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Published by uygufguuydadsdas, 2022-10-03 05:03:19

jiraya's jutsu compendium

jiraya's jutsu compendium

EAGLE’S EYE MAZE

Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: 60 feet
Duration: 10 Minutes Duration: Concentration, 10 Minutes
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 28 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: You impart the visual prowess of the eagle- Description: You select up to 4 creatures you can see
eyed kings of the sky. within range. Each creature must succeed a Wisdom
saving throw. On a failed save you banish the minds of
Yourself and all creatures of your choice within range the creature into a labyrinth of your design. The target
gains the following benefits; mentally remains there for the duration or until it
escapes the maze.
• 120 Feet of Chakra Sight.
• 90 Feet of Dark Vision. A mentally trapped creature falls prone and is
• 60 feet of blind sight. physically paralyzed, but mentally active.
• 30 Feet of True Sight.
• The range of ranged attacks are doubled. On each of its turns it can do one of the following vs
your Genjutsu save DC in an attempt to escape. They can
FEEBLEMIND only make one of the following ability checks if they are
proficient. If they are not proficient in any of the
Classification: Genjutsu following, they instead make a flat Intelligence Check vs
Rank: S-Rank your Genjutsu save DC to escape. A creature does not add
Casting Time: 1 Action expertise or any feature that doubles their proficiency
Range: 150 Feet bonus for these checks;
Duration: Instant
Components: HS, CM • Intelligence (Investigation) check. On a successful
Cost: 25 Chakra check, it finds the exit immediately ending this Jutsu's
Keywords: Genjutsu, Tactile effects upon them.
Description: You blast the mind of a creature that you
can see within range, attempting to shatter its intellect • Wisdom (Insight) check. On a successful check, at the
and personality. The target takes 8d6 psychic damage beginning of its next turn, it remakes its wisdom
and must make an Intelligence saving throw. saving throw at advantage, ending this Jutsu's effects
On a failed save, the creature’s Intelligence and upon them on a success.
Charisma scores become 1. The creature can’t cast jutsu,
activate chakra items, understand language, or MENTAL PRISON
communicate in any intelligible way. The creature can,
however, identify its friends, follow them, and even Classification: Genjutsu
protect them. At the end of every 30 days, the creature Rank: S-Rank
can repeat its saving throw against this genjutsu. If it Casting Time: 1 Action
succeeds on its saving throw, the genjutsu ends. The Range: 120 Feet
spell can also be ended by an A-Rank Genjutsu break, Duration: Up to 1 minute
Restorative, or Mind-Body Recovery. Components: HS, CM
Cost: 22 Chakra
LIONS PRESENCE Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You attempt to bind a creature within an
Classification: Genjutsu illusory cell that only it perceives. One creature you can
Rank: S-Rank see within range must make an Intelligence saving
Casting Time: 1 Action throw. The target succeeds automatically if it is immune
Range: Self (60-foot radius) to being charmed. On a successful save, the target takes
Duration: 10 Minutes 5d10 psychic damage, and the genjutsu ends. On a failed
Components: HS, CM save, the target takes 5d10 psychic damage, and you
Cost: 30 Chakra make the area immediately around the target’s space
Keywords: Genjutsu, Auditory appear dangerous to it in some way. You might cause the
Description: You exude the courage of the infallible target to perceive itself as being surrounded by fire,
kings of the jungle. floating razors, or hideous maws filled with dripping
teeth. Whatever form the illusion takes, the target can’t
All hostile creatures within range must succeed a see or hear anything beyond it and is restrained for the
charisma saving throw. On a failed save, for the duration genjutsu’s duration. If the target is moved out of the
they gain the following while within range of you; illusion, makes a melee attack through it, or reaches any
part of its body through it, the target takes 10d10 psychic
• Affected creatures cannot score critical hits. damage, and the genjutsu ends.
• Affected creatures have a -5 penalty to attack rolls and

ability checks.
• Affected creatures cannot maintain concentration on

more than 1 Jutsu.
• Affected creature loses resistance and immunity to the

Fear condition.
• Affected creature becomes vulnerable to psychic

damage.

47

NEVERENDING DREAM SNAKE PLAY

Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Hour Casting Time: 1 Action
Range: Touch Range: 120 Feet
Duration: Until Dispelled Duration: Up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 28 Chakra Cost: 22 Chakra
Keywords: Genjutsu, Fuinjutsu, Visual Keywords: Genjutsu, Visual
Description: You create a looping Genjutsu of your Description: You conjure snakes that appear under the
description and seal it into your custom-made chakra target as more begin to appear, swarming the target and
seal. You have to make a Melee Genjutsu attack, on a constricting them to the point of being unable to
creature in range. On a hit, the target creature must breathe. Select up to 7 Creatures in range. The target(s)
succeed a Wisdom save. On a failed save, they are placed must succeed a Wisdom saving throw, being paralyzed
into the Genjutsu loop that you created. Their body is and suffering 1 rank of exhaustion as they hold their
rendered sleep for the duration. At the end of each day, breath under the impression, they are unable to breathe.
the targeted creature makes a Wisdom save at At the end of each of their turns they must make another
disadvantage. On a successful save, the target creature wisdom save, suffering another rank of exhaustion on a
becomes one step closer to waking up. The target failed save.
creature needs to succeed 5 times in a row to
successfully awake from this Genjutsu. While this TOAD SONG
Genjutsu is in use, it cannot be used on another creature
unless they end the Genjutsu on another creature first. Classification: Genjutsu
Rank: S-Rank
RABBITS FRENZY Casting Time: 1 Action
Range: 30 Feet radius Sphere
Classification: Genjutsu Duration: Permanent
Rank: S-Rank Components: HS, CM, Toad Oil
Casting Time: 1 Action Cost: 30 Chakra
Range: Self (60-foot radius) Keywords: Genjutsu, Fuinjutsu, Auditory
Duration: Concentration, Up to 1 Minute Description: As part of the activation of this jutsu you coat
Components: HS, CM your throat in toad oil, transforming some of it into that of a
Cost: 30 Chakra toad for the duration. You harmonize your vocal cords to
Keywords: Genjutsu, Visual, Tactile sing a Powerful but calm melody. All Creatures in the radius
Description: You create an illusory mirage of angry, who can hear you, immediately fall into a deep sleep, unable
ferocious, man-eating rabbits with glowing red eyes that to stay awake until they are released or killed. Roll 20d10 +
follow you and attack all creatures of your choice within Genjutsu Modifier + Proficiency modifier. The total is how
range. many hit points of creatures this jutsu can affect. All
creatures who have less Hit Points than the rolled result
As an action on each of your turns, you can make a immediately fall asleep, unable to awake without the user
melee genjutsu attack against up to 4 creatures you can releasing the effect of this jutsu, being released by another
see within range. On a hit, the swarm of rabbits attack creature or Jutsu or being killed.
the creature biting and tearing into them, ripping pieces
from their flesh and ferociously holding them down. You
deal psychic damage equal to 27d4 and the target
creature must succeed a Charisma saving throw.

On a failed save they gain 3 ranks of fear against you
for 1 minute and are restrained until the end of their next
turn.

If you make a melee genjutsu attack against a
restrained creature using this jutsu, you reroll all 1’s,
taking the second result.

SLUG DANCE

Classification: Genjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 Day
Components: HS, CM, CS
Cost: 30 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: You place yourself under a powerful
Genjutsu designed to snap you out of any other Genjutsu
effect you may be under at any point of time by
transferring the Genjutsu to a Chakra Seal you have
prepared. You cannot reduce the cost of this jutsu. When
targeted by an Jutsu or Art that requires a Saving throw
with the Genjutsu Keyword, you can choose to
automatically succeed. This jutsu then ends.

48

WOLVES COMPANIONSHIP WORST FEAR

Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: 120 Feet
Duration: 10 Minutes Duration: Concentration, up to 1 minute
Components: HS, CM, NT (Poison Kit or Wolf’s Bane Components: HS, CM
Flower) Cost: 30 Chakra
Cost: 40 Chakra Keywords: Genjutsu, Fuinjutsu, Tactile, Visual
Keywords: Genjutsu, Visual, Inhale, Tactile Description: Drawing on the deepest fears of a group of
Description: You create an illusory mirage of wolves that creatures, you create illusory creatures in their minds,
follow you as a pack and aid or hinder any creature of visible only to them. Each creature in a 30-foot-radius
your choice when commanded. sphere centered on a point of your choice within range must
make a Wisdom saving throw. On a failed save, a creature
Roll four d20’s, recording the results. For this jutsu’s becomes frightened for the duration. The illusion calls on
duration, whenever a creature rolls a d20 as a part of the creature’s deepest fears, manifesting its worst
their action, you can replace their d20’s result with the nightmares as a tangible threat. At the end of each of the
result of one of your d20’s. frightened creature’s turns, it must succeed on a Wisdom
saving throw or take 8d10 psychic damage. On a successful
Additionally, you can spend any one of your d20 save, the genjutsu ends for that creature.
results to instead grant any creature of your choice
advantage on any single d20 roll they make.

Or, you can spend two of your d20 results, to instead
impose disadvantage on up to 4 creatures of your choice
on the next d20 roll they make.

Or, you can spend three of your d20 results, to instead
treat the next d20 roll by one creature of your choice as a
critical hit, regardless of their d20 result.

Or, you can spend four of your d20 results, to instead
make one creature of your choice treat all rolls they
make until the end of their next turn count as a Natural 1.

Finally, as an action on your turn you can spend 20
chakra, to grant yourself another four d20’s for this
jutsu, which also extends this jutsu’s duration by 5
minutes.

49

TAIJUTSU

A basic form of techniques and refers to any techniques involving the martial arts or the optimization of natural human
abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and
strength gained through training. It typically does not require chakra, though chakra may be used to enhance its
techniques. Taijutsu generally require no hand seals to perform, occasionally making use of certain stances or poses, and
are far quicker to use than ninjutsu or Genjutsu. Taijutsu is simply put: hand-to-hand combat.

D-RANK: At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
1000 YEARS OF DEATH damage by 1d8.

Classification: Taijutsu BOLTING BLOSSOM [CHANGED]
Rank: D-Rank
Casting Time: 1 Bonus Action Classification: Taijutsu
Range: 5 feet Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: 5 Feet
Cost: 3 Chakra Duration: Instant
Keywords: Taijutsu Components: M
Description: As a part of casting this jutsu you must be Cost: 3 Chakra
hidden from the target. Keywords: Taijutsu
Description: You attempt to deliver a series of straight
You quickly move behind the target as you take your jabs finished off with a single powerful upper cut. Make
extended fingers and uncomfortably strike your opponent two taijutsu attacks, dealing your unarmed damage +
in an attempt to humiliate them. 1d4. If you hit with both of these attacks, you the target
becomes gains 1 rank of bruised and is knocked prone.
Make a melee taijutsu attack. On a hit the target must
succeed a constitution saving throw. On a failed save they At Higher Ranks: For each rank you cast this jutsu
quickly recoil leaping 15 feet in a straight line causing them above D-Rank, increase the cost of this jutsu by 3 and
to be taken aback. Until the end of the creatures next turn final damage by 1d10.
the next melee attack against the target is at advantage.
BRACE [CHANGED]
AVALANCHE DANCE
Classification: Taijutsu
Classification: Taijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Reaction, which you take when you are
Casting Time: 1 Action forced to make a Strength or Constitution saving throw
Range: 5 feet Range: Self
Duration: Instant Duration: 1 round
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You strike at your opponent’s joints trying Description: You brace for impact from an effect you
to make them crumble from the weight of their own know you can’t avoid. When making a Strength or
body. Make a Taijutsu attack, dealing your unarmed Constitution saving throw, roll an additional 1d6 and add
damage + 3d4. The target must succeed a constitution the result to your saving throw.
saving throw being Dazed until the start of their next
turn. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If this
At Higher Ranks: For each rank you cast this jutsu jutsu is cast at B-Rank, increase your saving throw by
above D-Rank, increase the cost of this jutsu by 3 and +1d6. If this jutsu is cast at S-Rank, increase your saving
the number of attacks they can make by +1. throw by +2d6.

BESTIAL FURY KICK BUTTERFLY KICK

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (10-foot cone) Range: 10 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You perform a devastating round house Description: You jump and perform a series of kicks that
kick with enough force to even effect creatures 10 feet keep you suspended in the air. While performing these
away from you. Creatures in a 10-foot cone directly in kicks, you create an image of a butterfly’s wings as you
front of you must succeed a Dexterity saving throw, strike all creatures in a 10-foot cube originating from a
taking your Unarmed damage + 2d8 and being knocked point you select within range. Creatures must make a
back 10 feet on a failed save. On a successful save, they Dexterity saving throw taking your unarmed damage +
only take half damage and are not knocked back. 2d6 and being knocked prone on a failed save. On a
successful save they take half damage and are not
1 knocked prone.

After targets make their saving throws you can move CYCLONE SURGE
up to half your movement speed ending it in an
unoccupied space. Classification: Taijutsu
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above D-Rank, increase the cost of this jutsu by 3 and Range: Self (5-feet)
damage by 1d6 Duration: Instant
Components: M
CERBERUS STRIKE Cost: 4 Chakra
Keywords: Taijutsu, Combo
Classification: Taijutsu Description: You leap into the air, while performing a
Rank: D-Rank spinning strike, hitting and knocking all creatures into the
Casting Time: 1 Action air with you.
Range: 5 feet
Duration: Instant You leap 15 feet into the air striking all creatures within
Components: M range. All creatures of your choice within range, must
Cost: 4 Chakra succeed a Dexterity saving throw. On a failed save, they
Keywords: Taijutsu take your unarmed damage and are thrown 15 feet into the
Description: You quickly strike out at up to 3 different air, becoming airborne until the end of the current turn.
targets you can see within range.
Creatures who become airborne as a result of this jutsu
Make a single melee taijutsu attack against up to 3 cannot take falling damage as a result of this jutsu.
targets. On a hit you deal your unarmed damage and the
next melee taijutsu attack that targets any affected Until the end of your turn, you or an allied creature can
creature gains a bonus 1d4 to the attack roll. target one affected creature with a Taijutsu Finisher
regardless of range, once per turn, using either an Action,
Additionally, you cannot be targeted by an attack of Bonus action or Reaction, ignoring its listed casting time.
opportunity by any affected creature until the end of the
current turn. DEEP DIVE

CLAWING SWIFT FANG [CHANGED] Classification: Taijutsu
Rank: D-Rank
Classification: Taijutsu Casting Time: 1 Bonus Action
Rank: D-Rank Range: 5 feet
Casting Time: 1 Action Duration: Instant
Range: 15 Feet Components: M
Duration: Instant Cost: 5 Chakra
Components: M Keywords: Taijutsu
Cost: 5 Chakra Description: You attempt to body slam a creature into the
Keywords: Taijutsu furthest surface from you.
Description: You a dash towards a creature within range
and deliver a powerful sweeping attack. Make a melee Make a grapple check against a creature you can reach.
taijutsu attack dealing your unarmed damage + 1d10. If On a success, you immediately dash with them moving up
you score a critical hit, immediately use this taijutsu to your full movement towards the furthest surface you can
again at no chakra cost, on the same creature or another reach (such as a wall). If there are no other surfaces near
creature within range. This can only trigger twice. you, you instead slam them into the ground. Regardless of
where you slam them, they take bludgeoning damage equal
At Higher Ranks: For each rank you cast this jutsu to your unarmed damage.
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d10. If you and the target creature are standing on Water or
completely submerged when this jutsu is cast, you make
CRANE WING FORMATION your grapple check at advantage. On a success, you instead
dive straight down up to twice your movement speed to the
Classification: Taijutsu
Rank: D-Rank bottom of the body of water slamming them into the body
Casting Time: 1 Action of waters floor dealing bludgeoning damage equal
Range: 30 feet to twice your unarmed damage.
Duration: Instant This jutsu can be used if you are already
Components: M grappling a creature, instead attempting to slam
Cost: 5 Chakra the creature immediately without any additional
Keywords: Taijutsu
Description: You leap and checks.
perform an arm swinging When you successfully slam a creature using this
attack that creates the visage jutsu, your grapple ends.
of a Crane before attempting to
contort around a target creature
within range and forcing them to the ground
with this advanced grapple. Make a taijutsu attack
against the target knocking them prone and
grappling them on a hit.

The target grappled with this taijutsu can use
their action on their turn to make a Strength
saving throw to escape the grapple. On a failed
save, you may use your reaction to make an
unarmed attack at advantage against the target
dealing twice as much damage on a hit.

2

DEMON FIST [CHANGED] At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
Classification: Taijutsu distance you throw an affected creature by 10 feet.
Rank: D-Rank
Casting Time: 1 Action DRAGON PALM STRIKE [CHANGED]
Range: 30 Feet
Duration: Instant Classification: Taijutsu
Components: M Rank: D-Rank
Cost: 3 Chakra Casting Time: 1 Action
Keywords: Taijutsu Range: 5 Feet
Description: Perform a powerful uppercut with enough Duration: Instant
force to generate a shockwave that runs along the ground Components: M
that can deal concussive damage. Cost: 5 Chakra
Keywords: Taijutsu
Make a Ranged Taijutsu attack against a creature you can Description: As a requirement to activate this jutsu, you
see within range who is currently standing on the same must currently be in the Dragon Fist Stance.
surface as you. On a hit, you deal your unarmed damage +
2d6. You perform a myriad of distracting movements
before collecting your chakra into your palm for a single
If you score a critical hit using this jutsu, you instead powerful thrust, striking a creatures core and knocking
deal your unarmed damage + 5d6 and knock the target them away.
creature prone.
Make a single melee taijutsu attack against a creature
At Higher Ranks: For each rank you cast this jutsu you can reach. On a hit, you deal your unarmed damage +
above D-Rank increase the activation cost of this jutsu 2d4 and push the target back 10 feet.
by 3, the critical threat range by +1 and the damage by
1d6. If the creature you target with this jutsu is also the
target for your Dragon Fist Stances bonus to AC feature,
DEMPSEY ROLL you instead deal your unarmed damage + 2d6 and push
the target back 20 feet, if the target would hit a solid
Classification: Taijutsu surface as a result of this push. They take 1d6
Rank: D-Rank bludgeoning damage for every 10 feet that they were
Casting Time: 1 Reaction, which you take when a creature hits unable to be moved.
you with a melee attack or when a creature misses you with a
melee attack. At Higher Ranks: For each rank you cast this jutsu
Range: 5 Feet above D-Rank increase the cost of this jutsu by 3, the
Duration: 1 Round damage by 1d6 or 1d8 and the push distance by 10 feet.
Components: M
Cost: Special DRAW! [CHANGED]
Keywords: Taijutsu
Description: You take a boxers stance, when you are Classification: Taijutsu
confronted by a melee attack from a creature within 5 Rank: D-Rank
feet of you. Casting Time: 1 bonus action or 1 Reaction, which you take
when a creature deals damage to you.
Until the beginning of your next turn, each melee Range: Self
attack that targets you, you can spend 4 chakra. When Duration: Instant
you do, you attempt to duck and weave granting yourself Components: M
a +2 Bonus to your AC against the triggering creature Cost: 4 Chakra
and then immediately make one unarmed attack in Keywords: Taijutsu
response to the triggering melee attack. Description: You quickly dash backwards creating
distance between yourself and another creature.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the activation cost of this jutsu As a bonus action you quickly dash backwards 10 feet
by 3, the bonus to AC by +1. as your body ends its movement in a prepared position
to exert more force than before. If you cast a taijutsu
DRAGGING FULL ROTATION using your action that would move you any number of
feet as a part of casting that jutsu, the jutsu cast deals
Classification: Taijutsu two additional damage die worth of damage, if it deals
Rank: D-Rank damage, and if you move more than 30 feet to hit the
Casting Time: 1 Reaction, which you take when a creature target, you gain advantage on the first attack roll.
misses you with a melee attack.
Range: 5 Feet Alternatively, as a reaction when you are targeted by
Duration: Instant an attack, you can dash backwards 5 feet in an attempt to
Components: M escape the attacks range, when you do, make a Dexterity
Cost: 4 Chakra saving throw versus the attack roll. On a success the
Keywords: Taijutsu triggering creatures attack misses you. You then
Description: When a creature within 5 feet of you misses immediately move up to 20 feet towards the triggering
you with a melee attack, you quickly reach out grabbing creature, making an unarmed attack, on a hit you deal
them before they can make any further action, using twice your unarmed damage.
their momentum against them, dragging them 10 feet
with you in any direction of your choice, before throwing
them a number of feet equal to 5 x your Strength
modifier (Min 1.).

A creature who’s movement is interrupted by a solid
surface (such as a tree or wall) takes bludgeoning
damage equal to 1d6 for every 10 feet you would have
thrown them.

3

DYNAMIC ENTRY [CHANGED] FALLING DRAGON [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 30 Feet
Duration: Instant
Components: M Duration: Instant
Cost: 4 Chakra Components: M
Keywords: Taijutsu, Clash Cost: 5 Chakra
Description: You perform a high jump Keywords: Taijutsu, Finisher
kick that propels you towards a target
creature you can see in range. Make Description: As part of the activation of this jutsu,
a Taijutsu Attack. On a hit target the target creature must be airborne or falling.
creature takes 3d10 Bludgeoning You leap upwards following an airborne or falling
damage. Regardless if you hit or target. You curl your body into a ball as you spin faster and
miss, you end your movement faster before you find yourself above the target. You uncurl
within 5 feet of the original yourself as your perform a spinning drop kick, sending the
target. target creature crashing down, landing prone.
Make a melee taijutsu attack against the airborne or
At Higher Ranks: For each rank you cast this jutsu falling creature. On a hit, you deal 3d6 bludgeoning
above D-Rank, increase the cost of this jutsu by 3 and damage sending them crashing down into the ground. A
damage by 1d10. creature who was 20 or more feet off the ground before this
jutsu was cast takes an additional 1d6 damage for every 20
ERRATIC COMBO [CHANGED] feet they fall.
If this jutsu is used as a Finisher, you instead deal 3d8
Classification: Taijutsu bludgeoning damage, sending them crashing down into the
Rank: D-Rank ground, prone. You then come falling after them at great
Casting Time: 1 Action speeds, making a second melee taijutsu attack, slamming
Range: 5 Feet both of your feet into this prone creatures stomach. On a hit,
Duration: Instant you deal 3d8 bludgeoning damage, and the creature is dazed
Components: M and takes an additional 1d8 damage for every 10 feet you had
Cost: 5 Chakra to fall to reach them.
Keywords: Taijutsu At Higher Ranks: For each rank you cast this jutsu above
Description: As a requirement to activate this jutsu, you must D-Rank increase the cost of this jutsu by 3 and your attacks
currently be in the Drunken Fist Stance. damage by 1d6 or 1d8.

You sway in and out of combat, dancing around your FEATHER COMBO [CHANGED]
opponent in a drunken stupor throwing them off.
Classification: Taijutsu
Make two melee taijutsu attacks against a creature you can Rank: D-Rank
reach. On a hit, you deal 2d6 bludgeoning damage. Casting Time: 1 Action or 1 Reaction, which you take when
you are falling or airborne.
Each time you successfully hit a creature using this jutsu, Range: 5 feet
you increase your AC by +1 until the beginning of your next Duration: Instant
turn. Components: M
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu above Keywords: Taijutsu
D-Rank increase the cost of this jutsu by 3 and the number of Description: As part of the activation of this jutsu, you must
attacks you make by +1. be airborne or falling or be targeting an airborne or falling
creature.
EXORCISM [CHANGED]
You perform an aerial 3 attack combo, striking out against
Classification: Taijutsu a creature within range. Make up to two melee taijutsu
Rank: D-Rank attacks targeting a single creature, or a single melee taijutsu
Casting Time: 1 Action attack targeting up to three creatures.
Range: 5 feet
Duration: Instant On a hit, you deal your unarmed damage. If you strike the
Components: M same creature at least two times, you use the momentum of
Cost: 4 Chakra the second strike to propel yourself up to 20 feet in any
Keywords: Taijutsu direction of your choice and land in a space that can hold you
Description: (This Jutsu cannot score a critical hit). suffering no falling damage.

You perform a 3-strike combination, where you first strike If you strike the same creature at least three times, your
high with your elbow followed by extending your other arms last attack deals an additional 3d8 bludgeoning damage.
palm striking your targets core, then finally performing a
high-powered body blow with all of your strength and Body At Higher Ranks: For each rank you cast this jutsu above
weight with a raised Knee. Make a Taijutsu attack 3 times, on D-Rank increase the cost of this jutsu by 3. If cast at B-Rank,
each hit, deal your unarmed damage + 1d4. This does not add increase the number of attacks by +1. If cast at S-Rank,
your ability modifier. increase the number of attacks by +1.

If you land at least 2 attacks, on the same creature, the
target gains 1 rank of bruised

At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the damage
die by one step. (1d4>1d6>1d8>1d10>1d12)

4

FIRST HEAVENLY BREATH: INHALE At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
Classification: Taijutsu damage by 1d8.
Rank: D-Rank
Casting Time: 1 Bonus Action HEAT UP
Range: Self
Duration: Concentration, up to 10 Minutes Classification: Taijutsu
Components: CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Bonus Action
Keywords: Taijutsu Range: Self
Description: You increase your lungs capacity twofold. Doing Duration: 1 Round
so increases your oxygen intake and your physical strength Components: CM, M
similarly. You cannot lose concentration on this jutsu as a Cost: 5 Chakra
result of damage and you cannot maintain concentration on Keywords: Taijutsu
Ninjutsu or Genjutsu for the duration. Increase your Taijutsu Description: You release a surge of chakra throughout
attack bonus +1, Taijutsu Damage by 1d8 twice per turn, and your body, activating your bodies adrenaline production
Speed by +10. and kicking it into high gear for single swift moment
while also increasing your bodies sensitivity to pain. You
FORCEFUL BULL cannot reduce the cost of this jutsu by any means.

