EARTH RELEASE
Earth Release is one of the basic elemental nature transformation techniques and allows the user to manipulate the
surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock.
Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as
metal to as soft as clay as well as manipulating their density, making them heavier or lighter. This includes allowing the
user to travel through ground and rock in various ways which can be essential for both transportation and for setting up
attacks or creating defenses or for offence. Indeed, this makes earth techniques one of the most versatile of the elemental
techniques. Pre-existing earth is not necessary though, for the user can create it with their own chakra.
Earth Release is naturally strong against Water Release and weak against Lightning Release.
Prerequisite: You must have the Earth Release Affinity to learn jutsu with the Earth Release Keyword.
Special Effect: All Structures and constructs made by a Ninjutsu with the Earth Release keyword has resistance to cold
damage and vulnerability to lightning Damage, even if they jutsu does not specific ally state its resistances or immunities.
D-RANK: EARTH RELEASE: BEDROCK SKIN
[CHANGED]
EARTH RELEASE: AGONIZING THORN
Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Reaction, which you take when you take
Casting Time: 1 Action damage.
Range: 30 Feet Range: Self
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Ninjutsu, Earth Release
Description: You generate Shards of earth and hurl them Description: The Jutsu hardens the skin in response to
at a creature or object within range. Make a Ranged taking damage. Reduce the damage you take until the
Ninjutsu Attack against the target. On a hit, the target beginning of your next turn by 1d6+4 (Excluding Psychic
takes 3d8 Earth damage and must make a Strength or Lightning damage) until the start of your next turn.
saving throw, being knocked prone on a failed save.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the damage reduction by +4.
the damage by 1d8
EARTH RELEASE: CALCITE: MIGHT
EARTH RELEASE: BEDROCK COFFIN
Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 30 Feet
Range: 30 Feet Duration: Concentration, Up to 1 minute
Duration: Concentration, up to 1 minute. Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Ninjutsu, Earth Release, Medical
Keywords: Ninjutsu, Earth Release Description: You create a surge of Earth Release Chakra
Description: You manipulate and mold the earth under and use it to amplify a willing creature you can see
your enemies to encase them in a coffin of stone. Target within range. Once successfully cast, you do not need to
creature makes a Dexterity saving throw. On a failed see where the target is and must remain within 120 feet
save, they are captured inside the coffin and are treated of them.
as restrained and grappled. On a success they dodge out
of the way of the coffins collapsing form. On each of Target creatures Strength becomes 18 for the duration
their turns thereafter, they can make a Strength saving if it is not already. Their Unarmed, Weapon, and Taijutsu
throw to force their way out. If a creature attempts to Attacks deal an additional 1d6 Earth Damage and you
attack the coffin to break it, the coffin is an Earthen always know when they take damage and their current
Construct, has an AC equal to your Ninjutsu Save DC, 25 condition even if you cannot see them for the duration.
Hit Points, Resistance to Cold damage and vulnerability
to Lightning damage. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu the number of creatures affected by +1.
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures you can target by +1 and the hit
points of the coffin by 10.
1
EARTH RELEASE: EARTH FLOW RIVER EARTH RELEASE: EARTHEN GRASP
[CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30 Foot Cone) Range: 30 Feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu
Description: You transform the surface in front of you into Description: You select a 5-foot-square of unoccupied
a mud river. The river created is a 30-foot cone, that space on the ground that you can see within range. A
sweeps creatures off of their feet and carries them to the medium sized hand made from earth, soil and dust forms
end of the cone furthest away from the caster. and reaches for one creature you can see within 10 feet of
it. The target must make a Strength saving throw. On a
Creatures in the path of the mud slide must make a failed save, the target takes 2d6 earth damage and is both
Strength saving throw. On a failed save they are swept up grappled and restrained for the Jutsu’s duration. A creature
and moved to the end of the stream, falling prone being grappled in this way has one of their hands bound and is
disarmed of any weapons or items they are holding and unable to form handseals or use Chakra seals.
having their speed reduced by 10 feet until the end of their
next turn. On a successful save, no effects. As a bonus action, you can cause the hand to crush the
restrained target, dealing 2d6 earth damage.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the size of As an action on their turn, the restrained target can
the cone by 5ft and the speed they are reduced by 5 feet. remake the saving throw. On a success, the target escapes
and is no longer restrained by the hand.
