’s to use their Clan jutsu. bonus + Dexterity bonus. You also gain a +5 bonus to
your Speed.
Supernatural Speed: The Namikaze are known for their
incredible reflexes and agility. Starting at 1st level, your • If you are wearing light armor, you gain add +1 bonus
speed increases by 5 feet. You gain an additional 5 feet to your AC. This bonus increases to a +2 at 11th level.
speed increases at 11th and 18th levels.
Additionally, while you are benefiting from a
Additionally, beginning at 3rd level, due to you to your Namikaze Clan Jutsu, creatures have disadvantage on
natural gift for speed, you develop a natural talent for opportunity attacks against you.
extremely expeditious movement. Represented by Speed
die, which are D8’s. You have a number of Speed die equal Beginning at 15th level, when you would be forced to
to your proficiency bonus. You can spend up to three of make a Dexterity saving throw to take half damage, you
your Speed die on the following effects per turn. You can choose to succeed instead, taking no damage or any
regain your speed die on a long rest. adverse effects. You can only use this effect of Evasive
Nature twice before a Long rest.
• Speed Amplification: You can spend any number of
speed die, gaining movement speed equal to 5 x the
result of the roll until the beginning of your next turn.
• Quickened Assault: When you take the attack action to
make a weapon attack, you may spend any number of
speed die. You make one additional weapon attack for
each speed dice spent. You deal damage with these
weapon attack equal 1d8, and do not add your ability
modifier.
• Blink of an Eye: When you would move, you instead
choose a location you can see within your movement
speed range. Spend one Speed Die, you teleport to the
desired location. If you were to make a melee weapon
attack against a creature within 5 feet of you, you roll
1d8, adding the result to your attack roll.
54
NAMIKAZE CLAN JUTSU Each time a creature targets you with an attack during
the jutsu's duration, roll a d20 to determine whether the
D-RANK attack instead targets on of your clones. If you have three
clones, you must roll a 6 or higher to change the attack's
SWIFT RELEASE: EXPEDIENCE target to a clone. With two clones, you must roll an 8 or
higher. With one clone, you must roll an 11 or higher. If
Classification: Hijutsu the creature that targets you has true sight or tremor
Rank: D-Rank sense, you make this roll with disadvantage.
Casting Time: 1 Bonus Action
Range: Self A clone's AC equals 10 + your Dexterity modifier + half
Duration: Concentration, Up to 1 minute. your proficiency bonus. If an attack hits a clone, the
Components: HS, M clone is destroyed. A clone can only be destroyed only by
Cost: 4 Chakra an attack that hits it. It ignores all other damage and
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning effects. The jutsu ends when all three clones are
destroyed.
Release.
Description: You focus your chakra, granting yourself SWIFT RELEASE: PHASE
immense speed. You do not spend chakra to maintain
this jutsu. When you cast this jutsu, and then as a bonus Classification: Hijutsu
action on each of your turns, until the jutsu ends, you Rank: D-Rank
can take the dash action. Casting Time: 1 Reaction, which you take when you are
targeted by an attack, or would make a Dexterity saving
SWIFT RELEASE: MIRROR IMAGE throw.
TECHNIQUE Range: Self
Duration: 1 round.
Classification: Hijutsu Components: HS, M
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Range: Self
Duration: 1 minute. Release.
Components: HS, CM, M Description: Just before being hit by an attack, you
Cost: 5 Chakra vibrate fast enough to make most attacks harmlessly
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning pass through you. Until the start of your next turn, you
gain a +5 bonus to AC against attacks and advantage on
Release. Dexterity saving throws.
Description: You mold your Wind and Lightning Release
chakra into very convincing clones of yourself. Three
clones of yourself appear in your space. Until the jutsu
ends, the clones move with you and mimic your actions,
shifting positions at hyper speed so it’s impossible to
track which image is real. You can use your bonus action
to dismiss the clones.
55
SWIFT RELEASE: AIR SHATTERING STRIKE SWIFT RELEASE: SHADOWLESS FLIGHT
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 Feet Range: Self
Duration: Instant Duration: 1 round
Components: CM, M Components: HS, M
Cost: 5 Chakra Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You mold and compress your chakra around Description: You imbue yourself with incredible speed,
yourself and instantly strike out with it faster than the enhancing your physical form. Until the start of your
eye can see. Make a Melee Ninjutsu attack roll against a next turn, once per turn, you can make an additional
target you can see within range. On a hit, the target takes weapon or unarmed attack when you use your action to
4d6 Wind Damage. make at least one Taijutsu, weapon or unarmed attack.
At Higher Ranks: For each rank you cast this jutsu This additional attack ignores resistances, and if it is
above D-Rank, increase the cost of this jutsu by 3, the made against a target that used a Taijutsu or made a
damage by 2d6 and you can make one additional attack weapon attack as part of its last turn, you have
against another creature within range. advantage on the attack roll.
C-RANK Additionally, while this jutsu is active, you impose
disadvantage on melee attacks against you.
SWIFT RELEASE: AURA OF QUICKNESS
SWIFT RELEASE: THUNDER FLASH
Classification: Hijutsu
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: C-Rank
Range: Self (30-foot Sphere) Casting Time: 1 Action
Duration: 8 Hours. Range: Self
Components: HS, CM Duration: 1 round
Cost: 7 Chakra Components: HS, M
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release.
Description: You extend your chakra creating a 30-foot Release.
radius bubble of chakra, that occasionally crackles with a Description: You focus chakra into your legs and rush
soft yellow lightning. For the duration of this jutsu, the forward with explosive power. As a part of casting this
aura moves with you, centered on you. Each creature of jutsu, you move to the last unoccupied space in a 60-
your choice, that begins its turn within your aura has its foot line from your starting position. This movement
speed increased by 10 feet until the end of their next does not provoke opportunity attacks. Each creature you
turn. pass within 5 feet of during this movement must make a
Dexterity saving throw, taking 5d6 wind damage on a
If used during exploration or land travel, you treat failed save, and half as much on a successful one.
normal travel pace as Fast travel pace, and you double
Fast travel paces distances. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
At Higher Ranks: For each rank you cast this jutsu damage by 1d6 the distance you move by 10 feet.
above C-Rank, increase the cost of this jutsu by 3, and
their movement speed by an additional 10 feet.
56
B-RANK Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release.
SWIFT RELEASE: FLASH STEP
Description: You can briefly become faster than the eye
Classification: Hijutsu can see. You move so fast that you seem to teleport up to
Rank: B-Rank 60 feet to an unoccupied space you can see. On each of
Casting Time: 1 Action your turns before the jutsu ends you can use a bonus
Range: Self action to move in this way again.
Duration: 1 minute.
Components: HS, CM A-RANK
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning SWIFT RELEASE: SPEED SIPHON
Release. Classification: Hijutsu
Description: You focus your chakra into your legs, Rank: A-Rank
granting you an immeasurable amount of speed, leaving Casting Time: 1 Action
the view of all until you’re prepared for your next move. Range: 60 feet
Roll a d20 at the end of each of your turns for the Duration: Concentration, Up to 1 minute
duration of the jutsu. On a roll of 11 or higher, you vanish Components: HS, CM
from your current location, moving at hyper speed. At Cost: 20 Chakra
the start of your next turn, and when the jutsu ends if Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
you are still running, you return to an unoccupied space
of your choice that you can see within 10 feet of the space Release.
you vanished from. If no unoccupied space is available Description: Your mastery of Swift Release allows you to
within that range, you appear in the nearest unoccupied remove speed from one creature within range. Select a
space chosen at random. You can dismiss this jutsu as an creature you can see within range. If the target has less
Action. than 25% of its maximum hit points or 100 or less hit
points remaining (whichever happened first) their speed
While moving at hyper speed, your chakra flow to your is siphoned away, becoming slowed.
senses are slightly restricted. You can only see shades of
gray, and you can’t see anything more than 60 feet away While the target is slowed in this way, the target
from the space you vanished. You can’t affect anything cannot gain speed by any means. The target also has
while in this state either. disadvantage on all attack rolls, Ability checks and
saving throws except Constitution Ability checks and
SWIFT RELEASE: QUICK STEP Saving throws, as its speed, reaction time, and
movement ability to being taken away.
Classification: Hijutsu
Rank: B-Rank Finally, if a target tries to cast a jutsu, it must first
Casting Time: 1 Bonus Action succeed on a Constitution saving throw, or the target
Range: Self fails, and the chakra is wasted as if they cast the jutsu. A
Duration: Concentration, up to 1 minute. target suffering from this speed siphoning make a
Components: HS, M constitution saving throw at the end of each of its turns.
Cost: 10 Chakra On a successful save, the Slowed condition ends. The
target gains an additional application of the slowed
condition each time it fails its saving throw.
57
NARA CLAN Attack roll, ability check or saving throw. They can wait
until after they roll but before the result of the roll is
Shinbi looked across the battlefield where multiple bodies revealed to use the Tactical Die. An ally can only have 1
lay either lifeless or almost there. Fireballs and Walls of Tactical Die at a time. You can use this Clan Feature a
Stone pepper the battlefield as the attacks have not stopped. number of times equal to your proficiency bonus before
She closed her eyes for a moment to envision the world in you need to take a long rest. At 11th Level, the die
her mind’s eye. She saw the enemies begin to move towards becomes a d6 and at 18th level a d8.
the left flank to be stopped by her men trying to stave them
off. This leads to more troops bursting through the defense Genius Potential: Nara are people of mental flexibility
set up in the center of the battlefield, her men would be and potential, able to pick up on things faster than
powerless to stop it, she would be assaulted and the battle others. At 7th level When you would make a Dexterity
would be lost. She opens her eyes and begins to speak “The Intelligence, or Wisdom saving throw to resist a hostile
enemy knows we are wounded and weak, allow them to creatures Feature, Trait or Jutsu effect, you may add your
think that. They will be coming soon, it’s a trap we will set Intelligence Modifier to the result. You may use this
for them, let them come, Set explosive Traps along the way. feature a twice per long rest. You gain an additional two
We are making a tactical retreat.” Her men look confused uses per long rest at 15th level.
but listen nonetheless. As they make their way out, the left
flank is breached as they rush towards the retreating party, Masterwork Skill: Nara Are known for their adept
Shinbi makes a single hand seal as the explosives go off ability at completing complex mental tasks. At 7th Level
stopping them in their tracks and crippling their assault. You may select two skills, you gain proficiency in these
skills. You select two more skills at level 18th level.
—Tatsunami Aburame
The Long Road, Ch. 10 excerpt. Masters of The Shadows: Nara’s Hijutsu are known
for being able to bend shadows to their will. Beginning at
INCONCEIVABLE FORESIGHT 7th level, when you would Restrain a creature using a
Nara Hijutsu, if that creature is in bright light, increase
The Nara Clan or Nara Family is one of the many clans of the Save DC of that Hijutsu by +2. If they are in Dim light
Konohagakure. They are known for tending deer and increase the Save DC by +1. This bonus increases to by an
their ability to manipulate shadows through the use of additional +1 for both environmental conditions at 15th
Yin Release. level.
There are stories of men and women who can see
battles before they happen, see victories and defeats
before the first weapons are drawn and can route those
victories or prevent those defeats all within the span of a
moment. These men and women came together and over
the years consolidated their knowledge and insight and
became known as the Nara Clan. The Nara clan has a
special relationship with the Akimichi and the Yamanaka
clan. For several generations, members of these three
families have formed "Ino–Shika–Chō" trios.
NARA TRAITS
Ability Score Increase: +2 Int, +1 Cha
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Investigation, Insight
Preplanned Jutsu: You know 1 additional Nara Clan D-
Rank Jutsu. This does not count against your total jutsu
known.
NARA FEATURES
Shadow Possession Techniques: The Nara 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.
Coordinate: Beginning at 1st level, you can spend an
action directing your allies. Make an Intelligence check
(DC 8 + 1 for each ally you are targeting). You provide
those selected allies within 30 feet and yourself a +1
bonus on their attack rolls, ability checks and Saving
throws. This bonus increases to a +3 at 7th level and a +5
at 15th. The bonus lasts for 1d4+1 of your turns. You can
coordinate a number of allies equal to your Proficiency
Bonus. A creature can only benefit from your Coordinate
twice per short rest.
Master Tactician: Descendants of the Nara Clan are
unusually tactical; they are able to offer guidance both
inside and outside of battle using this amazing Wit and
cleverness. Also, at 3rd level you can Provide a Tactical
Die (D4) to any ally that you can see within 60 feet of you
that lasts for 1 hour as a bonus action. After receiving it,
they can roll the die and add the number rolled to one
58
NARA CLAN JUTSU Clan allows the user to mold chakra into their shadow,
controlling it. Select one creature you can see within
D-RANK range. Target creature has to make a Dexterity Saving
throw. On a failed save they are restrained for the
SHADOW IMITATION duration of the jutsu and they cannot take actions. They
make the exact same physical movements you make. You
Classification: Hijutsu cannot make them attack themselves, nor can you make
Rank: D-Rank them cast jutsu of any type. They mirror your
Casting Time: 1 Reaction, to an ally being the target of movements and gestures and nothing else. As an action
an attack that you can see on the affected creatures turn, they can make a Strength
Range: 45 Feet saving throw to end this Jutsu’s effect on them.
Duration: 1 Round
Components: HS, CM The Shadow possession jutsu is unique in that it is
Cost: 5 Chakra most affected by the time of day and the amount of
Keywords: Hijutsu, Ninjutsu available light a Nara is in. In Dim Light, this Jutsu’s
Description: As part of the requirements of this jutsu, range is reduced by half. In complete darkness, this jutsu
you must know the Shadow Possession Jutsu. You cannot be used.
manipulate your shadow and stretch it outwards,
attempting to fuse your shadow with a willing creature. At Higher Ranks: For each rank you cast this jutsu
As a reaction, you grant the target creature your shadow above D-Rank, increase the cost of this jutsu by 3, the
is attached to a +2 to their AC and an advantage on range of this jutsu by 15ft, The Initial Save DC by +1, and
Dexterity saving throws until the end of the current turn. creatures no longer make the exact same physical
movements you make unless you want them too.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and C-RANK:
the AC Bonus by +1.
SHADOW GATHERING
SHADOW NECK BINDING
Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: 45 Feet
Range: 45 Feet Duration: Concentration
Duration: Instant Components: CM
Components: HS, CM Cost: 6 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this jutsu,
Description: As part of the activation requirement of this you must know the Shadow Possession Jutsu. You
jutsu, you must have a creature already restrained by the materialize thin tendrils of shadows that you can control
Shadow Possession, Shadow Imitation Field, Shadow to interact with objects. This jutsu can be used to slide
Sewing Needle or Black Spider Lily Jutsu. As a Bonus under doors, through small holes, and other entrances
action, creatures Restrained by any of the that would otherwise be impossible to squeeze through.
aforementioned jutsu, take 4d6 Necrotic Damage. Make a DC 15 Ninshou Ability Check to handle
complicated objects like keyboards, door handles, or
At Higher Ranks: For each rank you cast this jutsu locks. This jutsu can also be used to retrieve items and
above D-Rank, increase the cost of this jutsu by 3 and pull them back to the user no heavier than 25 pounds.
damage by 2d6.
SHADOW IMITATION FIELD
SHADOW SILHOUETTE DISTRACTION
Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 20 Foot Radius on the ground.
Range: 45 Feet Duration: Concentration, Up to 1 minute
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 6 Chakra
Cost: 3 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this jutsu,
Description: As part of the requirements of this jutsu, you must have the Shadow Possession Jutsu. You expand
you must know the Shadow Possession Jutsu. By molding your shadow in a 20-foot radius circle centering from
chakra into your shadow, you are able to give it a shape you capturing all creatures within it who are on the same
as it stands up from the ground, but it retains an surface as you. All Creatures in the radius upon
extremely thin width. Your shadow stands as tall as you activation, must make a Strength saving throw against
and follows your every whim. It cannot grab or carry your Ninjutsu Save DC, being restrained and being
anything nor can it touch or interact. This jutsu is unable to take actions on a failed save for the duration.
extremely useful for distractions and misdirection. This On an affected creatures turn, they can make a Strength
jutsu can be used from stealth without revealing your saving throw to break free from this jutsu, ending its
location and can also be used alongside a stealth roll. effect on them.
SHADOW POSSESSION At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
Classification: Hijutsu radius by 5ft, and The Initial Save DC by +1.
Rank: D-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 Minute.
Components: HS, CM
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu
Description: The famous Shadow possession of the Nara
59
SHADOW SEWING NEEDLE A-RANK:
Classification: Hijutsu SHADOW WEB EXECUTION
Rank: C-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet. Rank: A-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: 90 Feet
Cost: 9 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu Components: HS, CM
Description: As part of the requirements of this jutsu, Cost: 18 Chakra
you must know the Shadow Possession Jutsu. You Keywords: Hijutsu, Ninjutsu
materialize your shadow but splinter and sharpen them Description: As part of the requirements of this jutsu,
into needle-like spikes. You create 5 needle-like threads you must know the Black Spider Lily Jutsu active and have
of shadow. Make a ranged ninjutsu attack against up to 5 at least 1 creature restrained by a Nara Clan Hijutsu. As a
target creatures within range. On a hit, deal 2d6 piercing Bonus action, all creatures currently captured must
damage for each tendril. If you are sending multiple succeed a constitution saving throw. On a failed save
needle tendrils towards a single creature, make a single affected creatures take 12d8 Necrotic damage and suffer
ranged Ninjutsu attack for each thread targeting them 1 rank of Exhaustion or half as much on a successful save
dealing 2d6 piercing damage for the first tendril and 1d6 and no further effects.
for each additional tendril. Each creature hit must
succeed a Strength saving throw. For every two tendrils
that successfully hits the same creature after the first,
increase the initial save DC by +1. On a failed save they
fall under the effects of the Shadow Possession Nara Clan
Jutsu.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
number of tendrils by 1.
B-RANK:
BLACK SPIDER LILY
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 90 Feet
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu,
you must know the Shadow Possession Jutsu. This is an
advanced version of the “Shadow Possession” jutsu.
Select up to 8 Creatures within range, each creature must
make a Dexterity saving throw. On a failed save the
target is restrained and counts as being under the effect
of the Shadow Possession Nara clan Hijutsu of equal rank
to this Jutsu’s Casting.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and
select 1 additional target creature in range.
SHADOW TRANSPORT TECHNIQUE
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Components: CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu,
you must have the Shadow Possession Jutsu. You can
select a creature currently restrained by the Shadow
Possession, Shadow Imitation Field, Shadow Sewing
Needle or Black Spider Lily jutsu. You can fall into your
shadow, moving through it and coming out within 5ft of
a restrained target. You must still be in range of other
creatures you have restrained, otherwise those jutsu
immediately ends on those creatures.
60
NON-CLAN • Never Give up: This Nindo is one of perseverance. The
first time you are reduced to 0 Hit points by a hostile
Miles punches his training log for the thousandth time today, creature, you are instead reduced to 1 Hit point. You
punching the core of the tree at this point. His teacher walks cannot go below this 1 hit point until the end of your
onto the training field telling Miles to get some rest, it won’t next turn. When you fall unconscious or enter the
come easier without sleep. Miles turns towards his teacher dying condition, you roll your Death saving throws at
and begins to focus as chakra begins to swirl around his body. advantage. You cannot gain the benefits of this feature
His teacher sees what he’s doing “Miles! Stop! You gonna~”. more than once per rest.
He stops mid-sentence as he notices that Miles has done it. He
has unlocked the 3rd Inner gate. Potential is limitless when • Never Abandon a Friend: This Nindo is one of
you're not bound by preconceived notions of success and compassion. The first time an ally is reduced to 0 or
expectations. less Hit points and you can see them, double your
movement speed and gain advantage on Wisdom
—Tatsunami Aburame (Medicine) checks to stabilize or heal them. If a Jutsu
The Long Road, Ch. 1 excerpt. is used on the unconscious ally while this effect is
active that restores Hit Points, Target ally is
LIMITLESS POTENTIAL stabilized, gains double the appropriate Hit Points,
and gains additional Temporary Hit points equal to
Those who are a part of no bloodline or large recognized your Proficiency Bonus. This lasts for 1 minute or
family are known as Non-Clanners or Non-Clan for short. until they are stabilized or dead.
They are the most numerous of the Naruto World and are
the primary people who end up creating new clans and • Never Lose: This Nindo is one of power. When you
families for generations to come. They show the most would lose a clash with a hostile creature, you can
potential and have the largest room for growth. They choose to reroll your check at advantage. If you win
don’t have many limitations in regards to what’s using this reroll, you jutsu adds your proficiency
expected of them so they have the freedom to try new bonus to its damage, if it deals damage, or increase its
things and build an identity unique to themselves. save DC by 1d4, if it requires a saving throw. If you still
fail, you do not suffer from the effects of losing a clash
NON-CLAN TRAITS check, but you cannot gain the benefit of this feature
until you complete a rest.