Classification: Taijutsu The next taijutsu you cast, that requires an attack roll
Rank: D-Rank increases its damage die by 1 Step until the end of your
Casting Time: 1 Action turn. (D4>D6>D8>D10>D12)
Range: Self
Duration: Concentration, up to 1 minute Additionally, until the beginning of your next turn,
Components: CS, M you gain vulnerability to the next instance of
Cost: 5 Chakra Bludgeoning, Piercing or Slashing damage from a hostile
Keywords: Taijutsu creature.
Description: You focus chakra throughout your muscles
enhancing your physical strength and fortitude. For the At Higher Ranks: For each rank you cast this jutsu
duration, your Strength and Constitution ability scores above D-Rank increase the cost of this jutsu by 3. If this
becomes 16 if they are lower than 16. You do not gain jutsu is cast a C-Rank or higher, you reroll all 1’s, 2’s and
additional chakra from this jutsu, but you do gain Temporary 3’s taking the second result. If this jutsu is Cast at B-
hit points equal to the amount of hit points you would gain Rank or higher, increase damage dies by 1 additional
from an increase to your constitution modifier. You lose any step. If this jutsu is cast at A-Rank or higher, the next
temporary hit points when this jutsu ends. taijutsu you cast that requires an attack roll ignores
resistance & immunity. If this jutsu is cast at S-Rank,
GRACEFUL CAT this Jutsu's duration becomes 1 Minute, and counts for
all taijutsu attacks
Classification: Taijutsu
Rank: D-Rank HIGH MONK [CHANGED]
Casting Time: 1 Action
Range: Self Classification: Taijutsu
Duration: Concentration, up to 1 minute Rank: D-Rank
Components: M Casting Time: 1 Action
Cost: 5 Chakra Range: 5 feet
Keywords: Taijutsu Duration: Instant
Description: You focus chakra throughout your muscles Components: M
enhancing your physical Dexterity and Cunning. For the Cost: 5 Chakra
duration, your Dexterity and Wisdom ability scores Keywords: Taijutsu
becomes 16 if they are lower than 16. You do not suffer Description: You perform a high kick to the collarbone of
fall damage from falls shorter than 30 feet. Your a target creature, followed by a second kick that pushes
movement speed is increased by 20 feet and you gain a you backwards into a backflip. Make two Taijutsu
+5 to your passive perception attacks, dealing your Unarmed damage + 1d6. At the
conclusion of this Taijutsu, you leap back 15 feet. This
HAMMER [CHANGED] movement does not provoke opportunity attacks.

Classification: Taijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Bonus Action the leap back range by 5 feet. If this jutsu is cast at B-
Range: 5 feet Rank, increase the damage dealt by 1d6. If this jutsu is
Duration: Instant cast at S-Rank, increase the damage dealt by 2d6.
Components: M
Cost: 5 Chakra
Keywords: Taijutsu, Finisher
Description: As part of the activation of this jutsu, you
must be targeting a creature who can be targeted by a
taijutsu with the Finisher keyword regardless of the
range.

You bring your hands together, interlocking your
fingers until your hands resemble a single bludgeoning
device.

Make a single melee taijutsu attack dealing 4d8
bludgeoning damage and the target must succeed a
Constitution saving throw being dazed and Bruised.

5

HOWLING KNUCKLE [CHANGED] LEAF GALE

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 bonus action
Range: Self Range: 5 feet
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Combo
Description: As a requirement to activate this jutsu, you Description: You perform a Spinning low kick throwing
must currently be in the Wolf Fist Stance. You do not spend your target off balance and tumbling to the ground.
chakra to maintain concentration on this jutsu. Target creature makes a Dexterity save. Being knocked
prone on a failed save. If this jutsu is used immediately
You begin to exhibit the ferocious power of wolves as you after another taijutsu, the target creature makes their
become a one-person wolf pack. For the duration, you may Dexterity save at disadvantage.
perform the Wolf Fang Fist as an Action.
Until the end of your turn, you can target one affected
Additionally, you instead roll your unarmed damage die, creature with a Taijutsu Finisher regardless of range,
if it is larger than a d6. once per turn, using either an Action or Bonus action,
ignoring its listed casting time.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3. If cast at C-Rank LEAF KICK [CHANGED]
or Higher, you instead roll a d8. If you cast at B-Rank, you
instead roll a D10. If cast at A-Rank, you instead make a Classification: Taijutsu
number of attacks equal half of your attack bonus. Rank: D-Rank
Casting Time: 1 Action
IRON KNUCKLE Range: 5 feet
Duration: Instant
Classification: Taijutsu Components: M
Rank: D-Rank Cost: 4 Chakra
Casting Time: 1 Action Keywords: Taijutsu
Range: 5 Feet Description: You deliver a single falling kick, strong
Duration: Instant enough to bring the environment crumbling down
Components: M around you. Make a Melee Taijutsu attack against a
Cost: 5 Chakra creature within range. On a hit you deal your Unarmed
Keywords: Taijutsu damage + 1d12. Target creature on a hit must also make a
Description: As a requirement to activate this jutsu, you Strength saving throw, reducing their movement speed
must currently be in the Iron Fist Stance. by half until the end of their next turn.

You perform a single high-powered strike with full If you would miss with this Taijutsu attack, you strike
intention to cause harm. the ground, shattering it, causing the area within a 10ft
cube originating from you to be treated as difficult
Make a single melee taijutsu attack. On a hit, you deal terrain.
your unarmed damage and force the target to make a
Strength saving throw. On a failed save, you knock them At Higher Ranks: For each rank you cast this jutsu
back a number of feet equal to 10 x your ability modifier. If above D-Rank, increase the cost of this jutsu by 3 and
they strike a solid surface that’s less than 5 feet thick, they damage by 1d12.
tear through it if they have at least 10 or more feet
remaining to be knocked back, taking 5d6 bludgeoning LEAF UPPERCUT
damage.
Classification: Taijutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: D-Rank
D-Rank increase the cost of this jutsu by 3 and the distance Casting Time: 1 Action
you knock the creature back on a failed save by +10 feet. Range: 5 Feet
Duration: Instant
IRON STRIKE [CHANGED] Components: M
Cost: 4 Chakra
Classification: Taijutsu Keywords: Taijutsu, Combo
Rank: D-Rank Description: You perform a single backflip kick or rising
Casting Time: 1 Action uppercut with enough force to crack the ground
Range: 5 Feet underneath you.
Duration: Instant
Components: M Make a single melee taijutsu attack. On a hit, you knock
Cost: 3 Chakra the creature 30 feet into the air dealing your unarmed
Keywords: Taijutsu damage + 3d6.
Description: You punch with enough force to tear
through any defense your enemy might have. The target Taijutsu with “Leaf” in its name with a casting time of 1
creature cannot take reactions against this jutsu or its Action of equal rank or lower can be cast a bonus action.
damage. Make a taijutsu attack. On a hit, they take your
unarmed damage + 3d6. Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
At Higher Ranks: For each rank you cast this jutsu per turn, using either an Action or Bonus action, ignoring
above D-Rank, increase the cost of this jutsu by 3 and its listed casting time.
the damage by 1d6.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.

6

LEAPING STRIKE MOONLIGHT HIGH [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 Feet Range: 5 feet
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M Components: M
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you Description: As part of the activation of this jutsu, you
must currently be in the Frog Fist Stance. You do not need must also have moved at least 15 feet towards the target.
to spend chakra to maintain concentration on this jutsu. You make a leaping, spinning double roundhouse kick,
then follow up with a single downward kick driving the
You enter a leaping stance prepared to support your target into the ground. Make two Taijutsu attacks on the
team for the duration. target dealing your unarmed damage + 1d6. If both
attacks are successful, the target is knocked back 15 feet
As a reaction, until the beginning of your next turn, and falls prone. Target creature must make a Strength
when an allied creature within range would attempt to saving throw, begin confused on a failed save.
make a melee weapon or taijutsu attack against a
creature within 30 feet of them before the end of their NECK CHOP
turn, you stomp the ground knocking them into the air
as you leap and jut your feet out, kicking their feet and Classification: Taijutsu
launching them towards their target at Mach speeds, Rank: D-Rank
moving them up to 30 feet in a straight line. They choose Casting Time: 1 Action
where they want to end their movement. Range: 5 feet
Duration: Instant
They add your unarmed damage die to their attack Components: M
bonus. If they successfully score a hit, they deal Cost: 5 Chakra
additional damage equal to your unarmed attack bonus. Keywords: Taijutsu
Description: You attempt to strike at a vital pressure
At Higher Ranks: For each rank you cast this jutsu point on the nape of the neck of a humanoid target. Make
above D-Rank increase the cost of this jutsu by 3 and the a taijutsu attack against a target creature. On a hit, deal
number of allied creatures you can support with your your unarmed damage + 1d6 and must succeed a
reaction by +1. constitution saving throw becoming Dazed for the next
minute on a failed save. On a successful save they are not
MIRAGE BLITZ Dazed.

Classification: Taijutsu For the next minute, at the end of a creatures turns the
Rank: D-Rank target can make another Constitution saving throw. On a
Casting Time: Special success, they are no longer dazed.
Range: Self (5-feet)
Duration: Special NOBLE IMPACT [CHANGED]
Components: M
Cost: 5 Chakra Classification: Taijutsu
Keywords: Taijutsu Rank: D-Rank
Description: You perform a special spinning dodge Casting Time: 1 Action
designed to give you a slight upper hand on your next Range: Touch
strike. Depending on when this jutsu is used in a fight, Duration: Instant
you get different benefits. Components: M
Cost: 5 Chakra
If used as an Action, you enter a readying stance. The Keywords: Taijutsu
first attack made targeting you until the beginning of
your next turn is made at a -2 penalty as you leap back Description: You move in to strike your opponent by
and react with a single strike, making a melee taijutsu taking a regal series of attacks.
attack against a creature you can see within range,
dealing your unarmed damage on a hit. Make four taijutsu attacks against a single
creature within range. On a hit you deal 1d10
If used as a Bonus action, it must be used bludgeoning damage.
immediately after scoring a successful hit
with a melee attack using your Action. You If you successfully score 3 or more hits against one
perform a spinning waltz that allows you to creature, it cannot take reactions or bonus actions
follow up with a powerful strike, make a (Pick one, casters choice) until the end of its next
melee taijutsu attack against the same
creature. On a hit, you deal your unarmed turn.
damage + 1d6 forcing the target to make a At Higher Ranks: For each rank you cast this
Constitution saving throw. On a
failed save they are knocked jutsu above D-Rank increase the cost of this jutsu
prone. by 3 and the number of attacks made by +1.

7

OSTRICH WHIRLWIND RABBIT FURY

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 bonus action Casting Time: 1 Action
Range: 5 feet Range: Touch
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As part of the activation of this jutsu, you Description: As a requirement to activate this jutsu, you
can only use this taijutsu against a prone target. You must currently be in the Rabbit Fist Stance.
perform a rather acrobatic display of skill. By kicking a
prone creature, you propel yourself backward while You enter a blitzing stance showing your overwhelming
performing a second sweeping kick while moving speed and agility as you bounce between spaces attacking
backwards. Make a Taijutsu attack, on a Hit you deal creatures you pass by with each movement.
your unarmed damage + 2d4 and are pushed back 10
Feet. This movement does not provoke an attack of Roll 1d4+1 and select a space you can see that can hold
opportunity. you, within your movement range as you quickly dash,
leap, and move in as straight a line as possible moving
PRAYING STRIKE through all creatures spaces, even hostile creatures, ending
your movement in the select space. If you move through a
Classification: Taijutsu large, or larger creatures space, you count each space of
Rank: D-Rank theirs you move through as if it’s a separate creature for
Casting Time: 1 Action the purpose of this jutsu.
Range: 5 feet
Duration: Instant The result of the 1d4+1 are the total number of
Components: M creatures you can target as you move through their
Cost: 5 Chakra space. Make two taijutsu attacks against each of the
Keywords: Taijutsu selected creatures, dealing your unarmed damage + 1d4.
Description: You make a powerful strike to the core of If you hit a creature with two or more attacks, they must
your opponent, sending shockwaves through their body succeed a Dexterity saving throw. On a failed save they
that would break a lesser foe, and stun greater ones. are knocked prone.
Make a melee Taijutsu attack. On a hit the target takes
1d12 bludgeoning damage and makes a constitution At Higher Ranks: For each rank you cast this jutsu
saving throw. On a failed save they are Stunned until the above D-Rank increase the cost of this jutsu by 3 and the
end of the current turn. number of creatures you can target by +1.

At Higher Ranks: For each rank you cast this jutsu RISING DRAGON
above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d12. Classification: Taijutsu
Rank: D-Rank
PRIDEFUL ASSAULT Casting Time: 1 bonus action
Range: 5 feet
Classification: Taijutsu Duration: Instant
Rank: D-Rank Components: M
Casting Time: 1 Action Cost: 5 Chakra
Range: Touch Keywords: Taijutsu, Combo
Duration: Instant Description: As part of the activation of this technique,
Components: M you must first move at least 20 Feet towards the target.
Cost: 5 Chakra Make a Taijutsu attack, dealing your unarmed damage
Keywords: Taijutsu +1d6. The target is launched 30 Feet into the air and
Description: As a requirement to activate this jutsu, you becomes unable to take reactions until the end of your
must currently be in the Lion Fist Stance. This jutsu’s current turn.
attacks count as Unarmed Attacks for the Lion Fist
Stance’s Bonus action effect. Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range,
You enter a prideful stance showing your overwhelming once per turn, using either an Action or Bonus action,
superiority and power. ignoring its listed casting time.

Make two taijutsu attacks against up to two creatures
within range. On a hit you deal your unarmed damage +
1d4. If you cast this jutsu while gaining the benefits of
your Lion Fist Stance’s bonus action effect you instead deal
your unarmed damage + 1d6.

If you cast this jutsu while adjacent to 2 or more hostile
creatures, you gain a +2 bonus to damage rolls for every
additional creature after the first.

At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3, the
number of creatures you make two taijutsu attacks
against by +1, and the bonus damage to rolls by +1.

8

ROYAL GUARD SERPENT FANG DOUBLE [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
Range: Touch
would be the target of a melee or ranged attack (from a Duration: Instant
Ninjutsu, Taijutsu, or Bukijutsu) or take damage. Components: M
Range: Self Cost: 5 Chakra
Duration: 1 Round Keywords: Taijutsu
Components: CM, M Description: As a requirement to activate this jutsu, you
Cost: Special must currently be in the Serpent Fist Stance.
Keywords: Taijutsu
Description: You quickly mold your chakra, creating You enter a low striking stance showing your
multiple layers of armor from it and raising your guard overwhelming focus and precision as you disable your
to nullify an attack at the exact moment it would hit you. opponent with surgical accuracy.
As a reaction, when you would be the target of a melee
or ranged attack from a Ninjutsu, Taijutsu or Bukijutsu Make two taijutsu attacks against a single creature within
or take damage from those same sources, you nullify the range dealing your unarmed damage and forcing the target
attack or jutsu by meeting it with an equal amount of to make a Constitution saving throw. On a failed save, they
chakra. become weakened until the end of their next turn.
Until the start of your next turn, each time you would
take damage, you can spend chakra equal to the damage Additionally, if the target creature is also the target of
taken, reducing the damage to 0 and gaining immunity your Serpent Fist Stance’s bonus action effect, the target
to the attack or jutsu’s effects until the end of the gains a -2 penalty to their Constitution saving throw and
current turn. If an effect does not deal damage or cost the penalty to their attack rolls also affects their damage
chakra, this jutsu does not prevent its effects. If an rolls until the end of their next turn.
attack does not deal damage, but does have an effect, you
can spend chakra equal to twice the chakra cost of the At Higher Ranks: For each rank you cast this jutsu above
attack, if the attack does not have a chakra cost, then can D-Rank increase the cost of this jutsu by 3 and the number
negate the attacks effect by spending 10 chakra per of creatures you can target by +1.
attack.
You can activate this Jutsu's effects a number of times SILENT MOVEMENT [CHANGED]
equal to your taijutsu ability modifier.
Classification: Taijutsu
RUSHING LION Rank: D-Rank
Casting Time: 1 Action
Classification: Taijutsu Range: Self
Rank: D-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: M
Range: Self Cost: 4 Chakra
Duration: Concentration, up to 1 minute Keywords: Taijutsu
Components: M Description: As a requirement to activate this jutsu, you must
Cost: 5 Chakra currently be in the Silent Fist Stance.
Keywords: Taijutsu
Description: You focus chakra throughout your muscles You enter a neutral stance, designed to exemplify silence
enhancing your physical Strength and Dexterity. For the and emptiness throwing most creatures off of being able to
duration, your Dexterity and Strength ability scores predict your actions. You do not spend chakra to maintain
becomes 16 if they are lower than 16. Your Jump height is concentration on this jutsu.
doubled. Your Strength and Dexterity checks are made at
advantage For the duration creatures cannot make reactions to one of
the following. Pick one (This cannot be changed unless this
jutsu is recast);

• Your Movement.
• Bonus Actions you make.
• Reactions you take.

SECOND HEAVENLY BREATH: PANTING SNAKE CONSTRICTING GRIP

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self Range: 5 feet
Duration: Special Duration: Up to 1 Minute
Components: CM Components: M
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Taijutsu
Keywords: Taijutsu Description: As a part of the activation of this taijutsu you
Description: As a requirement to activate this jutsu, you
must have First Heavenly Breath: Inhale currently active. must have hit the target previously this turns with an
unarmed attack or a taijutsu.
You end your concentration on that jutsu and this one
takes its place, maintaining the same duration limitation The target must succeed a Strength saving throw, being
and Jutsu casting restrictions. You keep all the effects of
restrained on a failed save. As an action on the target
that jutsu, stacking them with this jutsu’s effects. creatures turn, they may attempt a strength saving throw to
You increase your lungs capacity fourfold. Doing so escape your hold. While you are restraining the target, you

increases your oxygen intake even further as your body are unable to make Hand Signs or Taijutsu attacks that
require your hands.
expands slightly and your muscles become more
prominent. Increase your taijutsu attack bonus by +1,
bonus taijutsu damage by 1d8 twice per turn, and you
gain 10 temporary hit points.

9

STRAIGHT IMPACT [CHANGED] As a part of casting this jutsu, you must have either a
Bonus Action or reaction available to use. Make two taijutsu
Classification: Taijutsu attacks against a creature within range dealing your
Rank: D-Rank unarmed damage die on a hit.
Casting Time: 1 Action
Range: Touch If you score at least two successful hits with this jutsu,
Duration: Special you must spend either your bonus action or reaction. When
Components: M you do, you grant your ally an additional reaction which
Cost: Special they can only use to cast a Taijutsu with the Finisher
Keywords: Taijutsu, Finisher Keyword that has a casting time of 1 action.
Description: You take a readied stance preparing your fist or
foot for a single powerful strike. Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
When you activate this jutsu, you can spend 5 chakra per turn, using either an Action or Bonus action, ignoring its
coating your fist in this chakra. You learn to be able to listed casting time.
commit additional actions to make this attack stronger.
Alternatively, until the end of your turn, an allied creature
You can spend your bonus action and an additional 5 within 30 feet of you, can target one affected creature with a
Chakra to magnify this jutsu by 1 step. Taijutsu Finisher regardless of range, once per turn, using a
Reaction.
You can spend your reaction and an additional 5 chakra to
magnify this jutsu by 1 step. WEBBED GRAPPLE

You can inflict the stunned condition on yourself at the end Classification: Taijutsu
of your turn until the beginning of your next turn to magnify Rank: D-Rank
this jutsu by 1 step. Casting Time: 1 Action
Range: 10 Feet
Make a single fiery taijutsu attack. On a hit, you deal your Duration: Concentration, Up to 1 Minute
unarmed damage + 2d4 on a hit. For each step you magnify Components: M, W (Battle Wire)
this jutsu by, increase the bonus damage by 2d4. Cost: 4 Chakra
Keywords: Taijutsu
If this jutsu is used as a Finisher, for each step you magnify Description: As a requirement to activate this jutsu, you
this jutsu by, increase the bonus damage by 4d4. must currently be in the Spider Fist Stance. You do not need
to spend chakra to maintain concentration on this jutsu.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the chakra spent activating this jutsu’s You enter a skittering stance, designed to catch creatures
initial & additional effect by 3. If this jutsu is cast at B-Rank, who are unprepared and restrain them.
increase the damage die of this jutsu by 1 step (D4>D6). If
this jutsu is cast at S-Rank, increase the damage die of this You swing your battle wire in an attempt to grapple and
jutsu by 1 step (D6>D8) restrain a creature. Make a single taijutsu attack against a
creature within range. On a hit you grapple and restrain the
SWALLOW DANCE creature. At the beginning of each of its turn, it can make a
Strength (Athletics) or Strength saving throw. On a
Classification: Taijutsu successful save they end this jutsu’s effect on them.
Rank: D-Rank
Casting Time: 1 Action Melee attacks against a creature restrained by this jutsu
Range: Self (10-Foot Cone) deal additional slashing damage equal to half of your
Duration: Instant Taijutsu save DC once per turn as your wires dig deep into
Components: M the flesh of your creature.
Cost: 5 Chakra
Keywords: Taijutsu, Combo At Higher Ranks: For each rank you cast this jutsu above
Description: You perform a powerful wide sweeping D-Rank increase the cost of this jutsu by 3 and the number
roundhouse kick, lifting both yourself and all creatures you of creatures you can target by +1.
strike.
WILD DANCE [CHANGED]
All creatures in a 10-foot cone originating from you must
succeed a Dexterity saving throw. On a failed save they take Classification: Taijutsu
your unarmed damage + 1d8 and are launched 15 feet into Rank: D-Rank
the air until the end of the current turn, falling prone. Casting Time: 1 Action
Range: 5 feet
Until the end of your turn, you can target one affected Duration: Instant
creature with a Taijutsu Finisher regardless of range, once Components: M
per turn, using either an Action or Bonus action, ignoring its Cost: 4 Chakra
listed casting time. Keywords: Taijutsu
Description: (This jutsu cannot score a critical Hit)
At Higher Ranks: For each rank you cast this jutsu above You first attack your opponent with a kick, which is
D-Rank increase the cost of this jutsu by 3 and the damage immediately followed by a punch and another kick, striking
by 1d8. them at 3 different angles. Make three melee Taijutsu
attacks. On a hit, each attack deals 1d8.
SWITCH KICK
Each successful hit, pushes the target back 5 feet. If
Classification: Taijutsu the target cannot be pushed back because of a structure
Rank: D-Rank or construct such as a wall or tree, you strike them into
Casting Time: 1 Action it, dealing an additional 1d6 damage.
Range: Touch
Duration: Instant At Higher Ranks: For each rank you cast this jutsu above
Components: M D-Rank, increase the cost of this jutsu by 3 and the number
Cost: 4 Chakra of attacks by +2.
Keywords: Taijutsu, Combo
Description: You leap and perform a swift double kick in an
attempt to support your team by queuing up a powerful
finisher.

10

WISE TURTLE BEAST [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (15-foot Cone)
Duration: Concentration, up to 1 minute Duration: Instant
Components: M Components: M
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You focus chakra throughout your muscles Description: You perform a powerful spinning movement
enhancing your physical Strength and Cunning. For the before you end it with a swift motion which converts all of
duration, your Strength and Wisdom ability scores becomes that momentum into the shape of a lion head that erupts
16 if they are lower than 16. Your lifting strength is doubled from your hands made of force.
and you gain a +5 to your passive perception.
All creatures within a 15-foot cone, originating from
C-RANK: you must succeed a Strength saving throw. On a failed
save they take your unarmed damage + 3d8, are bruised
10-COUNT and knocked prone, or half as much on a successful save.

Classification: Taijutsu A creature who fails this saving throw by 5 or more
Rank: C-Rank and are gaining the benefits of Temporary hit points lose
Casting Time: 1 Action all temporary hit points.
Range: Touch
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: M above C-Rank increase the cost of this jutsu by 3 and the
Cost: 8 Chakra damage by 1d8.
Keywords: Taijutsu, Combo
Description: You dash forward to perform a series of rapid BREAK SPIRAL
but light strikes designed to get your blood flowing.
Classification: Taijutsu
Make a number of taijutsu attacks equal to your taijutsu Rank: C-Rank
ability modifier, dealing 1d4 bludgeoning damage. Casting Time: 1 Action
Range: Self (5-foot radius)
If you successfully hit a creature with at least 3 of these Duration: Instant
taijutsu attacks, the next taijutsu you cast before the end of Components: M
your turn gains a +5 bonus to attack and damage rolls. Cost: 7 Chakra
Keywords: Taijutsu
Until the end of your turn, you can target one affected Description: You leap onto your back on the ground as
creature with a Taijutsu Finisher regardless of range, once your perform a series of spinning kicks resembling a
per turn, using either an Action or Bonus action, ignoring its spinning top, striking all creatures around you.
listed casting time.
All creatures within 5 feet of you must succeed a
At Higher Ranks: For each rank you cast this jutsu above Dexterity saving throw. On a failed save they take are
C-Rank increase the cost of this jutsu by 3. If cast at B Rank buffeted by a series of spinning kicks. Based on the
or higher, increase the number of attacks you make by +1. If severity of their failure, they take enhanced damage and
cast at A-Rank or higher, increase the damage by 1d4. If cast effects. On a successful save, they take half of your
at S-Rank or higher, this jutsu’s cast time becomes a bonus unarmed damage + 2d6 and suffer no additional effects.
action.
• Failed by 1~4: Bludgeoning damage equal to your
ADAMANTINE ACALA unarmed damage + 2d6 and are knocked prone.