EARTH RELEASE: EARTH SPINE GRUDGE
As an action, you can cause the hand to reach for a
Classification: Ninjutsu different creature or to move up to 30 feet to a different
Rank: D-Rank unoccupied space that you can see. This movement must be
Casting Time: 1 Action along the same or connected surface the hand is attached
Range: Self to. The hand releases a restrained target if you do either.
Duration: 1 minute This hand counts as an Earthen Construct.
Components: HS, CM
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Ninjutsu, Earth Release D-Rank, increase the cost of this jutsu by 3, the number of
Description: You generate Shards of earth and levitate Earthen hands that can target other creatures by +1 and
them around yourself, creating a field of stone debris to increase the damage by 1d6.
protect you. For the duration of this jutsu, ranged attacks
are made as if you are under half cover, with the floating EARTH RELEASE: EARTHEN TREMOR
earth around you.
Classification: Ninjutsu
Also, creatures of your choice treat all spaces within 10 Rank: D-Rank
feet of you as difficult terrain. This floating earth counts as Casting Time: 1 Action
a single earthen construct while active. Range: 60 feet (20-foot cube)
Duration: Instant
EARTH RELEASE: EARTHEN ENTANGLEMENT Components: HS, CM
Cost: 3 Chakra
Classification: Ninjutsu Keywords: Earth Release, Ninjutsu
Rank: D-Rank Description: You cause a tremor in the ground on a 20-foot
Casting Time: 1 Action cube centering on a point you can see within range.
Range: 60 Feet
Duration: Concentration, up to 1 minute. Each creature other than you in that area must make a
Components: HS, CM Dexterity saving throw. On a failed save, a creature takes
Cost: 5 Chakra 2d8 earth damage is knocked prone. If the ground in that
Keywords: Ninjutsu, Earth Release area is loose earth or stone, it becomes difficult terrain
Description: Hooking and grasping arches of stone sprout until it is cleared, which takes about 10 minutes of work.
from the ground in a 20-foot cube starting from a point
within range. For the duration, these earthen arches turn At Higher Ranks: For each rank you cast this jutsu above
the ground into difficult terrain. Creatures cannot take the D-Rank, increase the cost of this jutsu by 3 and the damage
dash or dodge actions while within this area of difficult by 1d8 and the radius by 5 feet.
terrain.
Creature(s) of your choice in the area when you cast the
ninjutsu must succeed on a Strength saving throw or be
restrained by the criss crossing stone arches until the jutsu
ends. A creature restrained by the earth can use its action
to make a Strength check against your Ninjutsu save DC.
On a success, it frees itself.
When you cast this jutsu, the difficult terrain remains
even after you end concentration on this jutsu. The difficult
terrain can be cleared with 10 minutes of work attempting
to do so. While the difficult terrain remains, its counted as
a single earthen construct.
2
EARTH RELEASE: GEO BREASTPLATE EARTH RELEASE: GEO RESONANCE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 90 Feet
Duration: 8 Hours Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Ninjutsu, Earth Release
Description: You create an aura of Earth Release chakra Description: You amplify constructs made of earth causing
that permeates your body for the duration. This chakra acts them to manifest an aura of Earth Release Chakra. Select an
as a breastplate of steel like material. Earth Construct of your creature within range. All creatures
of your choice within 60 feet of the chosen construct must
For the duration your AC is Calculated as 13 + Your succeed a Strength saving throw each turn they start in the
Constitution Modifier + Half of your proficiency bonus aura of a Construct. If a creature is within 2 different aura
(Rounded Down). This jutsu ends if you wear armor or created by this jutsu they make a single Saving throw.
dismiss the jutsu as a bonus action.