Ability Score Increase: +2 to any Ability Score
(Or +1 to any 2 Ability Scores.) • Never Fail: This Nindo is one of resilience. When you
Speed: Your base walking speed is 30 feet. would fail a saving throw that would reduce you to an
Skill Proficiencies: Pick any 2 Skills to gain proficiency in. amount equal to or less than half your maximum hit
General Literacy: Select one between Ninjutsu, Genjutsu, points, you can choose to automatically succeed
instead. If you do, you instead suffer no damage or
Taijutsu or Bukijutsu. Your ability score is counted as effects that would normally be inflicted on a success.
being +2 higher, for the purpose of casting Higher Once used, you cannot gain the benefits of this feature
Ranked jutsu that are classified as the chosen type until at least 10 minutes has passed.
through any Ability score Restrictions (SHB, pg.190).
• Never Give In: This Nindo is one of resolve. When an
NON-CLAN FEATURES allied creature is killed, and you can see them, you can
Self-Taught Skills: You are one of pure hard work with spend your reaction to yell a statement of resolve,
no family ties that grant you any natural advantages or empowering them. An allied creature who was killed,
benefits. At 1st Level Select any 1 Skill. You gain is instead stabilized. You cannot use this feature again
proficiency in the chosen skill. If you are already until at least 1 hour has passed.
proficient in those Skills, you may treat them as if you are
an expert, you gain expertise in the chosen Skills. You
may select another skill at 7th and 15th level.
Unrelenting Focus: In your quest for greatness, you
have achieved what your allies have not, additional
talents that potentially takes years of extra training that
those who are born in a clan do not have the time to
commit to. At 1st Level you gain an additional Feat of your
choice. You may gain additional feats at 3rd, 11th, and 18th
levels. You cannot take Feats with the Clan Category, even
when you would gain a feat in a class you have.
Nindo: You are not someone who gives in easily. You
have created a short saying to yourself, something you
repeat to yourself when you are in a tight spot and when
your backs against the wall. At 3rd Level Select any of the
following “Nindo” and reflavor the wording to whatever
suits your shinobi. You gain the effects of the Nindo you
select. Beginning at 11thh level, you may select a second
Nindo and at 18th level you may select a third Nindo.
• Never back down: This Nindo is one of tenacity. When an
ally has fallen unconscious after falling to 0 Hit points
and you are outnumbered. You Gain advantage to attack
rolls and Dexterity Saves for the next minute. If you
pass the Dexterity save while this Nindo is active, you
ignore the effects entirely.
61
RANTON Once chosen, this cannot be changed later. Your chosen
style grants you access to different Ranton Clan Hijutsu
A Jonin wearing the Cloud Villages vest, being confronted by an with the corresponding Style Keyword.
adversarial village as he’s been caught alone without any allies
to back him up. He tries to make a move to escape, but he is Shocking Wave: Also, at 1st level, Hijutsu you cast that
quickly stopped by more enemies around him. “You think it deals lightning damage to a creature currently under the
was smart to go out alone huh?” the enemy shinobi speaks effects of the chilled condition takes +1 lightning
rather directly and aggressively. The Jonin grits his teeth, damage for each rank of chilled that creature has.
before he quickly weaves handseals. The adversarial shinobi Beginning at 11th level, this bonus damage increases to
leaps back scattering in random directions saying “Can’t fire in +2. Beginning at 18th level, this bonus damage increases
unorthodox directions now can Y~”. They are quickly cut off by to +3.
beams of bending lightning that tears through them all.
Storm Release: The Ranton clan has a unique talent for
—Ren Nara manifesting Storm Release due to their close affinity to
At Worlds End, Ch. 7 excerpt. both Water and Lightning Release. Beginning at 7th level
you gain the second Nature release you didn’t select from
LASER FOCUSED Storm Release Affinity clan trait. Also, at 7th level, when
casting a jutsu with either Water or Lightning Release
The Ranton Clan is a clan that hails proudly from the Land keywords, you can change the damage type to lightning
of Lightning. Known to work closely with the Raikage, but and increase the damage dealt by +1 damage die per
not limited to that one country. Their bloodline has spread casting. At 15th This bonus is increased to +2 damage die
widely throughout the continent, they are for sure reliable per casting.
allies, and even greater enemies. When given a task, they
are usually focused to a fault, on accomplishing a goal. Gale Style: Beginning at 3rd Level, when you would cast a
Jutsu with the Water Release Keyword, you may super
RANTON TRAITS charge it with lightning. As a bonus action, by spending 5
chakra, creatures affected by your jutsu, must succeed a
Ability Score Increase: +2 Dex, +1 int Constitution saving throw vs your Ninjutsu save DC, to
Speed: Your base walking speed is 35 feet. resist being Shocked on a failed save.
Skill Proficiencies: Ninshou, Nature.
Storm Release Affinity: You begin with either Water or Pervasive Lightning: Beginning at 3rd level, your
Lightning Release Affinity. (Pick one) Lightning damage, gains the pervasiveness of water. Your
Lightning Damage ignores Resistance. At 11th level, this
RANTON FEATURES pervasiveness increases, letting you treat immunity as
Storm Techniques: The Ranton Clan has access to a resistance (This does not stack with your previous ability
separate list of Jutsu unique to their Clan. You can add of ignoring resistance). At 18th level, you can completely
these Jutsu to your jutsu list instead of selecting jutsu from ignore immunity to Lightning.
the Normal jutsu list(s). They do not need both Nature
Release’s to use their Clan jutsu. Overload: At 18th level, whenever you would inflict the
shocked condition to a creature who has at least 5 ranks
Twin Style: Beginning at 1st level, you hail from one of of the shocked condition, you can end the shocked
two different styles of Storm Release. Either Storm Style, condition on the affected creature to instead paralyze
or Laser Style. Storm style utilizes Lightning Charged them for 1 minute or until they take damage, whichever
water to create powerful shocking tides, while laser style happens first.
prioritizes the fluid properties of water to create beams of
lightning. Select between either Storm Style or Laser Style.
62
RANTON CLAN JUTSU STORM RELEASE: SECONDARY DISCHARGE
D-RANK Classification: Hijutsu
Rank: D-Rank
STORM RELEASE: STORM WHIP Casting Time: Reaction, which you take when you hit
another creature with a single-target jutsu, that deals
Classification: Hijutsu lightning damage.
Rank: D-Rank Range: 120 Feet
Casting Time: 1 Action Duration: Instant
Range: 30 Feet Components: HS, CM
Duration: Instant Cost: 5 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release.
Description: You redirect part of the attack that just hit a
Release. target within range, forcing it to hit a second target within
Description: You form a current of water like lightning this jutsu’s range as well, for half the damage that was dealt
in your hand, swinging it at a creature within range. on the original target. If the original jutsu used, uses an
Make a melee ninjutsu attack, dealing 4d6 lightning attack roll, you would use the same attack roll as before. If it
damage on a ht. A creature who takes damage from this requires a saving throw, they make the saving throw as
jutsu must succeed a constitution saving throw, gaining normal. If a target is shocked, they take a -2 penalty to their
the Shocked condition on a failed save, until the end of saving throw.
your next turn. If you score a critical hit with this jutsu,
the creature is grappled by the lightning. A creature At Higher Ranks: For each rank you cast this jutsu above
grappled in this way is simply grappled in place as if D-Rank, increase the cost of this jutsu by 3, and target one
grappled by your jutsu. They remain grappled until the additional creature.
end of your next turn.
STORM RELEASE: STORMCLOUD
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and Classification: Hijutsu
damage by 2d6. Rank: D-Rank
Casting Time: 1 Bonus Action.
STORM RELEASE: LASER BEAM Range: 90 Feet
Duration: Concentration, up to 1 minute
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Range: Self (60 Feet line)
Duration: Instant Release, Storm Style
Components: HS, CM Description: You conjure a small cloud over a target within
Cost: 5 Chakra range that follows them within range. For the duration,
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning whenever you use a jutsu that targets the affected creature
that deals lightning damage, the target must roll a Dexterity
Release, Laser Style Saving throw, taking 3d4 lightning damage and gaining 1
Description: You conjure a beam of lightning and water that rank of shock until the end of their next turn on a failed save
bends around corners and piercing its targets with lethal as another bolt strikes them simultaneously. On a successful
efficiency. All creatures in a 60-foot line must succeed a save no additional damage or effects take place.
Dexterity saving throw, taking 5d6 lightning damage on a
failed save, or none on a success. If the target creature moves more than 90 feet away from
you, this jutsu immediately ends.
If a creature within range has the Shocked condition, this
jutsu bends and shifts ignoring its normal Attack direction, At Higher Ranks: For each rank you cast this jutsu
and coiling and moving to target the shocked above D-Rank, increase the cost of this jutsu by 3, and
creature. This jutsu can target up to
two shocked creatures this way. A target one additional creature.
shocked creature makes their
Dexterity save at Disadvantage.
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.
63
STORM RELEASE: STORM’S SHOCK STORM RELEASE: SNAKE CHAINS
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self (15 Foot radius) Range: 60 Feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release Release.
Description: An advanced version of the Lightning Release: Description: Select one target creature you can see within
Thunderbolt jutsu, you form a large ball of lightning and range as snakes made of Water & lightning shoots towards
water release chakra above your head, discharging the the target, attempting to restrain them. If they fail a
storm chakra all around you, using its water properties to Dexterity saving throw, they become restrained for the
avoid your allies. Each creature of your choice within 15 feet duration, unable to make handseals and they must make a
of you must make a constitution saving throw, taking 3d8 Constitution saving throw, on a failure they are also
lightning damage and being shocked on a failed save, or half shocked for the duration.
as much damage and no further effects on a successful one.
A shocked creature can use its action to make a Constitution At Higher Ranks: For each rank you cast this jutsu above
(Chakra Control) check against your save DC, ending the C-Rank, increase the cost of this jutsu by 3, and you may
effect on a success. choose one additional creature to target with this jutsu.
At Higher Ranks: For each rank you cast this jutsu above D- STORM RELEASE: TRI-BEAM
Rank, increase the cost of this jutsu by 3, and the damage by
2d8. Classification: Hijutsu
Rank: C-Rank
C-RANK Casting Time: 1 Action
Range: Self (90-Foot line)
STORM RELEASE: LASER SIGHT Duration: Concentration, up to 1 minute
Components: HS, CM
Classification: Hijutsu Cost: 9 Chakra
Rank: C-Rank Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Casting Time: 1 Action
Range: 30 Feet (30-foot Radius) Release, Laser Style
Duration: Instant Description: You form your storm chakra into a small
Components: HS, CM sphere in front of you, which then fires outward into a 90-
Cost: 8 Chakra foot long, 5-foot-wide line from you. Each creature in the
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning line must make a Dexterity saving throw, taking 6d8
lightning damage and being shocked for the duration on a
Release failed save. The chakra then reforms into a ball in front of
Description: You fire bolts of storm chakra at each creature you. For the duration of this jutsu, you can use an action on
within a 30-foot radius. This radius extends around corners, each subsequent turn to fire this beam again in any
and you do not need to see the creatures to affect them. When direction, but in a straight 90-foot long, 5-foot-wide line. A
you cast this jutsu, you can designate any number of creatures creature already shocked makes this saving throw at
to be unaffected by this jutsu. Affected creatures take 1d4+ disadvantage.
Ninjutsu ability modifier lightning damage and must make a
Constitution saving throw, being shocked on a failed save. At Higher Ranks: For each rank you cast this jutsu above
Creatures already shocked make this saving throw at C-Rank, increase the cost of this jutsu by 3, and the damage
disadvantage. by 2d8
At Higher Ranks: For each rank you cast this jutsu above C-
Rank, increase the cost of this jutsu by 3, and radius by 10 feet.
STORM RELEASE: LIGHTNING SPLASH
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 60 Feet (25-foot Cube)
Duration: Instant
Components: HS, CM
Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release, Storm Style
Description: You throw a bubble of lightning at a point you
can see within range. The bubble explodes filling a 25-foot
radius. Creatures within range, must succeed a Constitution
saving throw, taking 4d8 Lightning damage and being
shocked, on a failed save. Or half as much damage on a
successful one and no additional effects.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, and damage by
2d8.
64
B-RANK STORM RELEASE: STORM WAVE
STORM RELEASE: LASER BLADE Classification: Hijutsu
Rank: B-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (60-foot Cone)
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: HS, CM
Duration: Concentration, up to 1 Minutes Cost: 13 Chakra
Components: HS, CM, W(any) Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Cost: 10 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release, Storm Style
Description: You conjure and fire a 60-foot cone in front of
Release you. All Creatures in the radius must succeed a Constitution
Description: You take your weapon as you form water into saving throw, taking 8d8 lightning damage and gaining 2
the shape of a blade of your design and description. You ranks shocked for 1 minute on a failed save, or half as much
then supercharge the water with vibrating lightning as you damage, and 1 rank of shocked until the end of an affected
convert the colliding chakra natures into storm release creatures next turn on a successful save.
affinity. For the duration, your weapon deals Lightning
Damage, its damage die is replaced with 3d8+ Ninjutsu A-RANK
ability modifier, and When you would make a Melee weapon
attack while holding the affected weapon, you may instead STORM RELEASE: LASER CIRCUS
use Intelligence instead of Strength or Dexterity for attack
and damage rolls. Classification: Hijutsu
Rank: A-Rank
If a Hostile creature is using a non-chakra enhanced Casting Time: 1 Action
weapon, and they use a Feature, Jutsu, or Ability that grants Range: 120 Feet
them a bonus to their AC, with the weapon as a core Duration: Instant
requirement or component, and you hit them with this Components: HS, CM
enhanced weapon, their non-Chakra enhanced weapon is Cost: 20 Chakra
destroyed as you slice right through it. Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
If you would cast a jutsu that would allow you to deal your Release, Laser Style
weapon damage, you only deal this jutsu’s damage once, Description: You fire an absurd amount of Lightning beams
after which you default to your original weapons damage. towards up to 10 targets of your choice. You make a ranged
ninjutsu attack per creature, against your selected target(s)
STORM RELEASE: LASER DANCE within range. You can direct any number of these beams
towards a single target or many, up to the number of beams
Classification: Hijutsu you fire. On a hit, you deal 1d12 per beam, plus your Ninjutsu
Rank: B-Rank ability modifier. These beams ignore half and three quarters
Casting Time: 1 Action cover.
Range: 90 feet
Duration: Concentration, up to 1 Minutes STORM RELEASE: RAGING WAVE
Components: HS, CM
Cost: 14 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Rank: A-Rank
Casting Time: 1 Action
Release, Laster Style Range: Self (60 Foot Radius)
Description: You form your storm chakra into a large sphere Duration: Concentration, up to 1 Minute
and send it to a point you can see within range. As part of Components: HS, CM
casting this jutsu, and as an action on each of your Cost: 20 Chakra
subsequent turns, you can fire up to three beams of Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
lightning, making up to 3 ranged ninjutsu attacks against
creatures within a 30-foot radius of the sphere. You can Release, Storm Style
direct these beams towards a single target or many, up to Description: An advanced version of Water Release:
the number of beams you fire. On a hit, you deal 3d6 Maelstrom, you expel an enormous amount of water
lightning damage. from your mouth, simultaneously charging it with
lightning, and making it swirl in a 60-foot radius around
If you hit the same creature with at least two beams, the you. Until the jutsu ends, this area is difficult terrain for
creature must succeed on a Constitution saving throw, being any creature except you, and any creature that starts its
stunned until the end of your next turn on a failed save, turn there or moves there for the first time on their turn
overloading their body with supercharged storm chakra. must succeed on a Strength saving throw. On a failed
save, a creature takes 7d10 lightning damage and is
At Higher Ranks: For each rank you cast this jutsu above pushed 15 feet away from the center of the area. On a
C-Rank, increase the cost of this jutsu by 3, and the number successful save, a creature takes half as much damage,
of attacks by one. and is only pushed 5 feet away.
Additionally, a creature that starts its turn in the area
or moves there for the first time on their turn must also
succeed on a Constitution saving throw, gaining 3 ranks
of shocked and 1 rank of slowed on a failed save.
65
RYU CLAN Constitution as your Ninjutsu Ability Modifier. Your Claw
attack counts as an unarmed attack, can use Constitution in
Tye dashes into the enemy fortress full of rage and his blood place of Strength for attack and Damage rolls. Your Claws
boiling. “GIVE HER BACK!” he screams as his eyes glow with an damage die is 1d6. You deal the damage type of your chosen
emerald green hue. He swipes his hand towards an enemy affinity (Water = Cold). You can activate your Dragon’s Rage
guard, as a wave of chakra leaps from it chopping them in half once per rest. If you would activate it any time after the first,
with a blade of wind. The enemies quickly try to seal the doors prior to completing a rest, you can spend 1 Chakra die to
within the fortress but find it difficult as the angry boy weaves activate it.
hand seals and exhales a gale of slicing wind that blows the
layered doors apart. He continues further in, before he is At 7th level your rage reaches new heights. You can
confronted by the man he lost to prior. “You throw away the activate your Dragon Rage feature as a bonus action. While
kindness I showed you before boy. I let you and your friends live, benefiting from your Dragon’s Rage, your claw attacks deal
and did not take your life. But now you throw it all away for a 2d6 damage. You gain resistance to your chosen nature
single woman. You are a fool.” He speaks. But Tye doesn’t affinity. Increase your speed by +10. Also, once per turn, you
budge, as chakra begins to coat Tye’s body with enough potency can deal extra damage of your chosen nature affinity to one
to be visible to the naked eye. The man is caught off guard with target, equal to your character level when you deal damage
the sudden change, but Tye doesn’t hesitate as he rushes in to it with an attack or jutsu.
ready to tear this man in half.
At 11th level you begin to exhibit more draconic features.
—Nina Heroshi Increase your Claws damage to 2d8. You instead gain a +2
The Long Road, Ch. 25 excerpt. bonus to AC. Ninjutsu you cast of your chosen nature release
has their cost reduced by 2 (Min 1.). You can activate
WRATH OF A DRAGON Dragon’s Rage twice per rest without spending a Chakra die.
The Ryu Clan is a custom, homebrew clan made by At 15th level, Ryu Clan Jutsu you cast while benefiting
Kingsare4ever. This Clan hails from the land of lightning from Dragon’s Rage ignores resistance and concentration
but has roots in multiple countries across the continent. cost is reduced by half. Your Claws damage becomes 3d8.
They have a unique Kekkei Genkai that manifests extremely
early, known as the Blood of the Dragon. This Bloodline trait At 18th level you have fully bonded to the nature affinity
allows most Ryu Clan members to manifest a Nature Release your Dragon represents. Your Claws damage becomes 3d10.
extremely early, and even use it to enhance themselves Ryu Clan Jutsu you cast can no longer be ended as a result of
without the need for jutsu to focus this chakra. Their Nature damage or failing a concentration check.
Release chakra is known to be far more potent and
extremely volatile in nature compared to others. This Kekkei
Genkai also has a negative trait, that manifests in the
youngest of the clan the most, their anger and rage is
unmatched. They have short emotional fuses that sends
them flying into blind rages that makes them attack their
enemy relentlessly, but not without tact, or strategy.
RYU TRAITS
Ability Score Increase: +2 Int, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
Weapon Proficiencies: You are proficient with Katana’s.
RYU FEATURES
Dragon Clan Jutsu: The Ryu Clan 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.
Blood of the Dragon: Born with the blood of dragons
running through your veins you have the natural affinity
with one of the 5 Dragons your clan worships. Beginning
at 1st level, Choose between Earth, Wind, Fire, Water and
Lightning. You gain that Elemental Affinity and all of
your Ryu Clan jutsu takes on your chosen element. You
cannot go back and change this element later.
Dragon’s Rage: Beginning at 3rd level, you learn how
to call upon the boiling rage that’s innate to your
bloodline. As an action, you unleash your elemental
dragons’ wrathful energy, causing scales and claws
made of chakra to form. Your eyes also begin to glimmer.
Your scales, Claws and eyes are all a color that matches
your chosen natural affinity from your Blood of the
Dragon Clan feature. (Brown = Earth, Emerald = Wind, Red
= Fire, Blue = Water, Gold = Lightning).
Your transformation lasts for 1 minute or until you end it
as a bonus action. For the duration you gain a +1 to your AC
and can make a Claw attack using any attack granted by
your attack action. You can cast all Ryu Clan Hijutsu using
66
RYU CLAN JUTSU DRAGON VISION
D-RANK Classification: Hijutsu
Rank: D-Rank
DRAGON AEGIS Casting Time: 1 Action
Range: Self
Classification: Hijutsu Duration: 1 Hour
Rank: D-Rank Components: HS, CM
Casting Time: Reaction, which you take when you take Cost: 5 Chakra
damage Keywords: Hijutsu, Ninjutsu, Sensory
Range: Self Description: Your pupils narrow into draconic slits,
Duration: 1 turn granting you phenomenal sight. For the duration, you
Components: HS, CM are immune to the blinded condition, gain Dark vision
Cost: 4 Chakra and have a +5 bonus to Wisdom (Perception) and
Keywords: Hijutsu, Ninjutsu (Insight) checks. You can see the Nature Affinities other
Description: (This jutsu takes on the Nature Affinity of your creatures can use if any, you also gain 30 feet of chakra
Blood of the Dragon Clan Feature) Your coat your body in sight able to see how much chakra a creature has based
chakra creating draconic scales and wing constructs of on an aura they exude.
your design, made of chakra that you conjure in between
you and the attack. You gain 2d10 + 15 Temporary Hit C-RANK:
points until the end of the current turn. These
Temporary Hit points are in addition to any other DRAGONS BOMB
Temporary hit points granted by Ryu Clan Hijutsu.