Classification: Taijutsu • Failed by 5~9: Bludgeoning damage equal to your
Rank: C-Rank unarmed damage + 4d6, are knocked prone and dazed
Casting Time: 1 Action until the beginning of their next turn.
Range: 5 Feet
Duration: Instant • Failed by 10~14: Bludgeoning damage equal to your
Components: M unarmed damage + 6d6, are knocked prone, dazed until
Cost: 8 Chakra the end of their next turn, and until the end of your
Keywords: Taijutsu, Finisher turn, you can target one affected creature with a
Description: You perform a powerful kick to a targets Taijutsu Finisher regardless of range, once per turn,
center crushing their center of gravity and breaking their using either an Action or Bonus action, ignoring its
form. Make a melee taijutsu attack, dealing your listed casting time.
unarmed damage + 2d8 and the target must succeed a
constitution saving throw, being pushed back 30 feet on • Failed by 15+: Bludgeoning damage equal to your
a failed save. unarmed damage + 8d6, are knocked prone, dazed until
the end of their next turn, until the end of your turn,
If this jutsu is used as a Finisher, you make two kicks to you can target one affected creature with a Taijutsu
the core, shattering their center of gravity and Finisher regardless of range, once per turn, using either
destroying their form. Make two melee taijutsu attacks, an Action or Bonus action, ignoring its listed casting
dealing your unarmed damage + 2d10 and the target time and you gain an additional action which can only
must succeed a Strength saving throw, being pushed be used to cast a Taijutsu with the Finisher Keyword
back 30 feet and falling prone and dazed on a failed save. and without the Bukijutsu Keyword.

At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the above C-Rank increase the cost of this jutsu by 3 and the
damage by 1d8 and 1d10 respectively. radius of this jutsu by 5 feet.

11

BURNING FIRE: DRUM per turn, using either an Action or Bonus action, ignoring
its listed casting time.
Classification: Taijutsu
Rank: C-Rank Alternatively, when you or an allied creature within 5
Casting Time: 1 Reaction, which you take when a feet of you would be the target of a ranged Ninjutsu,
Taijutsu or Weapon attack, you can leap into the air and
creature within 5 feet of you makes a melee attack perform a powerful sweeping kick, in an attempt to strike
targeting you or an ally the incoming attack, completely shattering or deflecting it.
Range: Touch Make a contested check using your melee taijutsu attack vs
Duration: 1 Minute the attacking creatures attack roll. On a success, you are
Components: M able to completely divert the attack, knocking it away into
Cost: 6 Chakra a harmless direction.
Keywords: Taijutsu
Description: You reach your hand out and attempt beat At Higher Ranks: For each rank you cast this jutsu above
the left lung of a hostile creature attempting to strike C-Rank increase the cost of this jutsu by 3 and the damage
you or an allied creature by 1d8. If cast at B-Rank Rank, if used as a Reaction, on a
Make a melee taijutsu attack against the triggering successful contested check you are able to redirect it
creature. On a hit, their lung inflates, and begins to swell. towards another creature within 30 feet of you, using the
For the next minute, when the affected creature casts a result of your check as the attack roll.
Jutsu with the Mobility (M) component, they take 1d6
necrotic damage, which cannot be resisted or reduced by COMBAT CLONE
any means, ignoring temporary hit points (if any), as
their lung swells more. Classification: Taijutsu
A creature who would trigger this Jutsu's damaging Rank: C-Rank
effect 5 or more times while under its effects has their Casting Time: 1 Action
lung rupture, dealing 10d6 necrotic damage, which Range: 30 feet
cannot be resisted or reduced by any means, ignoring Duration: Concentration, Up to 1 minute.
temporary hit points (if any) and they gain 2 ranks of Components: M
Exhaustion for the next 24 hours, this jutsu then Cost: 9 Chakra
immediately ends. Keywords: Taijutsu
A creature can spend their action to make a Description: You take notice of another creatures fighting
Constitution Saving throw to end this jutsu’s effects on style, and begin to adjust your muscle memory to copy a
them. Alternatively, a creature can end this effect with creatures movements almost identically. This jutsu’s cost
any Jutsu with the Medical Keyword, that removes cannot be reduced by any means. Make a Martial Arts check
conditions of C-Rank or lower. targeting a creature you can see within range, using your
At Higher Ranks: For each rank you cast this jutsu Taijutsu ability modifier vs a DC (10 + Targets Level). On a
above C-Rank increase the cost of this jutsu by 3 and the success, you imitate their physical movements granting you
number of creatures you can target by +1. If cast at B Rank the following benefits;
or higher, increase the damage by 1d6. If cast at A-Rank
or higher, when a creature triggers this jutsu’s effects 5 or • Your unarmed damage die becomes equal to the creatures
more times, they instead take 15d6 Necrotic Damage. If unarmed or natural weapon damage die.
cast at S-Rank or higher, creatures who would make the
Constitution saving throw to end this jutsu’s effects, they • If the target has the Multiattack trait, you can make a
suffer a -5 penalty. number of unarmed attacks equal to the number of
attacks they can make using their multiattack feature,
COLLIER SHOOT with your Attack Action.

Classification: Taijutsu • If the target is gaining the benefits of a Taijutsu Stance,
Rank: C-Rank you gain that stances benefits as if you knew it.
Casting Time: 1 Action, 1 Reaction, which you take when
DRAGON TAIL FOOT
you or another creature within 5 feet of you becomes the
target of a ranged Ninjutsu, Taijutsu, or weapon attack Classification: Taijutsu
Range: 5 Feet Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: 5 Feet
Cost: 7 Chakra Duration: Instant
Keywords: Taijutsu, Combo Components: M
Description: You leap off the ground no more than 5 feet Cost: 7 Chakra
and perform a powerful roundhouse kick targeting a Keywords: Taijutsu
creatures neck as you attempt to drag them into the Description: You perform sweeping kick, before
ground. Make a melee taijutsu attack. On a hit, you deal performing a downward vertical kick to slam a target
your unarmed damage + 2d8 and the target must succeed a creature into the ground. Creatures within 5 feet of you
Strength saving throw. On a failed save, the target is must succeed a Dexterity saving throw, being knocked
knocked prone and is embedded into the ground as you prone.
kick them no more than 2 feet into the ground. A creature
embedded into the ground is counted as Grappled and If a target is knocked prone by the effect of this jutsu,
restrained by the ground itself, and must succeed a select one target and make a single melee taijutsu attack
Strength (Athletics) check vs your Taijutsu save DC to pull dealing your unarmed damage + 4d8.
themselves from the ground.
Until the end of your turn, you can target one affected At Higher Ranks: For each rank you cast this jutsu
creature with a Taijutsu Finisher regardless of range, once above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8.

12

EARLY SACRIFICE ERUPTING FALLING STOMP [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when a melee Casting Time: 1 Action
attack misses you. Range: 15 Feet
Range: 5 Feet Duration: Instant
Duration: Instant Components: M
Components: M Cost: 7 Chakra
Cost: 6 Chakra Keywords: Taijutsu
Keywords: Taijutsu Description: You pump chakra into your legs as you
Description: After dodging an enemy’s melee attack, you stomp, creating a shockwave of force from your strength
leap on their shoulder and attempt to throw them 30 feet alone. Creatures in a 15-foot cube originating from you
in a direction of your choice. The target must succeed a must succeed a Strength saving throw, taking 3d8
Strength saving throw, being thrown 30 feet in a straight bludgeoning damage and gaining 1 rank of bruised.
line, in a direction of your choice.
At Higher Ranks: For each rank you cast this jutsu
A thrown target must succeed a Dexterity saving above C-Rank, increase the cost of this jutsu by 3, the
throw, landing prone on a failed save. damage by 1d8 and the size of the cube by 5 feet.

If the target hits a surface such as a wall, ceiling, or EVENING HEAVENLY CRUSH
large or larger object they take damage as if they were
falling. Classification: Taijutsu
Rank: C-Rank
ELEMENTANIA Casting Time: 1 reaction which you take when a target is
forcefully moved more than 5 feet from you.
Classification: Taijutsu Range: Self
Rank: C-Rank Duration: Instant
Casting Time: 1 Action Components: M
Range: 5 feet Cost: 6 Chakra
Duration: Instant. Keywords: Taijutsu
Components: CM, M Description: You dash to keep up with a thrown or
Cost: 9 Chakra knocked back creature who is moved further than 5 feet
Keywords: Taijutsu, Finisher away from you. You take the dash action as a reaction
Description: As a part of casting this jutsu, you can only and must end your movement within 5 feet of the target
target a creature whom you can target with a Finisher as a creature.
result of a Jutsu cast with the Combo keyword.
As a part of the same reaction, you also make an
You bob and weave in and out of a creatures combat unarmed attack as if you are making an attack of
range, building up momentum, preparing yourself for a opportunity against the target.
massive strike that takes the shape and visage of a roaring
elemental storm. FALCON DROP

Make a melee taijutsu attack, dealing your unarmed Classification: Taijutsu
damage + 3d12. Your attack gains the following benefits Rank: C-Rank
based on the elemental affinity you wished to imitate (Pick Casting Time: 1 Action
one when you cast this jutsu) Range: 30 Feet
Duration: Instant
• Earth: The ground and earth around you shakes and Components: M
upheaves. All creatures within 10 feet of the original Cost: 6 Chakra
target must succeed a Dexterity saving throw, taking 3d8 Keywords: Taijutsu, Finisher
bludgeoning damage from the erupting earth. Description: This jutsu can only be used as a Taijutsu
Finisher. As part of the activation of this jutsu, the target
• Wind: The wind whips and whistles as you forcefully creature must be airborne or falling. Make a melee
move it out of your way. The target must succeed a Taijutsu attack against falling creature. On a hit, you pile
Strength saving throw, being thrown back 15 x your drive them into the ground dealing 3d12 Bludgeoning
Taijutsu ability modifier, feet on a failed save. If the target damage, leaving them prone, weakened and bruised.
would hit a solid surface as a result of this knock back.
They take 2d6 bludgeoning damage for every 15 feet that At Higher Ranks: For each rank you cast this jutsu
they were unable to be moved. above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d12
• Fire: Your attack creates such wind resistance that your
striking limb ignites into flame on impact. Your attack FIERCE SNAKE
instead deals Fire damage and the target must succeed a
Constitution saving throw, gaining 1 rank of the burned Classification: Taijutsu
condition on a failed save. Rank: C-Rank
Casting Time: 1 Bonus action
• Water: Your attack becomes graceful, like flowing water, Range: 5 Feet
allowing you to strike far more effectively. Reroll all 1’s Duration: Instant
and 2’s, taking the second result. Components: M
Cost: 8 Chakra
• Lightning: Your attack is swift, decisive and powerful, Keywords: Taijutsu
like lightning. When your attack hits the target, creatures Description: You rapidly strike a target with blinding
up to 300 feet away can hear an audible boom erupt from speed striking fast enough to leave after images of your
the point of impact. All creatures, excluding you, within attacks. Roll 1d4 + 1. You can use your next Attack action
30 of the target creature must succeed a Constitution to make a number of unarmed attacks equal to the
saving throw, being Dazed until the end of the next turn. amount rolled. (This Jutsu cannot score a critical hit)

13

FIST SLAM FOURTH HEAVENLY BREATH: WHEEZE

Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: Self
Duration: Instant Duration: Special
Components: M Components: CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a part of the activation of this taijutsu, Description: As a requirement to activate this jutsu, you
you must target a prone creature. Make a melee taijutsu must have Third Heavenly Breath: Breathe currently active.
attack against the prone target dealing 9d6 bludgeoning You end your concentration on that jutsu and this one takes
damage and creating a 15-foot-deep hole in the ground its place, maintaining the same duration limitation and
while leaving them dazed. Jutsu casting restrictions. You keep all the effects of that
jutsu, stacking them with this jutsu’s effects.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the You increase your lungs capacity Sixteen-fold. Doing
damage by 1d6. so increases your blood flow and you begin to glow with
a yellow aura and your muscles and organs become far
FLOWING WATER more resistant to damage. Increase your taijutsu attack
bonus by +2, taijutsu damage by 1d8 twice per turn, and
Classification: Taijutsu you gain +15 temporary hit points that stack with other
Rank: C-Rank temporary hit points gained as a result of this jutsu.
Casting Time: 1 Bonus Action
Range: Self At the end of this jutsu’s duration you gain 1 rank of
Duration: Concentration, up to 1 minute the weakened condition until your next rest which
Components: M cannot be removed by Jutsu of B-Rank or lower.
Cost: 9 Chakra
Keywords: Taijutsu FRICTION [CHANGED]
Description: You loosen your stance, allowing your body
to become more fluid and adaptable to both incoming Classification: Taijutsu
and outgoing attacks. Select two Taijutsu or Weapon Rank: C-Rank
stances that you know. You gain both of their benefits Casting Time: 1 Action
for the duration. Range: 5 feet
Duration: Instant.
FLOWING WATER: NO BEAT Components: M
Cost: 9 Chakra
Classification: Taijutsu Keywords: Taijutsu, Finisher
Rank: C-Rank Description: You move in to finish off your enemy with a
Casting Time: 1 Action powerful debilitating strike.
Range: 5 feet
Duration: Instant. Make a melee taijutsu attack. On a hit you deal your
Components: CM, M unarmed damage and the target must succeed a
Cost: 9 Chakra Constitution saving throw. On a failed save the target is
Keywords: Taijutsu, Finisher stricken with a crippling affliction causing them to be
Description: You move with grace and ruthlessness of a unable to take the Dash, Dodge, Disengage, Help or
raging tide, slipping past an enemies weak points and Ready Action for the next minute.
washing them away as smoothly as running water.
If this jutsu is used as a Finisher, you make three melee
Make two melee taijutsu attacks against a single taijutsu attacks. If all three attacks are successful, then
creature. On a hit your attacks do not deal damage, the target instantly fails their saving throw and the
instead, at the conclusion of your attacks, the target target instead cannot take the Dash Dodge, Disengage,
must succeed a Constitution saving throw. For every Help, Ready, Use an Object, Read the Enemy, Grappling
attack that successfully hit after the first, the target or Shoving actions for the next 10 minutes.
suffers a -1 penalty to their saving throw.
Regardless, a creature can make spend an action to
On a failed save, the target suffers 1 Rank of make a Constitution saving throw to end this effect
exhaustion until the end of their next turn. early.

If this jutsu is used as a Finisher, you instead make GRASS PALM
three taijutsu attacks, and for every attack that
successfully hit after the first, the target suffers a -2 Classification: Taijutsu
penalty to their saving throw. Rank: C-Rank
Casting Time: 1 bonus action
Regardless, a creature who has gained ranks of Range: 5 Feet
exhaustion as a result of this jutsu can spend an action to Duration: Instant
make a Constitution saving throw. On a successful save, Components: M
they remove all ranks of exhaustion. (This saving throw Cost: 7 Chakra
cannot be made at disadvantage.) Keywords: Taijutsu
Description: You perform a series of martial attacks
At Higher Ranks: For each rank you cast this jutsu attempting to cripple and disable creatures surround
above C-Rank increase the cost of this jutsu by 3. If this you. Make a melee taijutsu attack against each creature
jutsu is Cast at A-Rank, increase the number of attacks within 5 feet of you dealing your unarmed damage.
by +1. Targets you hit with this taijutsu must make a Dexterity
saving throw being disarmed and weakened until the end
of their next turn.

14

HEAVY JOLT it is lost. (Ex. Actualization Die, Hunter Exploit, Brave
Order, Preserve or Take Life, Chakra Recovery or Superiority
Classification: Taijutsu Die etc.) A creature can only benefit from this effect of
Rank: C-Rank this jutsu once per short rest.
Casting Time: 1 Action
Range: 5 feet At Higher Ranks: For each rank you cast this jutsu
Duration: Instant. above C-Rank increase the cost of this jutsu by 3. If this
Components: M jutsu is cast at B-Rank or higher, you can target up to
Cost: 7 Chakra two creatures, instead of one. If this jutsu is Cast at A-
Keywords: Taijutsu Rank or higher, affected creatures instead regain 2
Description: You take a low stance as you place all of additional class features uses/resources.
your weight into your primary leg, before you perform a
powerful sweeping kick, cracking their air from the LAGGING
weight of it.
Classification: Taijutsu
All creatures within 5 feet of your of your choice must Rank: C-Rank
succeed a Dexterity saving throw. On a failed save, Casting Time: 1 Action
creatures take your unarmed damage + 4d8 and are Range: 5 feet
Dazed until the end of their next turn. Duration: Instant.
Components: M
On a successful save they take half damage and no Cost: 8 Chakra
further effects. Keywords: Taijutsu
Description: You open your hand and angle your fingers
If at least one creature fails the saving throw, you can until your hand looks more like a claw as you attempt to
choose to knock that creature back 30 feet. If you do, you slam your hand into the joints of your enemies to delay
immediately move up to 25 feet, following after them. their actions.
Your movement does not provoke attacks of
opportunity, but your targets movement does. Make a melee taijutsu attack. On a hit, you deal your
unarmed damage and the target must succeed a Strength
At Higher Ranks: For each rank you cast this jutsu saving throw. On a failed save, until the end of their next
above C-Rank increase the cost of this jutsu by 3 and the turn, If the affected creature attempts any activity that
damage by 1d8. requires an action they must roll a d20. On a roll of 11 or
more, their action is delayed until their next turn, in
INTERSECTION COUNTER which they spend their next action to complete this
original activity. Regardless of the result, this jutsu then
Classification: Taijutsu immediately ends.
Rank: C-Rank
Casting Time: 1 Reaction which you take when hit by a At Higher Ranks: For each rank you cast this jutsu
melee attack above C-Rank increase the cost of this jutsu by 3. If this
Range: Self jutsu is cast at B-Rank, reduce the die roll result to 9 or
Duration: Instant higher to delay the action. If this jutsu is cast at A-Rank,
Components: M reduce the die roll result to 7 or higher to delay the
Cost: 8 Chakra action. If this jutsu is cast at S-Rank, reduce the die roll
Keywords: Taijutsu result to 5 or higher.
Description: You raise your knee and slam your elbow,
into an incoming attack catching it in between them. As LATE DEATH
a reaction, make a Taijutsu attack, on a hit you reduce
the damage you take by your unarmed damage + 2d6. Classification: Taijutsu
Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Reaction, which you take when you or an
above C-Rank, increase the cost of this jutsu by 3 and the
damage reduced by 1d6. allied creature within 5 feet of you would fall to 0 hit
points.
JOLTING LIGHTNING: STRUM Range: 5 feet
Duration: Instant.
Classification: Taijutsu Components: CM, M
Rank: C-Rank Cost: 9 Chakra
Casting Time: 1 Action Keywords: Taijutsu, Medical
Range: Touch Description: You delay the death of a friend, by any
Duration: 1 Minute means necessary. When a creature within 5 feet of you
Components: CM, M falls to 0 hit points you strike a series of pressure points
Cost: 9 Chakra in a desperate attempt to save them, if only for a
Keywords: Taijutsu, Medical moment. The target remains at 0 hit points, but stays
Description: You can see tension in the muscles and conscious until the end of their next turn, after which
body of your friends and can release that tension with a they fall unconscious failing 1 death saving throws.
single pressure point press. This jutsu cannot have its At Higher Ranks: For each rank you cast this jutsu
cost reduced by any means. above C-Rank increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, the creatures instead fails 0
Select one willing creature other than you, who you death saving throws. If this jutsu is cast at S-Rank, the
can reach as you press a pressure point on their back. creature remains at 1 Hit point.
When you do you release a buildup of pooled chakra
within them. Affected creature can spend up to two
chakra die, regaining a number of chakra points equal to
the result.

Additionally, for the duration the affected creature
gains an additional use of any 1 class feature with a use
limitation or 1 additional spendable resource. If this
additional resource isn’t spent by the end of the duration

15

LEAF GREAT FLASH [CHANGED] LIMIT RELEASE

Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Touch
Duration: Instant Duration: 1 Round
Components: M Components: CM, M
Cost: 7 Chakra Cost: Special
Keywords: Taijutsu Keywords: Taijutsu, Medical
Description: You charge at your target and unleash a Description: You press the pressure points of a willing
powerful lateral kick, aiming at their head, giving them a creature you can reach. When you do, you inject a mass of
concussion. Make a taijutsu attack dealing your unarmed chakra into them. Spend a number of chakra die up to a
damage + 4d4 on a hit. Target creature must also succeed a max of an amount equal to twice your proficiency bonus.
constitution saving throw, being dazed and concussed. The target must spend an equal number of chakra die, if
they are unable this jutsu immediately ends.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage Once both you and the target spend chakra die, depending
by 1d4 on the amount of chakra die spent between the both of you,
the target gains different Limiter releasing effects.
LEAF HURRICANE [CHANGED]
• 2 Chakra Die: The target rolls spent chakra die, dealing
Classification: Taijutsu additional damage equal to the amount rolled, on the first
Rank: C-Rank attack they make on their next turn. They are then
Casting Time: 1 Action overcome by lethargy as they gain 2 ranks of the Weakened
Range: Self (10 Foot radius Sphere) condition until the end of your next turn.
Duration: Instant
Components: M • 4 Chakra Die: The target rolls spent chakra die, adding half
Cost: 8 Chakra the result to their next attack roll and the full result to the
Keywords: Taijutsu damage of the same attack they make on their turn. They
Description: You perform a powerful spinning backwards are then overcome by lethargy as they gain 2 ranks of
kick, fast enough to not be seen and powerful enough to Weakened condition until the end of your next turn.
create a strong whirlwind affecting creatures surrounding
the user. Creatures in a 10 Foot radius centering on you • 8 Chakra Die: The target gains 1 Additional action on their
must make a Dexterity saving throw taking your unarmed turn. At the end of their turn, they become stunned until
damage + 3d6 bludgeoning damage and are knocked prone the beginning of their following turn.
and pulled 10 feet towards you, ending this movement in a
space that can hold them. • 16 Chakra Die: The target gains 1 Additional Action on their
turn and can use their Bonus action to complete an activity
At Higher Ranks: For each rank you cast this jutsu above that requires 1 Action. At the end of their turn, they become
C-Rank, increase the cost of this jutsu by 3 and the damage stunned for 1d4 rounds.
by 1d6
• 32 Chakra Die: The target gains 1 Additional action on their
LEAF SKY BREAKER turn and can use their Bonus Action and Reaction to
complete an activity that requires 1 Action. At the end of
Classification: Taijutsu their turn, they become stunned for 1 Minute. This cannot
Rank: C-Rank be removed by any means.
Casting Time: 1 Reaction, which you take when you or an
LIONS BARRAGE [CHANGED]
allied creature within 10 feet of you would take damage
from a melee attack from a creature within range. Classification: Taijutsu
Range: 15 feet Rank: C-Rank
Duration: Instant. Casting Time: 1 Action
Components: M Range: 30 Feet
Cost: 9 Chakra Duration: Instant
Keywords: Taijutsu, Combo Components: M
Description: When you or an allied creature within 10 feet Cost: 8 Chakra
of you would take damage from a melee attack. You twist Keywords: Taijutsu, Finisher
your body in a way that builds momentum and kinetic Description: (This Jutsu cannot score a critical hit)
energy, before you kick skyward creating a powerful
updraft meant to create a barrier of air and force between Select one creature you can see in range as you make two
the triggering creature and its target. flying axe kicks attempting to disable it. Make two melee
You create a wall of air and pure force. The triggering taijutsu attacks. On a hit, you deal your unarmed damage +
creature must succeed a Strength Saving throw. On a failed 1d8. If both attacks hit, the target is dazed.
save they are thrown 30 feet upwards. Taking damage as if
they fell at the end of the current turn. If this jutsu is used as a Finisher, it must be against a falling
You grant one ally within 15 feet of you an additional target. You make three falling, lateral axe kicks attempting to
reaction which they can only use to cast a Taijutsu with the cripple the target. Make three melee taijutsu attacks. On a hit,
Finisher Keyword that has a casting time of 1 action you deal your unarmed damage + 2d6. If at least two of these
Until the end of the current turn, an allied creature attacks hit, the target is Staggard and prone until the end of
within 15 feet of you, can target the triggering creature their next turn.
with a Taijutsu Finisher regardless of range, once per turn,
using a Reaction. At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage
by 1d8 or 1d6.

16

PRESSURE POINT BARRAGE the shape of a Sphere, Cylinder, Cone or Line. When you
take this reaction, you perform a round house kick,
Classification: Taijutsu striking the Jutsu initiating a Clash.
Rank: C-Rank
Casting Time: 1 Action You make this Clash check at advantage and can reroll
Range: 5 Feet 1’s and 2’s. If you win the clash check, you deal damage
Duration: Instant equal to 3 times your Unarmed Damage.
Components: M
Cost: 9 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Taijutsu C-Rank increase the cost of this jutsu by 3. If you cast this
Description: You unleash a barrage of precise strikes into jutsu at B-Rank if you win the clash check you instead deal 5
your targets pressure points crushing their form. Make a times your unarmed damage. If you Cast this jutsu at A-
taijutsu attack, dealing your unarmed damage + 5d4. The Rank, if you win the clash check, you instead deal 5 times
target must succeed a constitution saving throw being your unarmed damage. If you cast this jutsu at S-Rank, if
Weakened and Slowed for 1 minute. At the end of the targets you win the clash check, you instead deal 7 times your
turn, they can make another constitution save to end one unarmed damage.
effect on them. They repeat the save until they the end of the
duration or they remove all conditions. RISING FALCON

RAKSHASA’S PALM Classification: Taijutsu
Rank: C-Rank
Classification: Taijutsu Casting Time: 1 Reaction, which you take when you are
Rank: C-Rank
Casting Time: 1 Action falling at least 10 or more feet.
Range: 5 Feet Range: 5 Feet
Duration: Instant Duration: Instant
Components: CM, M Components: CM, M
Cost: 9 Chakra Cost: 7 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu
Description: You build up chakra into the palm of your Description: You kick the air or another falling creature
hand, until each time you flex your fingers the air crackles with enough force to propel your entire body.
with thunderous booms.
If you choose to kick the air, you propel yourself up to 30
Make a melee taijutsu attack against a creature you can feet in any direction. This movement cannot provoke
see within range, on a hit you deal your unarmed damage + attacks of opportunities and if you would end this
4d6 and the target must succeed a Constitution saving movement within 5 feet of a hostile creature you can
throw being stunned on a failed save until the end of their perform a powerful sweeping kick by making a single melee
next turn. Taijutsu attack, dealing your unarmed damage + 4d6.