On a failed save, a creature’s AC is reduced by 1 until the
EARTH RELEASE: GEO GENESIS [CHANGED] beginning of their next turn as you increase the weight of
the chosen creatures forcing them to move slower.
Classification: Ninjutsu
Rank: D-Rank A creature can be affected by no more than 2 Auras
Casting Time: 1 Action created by this jutsu.
Range: 30 Feet
Duration: Special At Higher Ranks: For each rank you cast this jutsu above
Components: HS, CM D-Rank, increase the cost of this jutsu by 3. Casting this
Cost: 5 Chakra jutsu at B-Rank, increase the AC penalty to -2. Casting this
Keywords: Ninjutsu, Earth Release jutsu at S-Rank, increase the AC bonus to -3.
Description: You create a shard of shimmering earth,
made of Earth Release Chakra. This shard can be any EARTH RELEASE: GEOLOCATION
shape you chosen and can shimmer in any color you like.
You then select a space you can see within range and Classification: Ninjutsu
throw the shimmering shard to the chosen space. Rank: D-Rank
Casting Time: 1-Action
As a bonus action on your turn, you may trigger the Range: Self
shard causing it to erupt into a blooming flowerhead Duration: 10 minutes
made of earth. All creatures within 10 feet of the shard Components: HS, CM
must succeed a Strength saving throw taking 2d6 + Your Cost: 5 Chakra
Ninjutsu ability Modifier Earth damage and being Dazed Keywords: Earth Release, Ninjutsu, Sensory
on a failed save or half as much on and no additional Description: You extend your chakra throughout the earth
effects on a successful save. around you extending up to 30 feet from you. For the
duration you gain tremor sense. Creatures who move
Once the shard blooms it sits unmoving on the ground under the surface that you are standing on are perceived
and counts as an Earth Construct. Up to 3 medium by you with your tremor sense.
creatures may safely stand on the flower of earth. As a
reaction or bonus action you may cause the flower to At Higher Ranks: For each rank you cast this jutsu above
shoot 60 feet into the air taking any creature standing on D-Rank, increase the cost of this jutsu by 3. If cast at C-
it into the air with it. The flower either dissolves at the Rank Increase the duration to 1 hour. If cast at B-Rank; 8
end of your next turn or when it reaches its maximum Hours. If cast at A-Rank 24 Hours.
height automatically (your choice).
EARTH RELEASE: GOLDEN GEMS
EARTH RELEASE: GEO ISOTOMA
Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: Self
Range: 90 Feet Duration: 1 minute
Duration: Concentration, Up to 1 minute Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Ninjutsu, Earth Release
Keywords: Ninjutsu, Earth Release Description: You solidify your Earth Release chakra into 3
Description: You amplify constructs made of earth small Shimmering Crystalline Gems. The Gems can be any
causing them to manifest an aura of Earth Release Chakra. color you choose and they float around you for the
Select an Earth Construct of your creation within range. duration. You can spend your gems to perform a series of
All creatures of your choice within 60 feet of the chosen actions as detailed below. When you spend a gem, they
construct gains a +1 bonus to their AC, as you decrease the shatter after use;
weight of the chosen creatures allowing them to move
faster and with less resistance. A creature can be affected As an Action, you may collect all remaining gems into a
by no more than 2 aura created by this jutsu. single mass of shimmering crystalline chakra before firing
it like a cannon in a straight line. All creatures in a 5-foot
At Higher Ranks: For each rank you cast this jutsu wide, 60-foot line must succeed a Dexterity saving throw
above D-Rank, increase the cost of this jutsu by 3. Casting taking 1d12 for every gem you have + Your Ninjutsu Ability
this jutsu at B-Rank, increase the AC bonus to +2. Casting Modifier on a failed save or half as much on a successful
this jutsu at S-Rank, increase the AC bonus to +3. save.
3
As a bonus action you may make a ranged Ninjutsu Any creature who assists in casting this jutsu as a
attack, spending one of your gems, targeting a creature combination jutsu increases the damage of this jutsu by one
you can see within 60 feet of you. On a hit, you deal 2d6 step based on the highest Charisma Modifier within the
Earth damage. group of casters. (+0-1: No Change, +2: D8, +3-4: D10, +5:
D12).