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 and Casting Time: 1 Action
your Temporary hit points by 5 Range: 5 Feet
Duration: Instant
DRAGON AURA Components: HS, CM
Cost: 9 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Clash
Rank: D-Rank Description: (This jutsu takes on the Nature Affinity of your
Casting Time: 1 Action Blood of the Dragon Clan Feature) You collect chakra into a
Range: Self sphere about the size your body before compressing it
Duration: Concentration, Up to 1 Minute into in a sphere about the size of a golf ball. You take this
Components: HS, CM super compressed ball of chakra and ram it into your
Cost: 5 Chakra target creating a shockwave that affects creatures and
Keywords: Hijutsu, Ninjutsu objects near the target creature.
Description: (This jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You create a whipping Make a Melee Ninjutsu attack against a creature
aura of elemental chakra that surrounds you and extends within range dealing 4d10 damage. The target creature
out up to 10 feet from you. For the duration, creatures and all creatures in a 15-foot cone directly behind the
within range take damage equal to your Ninjutsu ability target creature must succeed a constitution saving
modifier each turn they begin inside the aura. Also, throw, being pushed back from a shockwave, 15 feet in a
Creatures who must make a Saving throw while within straight line. Creatures who fail the Constitution save in
your aura against a jutsu of the same Nature affinity as the cone made by this jutsu takes 3d6 damage and falls
the aura, they roll an additional 1d6, reducing their save prone on a failed save or half as much on a successful
by the result. save.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu above
above D-Rank, increase the cost of this jutsu by 3 and C-Rank, increase the cost of this jutsu by 3 and the initial
the size of the aura by 5 feet. damage by 2d10, and the Shockwave damage by 1d6.
DRAGON BREATH
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: 20-foot cone
Duration: Instant
Components: HS, CM
Cost: 3 Chakra
Keywords: Hijutsu, Ninjutsu
Description: (This jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You inhale and release a
wave of destructive chakra that matches your affinity.
Creatures in range must succeed a Dexterity saving
throw, taking 3d8 damage on a failed save or half on a
success.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
size of the cone by 5 feet and the damage by 2d8 damage.
67
DRAGONS STRIKE DRAGON CLOAK
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60 feet) Range: Self
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM, W (Katana) Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Bukijutsu Keywords: Hijutsu, Ninjutsu
Description: (This jutsu takes on the Nature Affinity of your Description: (This jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You bathe your katana in Blood of the Dragon Clan Feature) You cover your body in
your chakra, so much so that it vibrates and hums loud chakra and mold it until its visible to the naked eye. Your
enough to sound like revolving fan blades. You make a single chakra then begins to bubble and boil until it takes the
decisive slash releasing the attack and destroying everything shape of a dragon like shell the covers your entire form.
in your path. You have two options for the size and shape of You are still visible inside the Construct of chakra. For
this attack. the duration, you gain 30 Temporary Hit Points, your
unarmed attacks deal an additional 1d10 damage and you
Horizontal Slash. You swing your sword from left to right gain advantage on Constitution and Wisdom saving
releasing a violent gale of your elemental energy catching all throws while you still have Temporary hit points from
creatures in a 25-foot cone. Creatures in range must succeed this jutsu.
a Dexterity saving throw taking 5d8 damage and being
knocked prone on a failed save or half as much on a If you cast this jutsu while you are gaining the benefits
successful one. of Dragons Rage or Dragons Wrath, you reduce the cost
of this jutsu by 3 for each one currently active.
Vertical Slash. You swing your sword straight down releasing
a single beam of elemental energy from your katana. The Additionally, if you are gaining the benefits of
Beam flies down a straight line 60 feet long and 10 feet wide. Dragons Wrath you no longer need to maintain
Creatures in range must succeed a Dexterity saving throw concentration on that jutsu but you still gain its benefits
taking 7d6 damage and being knocked prone on a failed save for the duration of this jutsu.
or half as much on a successful one.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C- above B-Rank, increase the cost of this jutsu by 3 and
Rank, increase the cost of this jutsu by 3 and the Horizontal Temporary Hit points by 15.
damage by 2d8 or the Vertical damage by 2d6.
A-RANK:
DRAGONS WRATH
DRAGONS ASCENSION
Classification: Hijutsu
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: Concentration, Up to 1 Minute Range: Self
Components: HS, CM Duration: 1 minute
Cost: 8 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu Cost: 20 Chakra
Description: You amplify your body with your Nature Keywords: Hijutsu, Ninjutsu
affinity, creating a light but harmless aura and effect Description: You keep all of your chakra inside you not
symbolizing your chakra. For the duration Increase your AC allowing any of it to leak out enhancing your physical
by +2, double your Movement speed and you gain advantage attributes past their limits, matching your physical
on Strength and Dexterity saving throws for the duration. prowess to that of a Dragons. Your Strength, Dexterity
and Constitution all becomes 24 for the duration. Your
B-RANK: speed is doubled and you gain more feral sounding
speaking patterns. You gain advantage on Intelligence
DESTRUCTIVE WAVE and Charisma saving throws. You lose the ability to cast
and concentrate on Non-Ryu Clan jutsu for the duration.
Classification: Hijutsu
Rank: B-Rank When this jutsu ends, make a constitution save vs a DC
Casting Time: 1 Action 20 + 1 for every round this jutsu remained active. On a
Range: Self (30-foot radius) failure, you fall to the ground prone and stunned for a
Duration: Instant number of minutes equal to rounds you had this jutsu
Components: HS, CM active.
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Clash If you cast this jutsu while you are gaining the benefits
Description: (This jutsu takes on the Nature Affinity of your of Dragons Rage, Dragons Wrath or Dragons Cloak you
Blood of the Dragon Clan Feature) You collect your Elemental reduce the cost of this jutsu by 4 for each one currently
energy into your body and compress it into a single spot like active.
your mouth or hands and prepare to fire in all directions by
striking the ground creating a shockwave the fires out in all Additionally, if you are gaining the benefits of
directions overwhelming all enemies. Each creature you Dragons Wrath and/or Dragons Cloak you no longer
choose within 30-feet of you must succeed a constitution need to maintain concentration on either jutsu but you
saving throw or take 10d6 damage and be knocked prone on a still gain their benefits for the duration of this jutsu.
failed save or half as much on a successful one
68
SARUTOBI CLAN Advanced Chakra Control: Additionally, at 1st level,
Sarutobi are known for their ability to squeeze every
Altina stands in the center of the training field as her ounce of efficiency out of every jutsu they have in their
teammates circle her. “You sure we should be all attacking repertoire. Select between Ninjutsu, Genjutsu, Taijutsu
you simultaneously?” one asks while looking concerned as or Bukijutsu, you can use Jutsu with the select Keyword
he gets into position. “Yeah, for the last time, I need to with a level of efficiency others wish they had.
master this combination. Now do it!” Altina responds
irritated. Her 2 allies sigh as they redirect their trajectory If Ninjutsu, select between the following Keywords;
and assault her with two different jutsu from two opposing (Earth, Wind, Fire, Water, Lightning) Release or Medical.
sides. She quickly leaps into the air dodging them both while
weaving handseals and firing multiple motes of lightning at If Taijutsu or Bukijutsu, select between the following
both her allies as she quickly weaves a second jutsu together keywords; Combo or Finisher.
firing jets of water into the motes of lightning as they
combine and beam towards her training partners... If Genjutsu, select between the following Keywords;
Auditory, Inhaled, Tactile, and Visual
—Tatsunami Aburame
The Long Road, Ch. 4 excerpt. You may reduce the chakra cost of jutsu with the select
keyword by 1 (min 1). You may reduce Jutsu with this
BOUND BY A CODE OF HONOR Keywords Chakra cost by an additional 1 chakra at 7th
and 15th levels.
The Sarutobi Clan is an influential clan from Konoha. It
has produced several renowned members who have held At 11th level, you may select 1 additional Keyword from
positions of high authority, including the Third Hokage; the aforementioned Ninjutsu, Taijutsu or Genjutsu to
whose son, Asuma, held membership in the Twelve reduce the cost of by the same amount. You cannot select
Guardian Ninja, while his other children served directly the same keyword multiple times. If a Jutsu has multiple
under the Hokage along with their spouse as Anbu. All selected Keywords the Cost reduction is only applied
known members have also been devout observers of the once.
Will of Fire. This clan has the strength and influence to
tie other clans together and create long lasting bonds. Inheritors of the Will of Fire: As a Sarutobi, you have
inherited the Will of Fire from your forefathers.
SARUTOBI TRAITS Beginning at 3rd level, you have found that Focus and
Determination is what makes a shinobi strong. You gain
Ability Score Increase: +2 Str or Int, +1 Con a number of Focus points equal to your proficiency bonus
Speed: Your base walking speed is 30 feet. per long rest. These Focus Points can be spent to do the
Skill Proficiencies: Pick any two skills between: following;
Ninshou, Martial Arts, Illusions
General Literacy: All ability scores are counted as being • Spend 1 Focus to gain a +2 Bonus on an Attack Roll
• Spend 1 Focus to gain a +2 Bonus on a Saving Throw
+1 higher, for the purpose of casting Higher Ranked • Spend 1 Focus to gain a +2 Bonus on an Ability Check
jutsu through any Ability score Restrictions (SHB, • Spend 3 Focus to gain an Immediate reaction, even
pg.190)
with an ability or Jutsu that is an action.
SARUTOBI FEATURES • Spend 3 Focus to automatically Succeed a Death Saving
Advanced Nature Transformation: Sarutobi are known
for their advanced innate knowledge in Chakra molding throw.
and nature release. Starting at 1st Level, select one of the
following nature releases Earth, Wind, Fire, Water, Advanced Nature Proficiency: As a Sarutobi, you have
Lightning. You gain the ability to cast jutsu with the advanced learning potential in your natural elemental
corresponding Nature Release. At 7th Level, you select a affinity. At 1st level, you may select 1 D-Rank Ninjutsu
second nature release. that has a Nature Release selected as a part of your
Advanced Nature Transformation clan feature, add that
jutsu to your known jutsu list. You learn 1 additional C-
Rank Jutsu at 3rd Level, you learn 1 additional B-Rank
Jutsu at 7th Level, you learn 1 additional A-Rank Jutsu at
15th Level.
69
SENJU • If used against a Minion Adversary, the Minion cannot
cast jutsu for the duration.
The Genin stands on top of one of tallest tree’s just outside of
the Leaf village. She claps her hands together focusing. The • If used against a Standard Adversary, reduce their
tree begins to shake, as it grows, slightly. She stops as she maximum chakra for the duration by 10 times the rank of
realized she was already higher than the canopy. She hears the jutsu cast.
the voice of someone below her. “Hey! Tsunanami, you sure
you’re not over doing it?” The Girl standing on the tree, falls • If used against an Elite Adversary, reduce their maximum
to the ground, taking the snacks the other girl brought her. chakra for the duration by 15 times the rank of the jutsu
“No, I think I’m making progress. Just this morning, this tree cast.
was only to my ankle. Now Look at its Tallest tree in this part
of the forest. Sooner or later. I’m gonna make this the tallest • If used against a Solo Adversary, reduce their maximum
tree in the world!” chakra for the duration by 20 times the rank of the jutsu
cast.
—Yuki Hyūga
At Worlds End, Ch. 13 excerpt. Rank of Jutsu: D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4,
S-Rank: 5.
THE LEAF’S PATRIARCHS
If a creature’s maximum chakra point total is reduced
The Senju Clan is a clan that hails proudly from the Land below their current chakra total, their current chakra total is
of Fire and is one of the founders of the Land of Fire. lowered to equal their current maximum chakra total for the
Even three of its Hokage has been Senju by birth and duration of this effect. You can only use this feature a
each one brough about a new era of prosperity for the number of times equal to your proficiency bonus per long
leaf. Using Mokuton (or Wood release), a user is rest.
extremely versatile and able to control, restrict and even
seal away an opponent’s chakra. The power of Wood Blood of the Leaf: Beginning at 11th level, you have
Release, and by extension the Senju are widely known, so mastered the art of communication and negotiating hostile
much so that they were heralded as the strongest clan terms. When you would make a Charisma check in an
during the Warring states era. attempt to persuade or intimidate a hostile or unfriendly
creature, you can instead use your Strength or Constitution
SENJU TRAITS in place of Charisma as you exude the full force of your
physical presence in an attempt to make them understand
Ability Score Increase: +2 Con, +1 Str the situation they are in.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Chakra Control, Ninshou. Mokuton’s Suppression: Beginning at 18th level, at the
Wood Release Affinity: You begin with either Earth or beginning of a creatures turn who is restrained, grappled,
Water Release Affinity. (Pick one) slowed, or within an area of difficult terrain created by a
Senju Hijutsu that you casted must make a Constitution
SENJU FEATURES (Chakra Control) Check vs your Ninjutsu Save DC. On a
Wood Techniques: The Senju Clan has access to a failure for the duration of their condition, they are unable to
separate list of Jutsu unique to their Clan. You can add Mold Chakra.
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.
Built Different: Beginning at 1st level, the Senju are
known for their downright gargantuan stamina. Increase
your Hit Point total by 2. Every level thereafter each time
you gain a level, increase your hit point total by 2.
Sacred Body: Beginning at 3rd level, you learn to
leverage your stamina to manage your Senju Hijutsu.
You may use Constitution instead of Intelligence for the
Attack and Damage rolls and Save DC’s of Senju Hijutsu
that you cast.
Wood Release: The Senju has a unique talent for
Manifesting Wood Release, due to their close affinity to
both Earth and Water Release. Beginning at 7th level, you
gain the second Nature release you didn’t select from
Wood Release Affinity. Also, at 7th level, when you would
cast a jutsu with either Water or Earth Release keywords
that would deal damage, you can change the damage
type to Earth. Also, a creature restrained, grappled, or
slowed as a result of a Jutsu that you cast with the Earth
or Water Release Keyword, cannot cast a Jutsu of the
lower rank equal to or lower than the jutsu you cast to
inflict the listed condition.
Beginning at 15th level, when you would deal damage
using a Senju Hijutsu, the creatures maximum chakra is
temporarily reduced by an amount equal to the following
for the next Hour;
70
SENJU CLAN JUTSU WOOD RELEASE: PIERCING BARK
D-RANK Classification: Hijutsu
Rank: D-Rank
MITOTIC REGENERATION Casting Time: 1 Action
Range: 30 Feet
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Week of Downtime Cost: 4 Chakra
Range: Self Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Duration: -
Components: CM Release
Cost: - Description: You clap your hands together as you inject
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, chakra into the ground controlling a single root
enhancing it until it listens to your mental command.
Water Release Make a Ranged Ninjutsu attack, targeting a creature you
Description: You create a reservoir of chakra within your can see within range as the root bursts forth from the
body, for your cells to feed off of when you need them. You ground, sharpening themselves to produce wood like
store up to half of your maximum chakra inside a point on spears. On a hit, target creature takes 2d6 + Your
your forehead. It takes a full week of no strenuous chakra Ninjutsu ability modifier Earth Damage. A creature who
use to complete the process. Once completed, as a bonus takes 15 or more damage from this jutsu must make a
action you may complete any of the following effects; Strength saving throw as the impaled roots take hold to
the ground again, rooting them in place. On a failed
• Spend any number of stored Chakra you currently have, saved the target creature is restrained for 1 minute.
regaining an equal amount of Hit Point for each stored
chakra point spent. A Creature restrained by this jutsu makes a Strength
(Athletics) or Dexterity (Acrobatics) check vs your
• Spend 10 stored Chakra to end any of the follow Ninjutsu save DC to end this effect as an action on their
conditions currently affecting you; Bleeding, Blinded, turn, freeing themselves from the rooted wood.
Burned, Chilled, Corroded, Deafened, Envenomed,
Poisoned, Shocked, Slowed, or Weakened. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and
If you have this jutsu active, you cannot also gain the the damage by 2d6.
benefits of the Chakra Reserves Uzumaki Clan Hijutsu.
WOOD RELEASE: FOO DOG HEADS
Chakra stored in the chakra reservoir cannot be
replenished with rests of any type (Short, Long, or Full). Classification: Hijutsu
Instead, you must cast the jutsu again in order to refill the Rank: D-Rank
chakra reservoir Casting Time: 1 Action
Range: Self (15-Foot Cube)
At Higher Ranks: For each rank you cast this jutsu above Duration: Concentration, Up to 10 minute
D-Rank, increase the downtime cost by 1 week. When this Components: HS, CM, CS
jutsu is cast at C-Rank or higher, if you would fall to 0 hit Cost: 5 Chakra
points you instead fall to 1 as your body reacts by spending Keywords: Hijutsu, Ninjutsu, Fuinjutsu Earth Release,
30 Stored Chakra to keep you conscious. When this jutsu is
cast at B-Rank or higher, when you would regain hit points, Water Release
you regain 2 hit points per stored chakra spent. When this Description: You clap your hands together as you inject
jutsu is cast at A-Rank, you instead spend 20 Stored chakra chakra into the ground before conjuring 4 Wooden
to fall to 1 hit point instead of 0. pillars, one at each corner of the cube. Each Pillar is both
a structure and Earthen Construct that’s 10 feet tall, 5
WOOD RELEASE: WORLD OF TREES feet thick, made of wood, Has an AC equal to your
Ninjutsu Save DC, and 20 hit points.
Classification: Hijutsu
Rank: D-Rank You do not spend chakra to maintain this
Casting Time: 1 Action concentration jutsu. For the duration creatures inside
Range: Self (30-foot Cube) the cube (Except you) has their chakra reduced by 2d6
Duration: 1 Minute when this jutsu activates and at the beginning of each of
Components: HS, CM your turns.
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Water If any of the wooden pillars are destroyed, this jutsu
immediately ends.
Release
Description: You clap your hands together as you inject Creatures who have had their chakra reduced by this
chakra into the ground giving birth to a host of roots, jutsu, must make a Constitution saving throw, being
and plants that surge upwards filling a 30-foot cube with Weakened until the end of your next turn, on a failed
bulging wood and roots, that do not move or follow you. save.
All Creatures of your choice treat the area as difficult
terrain and cannot take the dash or Dodge actions while At Higher Ranks: For each rank you cast this jutsu
inside the radius. above D-Rank, increase the cost of this jutsu by 3, and
the Radius of this jutsu by 10 feet.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and
the size of the cube by 10 feet.
71
C-RANK WOOD RELEASE: HOTEI TECHNIQUE
WOOD RELEASE: GREAT SPEAR TREE Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 120 Feet
Casting Time: 1 Action Duration: Concentration, Up to 1 minute
Range: 60 Feet (15-foot Cube) Components: HS, CM
Duration: Instant Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release
Cost: 8 Chakra Description: You clap your hands together as you inject
Keywords: Hijutsu, Ninjutsu, Earth Release, Water chakra into the ground. You conjure Multiple hands of Wood
that jut from the ground and attempt to grapple a creature
Release you can see within range. Target creature must succeed a
Description: You clap your hands together as you inject Dexterity saving throw, being grappled. On a successful save,
chakra into the ground. You select a space you can see no further effects.
within range, where a large tree explodes from the
ground without any leaves or foliage but instead A grappled creature must also make a Strength saving
sharpened wooden branches filling a 15-foot Cube. throw being pulled prone as the hands retract into the
Creatures within range of the massive tree must succeed ground dragging the creature to the ground with it. On a
a Dexterity saving throw, taking 8d4 earth damage and successful save, they remain standing.
being restrained by the massive tree.
A grappled or prone creature can make a Strength saving
Creatures restrained by this jutsu can make a Strength throw as an action on their turn to end the effect.
(Athletics) or Dexterity (Acrobatics) check vs your
ninjutsu save DC to end the restrained condition on At Higher Ranks: For each rank you cast this jutsu above
themselves. C-Rank, increase the cost of this jutsu by 3, and select one
additional creature for this jutsu to affect.
The tree that appears, remans for 1 hour before it wilts
and turns to dust, or is destroyed by other means. This B-RANK
tree has an AC equal to your Ninjutsu Save DC and 20 Hit
points and counts as an Earthen Construct. WOOD RELEASE: WOOD CLONE
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: B-Rank
summon a second Tree with the same radius. A creature Casting Time: 1 Action
can only be affected by one instance of this jutsu. Range: 30 Feet
Duration: Instant
WOOD RELEASE: HŌBI TECHNIQUE Components: HS, CM
Cost: 10 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release
Rank: C-Rank Description: You clap your hands together as you inject
Casting Time: 1 Reaction, which you take when you or a chakra into the ground conjuring clones made of wood. This
creature you can see within range are targeted for an is an even more advanced Version of the ‘Multi-Shadow
attack, would take damage, or make a Strength, clone technique’. This bond is still one way and the clones
Constitution or Dexterity saving throw cannot send orders, thoughts or images to the users until
Range: Self (10-Foot Cube) they die in which case all information the clone has is
Duration: 1 Round transferred to the user. The clones follow the user’s orders to
Components: HS, CM the letter.