If this jutsu is used as a Finisher, you must instead double If you choose to kick another creature, make a single
the cost to cast this jutsu. Make a melee taijutsu attack. On a melee taijutsu attack. On a hit, you deal your unarmed
hit, you deal 3d4 times your taijutsu ability modifier in damage +4d6, and propel yourself up to 30 feet in any
bludgeoning damage (If your ability modifier is greater than direction. This movement cannot provoke attacks of
+5, it is treated as if it is +5 for the purposes of this jutsu). If a opportunity and if you would end this movement within 5
structure is erected, summoned, or moved in between you feet of a hostile creature, you can perform a power sweeping
and the target of this attack, record your original damage kick by making another melee taijutsu attack targeting this
rolled as a result of this jutsu. Roll 4d4 times your creature, dealing your unarmed damage + 4d6.
proficiency bonus. The result of this roll is how much
damage you deal to the interposing structure, before At Higher Ranks: For each rank you cast this jutsu above
applying your original attacks damage. C-Rank increase the cost of this jutsu by 3 and the number
of times you can propel yourself by striking a creature by +1.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank increase the cost of this jutsu by 3 and the non- ROYAL FLUSH
finisher damage by 1d6 and the Finisher multiplier by 1d4.
Classification: Taijutsu
RAKSHASA’S SOLE Rank: C-Rank
Casting Time: Special
Classification: Taijutsu Range: 5 Feet
Rank: C-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: CM, M
Range: 5 Feet Cost: Special
Duration: Concentration, Up to 1 minute. Keywords: Taijutsu
Components: CM, M Description: As a part of casting this jutsu you must
Cost: 9 Chakra currently be gaining the benefit of Royal Guard. After you
Keywords: Taijutsu reduce damage you take to 0, as a result of Royal Guard, you
Description: You build up chakra into the sole of your feet, can end its effects, replacing them with this jutsu’s effects.
until each step you take crushes the ground you walk on.
You cannot lose concentration on this jutsu as a result of You cannot gain the benefit of Royal Guard while you
damage or failing a Chakra Control check. are gaining this jutsu’s effects. At the end of your next
turn, this jutsu then ends. You do not need to spend
For the duration, each space you move through counts chakra to maintain concentration of this jutsu.
as difficult terrain for all creatures with a Dexterity
ability score lower than your Strength Ability Score +5. • You gain a number of temporary hit points equal to the
damage you reduced for this jutsu’s duration.
Additionally, you gain a special reaction which you can
take when you would make a Strength or Dexterity • Your movement speed is increased by a number of feet
saving throw from a Ninjutsu or Taijutsu cast that has equal to the amount of damage you reduced, rounded
to the nearest 5 for this jutsu’s duration.

17

• Your next Strength or Dexterity ability check gains a SEIKUKEN [CHANGED]
bonus equal to the damage reduced. Once used you
cannot gain this effect until this jutsu’s next casting. Classification: Taijutsu
Rank: C-Rank
• The next time you would deal damage with a Taijutsu Casting Time: 1 Action
attack, you can choose to end this jutsu, dealing Range: Self
damage equal to the amount of damage you originally Duration: Concentration, Special
reduced. Components: M
Cost: 8 Chakra
SAFETY RELEASE Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
Classification: Taijutsu currently be under the effects of any Taijutsu Stance, or
Rank: C-Rank Stance granted by Clan Features such as the Gentle Fist
Casting Time: 1 Action Stance or the Shikotsumyaku Stance. If you are not benefiting
Range: Touch from any of these stances, this jutsu immediately ends.
Duration: 1 minute.
Components: CM, M You stand calm and still, emptying your mind. You begin
Cost: 8 Chakra to control the entire radius within your arm’s length,
Keywords: Taijutsu, Medical creating a metaphorical, spherical shield around you.
Description: An alternative version of the Body Pathway
Derangement. You, instead of mixing up a creatures brain You do not need to spend chakra to maintain this jutsu,
signals, you temporarily increase their efficiency. instead you cannot gain the benefit of a Bonus action, by
any means.
Select one creature, other than yourself that you can
see and touch. The targets body experiences no direct For the duration of this jutsu creatures who begin their
changes, but their central nervous system carries signals turn within 5 feet of you and would make a melee attack
significantly faster than previously gaining the targeting you suffer a penalty to their attack and damage
following benefits; rolls equal to your proficiency bonus.

• The creatures speed is increased by half of their Additionally, when you would begin your turn within 5
current speed, rounded down to the nearest 5. feet of a hostile creature and make a melee attack targeting
that creature, you add 1d10 to both your attack and damage
• +1 Bonus to AC. rolls.
• +1d4 bonus to Dexterity Ability checks and Saving
Finally, creatures who would move to a space within 5
throws. feet of you and make a melee attack targeting you, you can
• So long as you can take an Action, you cannot lose the as a reaction disrupt them, rolling 1d6, reducing their roll by
the result.
ability to or be prevented from making a Bonus Action
or Reaction, so long as an activity fits the abilities
reactions triggering requirements.

Only 1 Creature can benefit from this jutsu at a time. If
you cast this jutsu targeting another creature, the
previous creature loses its benefits.

Additionally, if the creature ever falls under the
Shocked condition, this jutsu, immediately ends.

SCATTERING WAVE [CHANGED]

Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instant
Components: CM, M
Cost: 8 Chakra
Keywords: Taijutsu
Description: You inject your fist or foot with a surge of
chakra that you use to strike the ground, creating a
shockwave of force.

All creatures within 30 feet of you must succeed a
Strength saving throw. On a failed save they take your
unarmed damage + 2d8 and are pushed back to the edge
of this jutsu’s radius, into a space that can hold them. If
the creatures are stopped from moving by a wall or
structure, they take 1d8 damage for every 10 feet of
movement they had left (min 1d8)

At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and this
jutsu’s radius by +5 feet. If this jutsu is cast at B-Rank or
higher, all creatures of your choice within 5 feet of you
become immune to this jutsu’s effects.

18

SHADOW DANCING LEAF TWIN HEAVENLY SWALLOW [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction which you take after casting a Casting Time: 1 Action
taijutsu Range: 5 Feet
Range: Full Movement Duration: Instant
Duration: Instant Components: M
Components: M Cost: Special (32 Chakra)
Cost: 6 Chakra Keywords: Taijutsu, Combination
Keywords: Taijutsu, Combo Description: This jutsu can only be cast if you have one
Description: As part of the activation of this jutsu, you other caster.
must have used a Taijutsu as a Standard or Bonus action
prior to this Jutsu's activation. You immediately teleport You and the second caster perform a series of well-
up to your full movement speed behind a target within orchestrated strikes in sequence with one another back
range. and forth with you performing the final strike.

Until the end of your turn, you can target one affected Each caster makes 2 melee taijutsu attacks against the
creature with a Taijutsu Finisher regardless of range, target creature, dealing their unarmed damage + 2d4 on a
once per turn, using either an Action or Bonus action, hit. If both casters successfully hit the target with 2 or
ignoring its listed casting time. more melee taijutsu attacks, then both casters make one
more melee taijutsu attack. If both final attacks are
SILENT FORM successful, the target takes each casters unarmed damage
+ 3d8 and are launched 20 away, landing prone.
Classification: Taijutsu
Rank: C-Rank Combination: When this jutsu is cast, it gains
Casting Time: 1 Bonus action additional effects based on who has the highest Charisma
Range: Self modifier between both casters.
Duration: Concentration, up to 1 minute
Components: M • +0-1: No Change.
Cost: 8 Chakra • +2-3: Both casters makes 1 additional initial melee
Keywords: Taijutsu
Description: You enter a variable form for the duration, taijutsu attack.
releasing chakra from your pores that dampen the • +4-5: Both casters makes 2 additional initial melee
sounds of your movement making any movement you
make silent. This benefit extends to objects you are taijutsu attacks.
holding and surfaces you touch or impact.
WELTER MOVE
For the duration, while you are in stealth, attacks you
make do not immediately remove you from stealth Classification: Taijutsu
unless a creature can still see you at the beginning of Rank: C-Rank
their turn. Casting Time: Special
Range: Self
Also, for the duration while you are in stealth when Duration: 1 Round
you take the attack action to make an unarmed attack, Components: M
the attack cannot be reacted to. Cost: 6 Chakra
Keywords: Taijutsu
THIRD HEAVENLY BREATH: BREATHE Description: As a part of casting this jutsu, you must
currently be under the effects of any Taijutsu Stance, or
Classification: Taijutsu Stance granted by Clan Features such as the Gentle Fist
Rank: C-Rank Stance or the Shikotsumyaku Stance. If you are not benefiting
Casting Time: 1 Bonus Action from any of these stances, this jutsu immediately ends.
Range: Self
Duration: Special When you would move 10 feet before making a melee
Components: CM attack, you can activate this jutsu, granting yourself a +1
Cost: 9 Chakra bonus to AC, a +1 Bonus your attack rolls, a +1 bonus to
Keywords: Taijutsu Dexterity Saving throws, and a +1d4 bonus to your melee
Description: As a requirement to activate this jutsu, you damage rolls, until the beginning of your next turn.
must have Second Heavenly Breath: Panting currently active.
You end your concentration on that jutsu and this one takes You can activate this jutsu no more than three times
its place, maintaining the same duration limitation and per turn. Each time you activate this jutsu, you must
Jutsu casting restrictions. You keep all the effects of that move 10 feet and perform a melee attack targeting either
jutsu, stacking them with this jutsu’s effects. the same or another creature.

You increase your lungs capacity eight-fold. Doing so Creatures who’s attack result would be equal to your
increases your oxygen intake as your skin begin to turn AC counts as a miss for the duration. If you would
red as your blood vessels swell as your muscles and succeed a Dexterity saving throw while gaining the
organs begin to swell. Increase your taijutsu attack benefit of this jutsu you take no damage and suffer no
bonus by +1, bonus damage by 1d8 twice per turn, and effects while benefiting from this jutsu,
you gain 10 temporary hit points that stack with
temporary hit points gained by other Heavenly Breath Finally, the first time you would be hit by an attack
Taijutsu you cast. while gaining the benefit of this jutsu, you lose its
benefits.
Upon ending this jutsu, you gain 2 ranks of the
Weakened condition until your next rest, which cannot
be removed by jutsu of C-Rank or lower.

19

WHIRLWIND DEATH DROP ASAKUJAKU: MORNING PEACOCK
[CHANGED]
Classification: Taijutsu
Rank: C-Rank Classification: Taijutsu
Casting Time: 1 action Rank: B-Rank
Range: 5 feet Casting Time: 1 Action
Duration: Instant Range: 5 feet
Components: M Duration: Instant
Cost: 9 Chakra, Components: M
Keywords: Taijutsu, Finisher Cost: Special (14 Chakra)
Description: (This Jutsu cannot score a critical hit). Keywords: Taijutsu, Finisher
Description: This jutsu can only be cast as a Taijutsu
You perform a spinning backwards kick followed by a Finisher targeting an airborne or falling creature. As a part
devastating downward axe kick. of casting this jutsu, you must be gaining the benefits of
at least the Gate of Tomon from the 8-Inner Gates:
Make two Taijutsu attacks. On a hit, each attack deals Keimon Taijutsu feat or Keimon or any 8 Inner gate
your unarmed damage + 2d8. granted by the 8-Inner Gates: Shimon. Once this jutsu is
cast, you cannot cast it again until you spend at least 10
If this jutsu is used as a Finisher, you make two minutes recovering from the strain it places on your body.
spinning kicks. Make two melee taijutsu attacks, dealing
your unarmed damage + 2d8. If a creature is hit with at You leap into the air in a distinctive stance and begin
least once of your attacks, they must succeed a punching the enemy repeatedly, so quickly in fact that
constitution saving throw, being stunned until the they are set ablaze by the sheer speed and friction which
beginning of their next turn on a failed save. in turn, creates a peacock-like fan of flames around the
target.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and Make a number of melee taijutsu attacks equal to your
gain a +2 to Hit for each attack roll with this jutsu. proficiency bonus dealing 1d6 damage on the first hit,
then each successful hit after the first, increase damage
WHIRLWIND SNAP die by +1. You cannot add your ability modifier to the
damage dealt in any way. If you Score at least 5 hits this
Classification: Taijutsu way, at the conclusion of this jutsu, the target is
Rank: C-Rank slammed back into the ground, taking falling damage as
Casting Time: 1 Action if they had fallen 50 feet and have to make a Constitution
Range: Self (15-foot Cone) saving throw, being stunned until the end of their next
Duration: 1 Round turn on a failed save.
Components: M
Cost: 7 Chakra ASAKUJAKU: MORNING DOVE [NEW]
Keywords: Taijutsu
Description: You perform a reverse round house kick. All Classification: Taijutsu
creatures in a 15-foot cone originating from you must Rank: B-Rank
succeed a Strength saving throw. On a failed save they take Casting Time: 1 Action
your unarmed damage + 4d6 and are pulled up to 10 feet Range: 5 feet
closer to you into a space that can hold them and are Dazed Duration: Instant
until the beginning of their turns, or half as much on a Components: M
successful save. Cost: Special (14 Chakra)
Keywords: Taijutsu, Finisher
At Higher Ranks: For each rank you cast this jutsu Description: This jutsu can only be cast as a Taijutsu
above C-Rank increase the cost of this jutsu by 3, the Finisher targeting an airborne or falling creature. As a part
damage by 1d6 and the cone size by +5 feet. of casting this jutsu, you must be gaining the benefits of
at least the Fifth Heavenly Breath: Respire Taijutsu or any
B-RANK: Heavenly Breath taijutsu of a higher rank. Once this jutsu is
cast, you cannot cast it again until you spend at least 10
AFTER IMAGE TECHNIQUE [CHANGED] minutes recovering from the strain it places on your body.

Classification: Taijutsu You leap into the air in a distinctive stance as air fills
Rank: B-Rank your lungs and your muscles bulge from your blood
Casting Time: 1 Reaction, when you are targeted by an pathways expansion. You begin to punch with enough
attack that you can see, that is not a critical hit. force to imitate falling stars. Each punch create small
Range: Self sonic booms without enough force to be felts up to 100
Duration: Instant feet away. You strike with enough consistency and
Components: M technique to create the image of dove from the
Cost: 12 Chakra expansion of air surrounding you and your target.
Keywords: Taijutsu
Description: You move fast enough to leave behind a Make a number of melee taijutsu attacks equal to the
duplicate of yourself purely from your movement speed number of Heavenly Breaths you are benefiting from
alone. Right before a creature hits you, you instantly dealing bludgeoning damage equal to 1d10 + Your
teleport up to your full movement to another space leaving taijutsu ability modifier on each hit. If you Score at least
behind a copy of yourself that dissipates when hit by the 5 hits this way, at the conclusion of this jutsu, the target
initial attack. is slammed back into the ground and have to make a
Constitution saving throw, being stunned until the end
of their next turn on a failed save.

20

BREAKER FIST succeed a Strength saving throw. On each failed save, the
target creature suffers a 1d4 penalty to their melee attacks,
Classification: Taijutsu and ability checks that use Strength or Dexterity until the
Rank: B-Rank end of your next turn.
Casting Time: 1 Action
Range: 5 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant B-Rank increase the cost of this jutsu by 3 and the number
Components: M of attacks by +1.
Cost: 12 Chakra
Keywords: Taijutsu, Clash DRAGON CRUSH [CHANGED]
Description: You perform a full power strike, putting all
of your weight and momentum behind this strike. Classification: Taijutsu
Rank: B-Rank
If this jutsu is cast targeting a creature who is gaining Casting Time: 1 Action
the benefit of the Dodge action, you do not make the Range: 5 feet
attack at disadvantage. Duration: Instant
Components: M
If this jutsu is cast targeting a creature who is gaining Cost: 10 Chakra
the benefits of Temporary hit points, Damage Reduction Keywords: Taijutsu
or Resistance, you ignore them for this attacks and Description: As a part of casting this jutsu, you must target
damage rolls. a creature who is Dazed, Prone, Stunned or Paralyzed.

Make a melee taijutsu attack dealing your unarmed Make a melee taijutsu attack, dealing your unarmed
damage + 7d8. damage + 5d10 and forcing the creature to make a
Constitution saving throw. On a failed save, their condition
At Higher Ranks: For each rank you cast this jutsu persists, extending the duration of it by 1 round. If they are
above B-Rank increase the cost of this jutsu by 3 and the only Prone you instead deal an extra damage die and they
damage by 1d8. gain 1 rank of Bruised.

CHERRY BLOSSOM IMPACT [CHANGED] At Higher Ranks: For each rank you cast this jutsu above
B-Rank increase the cost of this jutsu by 3 and the damage
Classification: Taijutsu by 1d10.
Rank: B-Rank
Casting Time: 1 Action FIFTH HEAVENLY BREATH: RESPIRE
Range: 5 feet
Duration: Instant Classification: Taijutsu
Components: CM, M Rank: B-Rank
Cost: 14 Chakra Casting Time: 1 Bonus Action
Keywords: Taijutsu, Finisher, Clash Range: Self
Description: You amass enough chakra on the tips of your Duration: Special
knuckles to completely obliterate a small home, choosing Components: CM
to instead strike a single creature with this monstrous Cost: 14 Chakra
impact. Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you
You store up chakra as you make a single, powerful must have Fourth Heavenly Breath: Wheeze currently active.
strike releasing it on impact. Make a single melee taijutsu You end your concentration on that jutsu and this one
attack against a target in range. On a hit, the target takes takes its place. You keep all the effects of that jutsu,
your unarmed damage + 4d12. The target also has to make stacking them with this jutsu’s effects.
a constitution saving throw being dazed and bruised.
You increase your veins and arteries size and blood flow
If this jutsu is used as a Finisher, if you successfully score twenty-fold. The aura that surrounds you begins to glow
a hit, all creatures, objects and structures touching the far more intensely as it begins to spin. Your first two
ground (excluding you) within 60 feet of the target, must taijutsu attacks per turn are made at advantage, deal 1d8
succeed a Dexterity saving throw taking 6d6 Bludgeoning bonus damage, and you gain 20 temporary hit points which
damage and falling prone on a failed save, or half as much stack with other THP granted by Heavenly Breath taijutsu.
on a successful one. The affected area becomes difficult
terrain. Upon ending this jutsu, you gain 1 rank of the weakened
condition and one rank of the slowed condition until you
At Higher Ranks: For each rank you cast this jutsu above finish a long rest. This cannot be removed or ended early
B-Rank, increase the cost of this jutsu by 3 and the damage except by a jutsu with the Medical keyword of A-Rank or
by 1d12 and 2d6. higher.

DRAGON BREAK FORCE WAVE [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: Self (30-foot cone)
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: Special (49 Chakra)
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Combination
Description: This jutsu can only be cast as a Taijutsu Description: This jutsu can only be cast if you have one
Finisher. As a part of casting this jutsu, you must currently other caster who is within 15 feet of you. The second
be under the effects of the Dragon Stance. caster as a part of their reaction, moves to a space within
5 feet of you that they can occupy.
You interlock your hands and perform a powerful strike
to the targets core while both hands are imitating the You and the second caster perform a cross strike
bottom and top half of a dragons maw. switching places with each other while creating a

Make two melee taijutsu attacks, dealing your unarmed
damage + 3d8. For each successful hit the target must

21

shockwave of force that that expands outward. All GLIMMER DRAGON [CHANGED]
creatures in a 30-foot cone originating from both casters
in the same direction, must succeed a strength saving Classification: Taijutsu
throw vs whichever of the two casters has the higher Rank: B-Rank
Taijutsu save DC. Casting Time: 1 Reaction, which you would only take when a
creature would score a critical hit against you.
Depending on the severity of the failure, the creature Range: Self
takes an escalating amount of damage and suffers Duration: 1 Round
additional penalties. Components: M
Cost: 11 Chakra
• Failed by 1~4: Bludgeoning damage equal to both Keywords: Taijutsu
casters unarmed damage + 9d6 and are knocked prone. Description: When you would be hit by a critical hit, you
reinforce your body with muscle, blood and chakra,
• Failed by 5~9: Bludgeoning damage equal to both cushioning the impact. You reduce the triggering critical hit
casters unarmed damage + 12d6, are knocked prone and and all subsequent critical hits damage to 0, until the
dazed until the beginning of their next turn. beginning of your next turn.

• Failed by 10~14: Bludgeoning damage equal to both HEAVENLY FOOT OF PAIN
casters unarmed damage + 15d6, are knocked prone and
dazed until the end of their next turn. Classification: Taijutsu
Rank: B-Rank
• Failed by 15+: Bludgeoning damage equal to both Casting Time: 1 Action
casters unarmed damage + 18d6, are knocked prone, Range: 5 Feet
dazed until the end of their next turn, and are knocked Duration: instant
back 30 feet. If their movement would be stopped by a Components: CM, M
solid surface less than 5 feet thick, they take an Cost: 14 Chakra
additional 2d6 bludgeoning damage and are forced Keywords: Taijutsu, Finisher
through it. If their movement would be stopped by a Description: You put an enormous amount of chakra
solid surface 5 or more feet thick, then they take into the heel of your foot as you make a single downward
damage as if they fell 5 times their distance they had kick. Make a Taijutsu attack against a target in range. On
remaining to move, rounded up. a hit target takes 6d10 Bludgeoning damage.

Combination: When this jutsu is cast, it gains If this jutsu is used as a Finisher, additionally, all
additional effects based on who has the highest surrounding creatures, objects and structures (excluding
Charisma modifier between both casters. you), within 30 feet of the target must succeed a
Dexterity saving throw. On a failed save they fall prone,
• +0-1: No Change. are knocked into the air 30 feet, suffering falling damage
• +2-3: Affected creatures suffer a -2 penalty to their and are incapacitated until the end of the current turn.

saving throw. At Higher Ranks: For each rank you cast this jutsu
• +4-5: Affected creatures suffer a 1d6+1 penalty to their above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10.
saving throw.
HUNTER’S FEAST [CHANGED]
FULL HOUSE [CHANGED]
Classification: Taijutsu
Classification: Taijutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Bonus Action
Casting Time: 1 Action or Reaction, which you only take Range: 60 feet
while airborne, falling, or jumping at minimum 30 feet. Duration: Concentration, up to 1 minute
Range: 30 feet Components: M
Duration: Instant Cost: 12 Chakra
Components: M Keywords: Taijutsu
Cost: 12 Chakra Description: You hone in on your adversaries physical
Keywords: Taijutsu, Finisher form, looking for ways to strike them in their vital points.
Description: While falling you change trajectory to instead You do not need to spend chakra to maintain
come down diagonally against a creature within range. concentration on this jutsu.

You come down aggressively with the force of a falling Make a Taijutsu ability check vs a DC 11 + the targets
star. Move up to 30 feet towards a creature you can see rank (E-Rank: 0, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank:
within range, ending your movement within 5 feet of the 4, S-Rank: 15). On a success, you find weak points in their
target. Make a melee taijutsu attack dealing your unarmed form. This jutsu does not work against inorganic
damage + 5d8. creatures such as constructs.

If this jutsu is used as a Finisher, you instead deal your For the duration, while you can see the creature, each
unarmed damage + 7d8 and all creatures within 10 feet of time you deal damage with an unarmed or melee taijutsu
the target must succeed a Strength saving throw as the force attack, while unarmed, you deal an additional 2d8
of your kick cracks the air and creates an unprecedented necrotic damage which cannot be resisted or reduced by
shockwave. On a failed save the creatures are thrown 10 feet any means, as you strike their vital points.
away into a pace that can hold them.
Additionally, you cannot suffer penalties to your
attack roll as a result of a trait, feature or jutsu cast by
the target creature.

If the target would ever leave your line of sight this
jutsu immediately ends.

22

INCURSION OF CLARITY LEAF GUST

Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 bonus action
Range: Self Range: Self (30-foot Cone)
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 13 Chakra Cost: 14 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Combo
Description: You release a surge of chakra throughout Description: You swipe your leg with enough force to
your body removing all impurities and assisting in create a localized shockwave strong enough to bludgeon
recovering from physical debilitations. You can remove creatures and objects in range while also blowing them
one of the following condition types currently affecting away.
you Physical or Sensory and granting you advantage
against the same condition for 1 minute. Creatures and objects in a 30-foot cone originating
from you must succeed a Strength saving throw, being
KING’S FANG [CHANGED] knocked up 30 feet into the air on a failed save.