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and you EARTH RELEASE: JADE SCREEN [CHANGED]
generate 1 additional Gem.
Classification: Ninjutsu
EARTH RELEASE: HEADHUNTER TECHNIQUE Rank: D-Rank
Casting Time: 1 Action
Classification: Ninjutsu Range: 30 feet
Rank: D-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1-Action Components: HS, CM, CS
Range: Touch Cost: Special (28 Chakra)
Duration: Instant Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination
Components: HS, CM Description: You summon two pillars of earth each 15 feet tall,
Cost: 3 Chakra and 5 feet thick. They each occupy a space that can hold them
Keywords: Earth Release, Ninjutsu and must be within 25 feet of each other with no other
Description: While burrowing under a target, you can structures directly in-between them. These pillars are
attempt to drag them under leaving them submerged in the structures of your design and cannot be moved once conjured.
earth with only their head being exposed. Target creature
makes a Dexterity saving throw to avoid being snatched A film of earth release chakra is created between the
into the ground and restrained. If you are hidden from the two pillars in a straight line. This film and pillars share a
target and they are unaware of your presence they make number of hit points equal to twice your Ninjutsu Save
this save at disadvantage. Creatures who are restrained by DC and has resistance to bludgeoning, piercing and
this jutsu can make a strength (athletics) check vs your slashing damage. All attacks or jutsu from one side of
Ninjutsu Save DC as an action on their turn to escape the your choice, that would pass through this film instead
ground, ending the restrained condition. strike it reducing its hit points as if it was the original
target. Once the hit points of the structure and film
EARTH RELEASE: JADE DEVOTION reaches 0, this jutsu immediately ends as the structure
crumbles.
Classification: Ninjutsu
Rank: D-Rank All ranged attacks that would pass through the film of
Casting Time: 1 Action your choice, passes through harmlessly and increases
Range: Self (10-foot sphere) the attacks range by 10 feet, and damage by 1 damage
Duration: Instant die. This jutsu can deal additional damage in this way no
Components: HS, CM more than 3 times per casting.
Cost: 5 Chakra
Keywords: Ninjutsu, Earth Release Combination: If this jutsu is cast as a Combination jutsu
Description: You release a surge of earth release chakra with 2 or more casters neither caster needs to spend chakra
that permeates you and your allies. All willing creatures of to maintain concentration on this jutsu.
your choice within a 10-foot sphere centering on you,
gains 3d6 + Ninjutsu ability modifier in temporary hit Any creature who assists in casting this jutsu as a
points and resistance to bludgeoning piercing and slashing combination jutsu increases the damage based on the
damage so long as they have temporary hit points granted highest Charisma Modifier within the group of casters. (+0-
by this jutsu. 1: No Change, +2: +2 additional damage die, +3: 3 additional
damage die, +4: 4 additional damage die, +5: 5 additional
Additionally, creatures who have temporary hit points damage die).
granted by this jutsu count as Earth Constructs created by
you. EARTH RELEASE: MOLE MOVEMENT
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
temporary hit points by 1d6. Casting Time: 1Action
Range: Self
EARTH RELEASE: JADE RAIN [CHANGED] Duration: Concentration, up to 1 minute.
Components: HS, CM
Classification: Ninjutsu Cost: 4 Chakra
Rank: D-Rank Keywords: Earth Release, Ninjutsu
Casting Time: 1 Action Description: You begin to sink into the ground after
Range: 90 feet converting the earth under your feet into a soft sand like
Duration: Instant substance. You gain a burrow speed of 30 feet. You can
Components: HS, CM, CS burrow through earth and sand alike. If you run out of
Cost: Special (28 Chakra) chakra while underground you emerge directly up from
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination where you are. You leave a single tunnel large enough for
Description: By weaving your handseals together you create a one person to fit through at a time. You have knowledge
seal made completely of shimmering earth Release Chakra in of how many people are on the surface directly above
the air above you. This seal then alters its angle before you you in a 10-foot radius sphere centering on you.
release a swarm of shimmering shards of sharpened stone.