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Water The user of this jutsu can create up to 6 Clones at once
Costing 10 Chakra per clone. Clones you summon cannot have
Release their cost reduced below half (5) Clones act as part of your
Description: You clap your hands together as you inject turn as a Bonus action to command. All of your clones
chakra into the ground. You conjure a massive wooden perform up to 1 Action and 1 Move action. Clones do not have
dome like structure of your design and description. All bonus actions instead using their Standard Action. Clones act
creatures of your choice are protected, while other at once and all attempt to perform the same command give. If
creatures whom you did not select are pushed out from commanded to perform the help action, they can only help
the protection of this structure to the edge, on a space the summoner. Clones do not have Reactions. Your clone has
that can hold them harmlessly. The structure intercepts a replica of any weapons you have on you at the time of
all attacks except for Genjutsu. The structure does break creation that is also made from chakra enhanced wood. When
line of sight as it grants affected creature’s total cover. the clone makes an Attack using this weapon or an unarmed
The structure splinters and dissolves at the beginning of attack it deals 1d6+Ninjutsu Ability Modifier earth damage
your next turn. A Creature can leave the protection of the regardless of the attack used. It can make up to 2 attacks
structure, but cannot reenter it once they leave. using its action and is summoned in any empty space that
can hold it up to 30 feet away. They cannot use chakra Seals.
The structure has an AC equal to your Ninjutsu save Clones also cannot use clan or class Features.
DC, 30 Temporary Hit points.
All Clones have 15 Hit Point and 10 Temporary Chakra.
Any excess damage breaks through and affects the Clones have an AC equal to your Ninjutsu Save DC. Clones
targeted creature as normal. can use all Senjutsu Hijutsu that you have (except Jutsu with
“Clone” or “Summoning” in its name & Jutsu with the
At Higher Ranks: For each rank you cast this jutsu Combination keyword) expending their own chakra.
above C-Rank, increase the cost of this jutsu by 3, and Damaging jutsu casted by a Clone deals half damage. Their
the Temporary Hit Points of the Structure by +10.
72
Saving throws & skills that the user is proficient in, attack Huge Construct, unaligned
bonuses are all equal to the user’s Ninjutsu Attack Bonus
Armor Class 13+ Your Ninjutsu Ability Modifier
WOOD RELEASE: WOOD DRAGON SUMMONING Hit Points 125 (10d10 + 70)
Speed 40 ft.
Classification: Hijutsu
Rank: B-Rank STR DEX CON INT WIS CHA
Casting Time: 1 Action 23 (+6) 10 (+0) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
Range: 30 Feet
Duration: Concentration, Up to 1 minute Damage Immunities Poison, Psychic, Bludgeoning, Piercing and
Components: HS, CM, CS Slashing from non-Chakra enhanced weapons.
Cost: Special (14 Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
petrified, poisoned.
Water Release
Description: You clap your hands together as you inject Senses Darkvision 60 ft., passive Perception 10
chakra into the ground conjuring a massive Wooden
serpentine Dragon. You command the Dragon and it only Immutable Form. The Wood Dragon is immune to any Jutsu or
listens to you (no action needed). It is proficient in all saving effect that would alter its form.
throws, using your Ninjutsu ability modifier as its
Proficiency bonus and uses your ninjutsu attack bonus or Elemental Weapons. The Dragons attacks are chakra enhanced.
save DC for effects that require it.
Ineffable Makeup. The Wood Dragon cannot be dispelled by any
You may as a Bonus action, or reaction cause the dragon jutsu of B-Rank or Lower.
to use its Detonation ability. It rolls initiative as it has its own
turns, using your Ninjutsu Ability Modifier as its Initiative, Multiattack. The Wood Dragon can attack 2 times with its Bite.
and uses the following Statistics;
Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d8 + 6
A-RANK Earth damage. On a successful hit, the target must succeed a
Constitution saving throw, losing chakra equal to half of the
WOOD RELEASE: TREE BIND FLOURISHING damage dealt.
BURIAL
Constrict. On a successful Bite attack, the wood dragon can forgo its
Classification: Hijutsu second attack to instead constrict the target. If it does, the target
Rank: A-Rank must succeed a Dexterity saving throw being grappled & restrained
Casting Time: Full Round Action by the Dragon. At the end of the dragons and restrained creatures
Range: 90 Feet (30-foot cylinder) turn, the creature loses 5 chakra. A restrained creature can make a
Duration: Until Dispelled or Destroyed Strength (Athletics) or Dexterity (Acrobatics) check vs a DC 18 as an
Components: HS, CM, CS Action to end both conditions.
Cost: Special (20 Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Detonation: The dragon explodes in a massive incendiary explosion of
Water and wood. All creatures within 15 feet of the Dragon when it
Water Release explodes makes a Dexterity saving throw, taking 6d8 earth damage
Description: You clap your hands together as you inject on a failed save, or half as much on a successful one. A creature
chakra into the ground. Bringing a large surge of vitality restrained by this dragon, when this ability is used instead takes
into the foliage deep in the ground. Select a space you can double damage.
see within range. A Massive tree, 90-feet tall and 30-feet
wide, made of roots, explodes upwards attempting to
capture all creatures in its path. This jutsu’s counts as an
Earthen Construct.
All creatures in a 30-foot wide, 90-foot-high cylinder
must succeed a Dexterity saving throw, being Restrained on
a failed save, as the tree completely captures, overtakes, and
binds them inside it. On a successful save, they escape the
binding of the tree’s roots.
Creatures who failed the saving throw have total cover
from all creatures both inside and outside the tree and begin
to feel immense pressure, as the tree begins to compress,
crushing them and feeding off of their biological mass as
nutrients. Restrained creatures take 4d8 earth damage and
their chakra is reduced by half of the damage dealt at the
beginning of each of their turns.
A restrained creature can use an action on its turn, to
make a Strength (Athletics) or Dexterity (Acrobatics) check
vs your Ninjutsu save DC, to end one of the three conditions
this jutsu imposes on them. Once they pass this check twice,
they fully escape this jutsu’s bindings.
A creature who’s Hit points reach 0 while under the
effects of this jutsu becomes a part of the tree.
The Tree conjured by this jutsu remains and does not
dissolve. The Tree Conjured by this jutsu has 100 Hit
points and 21 AC.
73
SHAKUTON regain spent scorch die when you would gain the
benefits of a rest of any type.
A Genin dashes through a thick brush of trees trying to
escape an ambush. She weaves handseals and fires forth a Scorch Release: The Shakuton has a unique talent for
white-hot sphere of flame towards the brush in front of her, Manifesting Scorch Release, due to their close affinity to
completely burning way the brush in front of him without both Wind and Fire Release. Beginning at 7th level, you
even a hint of smoke or soot. As they move through the forest gain the second Nature release you didn’t select from
chasing her, they arrive to an opening in the forest. Seeing Scorch Release Affinity. Also, at 7th level, when you would
their target, they move in to attack, but she responds by cast a jutsu with either Wind or Fire Release keywords
conjuring a large, single sphere of Scorch flame and engulf that would deal damage, you can change the damage
all of her enemies, turning them into mummified carcasses. type to Fire. Also, a creature who has gained ranks of the
burned condition from a jutsu that you cast, or feature
—Soren Uzumaki you use, must succeed a Constitution saving throw,
At Worlds End, Ch. 2 excerpt. being weakened for the duration of the burned condition.
Also, all creatures within 60 feet of you who have the
TOO HOT TO TOUCH burned condition increases the DC to end the burned
condition by +10. Beginning at 15th level, when a creature
The Shakuton Clan is a clan that hails proudly from the would take fire damage from a jutsu you cast (this
Land of Wind. This clan has an extreme affinity for Fire includes the use of Scorch Die) they gain 1 rank of
& Wind release able to create flames as hot as a small sun burned and 1 rank weakened for each rank of burned
that can burn away all moisture on impact. This clan has they currently have.
a famed history in the Land of Wind, but after one of its
famed members were killed in an ambush, they scattered Scorching Aura: Starting at 3rd level, when you would
joining other villages to avoid the potential of a clan deal fire damage to Structures or constructs made of
massacre. organic material (wood, grass, flesh etc.) they make
their saving throw at disadvantage and take triple
SHAKUTON TRAITS damage.
Ability Score Increase: +2 Int, +1 Wis Beginning at 11th level, you have learned to leverage
Speed: Your base walking speed is 30 feet. your Superheated chakra to benefit your allies as well.
Skill Proficiencies: Survival, Ninshou. When an allied creature within 30 feet of you would cast
Scorch Release Affinity: You begin with either Wind or a jutsu, you may spend a scorch die, giving their jutsu
Fire Release Affinity. (Pick one) the Fire Release keyword for this casting. A creatures
who’s jutsu you have augmented in this way, gains the
SHAKUTON FEATURES benefit of your Scorching Heat clan feature as if they had
Scorch Techniques: The Shakuton Clan has access to a it, spending your scorch die, when they would spend any.
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu Beginning at 15th level, when you would spend at least
from the Normal jutsu list(s). They do not need both two scorch die on a jutsu, either yours or an allies, you
Nature Release’s to use their Clan jutsu. increase the damage die of the jutsu cast by 1 step
(D4>D6>D8>D10>D12)
Even Hotter: Beginning, at 1st level, Hijutsu you cast
that deals fire damage to a creature currently under the Beginning at 18th level, when you would use this
effects of the burned condition takes 1d4 bonus fire feature on an allied creature, the next Ninjutsu they cast
damage once each turn. Beginning at 11th level, this that would deal damage or force a creature to make a
bonus damage increases to 2d4. Beginning at 18th level, saving throw, also forces an affected creature to make a
this bonus damage increases to 3d4. Constitution saving throw,
being burned on a failed save.
Scorching Heat: Beginning at 3rd level, your super- They also gain the benefits
heated chakra has granted you the ability to super heat of your Scorch Release;
other jutsu with it. You gain a number of Scorch die, 15th level feature for this
which are D4’s, equal to your proficiency bonus. When jutsu’s casting.
you would deal fire damage, you may spend a number of
Scorch die, which when rolled is either; Added to the
total fire damage dealt, ignoring resistances, or if a
creature would make a saving throw of any type to resist
an effect or condition imposed by a jutsu with the Fire or
Wind Release Keyword, they reduce their saving throw
by half of the result of your Scorch die (Min 1). You
74
SHAKUTON CLAN JUTSU If you spend 3 motes created by the Scorch Release:
Scorching Murder or Blazing Murder they also reduce
D-RANK their Exhaustion by 1 rank. A creature who died as a
result of 6 or more ranks of exhaustion cannot have their
SCORCH RELEASE: SCORCHING MURDER exhaustion reduced by this jutsu.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3, and
Casting Time: 1 Bonus Action hit points regained by 1d6.
Range: 30 Feet
Duration: 1 minute SCORCH RELEASE: SLAUGHTERING FLAME
Components: HS, CM
Cost: 5 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Rank: D-Rank
Description: You create 4 Motes of superheated flame Casting Time: 1 Action
that circle around you like mini satellites. As a bonus Range: 60 feet (20-foot radius sphere)
action on each of your turns, you can, spend a mote, Duration: Instant
allowing you to make a ranged Ninjutsu attack, throwing Components: HS, CM
it at a creature you can see within range. On a hit target Cost: 5 Chakra
creature takes 3d8 Fire damage and must succeed a Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Constitution saving throw, being burned on a failed save. Description: You conjure 2 globes of superheated flame,
Once all motes have been expended this jutsu compressing it into a small sphere and throwing it
immediately ends. towards a space you can see within range. The sphere
explodes when reaching its destination. All creatures in
At Higher Ranks: For each rank you cast this jutsu the radius must make a Dexterity saving throw, taking
above D-Rank, increase the cost of this jutsu by 3, the 2d8 fire damage and gaining the burned condition on a
number of motes you create by 2 and damage of this failed save, or only half as much damage on a successful
jutsu by 1d8. save.
SCORCH RELEASE: MURDEROUS FLAME You can spend motes created by the Scorch Release:
Scorching Murder or Blazing Murder. For each mote
Classification: Hijutsu spent, increase the damage of this jutsu by 2d8. You can
Rank: D-Rank spend up to 3 motes this way.
Casting Time: 1 Action
Range: Self (30-foot line) At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3, and
Components: HS, CM the ranks of burned gained by +1.
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, C-RANK
Clash SCORCH RELEASE: BLAZING MURDER
Description: You conjure 2 globes of superheated flame
combining them into a single globe that you then fire as Classification: Hijutsu
a beam of super-heated flame in a 30 feet long, 5 feet Rank: C-Rank
wide beam. All creatures in its path must succeed a Casting Time: 1 Action
Dexterity saving throw, taking 3d6 fire damage and Range: 60 feet (15-foot cube)
being burned on a failed save or half as much on a Duration: Instant
successful save. Components: HS, CM
Cost: 9 Chakra
If you spend 2 motes created by the Scorch Release: Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Scorching Murder, Blazing Murder, or Hellfire Murder Description: You conjure 4 globes of superheated flame
increase the damage die of this jutsu to a d10 and that you then compress into a sphere the size of a
creature(s) who fail the saving throw instead gain 2 basketball. You then throw this sphere into the air before
ranks of burned and creatures who pass the save gain 1 clapping your hands together to focus, releasing the
rank of burned. super-heated flames into the air like rain filling a 15-
foot cube you can se.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and All creatures within range must succeed a Constitution
damage by 2d6. saving throw. On a failed save they gain 4 ranks of the
burned condition. On a successful save they gain 1 rank
SCORCH RELEASE: MURDEROUS of the burned condition until the end of their next turn.
REVITALIZATION
At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above D-Rank, increase the cost of this jutsu by 3, and
Rank: D-Rank the size of the cube by 5 feet.
Casting Time: 1 Action
Range: Touch SCORCH RELEASE: VIOLENT SLAUGHTERING
Duration: Instant FLAME
Components: HS, CM
Cost: 5 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, Rank: C-Rank
Casting Time: 1 Action
Medical Range: Self (30-foot cone)
Description: You conjure 3 globes of superheated flame, Duration: Instant
revitalizing a creature you touch. They regain 2d6 + Your Components: HS, CM
Ninjutsu ability modifier hit points. Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
75
Description: You conjure 5 globes of superheated flame unaffected by this jutsu, increase this jutsu’s damage by
and create a stream of superheated flame burning 2d8 and increase the rank of burned by +1. You can spend
everything in your path. You fire a 30-foot cone of flame up to 4 motes this way.
destroying everything in your way. Creatures in range,
must succeed a Dexterity saving throw, taking 4d8 fire At Higher Ranks: For each rank you cast this jutsu
damage and being burned on a failed save or half as above B-Rank, increase the cost of this jutsu by 3, and
much on a successful save. Creatures who fail this saving the radius by 15 feet.
throw by 5 or more also drop any metal items they are
holding. If they would pick up these items before the end SCORCH RELEASE: VENGEFUL MIRAGE
of their next turn they take 1d6 fire damage. Creatures
who fail this saving throw by 10 or more find it hard to Classification: Hijutsu
breathe as all the air evaporates from their lungs as they Rank: B-Rank
become stunned until the end of their next turn. Casting Time: 1 Action
Range: Touch
You can spend motes created by the Scorch Release: Duration: Concentration, up to 1 minute
Scorching Murder or Blazing Murder. For each mote Components: HS, CM
spent, all creatures within range suffer a -1 penalty to Cost: 11 Chakra
their saving throw. You can spend up to 5 motes this Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
way. Description: You conjure 4 globes of superheated flame
and enhance the body of a creature you touch, increasing
At Higher Ranks: For each rank you cast this jutsu its reactionary speed significantly. For the duration you
above C-Rank, increase the cost of this jutsu by 3, and do not need to spend chakra to maintain this jutsu.
Damage by 2d8.
The affected creature’s unarmed attacks are now
SCORCH RELEASE: PAINFUL VIOLENCE chakra enhanced and now deal fire damage instead of
whatever it did previously.
Classification: Hijutsu
Rank: C-Rank Creatures who would make a melee attack against the
Casting Time: 1 Action affected creature, must succeed a Wisdom saving throw
Range: 5 Feet as they see a mirage made from extreme heat. On a failed
Duration: Concentration, up to 1 minute save they roll an additional 2d10 reducing their attack
Components: HS, CM roll by the result.
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release A-RANK
Description: You cannot lose concentration on this jutsu
as a result of damage. You conjure multiple globes of SCORCH RELEASE: MAJESTIC VIOLENT
superheated flame and coat your fist and feet in them for MURDERING HELLFIRE DESTROYER
the duration.
Classification: Hijutsu
When you first cast this jutsu and as an action on each Rank: A-Rank
subsequent turn for this jutsu’s duration, you can make Casting Time: 1 Action
a single melee Ninjutsu attack. On a hit, you deal 6d6 + Range: 120 feet
Your Ninjutsu ability modifier in fire damage and the Duration: Instant
target creature gains the burned condition. Components: HS, CM
Cost: 25 Chakra
You can spend motes created by the Scorch Release: Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
Scorching Murder or Blazing Murder. For every three
motes spent, you can make one additional melee Clash
ninjutsu attack as a part of this jutsu’s special action. Description: You conjure 10 globes of superheated flame
You can spend 6 motes in this way. and create a single massive sphere of super-heated
Flame.
B-RANK
Make a ranged ninjutsu attack against a target you can
SCORCH RELEASE: HELLFIRE MURDER see within range, dealing 12d12 fire damage on a hit.
Classification: Hijutsu Regardless if you hit or miss, all other creatures
Rank: B-Rank within 60 feet of the original target must succeed a
Casting Time: 1 Action constitution saving throw taking 6d12 fire damage and
Range: Self (30-foot radius sphere) being burned on a failed save.
Duration: Instant
Components: HS, CM Creatures who fail their saving throw or whose AC you
Cost: 14 Chakra beat by 5 or more treat all 1’s and 2’s on the damage die
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release they suffered, as 3’s. Creatures who fail their saving
Description: You conjure 6 globes of superheated flame throw or whose AC you beat by 10 or more take the
that you. Use to manifest a massive ball of super-heated maximum possible damage.
flame about 8 feet in diameter. You then slam this ball
into the ground directly under you attempting to Creatures who’s hit points are reduced to 0 as a result
incinerate everything near you. of this jutsu are turned to dust and leave behind only a
shadow of their physique stained in ash on the ground or
All creatures, excluding you, within the radius must wall.
succeed a Constitution saving throw. On a failed save,
they take 10d8 fire damage and gain 2 ranks of burned or You can spend motes created by the Scorch Release:
half as much damage on a success Scorching Murder or Blazing Murder. For every two
motes spent, increase the damage by 1d12, and gain a +1
You can spend motes created by the Scorch Release: bonus to your attack roll and all affected creatures suffer
Scorching Murder or Blazing Murder. For every two a -1 penalty to their saving throw. You can spend 20
motes spent this way, you select one creature to be motes in this way.
76
SHIKIGAMI Beginning at 7th level, when you would use a Breaching
Tag, Paper Bomb, Explosive Tag Ball, Flash Tag or Poison
A Jonin woman is flying through the clouds with wings made of Gas Tag you can enhance them by infusing your chakra into
paper over her target fortress. She touches her neck and begins them. When you do you spend 5 chakra for each bonus
to speak through a radio device. “I spotted them. Do I begin the gained;
assault?” she speaks and awaits a response. “No, do not engage.
If you engage you will be alone!” a voice echo’s through her • Bonus Damage: If the enhanced item deals damage,
receiver. “I only asked for formalities darling. You never really increase the damage dealt by 2 damage die of each
had a choice in the matter.” She responds coldly before she flies damage type for each application of this bonus. If this
down and begins to weave handseals as shuriken and kunai bonus is used with a Flash Tag, you also deal 4d6
made of paper begin to fire downwards exploding on impact Lightning damage on a failed save or half as much on a
with the building. failed save. If used with a Poison Gas tag, you also deal
4d6 poison damage on a failed save or half as much on
—Zozo Yamanaka a failed save.
At Worlds End, Ch. 18 excerpt.
• Bonus DC: Increase the Items save DC by +2 for each
A WORK OF ART application of this bonus.
The Shikigami Clan is not a clan bound by blood as much as • Bonus Radius: Increase the affected range or radius by
it is a clan bound by ideology. This Shikigami clan has no 10 feet for each application of this bonus.
surname, and do not share any connecting tissue outside of
the passed down secrets of Papercraft. This family works Paper Reservoir: At 7th level, you may reduce the chakra
more like a coven of members more so than a bloodline, cost of Jutsu with the Chakra Seal Component (CS) by 1. This
with senior and elder members teaching their children and reduction increases to 2 at 11th level and 3 at 15th level (Min
bringing in those from outside the clan into the fold. 1.)