Classification: Taijutsu Creatures and objects must also succeed a constitution
Rank: B-Rank saving throw taking 4d8 bludgeoning damage on a failed
Casting Time: 1 Action save or half as much on a failed save.
Range: 5 feet
Duration: Instant Until the end of your turn, you can target one affected
Components: M creature with a Taijutsu Finisher regardless of range,
Cost: 11 Chakra once per turn, using either an Action or Bonus action,
Keywords: Taijutsu ignoring its listed casting time.
Description: As a part of casting this jutsu, you must
currently be under the effects of the Lion Stance. This LEAF HOT WIND [CHANGED]
jutsu attacks count as unarmed attacks for the Lion Fist
Stance’s bonus action effect. Classification: Taijutsu
Rank: B-Rank
You ferociously attack a creature with the aggression Casting Time: 1 Action
and passion of a lion king. Range: Full Movement
Duration: Instant
Make three melee taijutsu attacks targeting a creature Components: M, CM
you can see within range, dealing your unarmed damage Cost: 14 Chakra
+ 2d10, you cannot add your ability modifier to the Keywords: Taijutsu, Finisher
damage dealt. If you are gaining the benefit of the Lion Description: This jutsu can only be used as a Taijutsu
Fist Stance’s bonus action effect, you instead deal an Finisher. You begin to perform a series of roundhouse
additional 1d10 instead of 1d4. kicks with enough force to ignite the air around your legs
turning them into flaming kicks as your tear through
On each successfully hit, the target must succeed a everything in your path. Select a space within range that
constitution saving throw. On a failed save they gain the you can see and move to that location regardless of other
bruised condition. creatures in your path. All creatures of your choice who
you would pass through on your way to the location
At Higher Ranks: For each rank you cast this jutsu must succeed a Dexterity saving throw taking your 5d6
above B-Rank increase the cost of this jutsu by 3, the fire damage and gaining 2 ranks of the burned condition
number of attacks by +1. or only half damage and no further effects on a
successful save.
LEAF EARTH CRUSH
If you end your movement within 5 feet of a hostile
Classification: Taijutsu creature, make a taijutsu attack against target one
Rank: B-Rank creature, dealing your unarmed damage + 4d10 fire
Casting Time: 1 Action damage. The target must also make a constitution saving
Range: Self (45-Foot Cone) throw being staggard on a failed save.
Duration: Instant
Components: CM, M At Higher Ranks: For each rank you cast this jutsu
Cost: 13 Chakra above B-Rank, increase the cost of this jutsu by 3 and the
Keywords: Taijutsu, Combo damage of your targeted attack damage by 1d10.
Description: You slam your feet into the ground with the
Passion of Youth TM, fragmenting and shattering the LEAF HURRICANE BULLET
earth.
Classification: Taijutsu
All creature in a 45-foot cone originating from you Rank: B-Rank
must succeed a dexterity saving throw to dodge and Casting Time: 1 Action
avoid the spears of stone, metal or whatever materials Range: 45 feet
the ground is made of. On a failed save, creatures take Duration: Instant
6d8 piercing damage and are knocked 25 feet into the Components: M
air, becoming airborne until the end of the current turn. Cost: 10 Chakra
Keywords: Taijutsu
The affected area becomes difficult terrain until Description: You strike with enough force to create a
cleared or restored. focused bullet of air pressure to strike at ranged targets.
Make two ranged taijutsu attack, dealing 4d8
Until the end of your turn, you can target one affected bludgeoning damage.
creature with a Taijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action, At Higher Ranks: For each rank you cast this jutsu
ignoring its listed casting time. above B-Rank, increase the cost of this jutsu by 3 and the
number of ranged taijutsu attacks by +1.

23

MACHINE GUN PUNCH! [CHANGED] OWL DROP [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 30 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: 12 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You perform a series of insanely fast strikes Description: As a part of the activation of this jutsu, you
so fast that your fists grow hot from the resistance of the must be hidden from the target of this taijutsu. You leap
air around them. Make a number of Melee Taijutsu downward over your target as your wrap your legs
attacks equal to your Proficiency bonus, dealing your around their neck. You squeeze and twist, attempting to
unarmed damage + 1d4. You do not add ability score to knock them out instantly. Make a taijutsu attack against
damage dealt with this jutsu. the target to grapple them. On a success the target must
succeed a constitution saving throw falling unconscious
MAXIMUM ENTRY [CHANGED] on a failed save.

Classification: Taijutsu An unconscious creature remains unconscious for 10
Rank: B-Rank minutes, or until they are moved, touched, take damage
Casting Time: 1 Action or are in the area of a Jutsu's effect.
Range: 45 feet
Duration: Instant PACK AGGRESSION [CHANGED]
Components: M
Cost: 13 Chakra Classification: Taijutsu
Keywords: Taijutsu Rank: B-Rank
Description: You move at remarkable speeds vanishing Casting Time: 1 Action
like the wind. Choose up to 5 creatures you can see Range: 5 feet
within range. Make a melee taijutsu attack against each Duration: Instant
target. On a hit, a target takes your unarmed damage + Components: M
5d8 and inflict 1 rank of bruised. You then teleport to an Cost: 14 Chakra
unoccupied space you can see within 5 feet of one of your Keywords: Taijutsu, Finisher
targets you hit or missed. Description: As a part of casting this jutsu, you must
currently be under the effects of the Wolf’s Stance.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the You ferociously attack a creature with the aggression
number of creatures you can target by +1. and ferocity of a pack of wolves.

ONE MAN FRONT LOTUS [CHANGED] Make two melee taijutsu attacks targeting a creature
you can see within range dealing your unarmed damage
Classification: Taijutsu + 2d6.
Rank: B-Rank
Casting Time: 1 Action On each successful hit, increase your next attacks
Range: 45 feet critical threat range by +1 for this jutsu’s duration.
Duration: Instant
Components: M If this jutsu is used as a Finisher, you instead make
Cost: 14 Chakra three melee taijutsu attacks.
Keywords: Taijutsu, Finisher
Description: As part of the requirements of this jutsu, At Higher Ranks: For each rank you cast this jutsu
you must have at least the “First Heavenly Breath: Inhale” above B-Rank increase the cost of this jutsu by 3, the
or any of the Heavenly breaths thereafter active or any of number of attacks by +1.
the 8 Inner Gates class feature active.
PASSIONATE DANCING LEAF [NEW]
You leap into the air before beginning to spin turning
yourself into a drill with enough force to create spiraling Classification: Taijutsu
wind and dust that trails you as you come crashing down Rank: B-Rank
into a target of your choice that you can see within Casting Time: 1 Action
range. Make a melee taijutsu attack against the target, Range: Self (45-foot cone)
dealing your unarmed damage + 5d6. All creatures Duration: Instant
within 10 feet of the target must succeed a Dexterity Components: CM, M
saving throw to avoid being thrown back 10 feet from the Cost: 13 Chakra
force. Keywords: Taijutsu, Combo
Description: You are filled to the brim with the Passion of
If this jutsu is used as a Finisher, you instead make a Youth TM, and you let it guide your movements.
melee taijutsu attack against the target, dealing your
unarmed damage + 5d10. Additionally, all creatures All creature in a 45-foot cone originating from you
within 10 feet of the target must succeed a Strength must succeed a dexterity saving throw to dodge and
saving throw, being knocked back 20 feet from the force, avoid the plethora of punches and kicks you throw out as
becoming incapacitated from the force and falling prone. you dance across the battlefield, before returning back to
place in an instant. On a failed save, creatures take 6d8
At Higher Ranks: For each rank you cast this jutsu bludgeoning damage and are knocked prone.
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8. Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
ignoring its listed casting time..

At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3, the
damage by 1d8.

24

PISTON FIST [CHANGED] RABBIT BOSS STOMP [CHANGED]

Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Taijutsu, Finisher, Clash Keywords: Taijutsu, Finisher
Description: You make a basic strike against a target Description: As a part of casting this jutsu, you must
within range. As a part of the activation of this jutsu, make currently be under the effects of the Rabbit Fist Stance.
a taijutsu attack. On a hit you deal your unarmed damage +
6d4 as a surge of chakra erupts from your joint forcing the You kick with the force of 10,000 rabbits stomping
attack deeper. someone or something to death.

If this jutsu is used as a Finisher, you instead make a Make one melee taijutsu attacks targeting a creature
melee taijutsu attack with a +2 bonus to your critical threat you can see within range dealing your unarmed damage
range, dealing your unarmed damage + 8d4. If you score a + 6d8 and all creatures in a 30-foot cone originating
critical with this Taijutsu Finisher, you do not double your from the target creature must succeed a Strength saving
unarmed damage die, you instead deal your unarmed throw suffering the residual shockwave taking 6d8
damage + 25d4. bludgeoning damage on a failed save or half as much on
a success.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3. If used as a The affected area behind the original target creatures
Finisher, increase the critical threat range by +1. becomes difficult terrain as the ground shatters and
collapses from your kick.
PREDATORS FANG [NEW]
If this jutsu is used as a Finisher, the damage die
Classification: Taijutsu becomes a d10.
Rank: B-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 5 feet above B-Rank increase the cost of this jutsu by 3, the
Duration: Instant damage by 1d8 or 1d10.
Components: M
Cost: 13 Chakra REVERSE GUARD [CHANGED]
Keywords: Taijutsu, Finisher
Description: This jutsu can only be cast as a Taijutsu Classification: Taijutsu
Finisher. As a part of casting this jutsu, you must currently Rank: B-Rank
be under the effects of the Serpent Fist Stance. Casting Time: 1 Reaction, being damaged by a melee
attack.
You take both of your hands and shape them into a Range: Self
serpents open maw with its fangs showing before you Duration: Instant
perform a series of strikes meant to break an enemy down. Components: M
Cost: 14 Chakra
Make three melee taijutsu attacks, dealing your unarmed Keywords: Taijutsu
damage + 2d8. For each successful hit the target must Description: As a reaction to being hit by a melee attack,
succeed a Strength saving throw. On each failed save, the Make a Martial Arts check. If you have expertise you
target creature suffers a -1 penalty to their strength or instead add 1d4 to the roll and gain advantage. Your roll
dexterity ability scores for the next minute. A creature becomes your AC until the end of this turn and against
whos ability score is penalized in this way can spend a full- the triggering attack. If a melee attack would miss you
turn-action to readjust themselves, restoring their ability this turn, you can reverse the attack on to the target, and
scores back to normal. the attack now instead targets the triggering creature. If
they would miss your AC by 10, you gain an additional
At Higher Ranks: For each rank you cast this jutsu above reaction which you can use to cast a Taijutsu with the
B-Rank increase the cost of this jutsu by 3 and the number casting time of 1 action.
of attacks by +1.
At Higher Ranks: For each rank you cast this jutsu
QUAKING LEG above B-Rank, increase the cost of this jutsu by 3 and the
bonus to your check by 1d4.
Classification: Taijutsu
Rank: B-Rank
Casting Time: 1 bonus action
Range: 5 feet
Duration: Instant
Components: M
Cost: 12 Chakra
Keywords: Taijutsu, Combo
Description: You make a basic strike against a target
within range. As a part of the activation of this jutsu, make
a taijutsu attack. On a hit, the target suffers the effects of
your unarmed strike and must succeed a constitution
saving throw being weakened and not being able to take
reactions until the end of their next turn on a failed save.

Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring
its listed casting time.

25

ROYAL REVENGE deal double damage to objects, structures and
constructs.
Classification: Taijutsu
Rank: B-Rank Additionally, you reduce bludgeoning, piercing and
Casting Time: Special slashing damage from weapon, taijutsu and bukijutsu
Range: 5 feet attacks and saving throws by 2d6 for the same duration.
Duration: Instant
Components: M STEEL KNUCKLE [CHANGED]
Cost: Special
Keywords: Taijutsu Classification: Taijutsu
Description: As a part of casting this jutsu, you must Rank: B-Rank
currently be under the effects of the Royal Guard Taijutsu. Casting Time: 1 Action
Range: 5 Feet
You release the pent-up kinetic energy you’ve Duration: Instant
absorbed into a single potent blow with unwasted Components: M
movements. Cost: 12 Chakra
Keywords: Taijutsu
Make a single melee taijutsu attack, targeting a Description: As a requirement to activate this jutsu, you
creature you can see within range. On a hit, you deal must currently be in the Iron Fist Stance.
bludgeoning damage equal to 1.5 times the amount of
damage you’ve reduced to 0, as a result of Royal Guard. You perform a series of high-powered strikes with full
Regardless of a hit or miss, immediately after the melee intention to cause harm, break bones and crush your
taijutsu attack made as a result of this jutsu, Royal Guard enemies.
immediately ends.
Make a two melee taijutsu attacks. On a hit, you deal
STAR SHOWER your unarmed damage + 2d12 and force the target to
make a Strength saving throw. On a failed save, you
Classification: Taijutsu knock them back a number of feed equal to 10 x your
Rank: B-Rank strength ability modifier.
Casting Time: 1 Action, which you can only take while
airborne, falling, or jumping at minimum 30 feet. If you knock a creature away from you with any attack
Range: 60 feet (20-foot cube) granted by this jutsu, you gain bonus movement speed
Duration: Instant up to the number of feet you knocked the target away,
Components: M which you can only use to move to a space within 5 feet
Cost: 13 Chakra of the target that can hold you.
Keywords: Taijutsu
Description: While falling you strike the air, creating If they strike a solid surface that’s less than 5 feet
pockets of force that strike like bullets, pelting the thick, they tear through it if they have at least 10 or more
ground. feet remaining to be knocked back, taking 4d6
bludgeoning damage for each surface they go through.
Select a space you can see. All creatures in a 20-foot
cube originating from this space must succeed a At Higher Ranks: For each rank you cast this jutsu
dexterity saving throw taking 8d6 bludgeoning damage above B-Rank increase the cost of this jutsu by 3, the
and being dazed on a failed save for 1 minute or half as damage by 1d12 and 1d6.
much on a success.
STILL EARTH: REVERB
A dazed creature remakes their saving throw at
the end of each of their turns, ending the dazed Classification: Taijutsu
condition on a success. Rank: B-Rank
Casting Time: 1 Action
The area affected by this jutsu Range: Touch
becomes cracked and riddled with fist Duration: 10 Minutes
sized craters and imprints becoming Components: CM, M
difficult terrain. Cost: 14 Chakra
Keywords: Taijutsu, Medical
At Higher Ranks: For each rank you cast this Description: You can see stiffness in the joints of
jutsu above B-Rank increase the cost of this your friends and can release that tension with a
jutsu by 3 and the size of the cube by 5-feet.
single join adjustment. This jutsu cannot have its
STEEL cost reduced by any means.

Classification: Taijutsu Select one willing creature other than you, who
Rank: B-Rank you can reach as you press their bodies joints
Casting Time: 1 Action into place with firm but gentle motions. When
Range: Self you do release a buildup of tension and stress
Duration: Special within them. Affected creatures experience a
Components: CM, M bliss of resistance free movement for the
Cost: 14 Chakra duration granting them a bonus +10 to
Keywords: Taijutsu movement speed, +1 to AC, Strength and
Description: You release chakra throughout your Dexterity saving throws, and +2 to Athletics and
body, enhancing your physicality temporarily. This Acrobatics ability checks.
self enhancement reinforces your hands and feet Additionally, for the duration the affected creature
allowing you to break previously inconceivable gains an additional use of any 1 clan feature with a use
structures and materials with strikes alone. limitation or 1 additional spendable resource. If this
additional resource isn’t spent by the end of the
Roll 1d4+1. The result is the number of rounds duration it is lost. (Ex. Speed Dice, Sharingan use limit
you gain the benefit of this jutsu. (Excluding the etc.) A creature can only benefit from this jutsu
turn, you activated it.) once per long rest.

While gaining the benefits of this jutsu, you Finally, if this creature is ever under the effects
gain a 1d6 bonus to attack and damage rolls and of the weakened condition, this jutsu immediately ends.

26

At Higher Ranks: For each rank you cast this jutsu • +0-1: No Change.
above B-Rank increase the cost of this jutsu by 3. If this • +2-3: Affected creatures must succeed a constitution
jutsu is cast at A-Rank or higher, you can target up to
two creatures, instead of one. If this jutsu is cast at S- saving throw vs whichever of the two casters has the
Rank or higher, affected creatures instead regain 2 higher taijutsu save DC, becoming Incapacitated for
additional clan feature uses/resources, instead of one. 1d4 rounds on a failed save.
• +4-5: Affected creatures must succeed a constitution
TRIPLE DOUBLE saving throw vs whichever of the two casters has the
higher taijutsu save DC, becoming Stunned for 1d4
Classification: Taijutsu turns on a failed save.
Rank: B-Rank
Casting Time: 1 Action UNPREDICTABLE BLOWS
Range: 5 feet
Duration: Instant Classification: Taijutsu
Components: M Rank: B-Rank
Cost: 14 Chakra Casting Time: 1 Action
Keywords: Taijutsu, Combo Range: 5 Feet
Description: You support your allies by breaking your Duration: Instant
mutual enemies defenses, setting them up for a brutal Components: M
finisher. Cost: 12 Chakra
Keywords: Taijutsu
Make a single melee taijutsu attack against a creature Description: As a requirement to activate this jutsu, you
within range. On a hit, you deal your unarmed damage. must currently be in the Drunken Fist Stance.

You grant two allies within 15 feet of you an additional You sway in and out of combat, dancing around your
reaction, which they can only use to cast a Taijutsu or opponent in a drunken stupor throwing them off, while
Bukijutsu with the Finisher keyword that has a casting time also making it difficult to pint you down into any single
of 1 Action. space.

Until the end of the current turn, up to two allied While you are engaged with at least 2 hostile
creatures within 15 feet of you, can target the triggering creatures, make one melee taijutsu attack against each
creature with a Taijutsu or Bukijutsu Finisher regardless of hostile creature you are currently engaged with. On a hit
range, one per turn each, using a reaction. you deal your unarmed damage + 3d8.

TWIN FRONT LOTUS [CHANGED] Each time you successfully hit a creature using this
jutsu, you increase your AC by +1 until the beginning of
Classification: Taijutsu your next turn, and that creature cannot make an
Rank: B-Rank opportunity attack against you until the beginning of
Casting Time: 1 Action
Range: 5 Feet their next turn.
Duration: Instant Additionally, you gain a +1 bonus to saving
Components: M, W (Battle Wire)
Cost: Special (49 Chakra) throws and ability checks (Max +5) made to resist
Keywords: Taijutsu, Combination, Finisher being dazed, knocked prone, stunned or paralyzed
Description: This jutsu can only be cast if you and a +5 bonus to movement speed until the end of
have one other caster who is within 15 feet of the current turn.
you. The second caster as a part of their At Higher Ranks: For each rank you cast this jutsu
reaction moves to a space within 5 feet of above B-Rank increase the cost of this jutsu by 3 and
you that they can occupy. the damage by 1d8.

As part of the requirements of this jutsu,
both you and the second caster must have
at least the First Heavenly Breath: Inhale or
any of the Heavenly Breaths thereafter active
or any of the 8 Inner Gates class feature active the
target must be airborne or falling.

You and the second caster leap into action
grabbing and wrapping the target in you and the
second casters battle wire as you begin to spin
creating a 3-person drill creating dust trails as
the three of you come crashing down into the
ground with the force of a meteor.

Each caster makes a melee taijutsu attack
each dealing their unarmed damage + 5d8.

If this jutsu is used as a Finisher, you both
instead make a melee taijutsu attack against
the target, dealing the attacking creatures
unarmed damage + 5d12. Additionally, all
creatures within 30 feet of the target must
succeed a Strength saving throw, being
knocked back 20 feet from the force and
falling prone.

Combination: When this jutsu is cast, it
gains additional effects based on who has
the highest Charisma modifier between
both casters.

27

A-RANK: DEATH BLOSSOM [CHANGED]

AMPHIBIOUS GOUT Classification: Taijutsu
Rank: A-Rank
Classification: Taijutsu Casting Time: 1 Action
Rank: A-Rank Range: 5 feet
Casting Time: 1 Bonus action Duration: Instant
Range: Self (15-feet) Components: M
Duration: 1 Round Cost: 20 Chakra
Components: M Keywords: Taijutsu, Finisher
Cost: 15 Chakra Description: You strike a downed creature in the chest,
Keywords: Taijutsu in an attempt to stop their beating heart with a single
Description: As a requirement to activate this jutsu, you strike. This jutsu can only be used against a creature who
must currently be in the Frog Fist Stance. is dazed, prone and who is not a construct.

You enter a highly mobile stance designed to allow you to Make a melee taijutsu attack. On a hit, the target must
assist all allies in martial combat. succeed a constitution saving throw. On a failed save,
they take 10d6 in necrotic damage which cannot be
Until the beginning of your next turn, allied creatures reduced by any means or half as much on a success.
(including yourself) who would attempt to make a melee
taijutsu attack targeting a creature while both creatures are If this jutsu is used as a Finisher, on a failed save, the
within 15 feet of you, you may add your unarmed damage target instead takes 10d6 necrotic damage and suffers 5
die to their attack and damage rolls, as you support them ranks of internal laceration. While lacerated in this way,
and yourself, by bouncing around in the 15-foot radius they make medicine checks to end it at disadvantage.
supporting each strike and reinforcing each hit with one of
your own. If a creature has its hit points reduced to 0 as a result
of this jutsu or Laceration cause by this jutsu, their heart
Additionally, until the beginning of your next turn, explodes.
hostile creatures who would attempt to make a melee or
range attack targeting any allied creatures (including DISABLING BLOW [CHANGED]
yourself) within 15 feet of you, reduces any damage they do
by twice your unarmed damage. Classification: Taijutsu
Rank: A-Rank
COMBO BREAK [CHANGED] Casting Time: 1 Action
Range: 5 feet
Classification: Taijutsu Duration: Instant
Rank: A-Rank Components: M
Casting Time: 1 Reaction, which you take when you would Cost: 12 Chakra
Keywords: Taijutsu
take damage or fail a saving throw against a jutsu with the Description: You strike at your target’s joints attempting
Combo keyword or a jutsu that allows a taijutsu or to disable them for an extended period of time. Make a
bukijutsu to target you with a jutsu with the Finisher taijutsu attack against each target within 5 feet of you, of
keyword regardless of range. your choice. Each target takes twice your unarmed
Range: Self damage and have their movement speed reduced by half
Duration: Instant and being unable to take reactions.
Components: M
Cost: 20 Chakra They must also make a constitution saving throw
Keywords: Taijutsu, Finisher being Weakened on a failed save.
Description: This jutsu can be cast even if you cannot
normally gain the benefits of a reaction. At the end of the targets turn they make another
You raise your defenses in preparation of being the target constitution saving throw to end the reduced movement,
of a Finisher. You treat all jutsu with the Finisher keyword as regain the ability to take reactions and remove the
if it was not cast as a Finisher until the end of the current Weakened condition on a successful save.
turn. If a jutsu can only be cast as a finisher, you are no
longer a valid target, and if there are no other valid targets, DRACONIC DRIVE
the jutsu casting is interrupted and fails.
Classification: Taijutsu
COMBO EXTENDER [CHANGED] Rank: A-Rank
Casting Time: 1 Action
Classification: Taijutsu Range: 15 feet
Rank: A-Rank Duration: Instant
Casting Time: 1 Bonus Action Components: CM, M
Range: Self Cost: 18 Chakra
Duration: Concentration, Special Keywords: Taijutsu, Finisher
Components: M Description: As a part of the requirements of this jutsu
Cost: 16 Chakra you must have at least the Third Heavenly Breath: Breathe
Keywords: Taijutsu or any Heavenly Breaths thereafter active or at least the
Description: As part of the requirements of this jutsu, you 3rd Gate of Life of the 8 Inner Gates Taijutsu Specialist
must have at least the “Third Heavenly Breath: Breathe” or class feature active.
any of the Heavenly breaths thereafter active.
You leap backwards into the sky as you release chakra
For the Duration of your Heavenly breath’s, you gain an from your spine creating jets of chakra that keep you in
additional action and bonus action on your turns. the air before propelling you downward towards a
The extra action can only be used to take the attack action or creature you can see in range. Make a melee taijutsu
cast a taijutsu with a casting time of 1 action. attack dealing your unarmed damage +6d6. Regardless
of a hit or miss, you create a shockwave originating from
The extra bonus actions can only be used to take the the same space of the original target emanating out in a
dash or disengage actions. 20-foot radius sphere. All creatures in this radius,

28

excluding you, must succeed a dexterity saving throw. IRON GUARD [CHANGED]
On a failed save they take 6d6 bludgeoning damage and
becoming dazed for 1 minute or half as much damage on Classification: Taijutsu
a successful save. Rank: A-Rank
Casting Time: 1 Reaction, which you take when you
FINAL LOTUS would take damage.
Range: Self
Classification: Taijutsu Duration: 1 Round.
Rank: A-Rank Components: M
Casting Time: 1 Action Cost: 16 Chakra
Range: Touch Keywords: Taijutsu
Duration: Instant Description: As a requirement for this jutsu you must
Components: CM, M currently be gaining the benefit of any one Taijutsu
Cost: 18 Chakra Stance.
Keywords: Taijutsu, Finisher
Description: This jutsu can only be cast as a Taijutsu As a reaction to taking damage, add your Taijutsu
Finisher. As part of the requirements of this jutsu, you ability modifier to your AC against the triggering attack,
must have at least the “Fifth Heavenly Breath: Respire” or potentially turning a hit into a miss. This bonus lasts
any of the Heavenly breaths thereafter active or the 5th until the end of your next turn.
Gate of Limit of the 8 Inner Gates class feature active.
Regardless if the attack hits or misses, after the
The target of this jutsu must be restrained or grappled. conclusion of the triggering attack, and until the
Make five taijutsu attacks against the target. On a Hit, beginning of your next turn, you gain a thin armor of
Target creature takes Unarmed damage +2d6. Each chakra armor meant to protect you. This armor is
successful hit, increase the damage die by 1d6. If all five temporary hit points and has a value equal to your
attacks hit, you make a 6th attack. On a hit with the 6th Taijutsu attack bonus + half of your level.
attack, you deal 10d6 Bludgeoning damage and knock
the target prone. (This Jutsu cannot score a critical hit) LANDSLIDE

After this jutsu, you immediately end either your Classification: Taijutsu
Heavenly Breaths or 8 Inner Gates. Rank: A-Rank
Casting Time: 1 Action
HEAVEN KILLER [CHANGED] Range: Special
Duration: Special
Classification: Taijutsu Components: M
Rank: A-Rank Cost: 20 Chakra
Casting Time: 1 Action Keywords: Taijutsu
Range: 90 feet Description: As a part of the requires to cast this jutsu,
Duration: Instant you must currently be standing on an incline or slope
Components: CM, M style terrain.
Cost: Special (70 Chakra)
Keywords: Taijutsu, Combination, Finisher You take a solid stance and stomp the ground sending
Description: This jutsu can only be cast as a taijutsu out light but effective shockwaves throughout the
Finisher. surrounding terrain. All delicate structures,
environment, creatures and materials excluding you,
This jutsu can only be cast if you have one other caster within 120 feet, that is not anchored into the ground at
who is within 15 feet of you. The second caster as a part of least 1 to 5 feet deep or holding on to something that is
their reaction moves to a space within 5 feet of you that anchored into the ground, begin to aggressively slide
they can occupy. down the incline or slope.