All creatures in a 15-foot wide, 90-foot-long line
originating from you must succeed a Dexterity saving
throw, taking 6d6 earth damage on a failed save or half
as much on a successful one.
Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters you increase the damage die by 3.
4
EARTH RELEASE: MUD WAVE [CHANGED] EARTH RELEASE: STONE FIST [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20-foot cone) Range: Self
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu, Clash
Description: You churn the earth in front of you and Description: You encase a single arm in rock, enabling
blast it forward in a 20-foot cone. Creatures in the cone yourself to strike with hardened punches, while also
must make a Strength saving throw taking 3d6 earth protecting yourself from direct contact. For the duration
damage and being bruised on a failed save, and half as of this jutsu, when you take the attack action, you
much damage and not additional effect on a successful instead deal you deal your Unarmed Damage +2d6 earth
save. damage. This Jutsu's benefits cannot be applied to any
Taijutsu or Bukijutsu cast under any circumstances.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, For the duration of this jutsu one of your hands are
damage by 1d6 and the cone size by 5 feet. occupied and cannot be used to make Hand Signs (HS) or
use Chakra Seals (CS). Also, when you strike a creature
EARTH RELEASE: RISING ROCK TECHNIQUE with the encased arm, it does not count as direct contact
[CHANGED] with them.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3. When
Casting Time: 1-Action this jutsu is cast at B-Rank, increase damage by 1d6.
Range: 30 feet When this jutsu is cast at S-Rank, increase damage by
Duration: Instant 1d6.
Components: HS, CM
Cost: 4 Chakra EARTH RELEASE: TECTONIC TIDE
Keywords: Earth Release, Ninjutsu, Clash [CHANGED]
Description: You tear two large chunks of stones from
the ground using the strength of your chakra alone, Classification: Ninjutsu
hurling them at a single target. Make two ranged Rank: D-Rank
ninjutsu attacks against the target dealing 2d12 Earth Casting Time: 1 Action
damage on a hit. Range: Special
Duration: Instant
The two large chunks of stone remain after being Components: HS, CM
hurled, being counted as an earthen construct, Cost: 4 Chakra
occupying two spaces of your choice within 5 feet of the Keywords: Ninjutsu, Earth Release
original target. Description: You churn the ground under you and up to 2
Earthen Constructs of your creation and create a
Select two spaces within 5 feet of you when you cast localized quake of earth that bends and snaps the ground
this jutsu. These two spaces from which you pulled the under them and rolls outward from in a wave.
stones from count as difficult terrain until cleared,
which takes at least 10 minutes of work. Select up to two Earthen Constructs of your creation,
including yourself. All other creatures within a 20-foot
At Higher Ranks: For each rank you cast this jutsu radius of yourself and the chosen constructs must
above D-Rank, increase the cost of this jutsu by 3 and succeed a Dexterity saving throw taking 2d8 earth
the damage by 1d12. damage and being knocked prone and bruised on a failed
save or half as much with no additional effects on a
EARTH RELEASE: ROCK SHURIKEN successful save. If a creature is in more than one radius,
[CHANGED] they only make 1 saving throw, being affected by this
jutsu up to twice.
Classification: Ninjutsu
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 radius
Range: 30 feet by 5 feet, and damage by 1d8.
Duration: Instant
Components: HS, CM
Cost: 3 Chakra
Keywords: Earth Release, Ninjutsu
Description: You mold and shape small stones into the
shape of shuriken. When you do, you autonomously fire
them all off, one after another like bullets pelting and
tearing through enemies.
Make a ranged ninjutsu attack. On a hit, you deal 4d6
earth damage, and inflicting 1 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 by 1d6.