SHIKIGAMI TRAITS Divine Shikigami: Beginning at 11th level, you may expend
paper-based ninja tools (Breaching Tag, Paper Bomb,
Ability Score Increase: +2 Int, +1 Dex Explosive Tag Ball, Flash Tag or Poison Gas Tag) to enhance
Speed: Your base walking speed is 30 feet. the power of your Hijutsu. When you would cast a Shikigami
Skill Proficiencies: Sleight of Hand, Performance Clan Hijutsu, you may spend one of the aforementioned
Tool Proficiencies: Crafters Kit, Demolitions Kit ninja tools, incorporating them into your jutsu. Your Jutsu is
enhanced using the following effects, based on the
SHIKIGAMI FEATURES following Ninja tools used. Some Enhanced effects will
Shikigami Techniques: The Shikigami Clan has access to require a saving throw of an affected creature, the Save DC is
a separate list of Jutsu unique to their Clan. You can add always your Ninjutsu save DC;
these Jutsu to your jutsu list instead of selecting jutsu from
the Normal jutsu list(s). • Breaching Tag: Your jutsu explodes on contact, dealing
focused, localized damage. Your Jutsu’s Damage type
Papercraft: The Shikigami Clan learns to craft with becomes Fire, deals an additional 2 damage die of
paper from a young age. Beginning at 1st level, when you damage, and deals double damage to structures and
would gain the benefits of a short or long rest, you can constructs.
craft up to two of the following with no additional
resources required. Additionally, you reduce the ryo cost • Paper Bomb or Explosive Tag Ball: Your jutsu ignites with
and downtime cost to craft the following Items during reckless abandon creating an enhanced mobile bomb.
downtime by half. This does not stack with other features Regardless of a hit or miss, you may trigger your jutsu to
that reduce downtime cost to craft the following items. explode. All creatures within 25 feet of the original target
creature must succeed a Dexterity saving throw, taking
• Breaching Tag 4d6 fire damage or half as much on a successful. If used
• Paper Bomb with a Jutsu that affects an area, you instead increase the
• Explosive Tag Ball Jutsu's range by 10 feet and all creatures who fail the
• Flash Tag jutsu’s saving throw take an additional 4d6 fire damage
• Poison Gas Tag or half as much on a successful one.
Ninja tools crafted this way do not have any bulk, and • Flash Tag: Your jutsu erupts into a violent flash of blinding
last for 24 hours before becoming inert. Beginning at 11th white light. Regardless of a hit or miss, you may trigger
level when you would use this feature to craft a ninja tool, your jutsu to explode into this blinding light. All creatures
you instead can craft four. Beginning at 18th level this within 25 feet of the original target creature must succeed
increases to six. a Wisdom saving throw, being blinded for 1 minute on a
failed save. If used with a Jutsu that affects an area, you
Additionally, if you have a Demolitions Kit, you can instead increases the range of the jutsu by 10 feet and all
spend 10 minutes and 1 use of it to create one of the listed creatures within the target area who fail the Jutsu’s
items at the Greater Quality. When you would gain the saving throw also become blinded for 1 minute on a failed
benefit of this feature over the course of a short rest, you save. A blinded creature makes Wisdom Saving throw vs
can spend 2 uses of your Demolitions Kit to create two the Jutsu’s Save DC at the end of each of their turns to end
additional items. When you would gain the benefit of a long the blinded condition.
rest, you can spend 3 uses of your Demolitions Kit to create
five additional items. When you would gain the benefit of • Poison Gas Tag: Your Jutsu exudes a noxious purple gas.
Downtime to create the listed Items, you create twice the Regardless of a hit or miss, you may trigger your jutsu to
amount you would normally make. expel this poisonous gas. All creatures within 25 feet of
the original target creature must succeed a Constitution
Paper Expert: You learn to draw out the power of paper- saving throw, being Poisoned for 1 minute on a failed
based ninja tools. Beginning at 3rd level, when you would save. If used with a Jutsu that affects an area, this feature
use a Breaching Tag, Paper Bomb, Explosive Tag Ball, Flash instead increases the range of the jutsu by 10 feet and all
Tag or Poison Gas Tag, the DC of these Tags are modified creatures who fail the jutsu’s saving throw are Poisoned
and are now equal to your Ninjutsu Save DC, if your Ninjutsu on a failed save.
save DC would be higher than the listed Ninja tools Save DC.
77
SHIKIGAMI CLAN JUTSU Keywords: Hijutsu, Ninjutsu
Description: You take a chakra seal, and infuse it with your
D-RANK chakra, making it very similar to a breaching tag. Each time
you cast this jutsu, you create 2 of such tags. These tags must
PAPER SHURIKEN be prepped and set on a solid surface and can only be
activated as a Reaction. Each trap takes 10 minutes to prep
Classification: Hijutsu and set.
Rank: D-Rank
Casting Time: 1 Action You do not spend chakra to make such a paper trap, you
Range: 60 Feet instead must spend 5 chakra to activate the trap. For every
Duration: Instant trap you activate, you must spend 5 chakra. All creatures
Components: CS within 30 feet of the trap when detonated must succeed a
Cost: 4 Chakra Dexterity saving throw. On a failed save the creature takes
Keywords: Hijutsu, Ninjutsu 4d6 fire damage. A creature who fails a saving throw suffers a
Description: You create 3 razor-sharp shuriken from -2 penalty to each subsequent saving throw they make
paper, and guide them with your chakra. Make a ranged, against other Paper traps (This penalty stacks). A creature
ninjutsu attack for each shuriken you create. You can make can be affected by up to 10 Paper traps at once.
the attack against one target or many. On a hit, you deal
1d4+1 slashing damage. A creature gains 1 rank of bleeding C-RANK
for each shuriken that deals damage to them.
PAPER DRIZZLE
While under the effects of Dance of Shikigami, you can
choose to cast this jutsu as a bonus action. Classification: Hijutsu
Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Action
D-Rank, increase the cost by 3, and create two additional Range: 90 Feet (30-foot cube)
shuriken. Duration: Instant
Components: CS
PAPER SUBSTITUTION Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu
Classification: Hijutsu Description: You briefly form a pair of papery wings, which
Rank: D-Rank rain Senbon, made of paper on an area of your choosing, that
Casting Time: 1 Reaction, which you take when you are you can see within range. Each creatures in the target area,
targeted or would take damage from an attack that targets must succeed a Dexterity saving throw, taking 4d10 piercing
you. damage on a failed save, or half as much on a successful on.
Range: Self
Duration: 1 Round While under the effects of Dance of Shikigami, you can
Components: HS, CS choose to only affect hostile creatures within the area of
Cost: 5 Chakra effect, and increase the radius of the jutsu to a 45-foot cube.
Keywords: Hijutsu, Ninjutsu
Description: You turn your body into a mound of small, At Higher Ranks: For each rank you cast this jutsu above
paper squares, that upon impact scatter, nullifying a C-Rank, increase the cost by 3 and the damage by 2d10.
significant amount of damage. You gain +5 bonus to AC
and resistance to Bludgeoning, piercing and slashing ORIGAMI SERVITOR
damage until the beginning of your next turn.
Classification: Hijutsu
While you are gaining the benefits of Dance of the Rank: C-Rank
Shikigami Hijutsu, you instead gain immunity to Casting Time: 1 Action
Bludgeoning, Piercing and Slashing Damage. Range: 500 Feet
Duration: 1 Hour
TRACKING TAG Components: CS
Cost: 7 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Sensory
Rank: D-Rank Description: You use origami to create a paper animal, such
Casting Time: 1 Action as a crane or butterfly, and send it out to gather information.
Range: Touch The Origami you create, is a tiny object with a flying speed of
Duration: 24 hours 60 feet and a stealth bonus equal to your Ninjutsu Save DC.
Components: CS While this jutsu is active, you may spend an action to see and
Cost: 4 Chakra hear as if you were in the same location as your origami.
Keywords: Hijutsu, Ninjutsu, Sensory While doing this your body is incapacitated and unaware of
Description: You attach a paper tag with your chakra its surrounding. Any damage to your body returns your
signature to a target, which changes color to blend in with senses.
their clones or skin. You may detect the general location of
this tag from up to a mile away. When you are within 500 At Higher Ranks: For each rank you cast this jutsu above
feet, you may detect its exact location. C-Rank, increase the cost by 3, the range your Origami can
travel by 250 feet, and increase their Stealth Bonus by +2. If
PAPER TRAP this jutsu is casted at B-Rank, increase the Duration to 8
hours and 24 hours at A-Rank.
Classification: Hijutsu
Rank: D-Rank
Casting Time: 10 Minutes
Range: Self
Duration: Until Triggered or Dispelled
Components: CS
Cost: Special
78
PAPER CLONE equal to your ninjutsu save DC. If it uses a melee attack,
regardless of the weapon the clone uses, it deals 1d8
Classification: Hijutsu slashing damage.
Rank: C-Rank
Casting Time: 1 Action B-RANK
Range: 60 Feet
Duration: Concentration, up to 1 Hour PAPER CHAKRAM
Components: CS
Cost: 8 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu Rank: B-Rank
Description: You conjure a clone made of paper, similar to Casting Time: 1 Action
the Shadow Clone Technique, but more durable to a space it Range: 5 feet (120 feet)
can occupy within 10 feet of you. This clone is made of Duration: 1 minute.
paper, and weighs 1/10th of the casters weight. You may Components: CS
create up to 2 clones, each costing 8 chakra. This jutsu’s cost Cost: 10 Chakra
cannot be reduced below half (4). You can command the Keywords: Hijutsu, Ninjutsu
clones as a bonus action. Each clone can only take an Action Description: You create an incredibly sharp chakram of
and a Movement. The clones have 5 hit points and no paper, which you mentally command to attack opponents
chakra, an AC equal to your Ninjutsu save DC, immunity to repeatedly for the duration or until you dismiss this jutsu.
bludgeoning, piercing and slashing damage. Vulnerability to
Fire damage and can cast up to 2 C-Rank and lower When you cast this jutsu, the chakram appears within 5
Shikigami Clan Hijutsu before this jutsu ends. Clone’s made feet of you, and you can move the chakram up to 30 feet
using this jutsu cannot create a Clones of its own and make an attack against a target within 5 feet of the
chakram. On a hit, the target takes slashing damage equal
Each clone can only concentrate on a single jutsu, and to 6d6 + your ninjutsu ability modifier. The chakram has a
only for a number of rounds equal to your Ninjutsu critical hit range of 19-20. On a critical hit, the target also
Modifier. These clones cannot use any class features or gains the 4 ranks of the bleeding condition. As a bonus
feats you have, but can use Shikigami Clan features. This action on each of your turns, you may move the chakram
clone can change its color to blend in with surfaces, up to 30 feet and repeat the attack against a target within 5
allowing it to apply double your proficiency bonus to feet.
Stealth checks, and can move vertically across surfaces,
but will fall apart if it enters a body of water. It does not While under the effects of Dance of the Shikigami, when
benefit from any bonus to attacks or AC from other moving the chakram, you may have it make an attack
sources (such as jutsu that increase either of them). against each creature it passes during its movement. A
creature can only be targeted by the chakram once per turn.
When this clone makes a ninjutsu or melee attack, the
clone uses your ninjutsu attack bonus. If the clone forces At Higher Ranks: For each rank you cast this jutsu above
a target to make a saving throw, the DC for these jutsu is B-Rank, increase the cost by 3, the damage by 1d6 and the
critical hit range by 1.
79
PAPER COFFIN
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 80 feet
Duration: Concentration, up to 1 minute.
Components: CS
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You cover a target in sheets of paper, with
restrict their movements and plug their nose and
mouth, suffocating them. You do not need to pay
chakra, to maintain concentration on this jutsu. A target
creature you can see within range must succeed on a
Dexterity saving throw or be covered by countless sheets of
paper. On a success, they avoid the paper, ending the jutsu.
While trapped by the paper, they are restrained, unable
to cast jutsu that require Hand Signs (HS), draw or stow
weapons or make complete complex body movements like
making a weapon attack. They also begin suffocating. At
the start of each of the suffocating creatures turns, it takes
5d6+15 Necrotic Damage that cannot be reduced by any
means. A creature that does not need to breathe cannot
take damage from this jutsu. During this time, the creature
cannot speak, but you can allow it to do so, halting the
suffocation by one round. At the end of the creature's turn,
it can make a Strength saving throw, breaking free of the
paper on a successful save.
A creature can attempt to destroy the paper Coffin you
have created. Your Sokushinbutsu has an AC equal to your
Ninjutsu save DC, 25 Hit points and Vulnerability to Fire
damage. If your Sokushinbutsu’s hit points are reduced to
0, this jutsu ends.
A-RANK
DANCE OF THE SHIKIGAMI
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minute.
Components: CS
Cost: 18 Chakra
Keywords: Hijutsu, Ninjutsu
Description: With your mastery of paper, you turn yourself
into a paper angel, with a body untouchable by mundane
weaponry and the ability to take to the skies. Until this
jutsu ends, you gain the following benefits:
• You gain Resistance to bludgeoning, piercing, and
slashing damage.
• You gain a flying speed of 60 feet.
You can use your bonus action to select a space you can
see up to 60 feet away. All creatures in a 15-foot cube
centered on this space must succeed a Dexterity saving
throw. On a failed save, creatures takes 4d8 piercing
damage and gains the Bleeding condition, or half as much
damage on a successful saving throw.
80
SHOTON you complete a short or long rest. You can spend
Crystallization Die to increase the Damage, Hit Points, or
A Chunin female is trapped behind enemy lines as the Damage Reduction of Ninjutsu you cast with the Earth
opposing force of mercenaries led by a prominent rogue Release Keyword or Reduce the cost of Ninjutsu you cast
ninja are advancing towards her position. “Damnit, we need with the Earth Release Keyword, by using the following
help! Where is Genkai!?” she exclaims as a fireball erupts at criteria (This requires no additional action);
her location. She barely avoids it as her back is badly burned.
The rogue shinobi approaches her with a katana hanging • When you would deal damage with a Ninjutsu you cast
over his shoulder with a smug grin. “Any last word scum, with the Earth Release Keyword, you can spend up to
Before I send your head back to the Tsuchikage in a bag?” two Crystallization Die adding the result to the
He says confidently as he raises his sword ready to deliver damage. You can do this once per casting.
the final blow. “Yeah, I got one” a voice exclaims from the
tree’s. “You need to know how to treat a lady” the voice • When you would summon or create a creature or
continues before the rogue ninja begins to see his forces earthen construct using a Jutsu with the Earth Release
slowly become overtaken by blue crystalline constructs as Keyword, you can spend up to 3 Crystallization Die
they are frozen in time inside the beautiful crystal. adding the result to the creatures or constructs Hit
Points. You can do this once per casting.
—Himari Hyūga
The Never-Ending Wars, Ch. 11 excerpt. • When you would reduce damage with a Ninjutsu you
cast or are concentrating on with the Earth Release
DIAMONDS IN THE ROUGH Keyword, you may spend 1 Crystallization die adding
to the result. You can do this twice per turn.
The Shoton Clan is a clan that hails from the land of
Sound. A Clan without a clear family name, but one • When you would cast a Ninjutsu with the Earth
which has produced many of prominent shinobi. This Release Keyword, you can spend 1 Crystallization die,
clan has an extreme affinity for earth release allowing reducing the cost of the jutsu cast by half of the result
them to convert any matter into crystals with enough (Min 1.) You can do this once per casting. This does not
chakra control. They have been known to serve the reduce the jutsu’s concentration cost.
Otokage at some point in history, but its members have
long since spread and assimilated into different villages
and formed a multitude of different family names,
becoming most prominent in the land of earth most
recently.
SHOTON TRAITS
Ability Score Increase: +2 Con, +1 Cha
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Nature, Survival
Crystal Release Affinity: You begin with Earth Release
Affinity
SHOTON FEATURES
Crystal Release: The Shoton 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).
One with Earth: Shoton’s are known for being rash,
headstrong and stubborn. These personality traits tend
to bleed into their affinity for earth Release Jutsu.
Beginning at first level, you may use Charisma instead of
Intelligence for the attack rolls, damage rolls, and Save
DC of Ninjutsu you cast with the Earth Release Keyword.
Crystalline Stone: Beginning at 1st level, your
crystalline techniques allow you to reinforce any earth
based jutsu that produces Earthen Constructs
significantly. Ninjutsu, you cast with the Earth Release
Keyword that creates an Earthen Construct, reduces
incoming damage to the construct by -2 against all
damage types except Fire & Lightning Damage. This
becomes Resistance at 11th level.
Rock Hard Stability: Starting at 3rd level, when you
are concentrating on a Ninjutsu with the Earth Release
Keyword, you gain a +1 Bonus to your AC. This bonus
increased to a +2 at 11th level and a +3 at 18th level.
Crystalized Focus: Starting at 7th level, you have
learned how to reinforce the molecular structure of
Stone, Crystal and other earth-based materials. This
reinforcement is represented as a pool of d10’s called
Crystallization Die. You begin with 4 of these
Crystallization die. You gain more as you increase in
level. You gain 1 more when you reach 11th, 15th, and
18th level. You regain all expended uses of this die when
81
SHOTON CLAN JUTSU CRYSTAL RELEASE: CRYSTAL WHEEL
D-RANK Classification: Hijutsu
Rank: D-Rank
CRYSTAL RELEASE: CRYSTAL ARMOR Casting Time: 1 Action
Range: Self
Classification: Hijutsu Duration: Concentration, Up to 1 Minute
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 4 Chakra
Range: Self Keywords: Hijutsu, Ninjutsu, Earth Release
Duration: Concentration, up to 1 Minute Description: You manifest pink, blue, red, or green crystal
Components: HS, CM ring around yourself that you cause to spin like a buzzsaw
Cost: 5 Chakra around you.
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You create a layer of crystalline chakra across For this jutsu’s duration, you increase your Movement
your body designed to act as a second skin protecting you speed by 5 x your Ninjutsu ability modifier, you ignore
from powerful blows and crippling attacks. difficult terrain and creatures who would make an attack of
opportunity against you takes 10 earth damage as the crystal
For the duration, you cannot gain the benefits of Armor ring slashes into them as you pass them.
you are wearing. You do not spend chakra to maintain
concentration of this jutsu and this jutsu cannot end as a At Higher Ranks: For each rank you cast this jutsu above
result of failing a concentration check. D-Rank increase the cost by 3 and the damage by 5.
You gain a +1 Bonus to your AC, and reduce incoming CRYSTAL RELEASE: JADE CRYSTAL BLADE
damage by -2. This damage reduction does not count
against Lightning Damage. Classification: Hijutsu
Rank: D-Rank
While you are gaining the benefit of this jutsu, you are Casting Time: 1 Action
counted as an Earthen Construct of your own creation. Range: Self
Duration: Concentration, Up to 1 Minute
At Higher Ranks: For each rank you cast this jutsu above Components: HS, CM
D-Rank increase the cost by 3. If this jutsu is cast at C-Rank Cost: 4 Chakra
or higher, increase the damage reduction to 4. If this jutsu is Keywords: Hijutsu, Ninjutsu, Earth Release
cast at B-Rank or Higher, increase the Bonus to AC by +1. If Description: You manifest pink, blue, red, or green crystal
cast at A-Rank or higher, the duration, instead becomes 8 blades on either arm of yours.
hours, and can be concentrated on alongside two other Jutsu
with the Earth Release Keyword. If cast at S-Rank or higher, As an action on each of your turns, you can make two
increase the damage reduction to 8. melee ninjutsu attacks against a creature you can see within
5 feet of you. On a hit, you deal your unarmed damage + 1d8
CRYSTAL RELEASE: CRYSTAL NEEDLES earth damage.
Classification: Hijutsu If you successfully hit a creature with both attacks, the
Rank: D-Rank target gains 2 ranks of bleeding.
Casting Time: 1 Action
Range: 60 Feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant D-Rank increase the cost by 3 and the damage by 2d8.
Components: HS, CM
Cost: 5 Chakra C-RANK
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You manifest pink, blue, red, or green crystal CRYSTAL RELEASE: HEXAGONAL CRYSTAL
rods that you then launch at a creature you can see in range. SHURIKEN
Make two ranged ninjutsu attacks against a creature you Classification: Hijutsu
can see within range. On a hit, you deal 2d6 + Your Ninjutsu Rank: C-Rank
ability modifier Earth damage. Casting Time: 1 Action
Range: Self
If you deal 15 or more damage using this jutsu, the crystal Duration: Permanent, until used
expands on contact attempting to restrain the affected Components: HS, CM
creature. The target must succeed a Strength saving throw Cost: 6 Chakra
being restrained by crystals on a failed save. At the end of Keywords: Hijutsu, Ninjutsu, Earth Release
the affected creatures turn, they remake their saving throw Description: You manifest a d6 stack of pink, blue, red, or
ending the restrained condition on a success. green crystal shuriken. These shuriken have no bulk, and
you can only ever have 1 Stack at a time. If you manifest
At Higher Ranks: For each rank you cast this jutsu above another stack, the previous stack dissolves.
D-Rank increase the cost by 3 and the damage by 1d6 and
the number of attacks by +1. These shuriken have the same range as normal shuriken,
deals a d8 slashing damage and have the Deadly weapon
property.
These shuriken can be thrown using your Ninjutsu attack
bonus, and always count as components for bukijutsu that
require a ranged slashing weapon.