Both casters leap in to strike the target creature using Once cast, this inclined or slopped surface counts as
each other as leverage while juggling the target in between difficult terrain. All stone, must, snow, trees, debris,
their strikes. Make a combined number of melee taijutsu structures and creatures that begin to slide down this
attacks equal to their combined Taijutsu ability modifier incline or slope must succeed a dexterity saving throw at
(Max 10), with each caster attacking one after the other the beginning of each of their turns to avoid being struck
with no caster attacking twice in a row. On a hit, the by other falling debris sliding down the slope with them.
attacker deals their unarmed damage +2d6.
Things falling or sliding down this slope or incline do
If at least seven attacks were successful, both casters not stop falling or sliding until the reach solid, flat
make one final melee taijutsu attack, but only the attack ground. All objects, environment, structures and
with the highest result is counted. Based on the degree of constructs fall 60 feet per round, while creatures fall 45
success over the target AC, this attack deals increased feet per round.
damage.
Creatures who fail their saving throws are struck with
• Succeeds by 1~4: Both casters unarmed damage + 4d6. a solid surface or object, structure or creature sliding as
• Succeeds by 5~9: Both casters unarmed damage + 5d6. a result of this jutsu and suffer 4d6 bludgeoning damage
• Succeeds by 10~14: Both casters unarmed damage + 6d6. per object, structure or creature within 5 feet of them
• Succeeds by 15+: Both casters unarmed damage + 7d6. while sliding.

Combination: When this jutsu is cast, it gains A creature can spend their reaction on another
additional effects based on who has the highest creatures turn to attempt a Strength (Athletics) check to
Charisma modifier between both casters. slow their decent by half (round down) at the beginning
of their next turn.
• +0-1: No Change.
• +2-3: Increase damage die by one step A creature no longer standing on the inclined or
sloped surface at the beginning of their turn does not
(D6>D8>D10>D12). need to make any athletics checks or saving throws due
• +4-5: Increase damage die by two steps to this jutsu.

(D6>D8>D10>D12).

29

This landslides duration is entirely DM’s discretion Make a melee taijutsu attack, on a hit you deal your
based on the total height of the actual incline or slope unarmed damage + 13d8 and all creatures, including the
and the volume of things that fall in its totality. This original target who are adjacent to you must succeed a
jutsu can stripe a large section of a mountain side or strength saving throw. On a failed save they are thrown
begin a city threatening avalanche on a snowcapped 30 feet into the air, becoming airborne.
mountain.
All other creatures excluding your original target,
MAGNUM KNUCKLE until the end of the current turn, can be targeted by your
allies within 30 feet of you with a taijutsu or bukijutsu
Classification: Taijutsu Finisher regardless of range, once per turn, using their
Rank: A-Rank reaction, ignoring its listed casting time.
Casting Time: 1 Bonus action
Range: Self SAVAGE ROAR
Duration: Concentration, up to 1 Minute
Components: CM, M Classification: Taijutsu
Cost: 17 Chakra Rank: A-Rank
Keywords: Taijutsu Casting Time: 1 Action
Description: You enrich your arms and legs with chakra Range: Self
that increases combat prowess. For the duration, you Duration: Concentration, up to 1 minute
have advantage on attack of opportunities, and your Components: M
unarmed attacks deal an additional die of damage. Also, Cost: Special (70 Chakra)
up to twice per turn, when you make an unarmed attack, Keywords: Taijutsu, Combination
target creatures must succeed a constitution saving Description: This jutsu can only be cast if you have one
throw or reduce their movement speed by 10 until the other caster who is within 15 feet of you. The second
end of their next turn. caster as a part of their reaction moves to a space within 5
feet of you that they can occupy.
PHANTOM MOBILITY
You and the second caster perform a symbiotic
Classification: Taijutsu fighting stance, roaring and working in consistent
Rank: A-Rank tandem, never acting independently. For the duration of
Casting Time: 1 Action this jutsu, you do not need to spend chakra to maintain
Range: Self concentration on this jutsu.
Duration: Concentration, up to 1 minute
Components: M When you or the second caster would spend their
Cost: 15 Chakra action or bonus action to cast a taijutsu, both casters of
Keywords: Taijutsu this jutsu perform the same jutsu, gaining its benefits
Description: As a requirement to activate this jutsu, you simultaneously, so long as both casters could cast it. (Ex.
must currently be in the Silent Fist Stance. A caster who cannot cast a specific Hijutsu cannot cast the
same jutsu as another caster who can cast that Hijutsu)
While you are benefiting from this stance, you do not
need to spend chakra to maintain concentration. When a jutsu is cast in this fashion both casters do not
need to know the jutsu, but must be able to fulfill the
If you cast this jutsu while you are currently gaining conditions of the jutsu cast to gain its benefits. If they
the benefits of the Silent Movement taijutsu, reduce this cannot this jutsu (Savage Roar) immediately ends.
jutsu’s cost by half (rounded down), and you
immediately end concentration on the Silent Movement Regardless of the taijutsu cast, if it would normally
taijutsu, while still retaining its benefits for this jutsu’s force the other caster to make a saving throw, they are
duration. immune to its offensive effects.

While you are gaining this jutsu’s benefits; You can Combination: When this jutsu is cast, it gains
move through a creatures space while suffering no additional effects based on who has the highest
movement penalties and requiring nor ability checks. Charisma modifier between both casters.
When you take the dash action, you can do so as a bonus
action and ignore difficult terrain. When water or wall • +0-1: No Change.
walking, you move at your full speed and finally, • +2-3: Both casters gain a +2 bonus to their taijutsu
unarmed attacks you make deal half their damage to
creatures of your choice who are adjacent to your attacks attack rolls.
original target. • +4-5: Both casters gain a 1d4+1 bonus to their taijutsu

REAL IMPACT [CHANGED] attack rolls and a +1 bonus to their taijutsu save DC.

Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 20 Chakra
Keywords: Taijutsu, Finisher
Description: As a requirement to cast this jutsu, you can
only target creatures who are both Dazed and Slowed.
This jutsu can only be cast as a Finisher.

You reel back preparing to perform a rising uppercut
with enough chakra to distort the area around you from
the force of your attack alone.

30

SEIDOU GOITSU SUPREME PACIFICATION

Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 5 Feet
Duration: Special Duration: Special
Components: M Components: M
Cost: 20 Chakra Cost: 18 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: An advanced and dangerous technique Description: An advanced pacification technique meant
that’s a part of an ancient martial arts made by to completely remove a creature from combat or prevent
combining the opposing chakra of Yin and Yang. This them from entering combat all together.
jutsu works by having your Yin chakra first becomes
focused inward, while your Yang chakra explodes As a part of the activation of this jutsu, you must
outward resulting in an explosive boost in the user’s target a single creature putting all of your focus upon
physical abilities. them. Make a single melee taijutsu attack. On a hit, you
immediately grapple and restrain the target. The target
At the beginning of each of your turns, you can choose can spend their reaction to make an opposed Strength
to attempt to maintain this jutsu or end it. If you attempt (Athletics) check to break free immediately ending this
to maintain it, make a Strength or Dexterity (Martial jutsu, remaining grappled and restrained on a failed
arts) check vs a DC 10. On a success, you maintain this check.
jutsu. Each time after the first, when you make this jutsu
while this jutsu is active, increase the DC by +2. On a On an affected creatures turn; they must spend an
failed check this jutsu immediately ends. If you end this action to attempt to escape by making a Strength saving
jutsu instead of attempting to maintain it, this jutsu throw.
ends with no further effect.
While a creature is grappled and restrained this way,
While gaining the benefits of this jutsu, unarmed they cannot form handseals, perform the help action, or
attacks and taijutsu attacks you make are all made at make any Strength of Dexterity ability checks.
advantage. Additionally, you deal bonus damage equal to
your level, twice per turn, with unarmed and taijutsu Additionally, they cannot speak or make verbal sounds
attacks. as you have their mouth covered as well.

If this jutsu ends as a result of failing the check to After 5 rounds, a creature restrained in this way, must
maintain it, you gain a number of ranks of the Weakened begin to make constitution saving throws at beginning
condition, for a number of minutes equal to the number of each of their turns. On a failed save, they fall
of rounds this jutsu remained active. unconscious.

SIXTH HEAVENLY BREATH: GASP While you are grappling a creature in this way, your
movement speed is reduced by half, you cannot take the
Classification: Taijutsu dash action, you cannot form handseals, and you cannot
Rank: A-Rank concentrate on ninjutsu or genjutsu.
Casting Time: 1 Bonus Action
Range: Self SUPREME VIOLENCE
Duration: Special
Components: CM Classification: Taijutsu
Cost: 19 Chakra Rank: A-Rank
Keywords: Taijutsu Casting Time: 1 Action
Description: As a requirement to activate this jutsu, you Range: Self
must have Fifth Heavenly Breath: Respire currently active. Duration: Concentration, up to 1 minute
You end your concentration on that jutsu and this one Components: CM, M
takes its place. You keep all the effects of that jutsu, Cost: 19 Chakra
stacking them with this jutsu’s effects. Keywords: Taijutsu
Description: You pump chakra through your body until
You increase your heart and lung size two-fold. Doing so you can puppet your body with your chakra alone
increases your body’s ability to filter poisons and provide allowing you to react with but a thought. As a part of the
nutrition throughout. The aura that surrounds you begins activation of this jutsu you cannot concentrate on any
to glow far more intensely as it begins to coalesce into a Ninjutsu or Genjutsu for the duration of this Taijutsu.
storm like formation. Your first two taijutsu deal 1d8 bonus
damage, and you gain 30 Temporary Hit Points which stack For the duration increase your AC by your Constitution
with other Temporary Hit Points granted by Heavenly modifier and you gain an additional Reaction which you
Breath taijutsu. take when you are targeted by an attack. When you use
this additional reaction, you gain the benefits of using
Upon ending this jutsu, you gain 2 ranks of the the dodge action against a single attack.
Weakened condition and 1 rank of the
Slowed condition until you finish a long
rest. This cannot be removed or ended
early except by a jutsu with the Medical
keyword of S-Rank.

31

TENEBROUS CLAW [CHANGED] • Unarmed attacks you make deal an additional 2d6 Damage
on a hit.
Classification: Taijutsu
Rank: A-Rank • When you score a successful hit with an unarmed attack,
Casting Time: 1 Action once per turn, you may force a target to make a Strength
Range: 5 Feet saving throw, gaining 2 ranks of bruised on a failed save.
Duration: Instant
Components: M • Taijutsu attacks that would deal unarmed damage, deal an
Cost: 18 Chakra additional 4d6 damage once, per taijutsu cast, while
Keywords: Taijutsu, Finisher benefiting from this jutsu.
Description: You perform a series of blows with enough
speed, strength, and striking power to generate sparks of • You deal the maximum possible damage to structures and
electricity with each blow. constructs.

Make three melee taijutsu attacks against one creature you • Each space you move through counts as difficult terrain
can see within range, dealing your unarmed damage + 4d8. for all creatures with a dexterity ability score lower than
your strength ability score.
If this jutsu is used as a Finisher, you instead make four
taijutsu attacks, inflicting the bruised condition on each • As a reaction, which you can take when you would make a
successful hit. When all four attacks have been made, as long Strength or Dexterity saving throw from a ninjutsu or
as at least one attack scored a successful hit, the target is taijutsu cast that has the shape of a sphere, cylinder,
forced to make a Constitution saving throw, suffering a -1 cone, or line, you can perform a round house kick,
penalty for each successful hit after the first. On a failed save, striking the jutsu while also initiating a clash.
the target is dazed. But this daze may last for an extended
period of time based on the severity of the failure. • When you would make a Strength (Martial arts) check for
the clash, you make it at advantage and reroll 1’s and 2’s.
• Fails by 1~4: Normal daze duration.
• Fails by 5~9: Dazed for 2 of its turns. At Higher Ranks: For each rank you cast this jutsu above A-
• Fails by 10~14: Dazed for 3 of its turns. Rank increase the cost of this jutsu by 3 and the damage by
• Fails by 15+: Dazed for 1 minute. 1d6. If you cast this jutsu at S-Rank, when you win a clash
check with this jutsu’s reaction, you deal 7 times your
TIGER LILY unarmed damage.

Classification: Taijutsu VIOLENT LEAF ADAMANTINE-STRENGTH
Rank: A-Rank WHIRLWIND
Casting Time: 1 Bonus action
Range: 30 Feet Classification: Taijutsu
Duration: Concentration, up to 1 minute Rank: A-Rank
Components: CM, M Casting Time: Special
Cost: 18 Chakra Range: 5 Feet
Keywords: Taijutsu, Sensory Duration: Instant
Description: You enter a state of serenity and gain Components: CM, M
impenetrable clarity of the world around you. For the Cost: 18 Chakra
duration you gain 60 feet of tremorsense and blind sight. You Keywords: Taijutsu
gain immunity to Genjutsu with the Visual Keyword. Description: As a part of casting this jutsu, you must
currently have at least the Fourth Heavenly Breath: Wheeze or
TRUE RAKSHASA’S PALM [CHANGED] any of the Heavenly Breaths thereafter active or at least the
3rd Gate of Life from the 8 Inner Gates Taijutsu Specialist,
Classification: Taijutsu Passionate Youth class feature active.
Rank: A-Rank
Casting Time: 1 Action When you first enter any of the listed breathes or inner
Range: Self gates you may activate this jutsu once. When you do, you
Duration: Concentration, up to 1 minute may immediately move up to 30 feet towards any hostile
Components: CM, M
Cost: 20 Chakra creature you can see. If you end your movement within
Keywords: Taijutsu 5 feet of the them, you can immediately make a
Description: As a part of casting single powerful
this jutsu, you must roundhouse kick.
currently have both Make a melee taijutsu
Rakshasa’s Palm and attack. On a hit you deal 6
Rakshasa’s Sole on your times your unarmed damage and
known jutsu list. the target must succeed a strength saving
throw. On a failed save they are thrown back a
You combine both techniques forming a number of feet equal to your strength modifier
perfect fusion of both, managing a balance. times 20. If they strike a solid surface that’s
For the duration of this jutsu, you cannot lose less than 5 feet thick, they tear through it if
concentration of this jutsu as a result of they have at least 10 or more feet
Damage or failing a concentration check. remaining to be knocked back, taking
6d6 bludgeoning damage for each
While you are gaining the benefits of surface they go through.
this jutsu, you cannot cast or maintain
concentration on Rakshasa’s Palm or
Rakshasa’s Sole.

You gain the following benefits for
the duration;

32

VIOLENT STRANGLING

Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M

Cost: 19 Chakra
Keywords: Taijutsu
Description: With a sudden movement you grip a targets

throat with such speed most don’t get a chance to react.
Make a melee taijutsu attack against the target. On a Hit the
target is grappled and restrained. The target also cannot

make hand seals as you hold one of their hands. The target
also gains one degree of exhaustion. At the end of each of
the targets turns they gain one degree of exhaustion. The
target on each of its turns can use its action to make a

Strength saving throw to escape your grip. When a creature
would escape this jutsu they lose all ranks of exhaustion
gained from this Jutsu.

WANDERING ARACHNID S-RANK:

Classification: Taijutsu BLACK NERIUM
Rank: A-Rank
Casting Time: 1 Bonus action Classification: Taijutsu
Range: Special Rank: S-Rank
Duration: Concentration, up to 10 minutes Casting Time: 1 Action
Components: M Range: 5 Feet
Cost: 16 Chakra Duration: 1 minute
Keywords: Taijutsu Components: CM, M
Description: As a requirement to activate this jutsu, you Cost: 30 Chakra
must currently be in the Spider Fist Stance. Keywords: Taijutsu, Medical
Description: You attempt to press a point on the base of a
You enter a highly mobile stance designed to allow you hostile creatures neck. When you do, you reverse their bodies
to capture as many enemies in your web as possible at blood flow completely throwing their heart off and causing
the same time. You do not need to spend chakra to blood vessels to explode.
maintain concentration on this jutsu.
Make a melee taijutsu attack. On a hit, the target must
When you would deal damage to a creature with an make a Constitution saving throw at the beginning of
unarmed, taijutsu, or bukijutsu while this jutsu is active, each of their turns for the next minute.
you immediately grapple the target(s) with your battle
wire. You can grapple a number of creatures this way Each time they would fail their saving throw, they
equal to your proficiency bonus at a time, using the same suffer a -1 penalty to their Strength, Dexterity and
battle wire. Constitution ability checks, attack rolls and saving
throws for the duration and suffer 5d6 necrotic damage
Additionally, creatures who are grappled in this way which cannot be reduced or resisted by any means.
take slashing damage equal to Xd4 at the beginning of
each of their turns, where X = the number of creatures A creature who would fail all 10 saving throws, dies. As
grappled by you, using your battle wire. every blood vessel in their body collapses.

WORLD BREAKER A creature who is targeted with a Jutsu with the
medical keyword that would end conditions or restore
Classification: Taijutsu hit points cast at S-Rank, has this jutsu’s effect
Rank: A-Rank immediately end.
Casting Time: 1 Action
Range: 5 Feet BLUE ROSE [CHANGED]
Duration: Instant
Components: CM, M Classification: Taijutsu
Cost: 19 Chakra Rank: S-Rank
Keywords: Taijutsu Casting Time: 1 Action
Description: You strike the ground with such force that Range: Self
you destroy the surrounding area with little concern. All Duration: 1 minute
creatures in a 60-foot cube originating from you must Components: CM, M
succeed a Dexterity saving throw taking 10d10 Cost: Special (30 Chakra)
bludgeoning damage as the surface is destroyed and Keywords: Taijutsu
pieces of the ground shoot out in random directions. Description: You enter a state of absolute passion and
ambition. You cannot lose concentration on this jutsu as a
The affected area is counted as difficult terrain and result of damage. You gain 2 additional bonus actions, per
creatures that are greater than 10 feet from each other round.
are heavily obscured from one another.

33

CRIMSON SKIES [CHANGED] For the duration this jutsu adjusts your physicality in the
following ways. Once you use this jutsu, you cannot gain its
Classification: Taijutsu benefits until you complete a long or full rest.
Rank: S-Rank
Casting Time: 1 Action • Your speed is reduced by half.
Range: Self (45-foot cylinder) • You cannot cast or maintain Ninjutsu or Genjutsu.
Duration: Instant • You gain a number of temporary hit points equal to 10
Components: CM, M
Cost: 25 Chakra times your Taijutsu save DC.
Keywords: Taijutsu o This jutsu lasts for 10 minutes or until the
Description: You punch skyward with enough force to
ignite the air around you, sparking flames and cinder to temporary hit points granted by this jutsu is reduced
erupt. This creates an updraft of flames made by pure to 0.
kinetic friction. This in turn turns the sky red for any • When you spend your reaction to activate the Royal
creature who is within 1 mile of you. Guard jutsu, you do not spend chakra, you instead reduce
the damage you would take to 0, and then reduce the
This sudden change in atmospheric pressure creates a number of temporary hit points you have by 10.
sudden shift in air pressure creating a massive cyclone that • When you activate the Royal Revenge jutsu, you instead
lasts for but a moment. reduce your current temporary hit points to 0, and the
target takes bludgeoning damage equal to twice the
All creatures (excluding you) within 45 feet of you must number of temporary hit points you had remaining on a
succeed a Constitution saving throw. On a failed save, they successful hit.
take 10d8 fire damage from the spark of flames or half as
much on a success EVENING ELEPHANT [CHANGED]

Immediately after, all creatures in the same area must Classification: Taijutsu
succeed a Strength saving throw. Creatures who failed their Rank: S-Rank
constitution saving throw makes this saving throw at Casting Time: 1 Action
disadvantage. On a failed strength saving throw, creatures Range: 60 Feet Line
are thrown 120 feet in a random direction taking 10d8 Duration: Instant
bludgeoning damage as they strike the ground or a solid Components: M
surface. On a successful save, they take half damage and Cost: 21 Chakra.
are instead thrown only 60 feet in a random direction. Keywords: Taijutsu, Finisher, Clash
Description: This jutsu can only be cast as a Taijutsu
DAYTIME TIGER [CHANGED] Finisher. This is the ultimate culmination of offensive
taijutsu. As a part of the activation of this jutsu, you
Classification: Taijutsu must currently be under the effects of at least either
Rank: S-Rank Sixth Heavenly Breath: Gasp Taijutsu or 7th Gate of Wonder
Casting Time: 1 Action or higher.
Range: 30 Feet
Duration: Instant Make 5 Taijutsu attacks against a target. Each attack
Components: M you make is treated as a shockwave that affects all
Cost: 20 Chakra creatures in a 5-foot-wide, 60 feet line behind your
Keywords: Taijutsu, Finisher, Clash initial target. On a hit, the target creature takes 5d10
Description: This jutsu can only be cast as a Taijutsu bludgeoning damage. All creatures behind the target
Finisher. As part of the requirements of this jutsu, you creature must make a Dexterity saving throw taking 5d8
must have at least the “Sixth Heavenly Breath: Gasp” or force damage on a failed save or half as much on a
the 7th Gate of Wonder of the 8 Inner Gates class feature successful one. (This Jutsu cannot score a critical hit)
active.

You take your palm and tap it with a closed fist
creating a vortex of air pressure. Make a range Taijutsu
attack. On a hit the target takes 10d12 bludgeoning and
10d12 force damage. Each creature within 30 feet around
the target creature must make a Dexterity saving throw.
A target takes 10d10 Force Damage on a failed save, or
half on a successful one.

DREADNAUGHT GUARD

Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self
Duration: Special
Components: CM, M
Cost: Special (35 Chakra)
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
currently have both the Royal Guard and Royal Revenge
Taijutsu on your known jutsu list.

You take everything learned from both of the
aforementioned jutsu and apply it to yourself in the most
literal fashion. You generate a hazy, but dense aura of
chakra around yourself designed to protect you from
basically all forms of damage.

34

FINAL FURY LEAF DRAGON GOD

Classification: Taijutsu Classification: Taijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: 120 feet
Duration: Instant Duration: Instant
Components: CM, M Components: M
Cost: Special (88 Chakra) Cost: 28 Chakra.
Keywords: Taijutsu, Combination Keywords: Taijutsu, Finisher, Clash
Description: This jutsu can only be cast if you have one Description: An Ultimate taijutsu created by a legendary
other caster who is within 15 feet of you. The second master. You perform an upward spin kick which quickly
caster as a part of their reaction moves to a space within 5 becomes a pressurized tornado that shapes itself into a
feet of you that they can occupy. dragon with long whiskers. Move yourself up to 120 feet in
any direction even turning corners and up walls. All
You and the second caster perform a joint combined creatures who you pass within 5 feet of, must succeed a
series of strikes attacking vital points across a targets Strength saving throw being pulled into the tornado and
body. thrown to the end of it landing 5 feet in front of where ever
you end your movement, taking 12d8 bludgeoning damage
Each caster make three melee taijutsu attacks, dealing and taking additional damage as if they were falling. On a
their unarmed damage + 5d8 on a hit. If both casters successful save they only take half damage. Creatures take
successfully hit their target with all of their attacks the twice the amount of falling damage as a result of this jutsu.
target must succeed a constitution saving throw vs the
Taijutsu save DC of the caster with the highest DC. On a Creatures who fail the Strength saving throw must also
failed save the target gains 5 stacks of the Weakened succeed a constitution saving throw being slashed by the
condition for the next 24 hours. debris this taijutsu picks up taking 6d8 slashing damage on
a failed save or half as much on a successful save.
Combination: When this jutsu is cast, it gains
additional effects based on who has the highest NIGHT GUY
Charisma modifier between both casters.
Classification: Taijutsu
• +0-1: No Change. Rank: S-Rank
• +2-3: Both casters gain a +2 bonus to their taijutsu Casting Time: 1 Action
Range: Special
attack rolls. Duration: Instant
• +4-5: Both casters gain a +2 bonus to their taijutsu Components: CM, M
Cost: Special (1 Chakra)
attack rolls, +1d4 bonus to damage rolls and a +1 Keywords: Taijutsu
bonus to their taijutsu save DC. Description: As a part of casting this jutsu, you must
currently have at least the Seventh Heavenly Breath: Exhale or
HELL ON EARTH [CHANGED] the 8th Gate of Death from the 8 Inner Gates Taijutsu Specialist,
Passionate Youth class feature active.
Classification: Taijutsu
Rank: S-Rank You begin to emit an enormous amount of red steam,
Casting Time: 1 Action known as the ‘Steam of Blood’, and your chakra manifests
Range: Self (60-foot sphere) into a red burning beast of your description around your
Duration: Instant body. You then shout an activation word of your choice,
Components: CM, M before dashing forward with such force that space in front of
Cost: 35 Chakra your becomes distorted.
Keywords: Taijutsu, Finisher
Description: As a requirement of casting this jutsu you You may select any creature or space you can see or within
must target a prone creature. This jutsu can only be cast 120 feet of you. You move in as straight a line as possible. You
as a Finisher. move through all structures, environmental obstructions and
anything similar as if you could phase through them. You
You raise your hand to the sky, beckoning the heavens ignore summoned constructs and structures created by Jutsu,
and projecting your essence of self into you hand. You features or traits.
then attempt to create a direct fissure through the prone
target into the underworld with a single blow. When you Additionally, the target cannot gain the benefits of any
strike the target, you also create a 60-foot radius sphere Reaction they use until the beginning of their next turn.
of destruction powered by your essence alone.
You then kick, with the force required to distort time and
Make a single melee taijutsu attack. On a hit, you deal space. Make a melee taijutsu attack, at advantage, rerolling
10d12 +80 bludgeoning damage. any result that’s less than 8 on the die. On a hit, you deal Xd12
+ 100 bludgeoning damage, where X = the casters level +
Regardless of a hit or miss, all creatures, excluding Proficiency + Taijutsu ability modifier.
you and the original target, must succeed a dexterity
saving throw taking 10d8 + 80 bludgeoning damage on a If this would reduce a creatures hit points to 0, they are
failed save, or half as much on a success. atomized, becoming unable to be revived by any means.

After using this jutsu, you cannot use it again until you At the conclusion of this attack, all of the blood in the users
complete a rest. If you attempt to use this jutsu a second body is boiled out of them, forcing the end of their Heavenly
time before you complete a rest, you must also spend 5 breaths and/or 8 Inner Gates, they then begin to turn to ash,
Hit dice in addition to the chakra cost. crumbling into dust over the course of the next minute.