If you score a critical hit with these shuriken, they shatter
and splinter dealing half the damage dealt to all creatures
within 5 feet of the original target.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost by 3 and the size of the stack by 1
step (D6>D8>D10>D12)
82
CRYSTAL RELEASE: SHURIKEN WILD DANCE If this jutsu is cast targeting a willing creature, you
manifest the crystal dome around them almost instantly.
Classification: Hijutsu This dome intercepts all attacks and damaging effects
Rank: C-Rank except Genjutsu.
Casting Time: 1 Action
Range: Self (5-Feet radius) If this jutsu is cast targeting an unwilling creature, that
Duration: Concentration, Up to 1 minute creature makes a Dexterity saving throw being encased in
Components: HS, CM the dome on a failed save. While inside the crystal dome, it
Cost: 7 Chakra intercepts all attacks and damaging effects except Genjutsu.
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You manifest pink, blue, red, or green crystal The dome an AC equal to your Ninjutsu save DC,
shuriken that spin around your furiously, protecting you Resistance to Cold Damage and Vulnerability to Lightning
from harm and damaging creatures that get too close. Damage and a number of Hit point equal to 6d8+15. A
creature cannot willingly pass through the crystal, requiring
Ranged attacks against you deals reduced damage equal it to be destroyed, dispelled, removed in order to move from
to 2d6. This damage reduction doesn’t count against the creatures current space.
lightning damage.
At Higher Ranks: For each rank you cast this jutsu above
If a creature begins or ends its turn within 5 feet of you, D-Rank increase the cost by 3 and the number of hit points
they must succeed a Dexterity saving throw, taking 3d6 the Dome has by 1d8+5.
earth damage and 3d6 Slashing damage on a failed save or
half as much on a success. CRYSTAL RELEASE: CRYSTAL PRISON
At Higher Ranks: For each rank you cast this jutsu above Classification: Hijutsu
D-Rank increase the cost by 3 and the damage by 1d6 of Rank: B-Rank
each damage type. Casting Time: 1 Action
Range: Touch
CRYSTAL RELEASE: JADE CRYSTAL Duration: Concentration, up to 1 minute
HEXAGONAL PILLARS Components: HS, CM
Cost: 14 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Earth Release
Rank: C-Rank Description: You manifest a pink, blue, red, or green
Casting Time: 1 Action crystalline structure, completely encasing a creature you
Range: Self (60 Foot Radius) touch within. This jutsu’s cost and concentration costs
Duration: Concentration, Up to 10 minutes cannot be reduced by any means except by Crystal Release:
Components: HS, CM Jade Crystal Hexagonal Pillars.
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Fuinjutsu Make a melee ninjutsu attack. On a hit, the target must
Description: You manifest five, large pink, blue, red or succeed a Constitution saving throw, on a failed save you
green crystalline pillars around yourself each on the edge of infuse your target with your Crystal Release Chakra for the
this jutsu’s radius, with you in the center. Each of these next minute. At the beginning of each of its turns must
pillars for the duration, counts as an earthen construct. succeed a Constitution (Chakra Control) check vs your
Ninjutsu Save DC for the duration.
For the duration, you and creatures of your choice within
this jutsu’s radius gains the following benefits; Each time a creature fails, their cellular structure begins
to resemble that of a Crystal.
• Jutsu cast, with the Earth Release Keyword, of a rank
equal to or lower than this jutsu ignore the Hand Seal (HS) A creature who fails one or more times gains one rank of
requirements. the Slowed Condition as it becomes hard to move the way
they want.
• Jutsu cast, with the Earth Release Keyword, that requires
concentration, reduce concentration costs by -1. (Min 1.) A creature who fails two or more times gains the
restrained condition as their cells begin to take on a
• Reduce all incoming damage, except Lighting and Psychic crystalline make up solidifying and crystallizing them.
damage by 1d6+2.
A creature who fails three or more times becomes
• Creatures cannot gain the benefit of Stealth or being incapacitated as their body is overtaken by crystalline cells.
hidden from you while within this jutsu’s radius.
A creature who fails five or more times becomes Petrified
At Higher Ranks: For each rank you cast this jutsu above permanently, until you recast this jutsu on them, or a
C-Rank increase the cost by 3 and the damage reduction by Ninjutsu with the medical Keyword that removes conditions
-3. If cast at A-Rank or above increase the cost reduction for of any type is cast on them at A-Rank or Higher.
concentrating on Earth Release jutsu to -3 (Min 1.)
If their Petrified figure is damage or destroyed in anyway,
B-RANK the creature petrified, is immediately killed, with no way to
be revived.
CRYSTAL RELEASE: CRYSTAL FRUIT
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action or Reaction, which you take when a
creature you see would take damage.
Range: 90 Feet
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You manifest a pink, blue, red, or green crystal
dome around a creature of your choice within range
designed to protect or trap a creature.
83
A-RANK
CRYSTAL RELEASE: CRYSTAL IMPRISONMENT
WAVE
Classification: Hijutsu
Rank: A-Rank
Casting Time: Full Turn Action
Range: Self (30-Foot Radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: As a part of casting this jutsu, you must know
the Crystal Release: Crystal Prison Hijutsu. You perform the
Crystal Release: Crystal Prison Hijutsu, but on a massive scale,
affecting all creatures within range.
This jutsu’s cost and concentration costs cannot be
reduced by any means except by Crystal Release: Jade Crystal
Hexagonal Pillars.
Each creature within a 30-foot radius, must succeed a
Dexterity saving throw. On a failed save, they fall under the
effects of the Crystal Release: Crystal Prison as if you hit them.
84
TSUCHIGUMO CLAN TSUCHIGUMO CLAN JUTSU
Ledio waits hiding in the darkness of the trees. His target D-RANK
walking unassuming directly under him. He jumps into
action, weaving a web launching it at them capturing them WEB BIND
almost instantly.
Classification: Hijutsu
—Tatsunami Aburame Rank: D-Rank
The Long Road, Ch. 4 excerpt. Casting Time: 1 Action
Range: Self (15-foot cone)
ARACHNOPHOBIA Duration: 1 Round
Components: HS, CM
The Tsuchigumo Clan is a small clan from the land of Cost: 5 Chakra
Rice, which finds its home in the Sound Village. But ever Keywords: Hijutsu, Ninjutsu
since the destruction of the Sound Village, they have Description: You knead sticky webbing in your mouth and
scattered and are known to work closely with the Grass spit it out covering the target area in front of you.
and Leaf Villages respectively. They are known for their Creatures in the target area must succeed a Dexterity
odd genetic makeup allowing them to create webs, and saving throw, being restrained on a failed save as the
biological matter that acts like chakra resistant armor. sticky web restricts movement. The target area of the
webs becomes difficult terrain. Creatures of enter the area
TSUCHIGUMO TRAITS must succeed a Strength saving throw being restrained on
a failed save.
Ability Score Increase: +2 Wis, +1 Dex
Speed: Your base walking speed is 35 feet. At Higher Ranks: For each rank you cast this jutsu above
Skill Proficiencies: Acrobatics, Chakra Control D-Rank, increase the cost of this jutsu by 3 and the size of
Weapon Proficiencies: You are proficient with the cone by 5 feet.
Shortbow’s and Longbows.
WEB THROW
TSUCHIGUMO FEATURES
Spider Techniques: The Tsuchigumo Clan have access to Classification: Hijutsu
a separate list of Jutsu unique to their Clan. You can add Rank: D-Rank
these Jutsu to your jutsu list instead of selecting jutsu from Casting Time: 1 Action
the Normal jutsu list(s). Range: 60 Feet
Duration: Instant
Third Eye: The Tsuchigumo are widely known as Components: HS, CM
“Arachnoids” or “Spider people” from their seeming Cost: 4 Chakra
closeness of the insects. But what most don’t know about Keywords: Hijutsu, Ninjutsu
are the third eye’s that reveal themselves on your forehead Description: You knead sticky webbing in your mouth and
as the clansmen grow older. Beginning at 1st level, your spit it out towards a creature you can see within range
third eye has reach maturity, and it opens at your latching on to them and preparing to pull or throw them
command. As an action for 1 minute, you open your third up to 30 feet from their original location. Target creature
eye, increasing your perceptive ability greatly. You gain a must succeed a Strength saving throw. On a failed save
+5 to Perception checks and your passive perception. choose a space up to 30 feet away from the target
Attacks with Ranged weapons you are proficient in can be creatures current space as you use your web to forcibly
made at twice the range and you add your wisdom modifier throw them into the selected space. If the space you select
to attack and damage rolls made with ranged weapon and would be impeded by a wall 5 feet thick or thicker, they
taijutsu attacks. At the end of this feature’s duration, you take falling damage as if they fell the
cannot use this feature until you finish a Short Rest. remaining distance they had to move. If
Beginning at 11th level damage you deal with ranged the wall is less thick, then they take
weapon or taijutsu attacks ignore resistance, and cannot 1d6 bludgeoning damage for each
have its damage reduced by more than 5. foot of thickness the wall is.
Web Weapons: Beginning at 3rd level you can produce At Higher Ranks: For each rank
spider webs by infusing your spit or sweat with chakra. You you cast this jutsu above D-Rank,
can use this web to create traps, and even sense enemies. increase the cost of this jutsu by 3
You can as a bonus action, generate enough webbing to and the distance you can throw
create “Web weapons” which you have proficiency with. a creature by 10 feet.
You can create any simple or martial weapon. Weapons
made this way always have the Light, Multiattack, and
Critical property and lose the Heavy, Two-Handed and
Loading properties if any.
Exoskeleton: Beginning at 7th level you can create a
hardened form of your Spider webs but have it come from
your skin pores, creating a type of natural body armor. You
can as an action or reaction conjure this armor by spending
5 chakra. For the next minute while you are not wearing
Medium or Heavy armor, you are treated as if you are
wearing Light Armor, you gain a +1 to your AC and 10
Temporary Hit points. Beginning at 15th level this bonus
increases to +3 and 20 Temporary hit points. Beginning at
18th level you gain a+5 to your AC and 30 Temporary Hit
points. The bonus to AC lasts for 1 minute, or until you no
longer have Temporary hit points from this feature.
85
SPIDER ART: TERRIBLE SHOT SPIDER WEB FLOWER
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet Range: 60 feet
Duration: Instant Duration: 1 round
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Bukijutsu Keywords: Hijutsu, Ninjutsu
Description: (As a requirement to cast this jutsu, you must Description: You spit several small nets of webbing from
have a Web Weapon Bow) You spin your webs reinforcing your mouth at up to 3 targets. Make a Ranged Ninjutsu
your bow to have enhanced tension strength able to attack against up to three targets you can see in range.
handle twice the normal tension put on a normal bow. Target creatures become grappled by the webbing until
Make a ranged taijutsu attack using your Web Bow. On a the end of their next turn unable to form handseals.
hit, roll double the weapon damage dice with your bow.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the
above D-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target by +1.
dice multiplier by 1. (Double > Triple > Quadruple >
Quintuple > Sextuple) SPIDER WEB WALL
STICKY GOLD Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 90 feet
Casting Time: 1 Reaction to being hit with an attack Duration: Up to 1 Hour
Range: Self Components: HS, CM
Duration: Instant Cost: 9 Chakra
Components: CM Keywords: Hijutsu, Ninjutsu
Cost: 5 Chakra Description: You anchor webbing between two solid
Keywords: Hijutsu, Ninjutsu masses (such as walls or trees). Creatures are heavily
Description: Using the same philosophy and techniques obscured from each other on either side of the webbing.
used to make your Exoskeleton, you are able to quickly Each creature that starts its turn in the webs or that
produce this armor at the point of contact. You reduce enters them must make a Strength saving throw. On a
damage 4d6 as you quickly layer the armor to negate the failed save the creature is restrained as long as it remains
attack. in the webs or until it breaks free. Attacks that pass
through the wall of webs are made at disadvantage.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and B-RANK:
reduce damage further by 2d6.
SPIDER ART: TERRIBLE SPLIT
C-RANK:
Classification: Hijutsu
SPIDER WEB AREA Rank: B-Rank
Casting Time: 1 Action
Classification: Hijutsu Range: Self
Rank: C-Rank Duration: 1 Minute
Casting Time: 10 Minutes Components: HS, CM
Range: 120-foot radius sphere Cost: 14 Chakra
Duration: 12-Hours Keywords: Hijutsu, Bukijutsu
Components: HS, CM Description: (You must have a Web Weapon Bow, and have
Cost: 9 Chakra your Third Eye Active in order to cast this jutsu.) You
Keywords: Hijutsu, Ninjutsu, Sensory reinforce the bow string of your Web Bow, with an
Description: (You must know the Web Bind Tsuchigumo enhanced string of Silk able to handle up to ten times the
Clan Jutsu to cast this jutsu) You take time to spread a normal tension put on a bow draw. While wielding this
network of extremely thin and almost invisible webs enhanced bow, as a Bonus action you brace yourself
called “Touch threads”. For the duration of this jutsu drawing the bow using your entire body as you also create
creatures who enter the radius of this jutsu immediately an Arrow with a drill like Tip. You can use your action
alert you to their presence and location regardless of their after taking a bonus action to prepare your shot to make a
stealth ability check. You can also as an action target one ranged taijutsu attack firing the drill tipped arrow with
creature whom you can see while both you and them are your enhanced bow. On a Hit target creature takes 8d10
in the radius of your jutsu. By ending this jutsu you Piercing damage and must succeed a Strength saving
attempt to ensnare the target by focusing on them and throw having their movement speed reduced to 0 for 1d4
taking direct control of the webbing. The target creature rounds as your web guided arrow also spreads your sticky
must succeed a Dexterity saving throw coming under the webbing around your target restricting their movement
effects of the Web Bind Tsuchigumo Clan Jutsu on a failed slowing them down.
save and no further effects on a successful one.
86
SPIDER ART: BROOD MOTHER SUMMONING Large Creature, unaligned
Classification: Hijutsu Armor Class 14+ Your Ninjutsu Ability Modifier
Rank: B-Rank Hit Points 114 (12d8 + 36)
Casting Time: 1 Action Speed 45 ft
Range: 60 feet
Duration: 1 Minute STR DEX CON INT WIS CHA
Components: HS, CS, CM 20 (+5) 19 (+4) 20 (+3) 12 (+1) 21 (+5) 1 (-5)
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Damage Vulnerability Fire
Description: You weave handseals as you summon your Damage Immunities Poison; Bludgeoning, Piercing and Slashing from Non-
clans ancestral protector, the Brood Mother Arachnid.
This is a Large creature that acts on its own at the end Chakra enhanced weapons.
of each of your turns. You can give it direction as a Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
bonus action on your turn, in which if you do it gains a
bonus 1d4 to any attacks, checks or damage it deals as a poisoned.
result of receiving direction, otherwise it will act in Senses passive Perception 27
your favor attempting to cause harm to your enemies
as seen in its stat block. It uses your Ninjutsu attack Immutable Form. The Brood Mother Arachnid is immune to any Jutsu or
bonus and Save DC when an effect calls for it. effect that would alter its form.
If it is killed, it is unsummoned and must spend at Immutable Poison. Poison Damage this creature deals cannot be resisted
least 1 week regenerating, before it can be summoned and it treats immunity as resistance.
again.
Spider Climb. The Brood Mother can climb or cross any surface suffering no
At Higher Ranks: For each rank you cast this jutsu movement speed penalties.
above B-Rank, increase the cost of this jutsu by 3 and
the Brood Mothers Arachnids hit points by 25. Multiattack. The Brood Mother Arachnid can attack 2 times with its Bite and
once with its Web string or it can attack three times with its Web String
A-RANK:
Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 16 (2d10 + 5)
SPIDER NEST SUMMONING: RAIN OF Poison damage. Creatures who take damage from this attack must make a
SPIDERS constitution save, gaining 1 rank of envenomed on a failed save.
Classification: Hijutsu Web String. Ranged Weapon Attack: reach 30 ft., one creature. Affected
Rank: A-Rank creature is grappled by the web. Affected creature can immediate ly spend
Casting Time: 1 Action its reaction in an attempt to break free making a Strength (Athletics)
Range: Self (60-foot cylinder) check vs the summoners Ninjutsu Save DC to escape. If it chooses to not
Duration: 1 Hour spend its reaction to immediately escape, it must spend its action on
Components: HS, CM subsequent turns to make the Strength (Athletics) checks to end the
Cost: 20 Chakra grappled condition.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You draw out one of your clans secret Hatching Brood (Recharge 4~6): The Brood Mother Arachnid spends an action
summoning scrolls, releasing a Large Nest of spiders summoning a Broodling that acts at the end of the Brood Mother Arachnids
that all attack a 30-foot radius sphere centered on you. action. It uses your Ninjutsu attack bonus, save DC or ability Modifier when
Creatures in the target radius must succeed a Strength needed.
saving throw, being Restrained & Incapacitated for the
duration, on a failed save as the newly born spiders Small Creature, unaligned
encircle them catching them in sticky spider webs
ensnaring the creatures, cutting off their exits and Armor Class 15
restricting movements. Creatures must also succeed a Hit Points 20
constitution saving throw being poisoned on a failed Speed 45 ft
save as the newly hatched spiders begin biting into the
targets poisoning them, weakening their prey in STR DEX CON INT WIS CHA
preparation for being consumed later. Creatures 16 (+3) 20 (+5) 1 (-5) 1 (-5) 16 (+3) 1 (-5)
affected by this jutsu can make an Athletics check vs
your Ninjutsu save DC to escape.
Damage Vulnerability Fire
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
poisoned.
Senses passive Perception 10
Spider Climb. The Broodling can climb or cross any surface suffering no
movement speed penalties.
Multiattack. The Broodling can attack 2 times with its Bite.
Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 10 (2d4 + 5) Poison
damage. If a creature is poisoned or Envenomed, this damage is increased
by 1d4.
87
UCHIHA CLAN • Sharingan Dodge 1: As a Reaction by spending 3 Chakra,
add +3 to your AC and Dexterity saving throws until the
Vale sits holding her fallen ally in her arms. As the enemy start of your next turn. This does not consume a use of
surrounds her. “This is it, Uchiha. It’s over, there is no way to your Sharingan Clan Feature.
reconcile what you did. If you had just surrendered from the
beginning, they would all be alive” the rogue shinobi says • Copy Wheel 1: As a Reaction You can copy a Jutsu in use,
while placing his weapon on his shoulder looking down on that you can see whose level is equal to or less than your
her. Vale begins to look up at them, but something is Intelligence or Wisdom Modifier (Min 1) or lower (D-
different. Her eyes are red with additional tome in them. The Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.) This
rogue shinobi attack her but misses, she moves like she was Jutsu cannot have the Hijutsu Keyword and you cannot
a phantom, a ghost. She sees all of their movements before copy a ninjutsu with a nature release keyword you don’t
they even make them and will get vengeance for her fallen have access to. This jutsu is temporarily added to your
allies. She feels her weakness being the sole reason for their Jutsu list until you either copy another jutsu or take a
defeat and she will rectify it, if it's the last thing she does. short or long rest. Alternatively, you can also attempt to
learn the jutsu if you succeed on a DC (10 + Jutsu Level, D-
—Tatsunami Aburame Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) ability
The Long Road, Ch. 15 excerpt. check using the Jutsu’s corresponding Ability score
(Ninjutsu, Genjutsu, or Taijutsu ability score). You cannot
THE CURSE OF HATRED gain the benefit of bonuses to this ability check by any
means. On a success you add the Jutsu to your known list.
The Uchiha clan is one of the four noble clans of On a failure, you do not learn it, and cannot attempt to
Konohagakure, reputed to be one of the village's again until after a long rest. You can learn a number of
strongest because of their Sharingan and natural battle jutsu this way equal to your proficiency bonus. If you
prowess. After helping found Konoha decades ago, the attempt to learn a jutsu while you already have the
Uchiha grew increasingly isolated from the village's maximum possible learned from this feature, you unlearn
affairs, culminating in most of their deaths during the one of the jutsu learned this way, replacing it.
Uchiha Clan Downfall. After the 4th great ninja war, they
began to find footing and regrow. There are quite a few • Genjutsu Counter 1: You are always aware when you are
Uchiha now in the present day, though not as many who under the effects of a Genjutsu who’s DC is equal to or less
are shinobi. than your Passive Illusion (Wisdom (Illusion) Bonus +10)
regardless if the genjutsu has the Unaware Keyword. Also,
UCHIHA TRAITS as an Action or Reaction, while under the effects of a
Genjutsu you are aware of, you can immediately make an
Ability Score Increase: +2 Dex, +1 Int or Wis additional saving throw to end their effects.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Insight, Pick one between: Ninshou, • Hypnotic Eye 1: As a Bonus Action when you cast a
Martial Arts, Illusions Genjutsu with the Visual Keyword, you can increase the
Passive Affinity: You have Fire Release Affinity Save DC by +1.
UCHIHA FEATURES 2-Tomoe Sharingan: At 7th Level you gain the ability to
Uchiha Techniques: The Uchiha have access to a take the Search Action as a bonus Action and one of the
separate list of Jutsu unique to their Clan. You can add following features.
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list. • Sharingan Dodge 2: You can only take this feature If you
already have Sharingan Dodge 1. Your Sharingan Dodge
Sharingan: One of the Hidden Leaf Village’s 2 Great bonus becomes +5, instead of +3. This does not consume a
Dojutsu. The Sharingan is an eye of extreme potential use of your Sharingan Clan Feature.
and flexibility. At Third Level you gain access to one of
the following features. You gain access to more at the • Aggressive Foresight: As a Reaction, you can make an
dictated levels below. Activating your Sharingan costs 5 Insight check against a creature when they target you or
chakra and is a bonus Action and remains active for 10 someone within 30 feet of you with a jutsu and you can
minutes. You may only use features gained from this see them. The DC is 12+ Rank of the Jutsu (D-Rank: 1, C-
Clan Feature while your Sharingan is active. You may Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success you
only learn features from the lists provided at each given know the Jutsu you or an ally are being targeted with. If
level. You can use these features a number of times equal you are the target, you gain an additional reaction
to 2 + The number of Tomoe you currently have, per immediately after this one. If the target is an Ally, they
Activation. You may Spend 5 Chakra while your gain a +2 Bonus to their AC against this singular attack as
Sharingan is active to reset the number of uses you have. you tell them what to look out for.
(This counts for all features not each individually.)
• Aggressive Jutsu Augmentation 1: As a Bonus action,
1-Tomoe Sharingan: At 3rd level you gain 30 feet of when casting a Ninjutsu, Taijutsu or Genjutsu, you may
chakra sight and two of the following Features. spend additional chakra equal to half of its total cost to
increase Jutsu Rank by one. This is not limited by the Rank
• Sharingan Adaptation: Select one Jutsu Type between of Jutsu you can learn. (D>C>B>A>S) If you would attempt
Genjutsu & Taijutsu. For the Duration of your to upcast an S-Rank jutsu that deals damage, its rank
Sharingan, Uchiha Clan Jutsu your Select Jutsu Casting remains S-Rank, but its damage is increase by 2 damage
Ability Score is changed to the Listed Score; die or Save DC by +2.
o Genjutsu: Charisma
o Taijutsu: Dexterity • Genjutsu Counter 2: You can only take this feature if you
already have Genjutsu Counter 1. You are always aware if
• Sharingan Agility: For the Duration of your Sharingan, you are under the effects of a Genjutsu regardless of the
you while wearing Light or No Armor, Your AC equals keyword. At the beginning of each of your turns, you can
10 + Half Your Proficiency (Rounded Down) + immediately make an additional saving throw to end their
Dexterity Modifier + Intelligence Modifier. (You do not effects.
add your Armor bonus from light armor)
88
3-Tomoe Sharingan: At 11th Level you gain a +5 bonus • Amplified Flames: When you would cast a Uchiha Clan
to your passive perception and one of the following Ninjutsu with the Fire Release Keyword, you reduce
features. the cost by 1 for each Rank. (D-Rank: 1, C-Rank: 2, B-
Rank: 3, A-Rank: 4, S-Rank: 5)
• Sharingan Dodge 3: You can only take this feature If
you already have Sharingan Dodge 2. When targeted by • Feinting Attack: While you are gaining the benefits of
an attack, by spending 10 Chakra as a reaction, you your Sharingan feature, as a Bonus action you select a
instead can just cause the triggering attack to miss. If target. You have advantage on the next attack roll
you must make a Dexterity saving throw, you can against that creature. If the attack hits, you may add
choose to instead succeed regardless of what you half of your proficiency bonus to the damage done.
rolled taking no damage or suffering no effect instead You may use this feature a number of times equal to
of taking half damage or an alternative effect. This can your Taijutsu Ability Modifier per short rest.
only be done if you are not restrained or prone.
• Sharingan Advancement: You may select 1 additional
• Copy Wheel 2: You can only take this Sharingan Sharingan Feature you qualify for. You may take this
Feature if you have taken Copy Wheel 1 previously. You feature more than once.
can instead learn the jutsu, you’re attempting to copy
permanently, if you succeed a DC (13 + Jutsu Level, D- • Maneuvering Shuriken: If you have the Uchiha
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) Shuriken Rain clan jutsu on your known jutsu list, if
ability check using the Jutsu’s corresponding Ability you use both your action and bonus action to throw a
score (Ninjutsu, Genjutsu, or Taijutsu ability score). weapon with the multiattack property, you instead
You cannot gain the benefit of bonuses to this ability treat it as if you casted the Jutsu at D-Rank at no
check by any means. On a success you add the Jutsu to Chakra Cost. Beginning at 9th level, you treat this
your known list. On a failure, you do not copy it, and casting a C-Rank, and B-Rank at 13th level. You may
cannot attempt to again until after a long rest. use this feature a number of times equal to your
Taijutsu Ability Modifier per short rest.
• Aggressive Jutsu Augmentation 2: As a Bonus action,
when casting a Ninjutsu, Taijutsu or Genjutsu, you
may spend additional chakra equal to half of its total
cost to increase Jutsu Rank by one. (D>C>B>A>S). If
you would attempt to upcast an S-Rank jutsu that
deals damage, its rank remains S-Rank, but its
damage is increase by 2 damage die or Save DC by +2.
If you already have Aggressive Jutsu Augmentation
feature you instead spend no additional cost to
increase the jutsu’s rank by one.
• Hypnotic Eye 2: You can only take this feature if you
already have Hypnotic Eye 1. As a Bonus Action when
you cast a Genjutsu with the Visual Keyword, you can
increase the Save DC by +3.
Advanced Adaptation: Uchiha are known for their
extreme adaptation on the battlefield. Able to see,
comprehend, understand and react all in a hair’s
breadth with or without a Sharingan. At 3rd level you
gain one of the following Advanced Adaptation
Features. You can select another of these features
beginning at 7th, 15th and 18th level.
• Agile Stance: If you have the Uchiha Awaiting Stance
Clan Jutsu on your known Jutsu list, when a
creature’s attack would miss you, you are able to, as a
reaction, use the jutsu’s effects as if they missed you
while you had it casted at D-Rank, at no chakra cost.
Beginning at 9th level, you treat this casting a C-
Rank, and B-Rank at 13th level. You may use this
stance a number of times equal to your Taijutsu
Ability Modifier per short rest.
• Aggressive Assault: If you have the Uchiha Great
Assault clan jutsu on your known jutsu list, if you hit
a creature with 2 or more unarmed attacks, you
instead of dealing unarmed damage can treat the
attacks as if you casted the Jutsu at D-Rank at no
Cost. Beginning at 9th level, you treat this casting a
C-Rank, and B-Rank at 13th level. You may use this
feature a number of times equal to your Taijutsu
Ability Modifier per short rest.
• Amplified Defense: While you are gaining the benefits
of your Sharingan feature, you may make a number of
reactions equal to your Sharingan’s Tomoe, per long
rest.
89
UCHIHA CLAN JUTSU If this jutsu is cast as a result of Uchiha Awaiting
Stance, it is automatically upcast to the same rank at no
D-RANK: additional cost.
GENJUTSU: SHARINGAN! At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu damage by 2d8.
Rank: D-Rank
Casting Time: 1 Action UCHIHA SHURIKEN RAIN
Range: 30 Feet
Duration: Instant Classification: Hijutsu
Components: CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Genjutsu, Visual Range: 30 feet (10-foot radius sphere)
Description: As part of the requirements of this jutsu, Duration: Instant
you must have the Sharingan Clan Feature Active. By Components: W (Shuriken or Kunai), NT, M
making eye contact with a creature while your Sharingan Cost: 4 Chakra
is active, you are able to cast any Genjutsu of D-Rank or Keywords: Hijutsu, Bukijutsu
lower that you could learn at no additional chakra cost Description: You consume a stack of shuriken or Kunai,
that does not require mobility (M), a Chakra Seal (CS), a and launch them at once into the air. Creatures in the
weapon (W) or ninja tools (NT) components and cannot target area, must succeed a Dexterity saving throw. On a
have a range of self. The genjutsu cast must have a failed save, the target creature(s) take 5d4 Slashing
casting time of 1 action or bonus action. The Range of the damage and become restrained in place until the end of
Genjutsu becomes the range of this jutsu and can only their next turn as they are pinned to the closest surface
affect the target creature you are looking at. This can be to them or half as much damage and no additional
done without breaking stealth. effects on a successful save.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 4 and above D-Rank, increase the cost of this jutsu by 3 and
the rank of the Jutsu that can be cast by 1 (D>C>B>A>S) damage by 2d4.
UCHIHA AWAITING STANCE UCHIHA EMBER BULLET
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are Casting Time: 1 Action
targeted by an attack or would make a Dexterity saving Range: 60 Feet
throw. Duration: Instant
Range: Self Components: HS, CM
Duration: 1 Round Cost: 5 Chakra
Components: M Keywords: Hijutsu, Ninjutsu, Fire Release
Cost: 4 Chakra Description: This is a unique variation of the “Fire
Keywords: Hijutsu, Taijutsu Release: Phoenix Fire” Jutsu. Make a Ranged Ninjutsu
Description: As a Reaction, you force the triggering attack against a target creature in range. On a hit, they
creature and all subsequent attacks targeting you, to roll take 4d8 + Ninjutsu ability modifier fire damage.
at disadvantage or you gain advantage on the triggering
Dexterity saving throw and all subsequent Dexterity At Higher Ranks: For each rank you cast this jutsu
saving throws until the beginning of your next turn. above D-Rank, increase the cost of this jutsu by 3 and
When a creature misses you with a melee attack or you damage by 2d8
pass a Dexterity saving throw, you immediately make a
melee weapon attack or cast a D-Rank Taijutsu or C-RANK:
Bukijutsu that you know. If the jutsu cast is an Uchiha
Clan Hijutsu, you may cast it at 0 Cost. GENJUTSU: DEFLECT!
At Higher Ranks: For each rank you cast this jutsu Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: C-Rank
the rank of the Jutsu Cast by 1 (D>C>B>A>S). Casting Time: 1 Reaction, which you take when you or
another creature you can see are under the effects of a
UCHIHA GREAT ASSAULT Genjutsu.
Range: 30 Feet
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: CM
Casting Time: 1 Action Cost: 8 Chakra
Range: Touch Keywords: Hijutsu, Genjutsu, Visual
Duration: Instant Description: As part of the requirements of this jutsu,
Components: M you must have the Sharingan active. You may attempt to
Cost: 4 Chakra make a Wisdom (Illusion) check at Advantage vs the
Keywords: Hijutsu, Taijutsu Genjutsu save DC. On a success you end the Genjutsu
Description: Make a Melee Taijutsu attack against a affecting you or another creature. When you do you must
target creature in range. On a Hit they take 3d8 select another targeting within range, that you can see
bludgeoning damage. You also gain advantage on your and make eye contact with. The target creature must
next Melee or Taijutsu attack against them on your next succeed a Wisdom Saving throw, being affected by the
turn. Genjutsu you previously ended on a failed save. On a
successful save, no additional effects.
90
GENJUTSU: RED STAR UCHIHA FLAME TOWER
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: Self (60 Foot Cylinder)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: CM Components: HS, CM
Cost: 9 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Genjutsu, Visual, Unaware Keywords: Hijutsu, Ninjutsu, Fire Release
Description: You attempt to put a group of creatures under a Description: This is a unique variation of the Fire
unique and powerful Genjutsu. The Sun turns red and begins Release: Fire Wall Jutsu. You create a more focused
to slowly approaching. cylinder of fire centered on you; 60 feet tall that expands
60 feet centered on the user.
Select a space you can see within range. All creatures in a
20-foot radius sphere centered on this space must make a Creatures other than you that start their turn inside
Wisdom saving throw. On a failed save, a creature gains 2 the Flame Tower or attempt to cross the wall of fire,
rank of fear against the sun and will try to escape any source must succeed a Dexterity saving throw against your
of light opting to move into total darkness. It must spend its Ninjutsu save DC, taking 8d8 Fire damage and pushing
entire turn looking for cover or concealment from all light back 5 feet on a failed save and half as much on a
sources. A creature that begins its turn under any source of successful save.
light takes psychic damage equal to 2d6 + Your Genjutsu
Ability Modifier. For every rank of fear a creature has they The walls of the Flame tower has an AC equal to your
take an additional 2d6 psychic damage. Ninjutsu save DC and 10d10 Hit points. The wall regains
Hit points when hit by wind damage equal to the damage
At the end of an affected creatures turn, they remake the dealt. The Flame tower is vulnerable to Water Release
save ending this genjutsu on a success. Jutsu.
UCHIHA FLAME BALL A-RANK:
Classification: Hijutsu UCHIHA FLAME SPIRAL
Rank: C-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet (20-foot radius sphere) Rank: A-Rank
Duration: instant Casting Time: 1 Action
Components: HS, CM Range: 120 Feet
Cost: 9 Chakra Duration: Concentration, up to 1 Minute
Keywords: Hijutsu, Ninjutsu, Fire Release, Clash Components: HS, CM
Description: This is a unique variation of the “Fire Release: Cost: 20 Chakra
Great Fireball” Jutsu. You fire a stream of fire 5 feet wide and Keywords: Hijutsu, Ninjutsu, Fire Release
up to 60 feet long in a straight line originating from you. Description: The Ultimate Uchiha Fire Release. As part of
This fire stops at a space of your choice along this distance the requirements of this jutsu, you must have the
and expands into a large 20-foot radius sphere of blazing Sharingan active. By making the necessary handseals you
orange flame centering on the selected space. All creatures conjure three flaming tornados. Each tornado is 10 feet
in both this Jutsu's stream and blazing sphere, must wide and 30 feet tall. Creatures, whose space the tornado
succeed a Dexterity saving throw. On a failed save they take passes through must succeed a Dexterity saving throw
4d10 fire damage and the burned condition on a failed save taking 10d10 fire damage on a failed save or half as much
or half as much on a success. on a successful one.
At Higher Ranks: For each rank you cast this jutsu above Additionally, a creature who would make a Dexterity
C-Rank, increase the cost of this jutsu by 3 and damage by saving throw to resist the effects of this jutsu must also
2d10. succeed a constitution saving throw, being burned on a
failed save.
B-RANK:
Also, as a bonus action on each of your turns, you may
UCHIHA FLAME FLOWER command each tornado separately, moving them up to
60 feet each. A tornado cannot occupy the same space as
Classification: Hijutsu another tornado. A creature cannot be affected by more
Rank: B-Rank than 1 tornado a turn.
Casting Time: 1 Action
Range: 120 Feet The Flaming tornados can be dispersed with enough
Duration: Concentration, up to 1 minute force. The Flaming Tornados has an AC equal to your
Components: HS, CM Ninjutsu save DC, and hit points equal to ten times your
Cost: 14 Chakra Ninjutsu Ability Modifier. The Flaming Tornado counts
Keywords: Hijutsu, Ninjutsu, Fire Release as a construct, has vulnerability to Cold Damage, and
Description: This is a unique variation of the Fire Release: Hot when damaged by wind damage, instead gains hit points
Sun Jutsu, where you create 8 smaller ruby red spheres of fire equal to the damage the jutsu would have dealt.
in the air and have them float midair no higher than 30 feet
and no further than 120 feet from you. As a Bonus action on
your turn, you may command a single sphere to attack a single
creature. Make a Ninjutsu attack against a single creature. On a
Hit they take 4d8 Fire damage and the sphere is lost. If you
miss you still lose one of the fire spheres.
91
UZUMAKI CLAN Inhuman Lifeforce: Uzumaki’s are known for having
life forces that rival that of legendary shinobi. At 11th
Ketsuki stands in the middle of the arena, his rival standing level, you gain Proficiency in Constitution saving throws.
opposite to him. “How are you still standing? I've closed so If you are already Proficient you instead add 1d6 to all
many of your chakra points. Just fall over and give up Constitution saving throws.
already Ketsuki!” his rival cried out. Ketsuki, stumbling but
resisting to fall over, begins to weave hand seals. “I don’t Incomprehensible Fortitude: At 18th level, when you roll
back down! You of all people should know that by now!” he a Constitution Saving throw, you may succeed, regardless
screams as he finishes his hand seals and creates a wave of of the roll. Upon Success, you ignore the effects of the Jutsu
Fire from the ground as it rolls towards his rival, overcoming or ability that caused you to make the constitution safe.
him and defeating him as the crowds from the chunin arena This can only be done once, per long rest.
screams in excitement.
—Tatsunami Aburame
The Long Road, Ch. 6 excerpt.
NEVER BACKING DOWN
The Uzumaki Clan was formerly a prominent clan in
the whirlpool country. Since its destruction, most of
its members have resided in Konoha. Despite its past
demise, over 100 years after the Fourth Shinobi
World War the clan is once again active and
prominent in the land of Fire. Uzumaki's skill
with Fuinjutsu earned them both respect and fear
throughout the ninja world. Uzumaki naturally
possess incredibly strong life-forces. As such, they
have very long lifespans and likewise age slower.
UZUMAKI TRAITS
Ability Score Increase: +2 Con, +1 Cha
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Chakra Control, Ninshou
Uzumaki Hijutsu: You know 1 additional Uzumaki
Clan D-Rank Jutsu, this does not count against your
jutsu known.
UZUMAKI FEATURES
Uzumaki Sealing Techniques: The Uzumaki 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.
Fuinjutsu Master: Beginning at 1st level, Uzumaki can
utilize Jutsu with the Fuinjutsu Keyword far better than
most. One per rest, you can cast a jutsu you know with
the Fuinjutsu keyword that has a casting time of 1
action, as a bonus action. This increases to twice per
rest at 11th level and three times per rest at 18th
level.
Wellspring of Chakra: Uzumaki’s are known
for their massive reserves of chakra.
Beginning at level 1, increase your chakra
point total by 2, thereafter, each time you gain
a level, increase your chakra point total by 2.
Fundamental Difference: Uzumaki’s are
known for their incomprehensible stamina
and they have adapted it to allow them to
magnify their sealing Techniques. Beginning
at 3rd Level, you may use Constitution instead
of Intelligence for the Attack and Damage rolls as well as
Save DC of Ninjutsu you cast with the Fuinjutsu
Keyword.
Draining Seals: Starting at 3rd level, When a creature
fails a saving throw against a Ninjutsu you cast with the
Fuinjutsu Keyword, they take chakra damage equal to
twice your proficiency bonus. A creature can only lose
chakra in this way, once per turn. Beginning at 7th level
creatures instead take chakra damage equal to triple
your proficiency bonus.
92
UZUMAKI CLAN JUTSU FLASH ANCHOR
D-RANK: Classification: Hijutsu
Rank: D-Rank
CHAKRA RESERVES Casting Time: 1 Reaction, which you take when you
would take damage or make a saving throw or ability
Classification: Hijutsu check that would move you by any means.
Rank: D-Rank Range: Self
Casting Time: 1 Week of Downtime Duration: 1 Round
Range: Self Components: CM, CS
Duration: - Cost: 5 Chakra
Components: HS Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Cost: - Description: You quickly deploy chakra seals around you
Keywords: Hijutsu to create an immovable defensive barrier. Until the start
Description: You create a reservoir of chakra within your of your next turn, you cannot be moved by any means.
body. You store up to half of your maximum chakra inside
yourself. It takes a full week of Downtime, spent Additionally, you gain a bonus to your AC equal to your
recuperating to complete the process. Once completed you Ninjutsu Ability Modifier until the beginning of your
can instead spend chakra from the reservoir, instead of next turn.
your chakra pool for Jutsu. Chakra stored in the chakra
reservoir cannot be replenished with rests of any type C-RANK:
(Short, Long or Full). Instead, you must cast the jutsu
again in order to refill the chakra reservoir. ADAMANTINE BARRIER
UZUMAKI ART: BASIC SEAL Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 feet.
Casting Time: 1 Action Duration: Concentration, up to 10 minutes
Range: Touch Components: HS, CM, CS
Duration: 1 Minute Cost: 9 Chakra
Components: HS, CM, CS Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Cost: 5 Chakra Description: You expertly weave a net creating an
Keywords: Hijutsu, Fuinjutsu, Ninjutsu impregnable barrier using your adamantine sealing
Description: You inscribe a chakra seal onto the palm of chains.
your hand and create a three-point seal formation and
attempt to seal away a large portion of a target creature's The barrier appears at a point you can see within
chakra by slamming the seal onto the creature for a limited range. It can be free floating or resting on a solid surface.
time. Make a melee ninjutsu attack. On a hit, the target is You form it into a sphere with a 15-foot radius. It lasts
infused with three seal nodes. Whenever the target for the duration.
creature attempts to cast a Ninjutsu or Genjutsu, all
remaining seal nodes activate and they increase the cost of If the wall cuts through a creature’s space when it
the jutsu cast by half (rounded down) and then make a appears the creature is pushed to one side of the wall.
constitution saving throw. On a Successful save, they break (You decided which side)
one of the seal nodes placed. After 1 minute or all three
seals are broken, this jutsu ends. If a hostile creature attempts to move through the
barrier without the caster’s permission, it must make a
Additionally, a sealed creature makes Constitution charisma saving throw. On a failed save, it cannot push
(Chakra Control) checks at disadvantage. through the barrier for the remainder of the turn.