35

RED LOTUS [CHANGED] • When a creature would miss you with an attack, you may
take the attack action making an unarmed or weapon
Classification: Taijutsu attack targeting the triggering creature.
Rank: S-Rank
Casting Time: 1 Action • The first time you would take damage, or suffer any hostile
Range: Self creatures effect, this jutsu immediately ends.
Duration: 1 minute
Components: CM, M THE LAST WALTZ
Cost: Special (30 Chakra).
Keywords: Taijutsu Classification: Taijutsu
Description: You enter a state of absolute instinct and Rank: S-Rank
focus. As a part of the activation of this jutsu you cannot Casting Time: 1 Action
concentrate on any other jutsu for the duration. You Range: Self (5 feet)
cannot lose concentration on this jutsu as a result of Duration: Concentration, up to 1 minute
damage. Components: M
Cost: 26 Chakra
You can take 2 additional reactions, per round. Keywords: Taijutsu
Description: You can only cast this jutsu while you are
SEVENTH HEAVENLY BREATH: EXHALE adjacent to at least one hostile creature. The hostile
creature(s) you are adjacent to must make a contested
Classification: Taijutsu Strength or Dexterity (Martial Arts) check vs your Strength or
Rank: S-Rank Dexterity (Martial Arts) check. If the adjacent creatures fail the
Casting Time: 1 Action contested check, for the duration, when they would move
Range: Self away from you, even if they would disengage, you may move
Duration: Concentration, up to 10 Minutes up to your movement speed to become adjacent to them again.
Components: CM (This does not spend any movement if you move on another
Cost: 20 Chakra creatures turn.) When you do, you may take the attack action
Keywords: Taijutsu targeting them with an unarmed or weapon attack.
Description: As a requirement to activate this jutsu, you
must have Sixth Heavenly Breath: Gasp currently active. You On a hit, they cannot target any other creature with a
end your concentration on that jutsu and this one takes its melee or ranged attack except for you until the end of the
place. You keep all the effects of that jutsu, stacking them current turn.
with this jutsu’s effects.
Additionally, when you would take the attack action,
You turn off your heart’s limiters allowing it to pump you can take additional attack actions targeting different
an unquantifiable amount of oxygen through your body. adjacent creatures.
The aura that surrounds you begins to glow far more
intensely as it begins to take a shape of your choice such WHITE LILY [CHANGED]
as a skull, eyes, or a demon. Your first two taijutsu
attacks per turn gain a +5 bonus to hit and are made at Classification: Taijutsu
advantage, deal 7d8 bonus damage, and you gain 40 Rank: S-Rank
Temporary Hit Points which stack with other Temporary Casting Time: 1 Action
Hit Points granted by Heavenly Breath taijutsu. Range: Touch
Duration: Concentration, up to 1 minute
Upon ending this jutsu, you gain 7 ranks of the weakened Components: CM, M
condition and 7 ranks of the slowed condition until you Cost: Special (25 Chakra)
finish a One week of downtime. This cannot be removed or Keywords: Taijutsu, Medical
ended early by any means. Description: You press a point on the base of a willing ally’s
spine. When you do, you release their bodies limited synapse
SSSTYLISH COMPLIMENTS response time, enhancing it, allowing an allied creature to
move at the speed of thought.
Classification: Taijutsu
Rank: S-Rank For the duration, the target gains 2 additional bonus
Casting Time: 1 Action action and reaction. The target of this jutsu cannot
Range: Self concentrate on any other jutsu for the duration.
Duration: Special, up to 1 minute
Components: CM, M After one minute their body slows down, becoming
Cost: Special (30 Chakra) weakened for 1 hour.
Keywords: Taijutsu
Description: You begin to perform a series of extremely You cannot target yourself with this jutsu. If a creature
disrespectful movements designed to not only show how benefiting from this jutsu gains 2 or more ranks of
absolutely amazing you are, but how woefully unprepared Shocked, they become paralyzed until the end of their
your enemies are to deal with someone of your caliber. next turn.

While you are under the effects of this jutsu you gain the A creature cannot gain the benefits of this jutsu more
following; than once per rest.

• For the next minute, each time you would score two
successful hits on a creature you gain a +1 bonus to your
AC and all saving throws until the beginning of your next
turn.

• For the duration, you cannot suffer penalties to your AC,
attack rolls or saving throws.

• When you would succeed a saving throw that would
inflict a condition or deal damage, you instead suffer no
effects or damage.

36

BUKIJUTSU

Bukijutsu (Literally meaning: sword hidden in the hand techniques) pertains to techniques that entail the throwing of
shuriken, kunai, Senbon, or any other number of hand-held weapons. Bukijutsu can be used in combination with Taijutsu,
ninjutsu, and/or chakra flow in order to create more devastating techniques

As a consequence of the versatility of the weapons involved, it is practiced by nearly all shinobi to some extent. However,
because of its value as a supplemental art, numerous more innovative techniques have been developed, including ones that
can even alter the trajectory of the projectiles once they've been thrown. Expert users can use such methods to accurately
hit targets that are even located in their blind spot.

D-RANK: At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
1 -SHOT CRUSHING BLOW the target suffers a -1 penalty on their save.

Classification: Bukijutsu 2-POINT PENETRATE [CHANGED]
Rank: D-Rank
Casting Time: 1 Action Classification: Bukijutsu
Range: Weapon Range Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Melee Bludgeoning), M Range: Weapon Range
Cost: 4 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Melee Piercing), M
Description: You perform a rising strike with your Cost: 4 Chakra
weapon striking and crushing the target from below. Keywords: Bukijutsu
Make a melee taijutsu attack using your weapon, dealing Description: You perform a double strike attacking at your
your weapons damage + 2d6. On a hit, the target must opponent’s shoulders or legs in an attempt to destabilize
also succeed a constitution saving throw, reducing their them. Make two melee taijutsu attacks using your weapon,
AC by 1d4 until the start of their next turn. dealing your weapons damage. If a target is hit at least
once, it must also succeed a constitution saving throw
At Higher Ranks: For each rank you cast this jutsu gaining reducing the targets speed by 10 feet, for each
above D-Rank, increase the cost of this jutsu by 3 and successful attack, until the end of their next turn.
the damage by 1d6
At Higher Ranks: For each rank you cast this jutsu
1-STRIKE SLASH [CHANGED] above D-Rank increase the cost of this jutsu by 3 and the
target suffers a -1 penalty on their save.
Classification: Bukijutsu
Rank: D-Rank 3-LATERAL SLASH [CHANGED]
Casting Time: 1 Action
Range: Weapon Range Classification: Bukijutsu
Duration: Instant Rank: D-Rank
Components: W (Melee Slashing), M Casting Time: 1 Action
Cost: 4 Chakra Range: Weapon Range
Keywords: Bukijutsu Duration: Instant
Description: You perform a wide arcing slash with your Components: W (Melee Slashing), M
weapon, slicing into them with little wasted movement. Cost: 4 Chakra
Keywords: Bukijutsu
Make a melee taijutsu attack using your weapon, Description: You perform a triple strike attacking your
dealing your weapons damage + 2d6. On a hit, the target opponent’s joints in an attempt to disarm and disable
must also succeed a constitution saving throw gaining 1 them. Make three melee taijutsu attacks using your
ranks of bleeding on a failed save. weapon, dealing your weapons damage, do not add your
ability modifier to the damage dealt. On each hit, the target
At Higher Ranks: For each rank you cast this jutsu must also succeed a constitution saving throw dropping
above D-Rank increase the cost of this jutsu by 3 and the any weapon they have as it is then knocked 10 feet away
damage by 1d6. from them, and being dazed until the end of their next
turn.
2-CROSS STRIKE [CHANGED]
At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank target suffers a -1 penalty on their save.
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Melee Bludgeoning), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You perform a double striking slash with
your weapon, attacking two different angles forming an
“X” at the intersections of the attack. Make two melee
taijutsu attacks using your weapon dealing your
weapons damage. On each hit, the target must also
succeed a constitution saving throw, gaining 1 rank of
bruised on a failed save.

1

3-POINT PIERCE At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and
Classification: Bukijutsu the damage by 1d6. If this jutsu is cast at B-Rank, you
Rank: D-Rank can target a second creature with this jutsu. If this jutsu
Casting Time: 1 Action is cast at S-Rank, you can target a third creature with
Range: Weapon Range this jutsu.
Duration: Instant
Components: W (Melee Piercing), M BREATH OF BEASTS: FANG [CHANGED]
Cost: 4 Chakra
Keywords: Bukijutsu Classification: Bukijutsu
Description: You perform a 3-point strike in multiple Rank: D-Rank
points made to penetrate the target's defense. Make Casting Time: 1 Action
three melee taijutsu attacks with your weapon, dealing Range: Weapons Range
your weapons damage, do not add your ability modifier Duration: Instant
to damage dealt. The target must also make a Components: CM, W (Any Melee), M
constitution saving throw. On a failed save they gain Cost: 5 Chakra
one rank of weakened until the end of their next turn. Keywords: Bukijutsu, Combo
Description: You begin to collect and manifest chakra until
At Higher Ranks: For each rank you cast this jutsu it laces the striking portion of your weapon. The chakra
above D-Rank, increase the cost of this jutsu by 3 and begins to manifest in the form of any beast of your choice
the target suffers a -1 penalty on their save. in any color that can be seen plainly by others.

BLUNT TIP [CHANGED] You begin to swing wildly and unpredictably, fueled by
instinct and primal urges. Make two melee taijutsu
Classification: Bukijutsu attacks, dealing your weapons damage + 1d6, you do not
Rank: D-Rank add your ability modifier to the damage rolled.
Casting Time: 1 Action
Range: Weapon Range Until the end of your turn, you can target one affected
Duration: Instant creature with a Bukijutsu Finisher regardless of range,
Components: W (Ranged Piercing or Slashing), M once per turn, using either an Action or Bonus action,
Cost: 4 Chakra ignoring its listed casting time.
Keywords: Bukijutsu
Description: You ready your weapon before you At Higher Ranks: For each rank you cast this jutsu
bludgeon the sharp edges with your chakra and aim for above D-Rank increase the cost of this jutsu by 3. If this
your targets core striking at the center of their chest. jutsu is cast at C-Rank or higher, increase the damage by
1d6. If this jutsu is cast at B-Rank increase the number of
Make a ranged taijutsu attack using your weapon, attacks by +1. If this jutsu is cast at S-Rank increase the
dealing your weapons damage + 3d4 but as bludgeoning number of attacks by +2.
damage. On a hit, the target must succeed a
constitution saving throw. On a failed save, the target is BREATH OF DUST: SOKUSEI [NEW]
dazed and if they would make a concentration check,
they roll an additional 1d6, reducing their check by the Classification: Bukijutsu
result. Rank: D-Rank
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: Weapon Range
above D-Rank increase the cost of this jutsu by 3 and Duration: Instant
the number of creatures you can target with this jutsu Components: CM, W (Any Ranged), M
by +1. Cost: 5 Chakra
Keywords: Bukijutsu, Earth Release, Combo
BREATH OF ASH: SCORCH [NEW] Description: You begin to collect and manifest earth
release chakra until it laces the striking portion of your
Classification: Bukijutsu weapon. The earth release chakra begins to magnify the
Rank: D-Rank weight and striking power of your attacks allowing you
Casting Time: 1 Action tear through anything in your path is little difficulty.
Range: Weapon Range
Duration: Instant Make a single ranged taijutsu attack against one
Components: CM, W (Any Ranged), M creature you can see within range, this jutsu cannot
Cost: 5 Chakra score a critical hit. On a hit, you deal your weapons
Keywords: Bukijutsu, Fire Release, Combo damage + 1d12 earth damage and the target is pushed
Description: You begin to collect and manifest fire back 5 feet.
release chakra until it laces the striking portion of your
weapon. The fire release chakra begins to transform Until the end of your turn, you can target one affected
into gouts of ash that emanate off of your weapon with creature with a Bukijutsu Finisher regardless of range,
a menacing haze. once per turn, using either an Action or Bonus action,
ignoring its listed casting time.
Select a creature you can see in range and make a
single ranged taijutsu attack, with a +1 bonus to your At Higher Ranks: For each rank you cast this jutsu
critical threat range. On a hit, you deal your weapons above D-Rank increase the cost of this jutsu by 3 and the
damage + 2d6 fire damage and the target is damage by 1d12.
overwhelmed by the ash causing them to be blinded
until the beginning of their next turn, or the first time
they are targeted by an attacked before their turn.

Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
ignoring its listed casting time.

2

BREATH OF EARTH: SMASH [CHANGED] BREATH OF ENOKI: INFEST [NEW]

Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action.
Range: Self (10 feet radius) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute.
Components: CM, W (Any Melee), M Components: CM, W (Any Ranged), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Combo, Earth Release Keywords: Bukijutsu, Medical
Description: You begin to collect and manifest earth Description: You begin to collect and manifest medical
release chakra until it laces the striking portion of your chakra until it laces the striking portion of your weapon.
weapon. The earth release chakra begins to magnify the The medical chakra begins to cause your weapon to glow
weight and striking power of your attacks allowing you with a soft pink hue.
crush anything in your path is little difficulty. You fool
your opponent(s) into thinking you are striking and For the duration when you would deal damage with a
suddenly shift your attack into another angle. weapon attack or taijutsu attack using this weapon, once
per turn the target must make a constitution saving
All creatures within range who’s taijutsu ability score, throw, reducing their AC by 1 for the duration. A creature
is lower than your own suffers a 1d4 penalty to this can only have their AC reduced by this jutsu twice.
jutsu’s saving throw.
At Higher Ranks: For each rank you cast this jutsu
All creatures of your choice must make a Dexterity above D-Rank increase the cost of this jutsu by 3 and the
saving throw. On a failed save they take your weapons AC reduction limit increases by 1.
damage + 2d6 earth damage and are knocked prone and
bruised on a failed save, or half as much and no further BREATH OF FLAME: UNKNOWING [CHANGED]
effects on a failed save.
Classification: Bukijutsu
Until the end of your turn, you can target one affected Rank: D-Rank
creature with a Bukijutsu Finisher regardless of range, Casting Time: 1 Action
once per turn, using either an Action or Bonus action, Range: Special
ignoring its listed casting time. Duration: Instant
Components: CM, W (Any Melee), M
At Higher Ranks: For each rank you cast this jutsu Cost: 5 Chakra
above D-Rank increase the cost of this jutsu by 3 and the Keywords: Bukijutsu, Fire Release, Combo
damage by 1d6 and the radius by 5 feet. If this jutsu is Description: You begin to collect and manifest fire release
cast at B-Rank, creatures would instead suffer a 1d6 chakra until it laces the striking portion of your weapon.
penalty to this jutsu’s saving throw. If this jutsu is cast at The fire release chakra begins to transform into gouts of
S-Rank, creatures would instead suffer a 1d8 penalty to flame that erupt off of your weapon with a glorious
this jutsu’s saving throw. flickering. You then dash towards your target and perform
a single powerful swipe attempting to decapitate them in
BREATH OF ECHO: REVERB [NEW] one strike.

Classification: Bukijutsu Select a creature you can see that you could reach
Rank: D-Rank using your full movement. Move into a space adjacent to
Casting Time: 1 Action the target creature within your movement range.
Range: Weapons Range
Duration: Instant Make a single melee taijutsu attack against one
Components: CM, W (Any Range), NT (Any explosive tool), creature you can see, with a +1 bonus to your critical
M threat range. On a hit, you deal your weapons damage +
Cost: 5 Chakra 2d6+2 fire damage. If this jutsu scores a critical hit, the
Keywords: Bukijutsu, Combo target gains 1 rank of burned.
Description: You begin to collect and manifest chakra until
it manifest into the shape of a sound note of your choice, Until the end of your turn, you can target one affected
hovering over the striking portion of your weapon. This creature with a Bukijutsu Finisher regardless of range,
note can be seen plainly by any other creature who can once per turn, using either an Action or Bonus action,
manipulate chakra. ignoring its listed casting time.

You fire two powerful shots creating an explosion of At Higher Ranks: For each rank you cast this jutsu
sound able to disorient your foes on contact. Make two above D-Rank increase the cost of this jutsu by 3 and
ranged taijutsu attacks, dealing your weapons damage. On your critical threat range by +1. If this jutsu is cast at B-
each hit, the target and all creatures within 5 feet of them, Rank, increase your damage by 1d6+1. If this jutsu is cast
must make a wisdom saving throw, being dazzled on a at S-Rank, when you score a critical hit with this jutsu,
failed save. you instead quadruple the fire damage of this jutsu.

Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring
its listed casting time.

At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3 and the damage
by 1d4. If this jutsu is cast at C-Rank or higher, increase the
number of attacks by +1. If this jutsu is cast at B-Rank or
higher, the target is also dazed on a failed save.

3

BREATH OF RAIN: CUMULOUS [NEW] BREATH OF SKIES: CLOUD FALL [NEW]

Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons range Range: Weapon Range
Duration: Instant Duration: Instant
Components: CM, W (Any Range), M Components: CM, W (Any Ranged), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Water Release, Combo Keywords: Bukijutsu, Wind Release, Combo
Description: You begin to collect and manifest water release Description: You begin to collect and manifest wind release
chakra until it laces the striking portion of your weapon. chakra until it laces the striking portion of your weapon.
The water release chakra begins to transform into streams The wind release chakra begins to spiral around the users
of water, capable of being seen and felt as you release your weapon creating whipping torrents of wind. This wind
weapon and it follows and flows around it with an enhanced propels backs up your ability to propel this weapon with the
strike. force needed to cut through a cloud and pierce the sky.

Make a single ranged taijutsu attack against one creature Make a two ranged taijutsu attacks against one creature
you can see. On a hit, you deal twice your weapons damage you can see within range. On a hit, you deal your weapons
die + your taijutsu ability modifier cold damage and the damage die, in wind damage, inflicting a rank of bleeding on
target must succeed a constitution saving throw being a hit. You do not add your ability modifier to the damage
dazed on a failed save. This jutsu’s attack roll cannot be rolls of this jutsu.
made at disadvantage or with any penalties to hit as a result
of a condition or hostile creatures Jutsu's, traits or features. Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range, once
Until the end of your turn, you can target one affected per turn, using either an Action or Bonus action, ignoring its
creature with a Bukijutsu Finisher regardless of range, once listed casting time.
per turn, using either an Action or Bonus action, ignoring its
listed casting time. At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3 and the number
At Higher Ranks: For each rank you cast this jutsu above of attacks by +1.
D-Rank increase the cost of this jutsu by 3 and your
weapons damage die by +1. If this jutsu is cast at C-Rank or BREATH OF SOUND: ROAR [NEW]
higher, if the target of your attack is prone or dazed, you
gain a +1d4 bonus to hit. If this jutsu is cast at B-Rank or Classification: Bukijutsu
higher, and the target of your attack is prone, weakened or Rank: D-Rank
dazed, you instead gain a 1d6 bonus to hit. If this jutsu is Casting Time: 1 Action
cast at S-Rank, this jutsu’s attack roll is also made at Range: Self (15-foot radius sphere)
advantage, regardless of circumstance. Duration: Instant
Components: CM, W (Any Melee), NT (Any explosive tool),
BREATH OF ROSES: PLUM [CHANGED] M
Cost: 5 Chakra
Classification: Bukijutsu Keywords: Bukijutsu, Combo, Sensory
Rank: D-Rank Description: You begin to collect and manifest chakra until
Casting Time: 1 Reaction, which you take when you take it manifest into the shape of a sound note of your choice,
damage, excluding from a Genjutsu. hovering over the striking portion of your weapon. As your
Range: Self (5 Feet) chakra manifests, all surrounding sound becomes muffles
Duration: Instant and you enter a deep state of focus.
Components: CM, W (Any Melee), M
Cost: 5 Chakra You attach the explosive tool to your weapon and perform
Keywords: Bukijutsu, Medical a symphony of swings as the tag readies to detonate. All
Description: You begin to collect and manifest medical creatures, excluding yourself, must make a Wisdom saving
chakra until it laces the striking portion of your weapon. throw, taking your weapons damage + 1d12 and becoming
The medical chakra begins to cause your weapon to glow dazzled and blinded on a failed save, until the beginning of
with a soft pink hue. their next turn. For each rank of quality your explosive tool
is above its base quality, creatures suffer a -1d4 to their
When you would take damage you begin to make a series saving throw.
of rotating strikes to deflect as much damage as possible.
Reduce the damage you would take by your weapons Until the end of your turn, you can target one affected
damage + 2d8. creature with a Bukijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring its
Additionally, all hostile creatures adjacent to you must listed casting time.
succeed a dexterity saving throw, taking poison damage
equal the amount of damage you reduced as a result of this At Higher Ranks: For each rank you cast this jutsu above
jutsu or half as much on a successful save. D-Rank increase the cost of this jutsu by 3 and the damage
of this jutsu by 1d12. If this jutsu is cast at B-Rank or higher,
At Higher Ranks: For each rank you cast this jutsu above they are instead blinded until the end of their next turn.
D-Rank increase the cost of this jutsu by 3 and the damage
reduced by 1d8. If this jutsu is cast at C-Rank or higher,
increase the range hostile creature can take damage from
this jutsu to 10 feet. If this jutsu is cast at B-Rank or
higher, increase the damage reduction die size to a d10. If
this jutsu is cast at S-Rank, creatures who fail their saving
throw as a result of this jutsu takes double damage.

4

BREATH OF SPARKS: JOLT [NEW] At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and
Classification: Bukijutsu the damage by 1d10. If this jutsu is cast at C-Rank, you
Rank: D-Rank can select a second creature within 30 feet of your
Casting Time: 1 Action original target and move into a space adjacent to them
Range: Weapons Range making a second attack. If this jutsu is cast at B-Rank,
Duration: Instant select a third creature within 30 feet of the second
Components: CM, W (Any Ranged), M target and move into a space adjacent to them making a
Cost: 5 Chakra third attack. If this jutsu is cast at A-Rank or higher,
Keywords: Bukijutsu, Lightning Release, Combo select a fourth creature within 30 feet of the third target
Description: You begin to collect and manifest and move into a space adjacent to them making a fourth
lightning release chakra until it laces the striking attack.
portion of your weapon. The lightning release chakra
begins to collect and spark off of your weapon with BREATH OF WATER: SURFACE [CHANGED]
violent jolts. You prepare for multiple powerful shots.
Classification: Bukijutsu
Roll 1d4, recording the result. Select a number of Rank: D-Rank
creatures you can see within range equal to the result, Casting Time: 1 Action
as you fire off a volley of lightning charged shots to Range: Weapons range
each. Duration: Instant
Components: CM, W (Any Melee), M
Make a ranged taijutsu attack against each target Cost: 5 Chakra
creature, dealing twice your weapons damage die + 1d8 Keywords: Bukijutsu, Water Release, Combo
lightning damage. This attack cannot provoke attacks Description: You begin to collect and manifest water release
of opportunities and the target cannot take a reaction chakra until it laces the striking portion of your weapon.
against this jutsu or its effects. You do not add your The water release chakra begins to transform into streams
ability modifier to the damage dealt. of water, capable of being seen and felt as you then move to
strike with a powerful concentrated attack.
Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range, once Make a single melee taijutsu attack against one creature
per turn, using either an Action or Bonus action, ignoring its you can see. On a hit, you deal your weapons damage + 1d10
listed casting time. cold damage and the target must succeed a strength saving
throw being dazed on a failed save. This jutsu’s attack roll
At Higher Ranks: For each rank you cast this jutsu cannot be made at disadvantage or with any penalties to hit
above D-Rank increase the cost of this jutsu by 3 and as a result of a condition or hostile creatures Jutsu's, traits
the initial die used to determine the number of target or features.
creatures by 1 step (D4>D6>D8>D10>D12). If this jutsu is
cast at C-Rank or higher, increase the damage by 1d8. If Until the end of your turn, you can target one affected
this jutsu is cast at B-Rank or higher, increase your creature with a Bukijutsu Finisher regardless of range, once
weapons damage die by 1. If this jutsu is cast at A-Rank per turn, using either an Action or Bonus action, ignoring its
or higher, increase the damage by 1d8. If this jutsu is listed casting time.
cast at S-Rank, increase your weapons damage die by 1.
At Higher Ranks: For each rank you cast this jutsu above
BREATH OF THUNDER: FLASH [CHANGED] D-Rank increase the cost of this jutsu by 3 and the damage
by 1d10. If this jutsu is cast at C-Rank or higher, if the target
Classification: Bukijutsu of your attack is prone or dazed, you gain a +1d4 bonus to
Rank: D-Rank hit. If this jutsu is cast at B-Rank or higher, and the target of
Casting Time: 1 Action your attack is prone, weakened or dazed, you instead gain a
Range: Special 1d6 bonus to hit. If this jutsu is cast at S-Rank, this jutsu’s
Duration: Instant attack roll is also made at advantage, regardless of
Components: CM, W (Any Melee), M circumstance.
Cost: 5 Chakra
Keywords: Bukijutsu, Lightning Release, Combo BREATH OF WIND: CUTTER [CHANGED]
Description: You begin to collect and manifest
lightning release chakra until it laces the striking Classification: Bukijutsu
portion of your weapon. The lightning release chakra Rank: D-Rank
begins to collect and spark off of your weapon with Casting Time: 1 Action
violent jolts. You prepare for a single powerful strike. Range: Weapon Range
Duration: Instant
Select a creature you can see that you could reach Components: CM, W (Any Melee), M
using your full movement. Move into a space adjacent Cost: 5 Chakra
to the target creature within your movement range. You Keywords: Bukijutsu, Wind Release, Combo
move with such speed that it does not provoke attacks Description: You begin to collect and manifest wind release
of opportunities and the target cannot take a reaction chakra until it laces the striking portion of your weapon.
against this jutsu or its effects. The wind release chakra begins to spiral around the users
weapon creating whipping torrents of wind. You use this
Make a single melee taijutsu attack against the target enhanced field of wind to propel you towards your enemy.
creature. On a hit, you deal your weapons damage +
2d10 lightning damage and if the target is benefiting Make a three melee taijutsu attacks against one creature
from temporary hit points, you deal damage to the you can see within range. On a hit, you deal your weapons
creatures hit points and temporary hit points damage die, in wind damage, but you do not add your ability
simultaneously. You do not add your ability modifier to modifier to your weapons damage.
the damage dealt.
Until the end of your turn, you can target one affected
Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once
creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its
per turn, using either an Action or Bonus action, ignoring its listed casting time.
listed casting time.