FONT OF LIFE Additionally, for the duration of the jutsu, any
creatures outside the barrier who targets a creature
Classification: Hijutsu inside the barrier with an attack or jutsu, must make a
Rank: D-Rank charisma saving throw. On a failed save the creature
Casting Time: 1 Action must choose a new target outside of the barrier, or lose
Range: Touch the attack or jutsu. Area of effects can still move through
Duration: Instant the barrier as if it wasn’t there.
Components: CM
Cost: Special At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Medical, Ninjutsu above C-Rank, increase the cost of this jutsu by 3 and
Description: You sacrifice your blood, chakra and increase the size of the barrier by 5ft.
essence to mend the injuries of an ally. A willing
creature, other than yourself, may bite you, dealing 1
piercing damage, which cannot be reduced in any way.
When they do, you spend Chakra die up to your
remaining chakra die. For each chakra die spent, the
target regains hit points equal to the result of the chakra
die rolled + your constitution modifier.
93
ADAMANTINE BINDING CHAINS B-RANK:
Classification: Hijutsu UZUMAKI STUBBORNNESS
Rank: C-Rank
Casting Time: 1 Action Classification: Hijutsu
Range: 30 feet Rank: B-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Reaction, which you take when you
Components: HS, CM would fall to 0 hit points.
Cost: 8 Chakra Range: Self
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Duration: Instant
Description: Your body produces 4 large chakra-based Components: HS, CM
chains from your back that you control as if they were Cost: 12 Chakra
extensions of your body. They act on your order all at the Keywords: Hijutsu, Ninjutsu
same time, targeting the same creature. As a bonus Description: Your determination and chakra reserves are
action on your turn, you may have the chakra chains act powerful enough to keep you standing despite your body
using either of the following abilities. suffering grievous injuries. When you fall to or below 0
hit points, you may as a reaction inject chakra
• Whip: Make a Ninjutsu attack against a target throughout your body forcing yourself to survive,
creature, dealing 4d10 slashing damage on a hit. instead dropping to 1 hit point. You gain an additional
reaction which you can only use to cast this jutsu. This
• Bind: Select one Creature you can see within range. additional reaction lasts until the beginning of your next
The target creature must succeed a Strength Saving turn.
throw. On a failed save, they are restrained. Target
suffers no additional effects on a successful save. A At the beginning of your next turn, you gain 1 rank of
restrained creature may repeat the saving throw at the weakened for the next minute as the stress from
end of each of their turns. maintaining consciousness and fighting through the
trauma takes its toll on you.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the UZUMAKI BREAK
damage by 2d10 and the number of creatures you can
target with Bind by +1. Classification: Hijutsu
Rank: B-Rank
UZUMAKI ART: 5-PRONGED SEAL Casting Time: 1 Action
Range: 60 feet
Classification: Hijutsu Duration: Instant
Rank: C-Rank Components: HS, CM, CS
Casting Time: 1 Action Cost: 14 Chakra
Range: Touch Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Duration: Up to 1 Week Description: Using your knowledge of seals and
Components: HS, CM, CS Fuinjutsu, you surgically attempt to dismantle and break
Cost: 9 Chakra all jutsu you see within range, that is currently being
Keywords: Hijutsu, Fuinjutsu, Ninjutsu maintained or is active. As part of the activation of this
Description: An advanced version of the Uzumaki Art: jutsu, make a Ninjutsu ability check against a DC (14+
Basic Seal, requiring two chakra seals layered on top of Rank of the Jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-
one another and reinforced with a 5-point seal of your Rank: 4, S-Rank: 5).
design, made to lock away chakra for powerful creatures.
On a success you understand the inner workings of all
Make a melee ninjutsu attack against a creature within active Jutsu of the result rank or lower in range and how
range. On a hit, the target is infused with five seal nodes. to break them, immediately ending its effects. You
Whenever the target creature attempts to cast a Ninjutsu decide which jutsu you want to affect when you cast this
or Genjutsu, all remaining seal nodes activate and they jutsu.
double the cost of the jutsu cast and then they must
make a constitution saving throw. On a successful save
they remove one of the seals. After 1 week, or all 5 seals
have been broken, this jutsu immediately ends.
Additionally, a sealed creature who would make a
Constitution (Chakra Control) check automatically fails.
If this jutsu is currently affecting a creature under the
effects of the Uzumaki Art: Basic Seal Uzumaki clan
Hijutsu, any Saving throw or ability check made to
remove or resist a Jutsu with the Fuinjutsu Keyword
(Excluding this one) is made at disadvantage.
Additionally, Uzumaki Art: Basic Seal’s duration is
changed to match this jutsu’s duration if they are under
the effect of both the above named jutsu, and this jutsu
at the same time.
94
A-RANK: On a failed save, the target creatures Chakra is reduced
to 0, and they cannot regain, increase, or be given chakra
UZUMAKI ART: RIVER DAM SEAL by any means, for this jutsu’s duration as you tightly
bind and disconnect their chakra network with 15
Classification: Hijutsu distinct seals throughout their body.
Rank: A-Rank
Casting Time: 1 Action. On a successful save, they instead reduce their current
Range: Touch chakra by 8d8 + your Ninjutsu Ability Modifier, and no
Duration: Permanent further effects, becoming unable to be affected by this
Components: HS, CM, CS jutsu for the next minute.
Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu A creature currently under the effects of this jutsu can,
Description: As a part of the activation of this jutsu. The as an Action make a Ninshou Ability Check vs Your
target must currently be under the effects of at least 1 or current Ninjutsu Save DC, to break one seal that you’ve
more of the following conditions; restrained, placed on them. A creature who is currently affected by
incapacitated, stunned, paralyzed, or any number of other Ninjutsu with the Fuinjutsu Keyword, reduces any
seals as a result of either Uzumaki Art: Basic Seal or saving throw or ability check they make to remove this
Uzumaki Art: 5-Pronged Seal. (Seals count as a single or any jutsu with the Fuinjutsu keywords seal by -1 for
condition for the purpose of this jutsu, regardless the each one they are currently under the effects of.
number of them on a single creature.)
A creature who has succeeded 5 of their Ninshou
You generate an infamous seal that grows in size so checks can access 1/3rd of their chakra total (Rounded
much so that it encompasses up to a 300-foot radius down)
before instantly compressing down into a 1 kanji seal
that can say or mean anything you wish. A creature who has succeeded 10 of their Ninshou
checks can access 2/3rd of their chakra total (Rounded
Make a Melee Ninjutsu attack against the target. On a down)
hit the seal wraps itself around the target. An affected
creature makes a constitution saving throw as you A creature who has succeeded 15 of their Ninshou
attempt to permanently place barriers and seals around checks immediately ends this jutsu’s effect on them.
their chakra network, removing their ability to even
conjure chakra.
95
YAMANAKA CLAN • Who has a higher Wisdom Modifier?
• Who has a higher Charisma Modifier?
A bandit walks into his group's main tent and demands to This technique is taxing and thus you can only complete
speak to their leader. The leader approaches him annoyed this technique a number of times equal to your Charisma
and confused “What is the meaning of this Dan?” the bandit Modifier (Min 1)
leader demands. “I just got word from our scouts that the
shinobi posted just past the hilltops are moving out. They are Master Mental Alteration: Yamanaka are masters of
leaving! We need to act now boss.” he exclaims. The bandit mental afflictions and alterations. At 18th level when you
leader looks shocked but takes his underling at his word. He use Yamanaka Clan jutsu. You may roll 1d10 dealing the
commands his officers to get everyone up and moving now. result as Psychic damage. This is in addition to any
If the shinobi are gone then now is the time to move through damage the jutsu may already inflict.
the hill pass. Dan bows and begins to make his way out of
the tent. As he exits, he holds his head and almost collapses YAMANAKA BOONS
before catching himself and grumbling, “What happened?”
About 400 Yards away hidden in the brush of a large tree, Name Prerequisite Effect
Leena begins to wake up looking at her 2 allies and raising a Adept 5th Level
thumb of success. “They took the bait, hook line and sinker.” Transfer When Figuring the DC for the Mind Body Transfer.
She says as her allies inform the awaiting ambush party. - You may use your Charisma modifier instead of
—Tatsunami Aburame, The Long Road, Ch. 14 excerpt. Armored Wisdom when figuring your Genjutsu Save DC.
Thoughts
IMPOSSIBLE TO PIN DOWN When making Intelligence, Wisdom or Charisma
Astute 7th Level saving throw to resist a Genjutsu. You may add
The Yamanaka Clan is a family of shinobi found in Mindset 5th Level your Genjutsu ability modifier to the result if you
Konohagakure. They specialize in mind related are not proficient in the saving throw.
techniques, and they own and run a flower shop in the Awakened
village. They traditionally lead the Konoha Barrier Team. Mind When using Mental Clarity, you may add half your
The members of this clan specialize in mind-related Wisdom Modifier to the roll made.
techniques which makes them experts at intelligence Beast -
gathering, espionage and interrogation amongst other Connection You may connect with 1 willing creature and
things. They have also displayed sensory abilities and communicate telepathically who you can see
their techniques include transferring their Beguiling - within 60 feet of you. You don't need to share a
consciousness, reading minds and communicating Deception language to understand it or vice versa. But the
telepathically. The Yamanaka clan has a special Creature must be able to speak a language for this
relationship with the Akimichi and Nara clan. For Bewitching Mind Body to work.
generations, members of these three families have Whispers of Disturbance
formed an "Ino–Shika–Chō Trio", named after the first Madness (Yamanaka You may connect with 1 animal-like creature and
part of the names of the members. Clan Jutsu) communicate telepathically with it. It cannot
Mental Sight respond but it does understand you completely.
YAMANAKA TRAITS 5th Level
You may add your Proficiency bonus to Deception
Ability Score Increase: +2 Cha, +1 Int Massive 11th Level and persuasion skills while inhabiting another
creature’s body with "Mind Body Transfer"
Speed: Your base walking speed is 30 feet. displacement
When using the Mind Body Disturbance Jutsu,
Skill Proficiencies: Illusions, Persuasion Mask of Many 11th Level Increase the DC by 1. On a Failure deal 1d6 of
Yamanaka Hijutsu: You know 1 additional Yamanaka Minds additional psychic damage in addition to the
Clan D-Rank Jutsu. normal effect for the jutsu.
Mental 7th Level
YAMANAKA FEATURES You can sense the presence of other creatures'
Domination thoughts. Make a Wisdom (Insight) check vs a DC
Mental Connections: Beginning at 1st level, you know 20, out to a range of 120 feet. This feature can
the Mind Body Transfer Yamanaka Clan Jutsu. Overpowering 15th Level penetrate walls up to 5 feet thick. You cannot
Mind sense dreaming creatures, only actively thinking
Yamanaka Techniques: The Yamanaka have access to a creatures. You cannot search for a specific
separate list of Jutsu unique to their Clan. You can add Efficient Mind - creature with this feature. You become aware of
these Jutsu to your jutsu list instead of selecting jutsu the number and general direction of said
from the Normal jutsu list. creatures. (You cannot hear or read thoughts, only
sense their presence)
Mental Boon: Beginning at 3rd level, your experience
with Yamanaka Jutsu grows. You gain 1 Mental Boon of When using the mind body transfer its range is
your choice. Your Boon options are detailed at the end of now 300 Feet.
the Clan description. Also, at 5th, 7th, 11th, 15th and 18th
levels you gain additional boons of your choice as shown When using the Mind body transfer, you have
in the Boon list in the Yamanaka Clan Boon Table. limited access to the memories of the creature
Additionally, when you gain a level, you can choose one whose body you are inhabiting.
of the boons you know and replace it with another boon
that you could learn at that level. When using the Mind Body Transfer, you may
increase the DC +1
Mental Clarity: The Yamanaka are adept at mind
control, suggestion, alteration, and affliction, making When using Mind Body Transfer, while inhabiting a
them far more suited to resist such attempts. At 7th creature. they take 2d6 Psychic Damage each
level, you have Advantage on Insight Checks to see round you inhabit the body. During this they get to
through Genjutsu and deception. At 15th Level as an make Charisma saves to push you out.
action, you can make an Insight check to learn any one
of the following about a target creature you can see When using any Yamanaka clan jutsu, reduce the
within range. cost of them by 2 Chakra (Minimum Cost of 1.)
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YAMANAKA CLAN JUTSU BESTIAL MIND DOMINATION
D-RANK: Classification: Hijutsu
Rank: D-Rank
MIND BODY TRANSFER Casting Time: 1 Action
Range: 60 Feet
Classification: Hijutsu Duration: 1 minute
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 4 Chakra
Range: 120 Feet Keywords: Hijutsu, Genjutsu, Fuinjutsu
Duration: 1 minute Description: You perform a less intense version of the Mind
Components: HS, CM body transfer technique on an animal or some creatures with
Cost: 8 Chakra less mental fortitude than a human. Select a single target
Keywords: Hijutsu, Genjutsu, Fuinjutsu creature that you can see within range. Target creature must
Description: You perform the Yamanaka Clans most prolific succeed an Intelligence saving throw against your Genjutsu
jutsu invading the mind and body of a target creature and save DC, becoming friendly towards you and becoming more
overwriting their consciousness with your own. Target one inclined to complete tasks for you for the duration, on a
creature you can see within range with sentient thought failed save.
such as another Human, animal, or anything that fits the
previous sentient thought pre-requisite. Puppets, The affected creature will fight for you if asked. While they
inanimate objects and even some foreign creatures may be are friendly towards you, you can command them with both
immune to this jutsu such as Mutants or Demons. Be sure to verbal and non-verbal actions. You can also understand
Check with your DM to see what may not be applicable. things about them, such as them being happy, scared, or
excited.
The select creature must make a Charisma saving throw.
On a Failed save, you transfer your consciousness into your MIND BODY DISTURBANCE
target's body for 1 minute. Once you possess a creature's
body, you control it and act on its turns, using its body. Classification: Hijutsu
While you are inhabiting the body of another creature, you Rank: D-Rank
gin the following; Casting Time: 1 Action
Range: 60 Feet
• When making Attack rolls, Ability checks or Casting Jutsu Duration: Instant
you know that uses Strength, Dexterity or Constitution, Components: HS, CM
you instead use the statistics of the creature who’s body Cost: 5 Chakra
you are occupying. Keywords: Hijutsu, Genjutsu, Fuinjutsu, Tactile
Description: You perform a modified version of the Mind
• When making Attack rolls, Ability checks, or Casting Jutsu body transfer technique on a humanoid creature you can see
you know that uses Intelligence, Wisdom or Charisma, within range disassociating the mind and bodies activities
you continue to use your own statistics. and then forcing them to reset causing a significant amount
of Psychic damage to the creature. Target creature must
• You retain the benefit of your own class and clan features. succeed a Charisma saving throw. On a failed save target
You cannot activate or cast class features or jutsu that creature takes 3d8 psychic damage or half as much on a
would inflict negative conditions on the host body, such successful one.
as Exhaustion.
At Higher Ranks: For each rank you cast this jutsu above D-
• You gain access to any Generic or Clan traits the creature Rank, increase the cost of this jutsu by 3 and damage by 2d8
may have that you are aware of.
MIND DETECTION TECHNIQUE
• You do not have access to any Class or Role
Traits/Features that the creature may have. Classification: Hijutsu
Rank: D-Rank
• You retain access to your own list of Hijutsu, Ninjutsu, Casting Time: 1 Action
Taijutsu, Bukijutsu and Genjutsu. Range: Self (90 Feet)
Duration: 1 Minute
• You do not gain access to the host creatures list of Jutsu Components: HS, CM
under any circumstances. But you can end concentration Cost: 4 Chakra
on jutsu they were concentrating on or gaining the benefit Keywords: Hijutsu, Genjutsu, Fuinjutsu, Sensory
from. Description: Using the Yamanaka Clan family teachings, you
manifest a minor telepathic field around yourself. You
• If the host body takes any damage, they immediately become aware of all creatures who are capable of sentient
attempt another saving throw, ending this effect on a thought within 90 feet of you. While you are aware of a
successful save. On a successful save, you fall unconscious creature presence it does not automatically reveal them from
until the beginning of your next turn at which time your stealth but you do become aware of the direction they are in
consciousness returns to your body. relation to you. Creatures whom you are not familiar with or
whom you have sensed before with this jutsu are
• Your body is left where you last were before you cast this immediately recognizable, being able to distinguish who they
ability. It is functionally unconscious until you end this are from memory alone.
technique in which case you leave the creatures body and
return to yours. If your body is damaged in any way while At Higher Ranks: For each rank you cast this jutsu above
you are inhabiting another creature's body, you D-Rank, increase the cost of this jutsu by 3. If this jutsu is
immediately return to it. cast at C-Rank, the duration becomes 10 minutes. If this jutsu
is Cast at B-Rank, the radius becomes 500 feet. If this jutsu is
cast at S-Rank, the radius becomes 1 mile.
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C-RANK: B-RANK:
MIND CONNECTION TECHNIQUE MASS MIND BODY DANCE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 500 Feet Range: 60 Feet
Duration: 10 minutes Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: You create a temporary telepathic link Description: You issue a course of action (limited to a
between yourself and a willing creature with which you are sentence or two) and influence up to 6 creatures of your
familiar and within range. Until the jutsu ends, you and the choice that you can see and can hear you within range. Each
target can instantaneously share words, images, sounds, target must make a Charisma saving throw against your
and other sensory messages with one another and the Genjutsu save DC. On a failed save it pursues the course of
target recognizes you as the creature it is communicating action to the best of its ability. A creature cannot be ordered
with. The target must be able to understand the messages to harm themselves in any way or be made to perform an
and pictures you are sending it in order for it to action that they know would harm themselves as a result.
comprehend your intentions.
The commanded action will continue to be attempted the
MIND CLONE TECHNIQUE entire duration. If the activity is completed in a shorter time,
the jutsu immediately ends. Creatures are fully conscious of
Classification: Hijutsu their actions, but cannot stop themselves for the duration of
Rank: C-Rank this jutsu.
Casting Time: 1 Action
Range: 120 Feet If a creature would take damage of any kind for the
Duration: 1 minute duration, they remake the Saving throw at Advantage.
Components: HS, CM
Cost: 9 Chakra MASS MIND BODY DISJUNCTION
Keywords: Hijutsu, Genjutsu, Fuinjutsu Classification: Hijutsu
Description: You split your consciousness into two
identical clones of each other. You then perform the mind Rank: B-Rank
body transfer as normal on up to two target creatures you
can see within range. Both creatures must make a Casting Time: 1 Action
Charisma save against your Genjutsu save DC. On a failed
save target creature, you transfer your consciousness into Range: Self (30 Feet)
your target's body for 1 minute. They are controlled by you
as if their body was yours. On a successful save, you fall Duration: Instant
prone until the beginning of your next turn unable to move
or act otherwise until your consciousness returns to your Components: HS, CM
body. Each body is controlled by a separate consciousness
and therefore do not know what the other is thinking but Cost: 14 Chakra
will act as you would for the duration.
Keywords: Hijutsu, Genjutsu, Fuinjutsu
MIND BODY AUGMENTATION
Description: Using the same principles as Mind body
Classification: Hijutsu
Rank: C-Rank disturbance, you emit a wave of psychic chakra that resets
Casting Time: 1 Action
Range: Touch the connection of a creatures mind and body. All creatures of
Duration: Concentration, up to 1 minute
Components: HS, CM your choice within 30 feet of you, must succeed a Charisma
Cost: 7 Chakra
Keywords: Hijutsu, Genjutsu, Fuinjutsu saving throw, taking 8d6 psychic damage and becoming
Description: Using the Yamanaka clans propensity for
mental exploration, you are able to enhance the mental dazed until the start of your next turn on a failed save or half
receptors of a willing creature you can touch, within range.
Pick one between Intelligence, Wisdom and Charisma. For as much on a success.
the duration, the affected creature gains proficiency in the
chosen ability score. A creature that already adds At Higher Ranks: For each rank you cast this jutsu above
proficiency to the chosen score instead gains a 1d4 bonus
to saving throws made with said score. C-Rank, increase the cost of this jutsu by
At Higher Ranks: For each rank you cast this jutsu above 3 and the damage by 2d8.
C-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at A-Rank, you may select +1 additional creature.
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A-RANK:
MIND PUPPET SWITCH: CURSED SEAL
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Week
Range: 5 Feet
Duration: Permanent
Components: HS, CM, NT, CS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You take a puppet, doll, or an item of humanoid
shape, no smaller than 1 Size category of the target and place
a secret Yamanaka sealing jutsu on the item. You create
conditions and triggers for the seal beforehand and place
them on the item. Once placed, when a creature triggers the
chakra seal, the triggering creature must immediately
succeed a Charisma Saving throw against your Genjutsu or
Ninjutsu save DC (Whichever is higher). On a failed save, the
target creature's consciousness is sealed inside of the item
used. While sealed, the target creatures’ body immediately
becomes incapacitated as their consciousness is now locked
away inside of an object of the user’s choice. They do not
have the capacity to make any further resistance saves. If the
Doll is destroyed this jutsu ends and the creature's
consciousness attempts to re-enter their body. If the body is
dead, their consciousness is trapped wandering unable
to bind to anyone or anything, they are effectively
dead and cannot be revived.
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