5

At Higher Ranks: For each rank you cast this jutsu above CRIPPLING STRIKE
D-Rank increase the cost of this jutsu by 3 and the number
of attacks by +1. Classification: Bukijutsu
Rank: D-Rank
CHAIN PULL Casting Time: 1 Action
Range: Weapons Range
Classification: Bukijutsu Duration: Instant
Rank: D-Rank Components: W (Any), M
Casting Time: 1 Action Cost: 5 Chakra
Range: Weapon Range Keywords: Bukijutsu
Duration: Instant Description: You focus your weapons attack on crippling
Components: W (Melee, Reach, Grapple), M your enemy, to make them far less effective than they are
Cost: 3 Chakra currently.
Keywords: Bukijutsu, Combo
Description: You throw your weapon wrapping it around a Make a melee or ranged taijutsu attack based on the
target and pulling towards yourself. The target must weapon used for this jutsu, dealing your weapons damage.
succeed a Strength saving throw. On a failed save they On a hit, the target must succeed a Strength saving throw.
become grappled and restrained by you and are moved 10 On a failed save they are Dazed and weakened until the end
feet closer to you in a straight line. of their next turn, and are also knocked prone.

At the end of the target creatures' turns, they make a Additionally, if you score a critical hit with this jutsu,
Strength saving throw to escape. they make their saving throw at disadvantage.

Until the end of your turn, you can target one affected At Higher Ranks: For each rank you cast this jutsu above
creature with a Bukijutsu Finisher regardless of range, once D-Rank increase the cost of this jutsu by 3 and the weapon
per turn, using either an Action or Bonus action, ignoring its damage die by 1.
listed casting time.
DANCE PERFORMANCE: NEUTRAL STANCE
CHAINED EMBRACE
Classification: Bukijutsu
Classification: Bukijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Bonus action
Casting Time: 1 Action Range: Self
Range: Weapon Range Duration: 1 Round
Duration: 1 Round Components: W (Any Melee), M
Components: W (Melee, Reach, Grapple), M Cost: 4 Chakra
Cost: 4 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu, Combo Description: You draw your weapon, taking on a light
Description: You throw your weapon and pull back as it stance, like that of a dancer's. For the duration of this
passes your target causing it to snap and wrap around jutsu, any Bukijutsu you cast with Dance Performance in its
them, restraining them and locking them in place. name has an increased critical threat range. Increase the
critical threat range of taijutsu attack rolls of the
The target must succeed a Dexterity saving throw. On aforementioned jutsu by +1.
a failure target creature is restrained and cannot make
handsigns until the beginning of their next turn. If the jutsu instead forces a saving throw, a creature that
rolls a 1 or 2 on the d20 for their save takes double damage
Until the end of your turn, you can target one affected if they fail.
creature with a Bukijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action, At Higher Ranks: For each rank you cast this jutsu above
ignoring its listed casting time. D-Rank increase the cost of this jutsu by 3. If this jutsu is
cast at C-Rank, increase the critical threat range by +1. If
CHAKRA TOUCHED AMMUNITION this jutsu is cast at A-Rank, increase the critical threat
range by +2 and if the creature would roll a 5 or lower on
Classification: Bukijutsu the d20 for the saving throw, they take double damage.
Rank: D-Rank
Casting Time: 1 Bonus action DANCING FOOL’S DANCE
Range: Touch
Duration: Concentration, up to 1 minute Classification: Bukijutsu
Components: W (Any Ammunition), M Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Action
Keywords: Bukijutsu Range: Weapons Range
Description: You lace all of your ammunition with chakra, Duration: Instant
enhancing both its lethality and efficiency. Components: W (Melee, Reach), M
Cost: 5 Chakra
For the duration, whenever you would deal damage with Keywords: Bukijutsu
the affected weapon with the ammunition property, you Description: You swing your weapon in a wide arc striking
add an additional 1d4 damage of the weapon’s type. all creatures in the arc.

Additionally, when you would roll your ammunition die, Make a melee taijutsu attack. All creatures of your
roll an additional ammunition die, taking the higher result. choice, within your weapons range originating from you
become the target of this attack, comparing your attack
At Higher Ranks: For each rank you cast this jutsu above result to their AC as if you attacked each one
D-Rank increase the cost of this jutsu by 3. If this jutsu is individually. On a hit, you deal your weapons damage +
cast at C-Rank, increase the damage to 2d4. If this jutsu is 2d4 and each creature must succeed a Dexterity saving
cast at A-Rank or higher, increase the damage to 3d4. throw. On a failed save they are knocked prone.

At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
damage by 2d4.

6

DANCING FOOLS WHIP DOUBLE SHOT [CHANGED]

Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 15 feet Range: Self
Duration: Instant Duration: 1 Round
Components: W (Battle Wire, Whip, Chained Hand Components: W (Any ranged), M
Scythe), M Cost: 4 Chakra
Cost: 5 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu Description: You prep two separate attacks to go off in a
Description: You violently whip your weapon with single attack.
enough force to crack the ground from the impact.
Creatures in a 15-foot cube originating from you must Before the end of your current turn, the next time you
succeed a Dexterity saving throw, being whipped would make a ranged weapon attack, you make an
repeatedly by your weapon. On a failed save, the target additional one as a part of the same action, that must
takes your weapons damage + 2d4 and gains the target another creature. Additionally, this additional
bleeding condition. On a successful save they only take attack benefits from any jutsu based effects that would
half damage and no additional effects. normally only affect the first or one weapon attack.

At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and above D-Rank increase the cost of this jutsu by 3. If this
the damage by 1d4. jutsu is cast at B-Rank, increase the number of
additional attacks to two. If this jutsu is cast at S-Rank,
DEBILITATING NEEDLES [CHANGED] increase the number of additional attacks to three.

Classification: Bukijutsu DRAGON FLY DASH
Rank: D-Rank
Casting Time: 1 Action Classification: Bukijutsu
Range: Weapon Range Rank: D-Rank
Duration: 1 Round Casting Time: 1 Action
Components: W (Senbon) M Range: 60 feet
Cost: 5 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Any), M
Description: You begin to throw Senbon needles rapidly Cost: 5 Chakra
targeting your enemies pressure point to puncture them. Keywords: Bukijutsu
Make a ranged taijutsu attack dealing your weapons Description: You launch your weapon towards an allied
damage + 4d4. The target must also make a constitution creature you can see in range, ordering them to strike with
saving throw, gaining 1 rank of weakened on a failed it in your place.
save as your senbons lodge themselves into their joints,
or half as much damage on a successful save. Select one willing creature you can see in range and
you throw your chosen weapon to them. Until the end
A creature weakened by this jutsu, is weakened until of the current turn, the weapon thrown retains all
they remove the Senbon lodged into the joints. A bonuses and effects as if you were wielding it.
creature can, as an action make a Dexterity (Survival) The target creature can spend their reaction to
check vs your Taijutsu save DC to remove the lodged make one melee taijutsu attack, targeting a
senbons on a success. creature in their range, dealing the weapons
damage + your ability modifier.
At Higher Ranks: For each rank you cast this As a part of the same reaction, the allied
jutsu above D-Rank, increase the cost of this creature can choose to throw your weapon
jutsu by 3 and the number of attacks by +1. back to you.
At Higher Ranks: For each rank you cast
DEVILS GAMBIT this jutsu above D-Rank increase the cost of
this jutsu by 3 and the number of attacks they
Classification: Bukijutsu make by +1.
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: W (any melee), M
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You take a bet fit for a devil. At the cost of
enhancing your weapons lethality and accuracy you
throw caution to the wind.

Until the beginning of your next turn, the first melee
weapon or bukijutsu attacks you make is at advantage
and you increase your weapons damage die by 1.

But in exchange for this bet, all creatures first
attack made targeting you is at advantage.

At Higher Ranks: For each rank you cast this
jutsu above D-Rank increase the cost of this
jutsu by 3. If this jutsu is cast at B-Rank,
increase your weapons damage die by 3. If this
weapon is cast at S-Rank, increase your weapons
damage die by 5.

7

ENHANCED BLOCKING • Bludgeoning: Affected creatures are knocked prone.
• Piercing: Affected creatures gain 1 ranks of weakened
Classification: Bukijutsu
Rank: D-Rank until the end of their next turn.
Casting Time: 1 Action • Slashing: Affected creatures gain 1 rank of the
Range: Self
Duration: Concentration, up to 1 minute bleeding condition.
Components: W (Melee, Blocking), M
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Bukijutsu above D-Rank increase the cost of this jutsu by 3 and the
Description: You brace your weapon and enter a more damage by 1d6.
guarded stance. You cannot lose concentration of this jutsu
as a result of damage. FLYING SWALLOW: STRAIGHT LINE
[CHANGED]
For the duration, while you are wielding a weapon
with the blocking property, you gain an additional +1 Classification: Bukijutsu
bonus to AC. Rank: D-Rank
Casting Time: 1 Action
Additionally, any bonuses to AC you have as a result of Range: Self (30-foot line)
the blocking property or weapon seals, you add that Duration: Instant
bonus to the first Strength or Dexterity saving throw you Components: W (Any Melee dual wield), M
would make each round. Cost: 4 Chakra
Keywords: Bukijutsu
Also, for the duration of this jutsu, you can spend your Description: As a part of the activation of this jutsu, you
reaction when you would take damage, to reduce the must have a weapon in both hands that meet this
damage you take by twice your weapons damage die. bukijutsu’s component requirements.

At Higher Ranks: For each rank you cast this jutsu You dash in a straight line, up to 30 feet, moving
above D-Rank increase the cost of this jutsu by 3 and the through any hostile creatures space you come across,
damage you reduce by 1 weapon damage die. ending your movement in a space up to 30 feet away
from you, in a straight line.
FLYING SWALLOW: CROSS CUT [CHANGED]
Make two melee taijutsu attacks. All creatures, of your
Classification: Bukijutsu choice, whose space you passed through as a result of
Rank: D-Rank this jutsu count as targets for these two melee taijutsu
Casting Time: 1 Action attacks, comparing their results to each creatures AC.
Range: Weapon Range
Duration: Instant On a hit, you deal either of your weapons damage +
Components: W (Any Melee dual wield), M 1d4 and the damaged creatures must succeed a
Cost: 4 Chakra constitution saving throw, being knocked prone on a
Keywords: Bukijutsu failed save, or no further effects on a success.
Description: As a part of the activation of this jutsu, you
must have a weapon in both hands that meet this At Higher Ranks: For each rank you cast this jutsu
bukijutsu component requirements. You make two above D-Rank increase the cost of this jutsu by 3 and the
swinging cuts in a single stoke by swinging both of your damage by 1d4.
weapons inward.
HIDDEN WEAPON
Make a two taijutsu attacks against up to two enemies
within 5 feet of you, dealing the weapons damage + 1d4, Classification: Bukijutsu
and the target must make a strength saving throw to Rank: D-Rank
avoid being disarmed of their weapon or item they are Casting Time: 1 Bonus Action
holding. Range: Weapon Range
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: W (Any Hidden), M
above D-Rank, increase the cost of this jutsu by 3 and Cost: 3 Chakra
the damage by 1d4. Keywords: Bukijutsu
Description: You are able to quickly draw and stow your
FLYING SWALLOW: SPINNING TOP [CHANGED] weapon in such a fashion that it’s almost impossible to
track or react to.
Classification: Bukijutsu
Rank: D-Rank Until the end of the next turn the first time you would
Casting Time: 1 Action make a weapon or taijutsu attack using a weapon that
Range: Weapon Range fits this jutsu’s component requirement, you make such
Duration: Instant an attack at advantage, with an +1 bonus to the attacks
Components: W (Any Melee dual wield), M critical threat range.
Cost: 5 Chakra
Keywords: Bukijutsu Once you deal damage to a creature with a weapon
Description: As a part of the activation of this jutsu, you that’s gaining the benefit of this jutsu, as a part of the
must have a weapon in both hands that meet this same action used to attack, you can make a Dexterity
bukijutsu’s component requirements. (Sleight of Hand) check vs the targets Passive
perception. On a success, you are able to hide the weapon
You spin like a top striking all creatures in your before they are able to realize what they were attacked
immediate vicinity. All creatures within your weapons with. If you fail the check, weapons you use cannot gain
range, must succeed a Dexterity saving throw. On a the benefit of this jutsu while targeting that creature
failed save they take your weapons damage + 2d6 or half until you complete a rest of any type.
as much on a success.
At Higher Ranks: For each rank you cast this jutsu
Depending on the damage type of the chosen weapons above D-Rank increase the cost of this jutsu by 3. If this
creatures who fail their saving throws suffer additional jutsu is cast at B-Rank, increase the critical threat range
effects. bonus to +2. If this jutsu is cast at S-Rank, increase the
critical threat range bonus to +3.

8

IRON WEB DEFLECTION MANIPULATED TOOLS: BINDING METEOR

Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you take Casting Time: 1 Action
damage. Range: 25 feet
Range: Self Duration: Instant
Duration: 1 Round Components: W (Weapon Scroll), M
Components: W (Battle Wire, Chained Spear) Cost: 3 Chakra
Cost: 4 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu Description: You summon forth a weighted chain from your
Description: You quickly wrap yourself in the chain or weapon scroll and use it to restrain multiple targets you can
wire from your weapon to soften the blow of an attack see within range. Make a melee taijutsu attack against up to
before it actually strikes. Roll your weapons damage die three targets, who are within 25 feet of one another. On a hit
twice, then add your ability modifier. Reduce the you grapple them and chain them to each other. Creatures
triggering damage by the result. chained together cannot move more than 25 feet from one
another.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and Additionally, creatures chained together can, as an action,
roll your weapons damage die one more time. make a Dexterity (Acrobatics) or (Sleight of Hand) check vs
your Taijutsu save DC, escaping the chains on a success. A
KUNAI ASSAULT [CHANGED] creature who fails this check makes it harder to escape for
other chained creatures. All other chained creatures who
Classification: Bukijutsu attempt to escape after another creature has failed, suffers a
Rank: D-Rank -2 penalty to their check, until the end of their next turn.
Casting Time: 1 Action This penalty stacks.
Range: Self (30-foot cone)
Duration: Instant At Higher Ranks: For each rank you cast this jutsu above
Components: W (Kunai, Shuriken or Senbon), M D-Rank, increase the cost of this jutsu by 3 and the number
Cost: 4 Chakra of creatures you can target by +1.
Keywords: Bukijutsu
Description: You spend a full ammunition die to overwhelm MANIPULATED TOOLS: BLADE KICK
your enemy with a wall of shuriken, kunai or Senbon.
Classification: Bukijutsu
All creatures in a 30-foot cone originating from you, must Rank: D-Rank
succeed a Dexterity saving throw. On a failed save, they take Casting Time: 1 Action
Xd4 damage of your chosen weapons type, where X equals Range: 45 feet
the size of the die spent. (D4=4, D6=6, D8=8, D10=10, etc.) Duration: Instant
Components: W (Weapon Scroll), M
If an affected creature would cast a jutsu that requires Cost: 3 Chakra
handsigns (HS), before the end of their next turn, they gain 1 Keywords: Bukijutsu
rank of bleeding. Description: You summon forth series of swords, knives and
spears that you kick and launch towards a creature to impale
At Higher Ranks: For each rank you cast this jutsu above them. Roll 1d4, record the result. Make a range taijutsu
D-Rank increase the cost of this jutsu by 3 and the damage attack dealing Xd6 piercing damage and inflicting X ranks of
die by 1 step. (D4>D6>D8>D10>D12) bleed on a hit. (X= the result)

KUNAI BARRAGE At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the die
Classification: Bukijutsu rolled by 1 step. (1d4>1d6>1d8>1d10>1d12.)
Rank: D-Rank
Casting Time: 1 Action
Range: Self (15-Foot radius Sphere)
Duration: Instant
Components: W (Kunai, Shuriken), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You leap in the air and spin while throwing your
weapons to strike all targets in the area. Choose up to 10
creatures you can see within range. Roll your ammunition
stack twice, taking the higher result. All selected creatures
must succeed a Dexterity saving throw. On a failed save select
creatures takes Xd4 of your chosen weapons damage
type and 1 rank of bleeding. (X = The result of your
ammunition stack.) Or half as much damage
and no additional effects on a successful save.
You then land in an unoccupied space you
can see within the range of this jutsu. This
jutsu spends the ammunition stack
entirely.

At Higher Ranks: For each rank
you cast this jutsu above D-Rank,
increase the cost of this jutsu by 3 and
the damage by 2d4.

9

MANIPULATED TOOLS: BLADE RAIN At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3. If this jutsu is
Classification: Bukijutsu cast at B-Rank, increase the bonus damage to 2d6. If this
Rank: D-Rank jutsu is cast at S-Rank, increase the bonus damage to 3d6.
Casting Time: 1 Action
Range: 60 feet (15-foot radius sphere) MONKEY KINGS FANG [CHANGED]
Duration: Instant
Components: W (Weapon Scroll), M Classification: Bukijutsu
Cost: 4 Chakra Rank: D-Rank
Keywords: Bukijutsu Casting Time: 1 Action
Description: You unravel your weapon scroll in the air, and Range: Weapon Range
reflexively summon forth a series of swords, knives and Duration: Instant
spears that rain down bombarding a space you can see Components: W (Melee bludgeoning), M
within range. Cost: 5 Chakra
Keywords: Bukijutsu
All creatures in a 15-foot radius sphere originating from a Description: You spin your weapon above your head
point you can see within range, must succeed a Dexterity before swinging it at a target, at a downward angle and
saving throw. On a failed save, they take 3d6 + your taijutsu following with the butt end of the weapon. Make two
ability modifier in piercing damage or half as much on a melee taijutsu attacks dealing your weapons damage +
success. Additionally, the affected area becomes difficult 1d6. You do not add your ability modifier to the damage
terrain until after creature moves through it. The first time a dealt.
creature would walk through any affected space would take
1d4 damage from the scattered bladed weaponry left behind If two attacks successfully strike a target, it must
protruding from the ground. make a constitution saving throw being dazed on a failed
save. A character dazed by this jutsu makes another
At Higher Ranks: For each rank you cast this jutsu above constitution saving throw at the end of their turns to end
D-Rank increase the cost of this jutsu by 3 and the damage this effect on them.
by 1d6.
At Higher Ranks: For each rank you cast this jutsu
MANIPULATED TOOLS: BLADE WALL above D-Rank, increase the cost of this jutsu by 3 and
[CHANGED] the number of attacks made by +1.

Classification: Bukijutsu MONKEY KINGS TAIL [CHANGED]
Rank: D-Rank
Casting Time: 1 Action Classification: Bukijutsu
Range: Self (10-foot radius) Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Weapon Scroll), M Range: Weapons Range
Cost: 3 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Melee Bludgeoning), M
Description: You unravel your weapon scroll in a 10-foot Cost: 5 Chakra
circle around you as you simultaneously summon a series Keywords: Bukijutsu, Combo
of bladed weapons from it. All creatures in a 10-foot radius Description: You swing your weapon around your body
centering on you must succeed a Dexterity saving throw. before locking it behind your back using both of your hands
On a failed save they take 3d8 piercing damage and they and performing a sideways spin, slamming it into all
cannot upcast jutsu they cast until the end of their next creatures in front of you.
turn on a failed save and gaining the bleeding condition or
half damage on a successful save and no further effect. Make a melee taijutsu attack against a creature you can
see within range dealing your weapons damage + 2d6 and
At Higher Ranks: For each rank you cast this jutsu above forcing the target to make a constitution saving throw being
D-Rank, increase the cost of this jutsu by 3, the radius by 5 dazed on a failed save.
feet and the damage by 1d8.
Additionally, depending on how long your weapon is, it
MONKEY KINGS 10,000 HAIRS [CHANGED] may reach beyond striking one creature and instead striking
multiple creatures in a 5-foot-wide line, with the length of
Classification: Bukijutsu it being determined by however many ranks of Reach it has.
Rank: D-Rank For every rank of Reach your weapon has, it extends 5 feet in
Casting Time: 1 Action a straight line. All creatures, excluding your original target,
Range: Self who is in this extended range, must succeed a Dexterity
Duration: Concentration, up to 10 minute saving throw, taking your weapons damage on a failed save
Components: W (Melee Bludgeoning), M or no damage on a success.
Cost: 5 Chakra
Keywords: Bukijutsu Until the end of your turn, you can target one affected
Description: You bathe your weapon in chakra until the creature with a Bukijutsu Finisher regardless of range,
chakra around it forms and shapes itself to resemble the once per turn, using either an Action or Bonus action,
famed Ruyi Jingu Bang. A legendary staff used by the fabled ignoring its listed casting time.
monkey king, Son Wukong. You cannot lose concentration
as a result of damage. At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
For the duration, when you would take the attack action damage by 1d8.
or cast a Bukijutsu with the Monkey Kings prefix with your
weapon, you can choose to give it the Reach X property,
where X equals your taijutsu ability modifier and twice per
turn when you would deal damage with a weapon attack, or
taijutsu attack you deal bonus damage equal to 1d6.

10

MONKEY KINGS WEIGHT [CHANGED] Creatures hit by your attacks of opportunity using
your bow, have their movement reduced to 0, until the
Classification: Bukijutsu beginning of their next turn.
Rank: D-Rank
Casting Time: 1 Action NEEDLE RAIN [CHANGED]
Range: Self
Duration: Concentration, up to 1 minute. Classification: Bukijutsu
Components: W (Melee Bludgeoning), M Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Bukijutsu Range: 45 Feet (20-Foot Cube)
Description: You fill your weapon with enough chakra to Duration: Instant
multiply its weight well over 10 times its normal weight. You Components: W (Senbon), M
cannot lose concentration on this jutsu as a result of Cost: 4 Chakra
damage. Keywords: Bukijutsu
Description: You ready a stack of Senbon and scatter
For the duration of this jutsu, you multiply the weight of them across the ground up to 45 feet away in a 20-foot
your bludgeoning weapon just before impact, while cube. The area becomes difficult terrain and creatures
resetting its weight back to normal after impact. Each time that move while inside the area suffer 1d6 Piercing
you would deal damage with a weapon or taijutsu attack Damage for every 5 feet they move within the area. This
under the effects of this jutsu, increase its weapon damage area remains for 1 minute, or until the affected area is
die by 1 step. (D4>D6>D8>D10>D12). affected by a jutsu that creates difficult terrain.

At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3. If this above D-Rank, increase the cost of this jutsu by 3 and
jutsu is cast at B-Rank, increase the damage die by 2 the size of the jutsu by 5 feet.
steps. If this jutsu is cast at S-Rank, increase the damage
die by 3 steps. NOBUNAGA’S COURAGE [CHANGED]

MULTIPOINT STRIKE [CHANGED] Classification: Bukijutsu
Rank: D-Rank
Classification: Bukijutsu Casting Time: 1 Action
Rank: D-Rank Range: Self (30-foot radius sphere)
Casting Time: 1 Action Duration: 1 Minute
Range: Weapon Range Components: W (Any Two-Handed), M
Duration: Instant. Cost: 5 Chakra
Components: W (Any Multiattack), M Keywords: Bukijutsu
Cost: 5 Chakra Description: You unleash a monstrous roar, filled with
Keywords: Bukijutsu contempt and rage, while wielding your two-handed
Description: You lash out with a flurry of attacks meant to weapon. This fills you with such animosity and anger that
completely overwhelm your enemy in the blink of an eye. you become far more courageous and begin to imitate the
look of the famed warrior, Oda Nobunaga causing great fear
You make a series of pinpoint strikes and multiple parts to your enemies and instilling great honor in your allies.
of your targets body. Make four melee or ranged taijutsu
attacks, dealing your weapons damage, You do not add your All allies who are within range that can hear you, the
ability modifier to your weapons damage using this jutsu. first time that they would gain any ranks of the following
conditions for the next minute; Charmed, Daze, Fear.
At Higher Ranks: For each rank you cast this jutsu They do not, instead becoming immune to the jutsu,
above D-Rank increase the cost of this jutsu by 3. If this feature, trait or effect that affected them, until the end of
jutsu is cast at B-Rank, increase the number of attacks that turn. If an allied creature would become immune to
by +2. If this jutsu is cast at S-Rank, increase the number a jutsu in this way, at the end of the triggering turn, this
of attacks by +3. jutsu’s effects end on them.

MULTISHOT BOW TECHNIQUE All hostile creatures who are within range that can hear
you, must succeed a Charisma saving throw. On a failed
Classification: Bukijutsu save, the first time they would take damage from any
Rank: D-Rank weapon attacks you make using your Two-handed weapon,
Casting Time: 1 bonus action they gain 1 rank of any of the following (Your choice), for
Range: Weapon Range the next minute, or until they spend an Action to remake
Duration: 1 Round their saving throw to end this effect on them;
Components: W (Any Bow)
Cost: 4 Chakra • Charmed
Keywords: Bukijutsu • Dazzled
Description: You quickly prepare multiple shots from • Fear
your bow of choice, ready to fire on hostile creatures. • Weakened

You skillfully knock two arrows or bolts into your bow
as you prepare to fire. Until the beginning of your next
turn, when you deal damage with your bow, you roll your
weapons damage die twice adding the results together
with your ability modifier on a hit. You only roll your
ammunition die once per attack as usual.

Also, creatures within the range of your weapon
provoke attacks of opportunity for you the first time
they move. You gain additional reactions equal to your
Taijutsu ability modifier, that you can only use to make a
ranged taijutsu attack if a creature triggers attacks of
opportunity until the beginning of your next turn.

11


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