5
C-RANK: EARTH RELEASE: EARTH CLONE
EARTH RELEASE: CALCITE: SWIFT Classification: Ninjutsu
Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: 120 Feet
Casting Time: 1 Action Duration: Concentration, up to 10 minutes
Range: 30 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Cost: 8 Chakra
Components: HS, CM Keywords: Earth Release, Ninjutsu
Cost: 9 Chakra Description: A modified version of the Shadow Clone
Keywords: Ninjutsu, Earth Release, Medical Technique that allows the user to create a solid construct
Description: You create a surge of Earth Release Chakra from soil, rock and sand in their own image. The clone
and use it to amplify a willing creature you can see weights 6 times as much as the user and cannot swim (or
within range. Once successfully cast, you do not need to drown). You create a single clone that is incapable of
see where the target is and must remain within 120 feet sentient thought, but can be mentally commanded as a
of them. bonus action to complete a task set by the user so long as
they are standing on the same surface within 120 feet of one
Target creatures Dexterity becomes 20 for the another. If the clone and user are ever outside of this range
duration if it is not already. They gain Proficiency in the clone melts away back into the materials that made it.
Dexterity saving throws and their speed is increased by This clone for the duration counts as an Earthen construct.
20 feet.
The Earth clone has an AC equal to your Ninjutsu Save DC,
At Higher Ranks: For each rank you cast this jutsu 20 hit points, it does not have chakra of its own. It has
above C-Rank, increase the cost of this jutsu by 3 and Immunity to Genjutsu, Psychic & Poison damage,
their speed by 10 feet. Resistance to Bludgeoning, Earth & Cold Damage. But
vulnerability to lightning damage. If your Earth Clone must
EARTH RELEASE: CRYSTALIZED ASCENSION make a saving throw it uses your Ninjutsu ability modifier
regardless of the type of saving throw made.
Classification: Ninjutsu
Rank: C-Rank Your clone has a replica of any weapons you have on you
Casting Time: 1 Action at the time of creation that is also made from the same
Range: Touch materials that constitute it’s made from. When the clone
Duration: Concentration, Up to 1 minute makes an Attack using this weapon or an unarmed attack it
Components: HS, CM deals 1d8 earth damage regardless of the attack used. It can
Cost: 9 Chakra make up to 2 attacks using its action. It does not get a Bonus
Keywords: Ninjutsu, Earth Release action or a reaction. You can cast ninjutsu, that you know
Description: You materialize Earth release chakra into (except Jutsu with “Clone” in its name & Fuinjutsu & Jutsu
the form of armor on a willing creatures body for the with the Combination keyword) with the Earth Release
duration. Target creature’s AC becomes equal to your keyword through your earth clone as if the clone is casting it
Ninjutsu Save DC + their Dexterity Modifier and gains itself. The Clone cannot use any Clan or Class Features, it
Temporary hit points equal to your Ninjutsu save DC. also cannot use any Feats you may have.
Additionally, melee weapon attacks made by the target
creature deal additional damage equal to your Ninjutsu Creatures who have chakra sight can immediately tell the
Ability modifier for the duration. clone is made of earth and can distinguish the clone from
the original.
EARTH RELEASE: DARK ROCK
At Higher Ranks: For each rank you cast this jutsu above
Classification: Ninjutsu C-Rank, increase the cost of this jutsu by 3 and the clones
Rank: C-Rank Hit points by 10.
Casting Time: 1 Action
Range: 30 Feet EARTH RELEASE: EARTH DRAGON BULLET
Duration: Concentration, Up to 1 minute [CHANGED]
Components: HS, CM, CS
Cost: 7 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Earth Release, Fuinjutsu Rank: C-Rank
Description: You slam your palms into the ground as the Casting Time: 1 Action
immediate area becomes blackened. A single earthen Range: 30 Feet
construct is erected from the ground at a point of your Duration: Instant
choice within range. The structure is black and cold to Components: HS, CM
the touch and emanates a light obstructing aura. Cost: 7 Chakra
Keywords: Earth Release, Ninjutsu, Clash
The Structure absorbs all light within 15 feet of it Description: You spit up a puddle of mud from your
creating a blackened field that cannot be seen through to stomach after molding chakra which transforms into a
the other side. Creatures within that radius are Dragon head that then opens its mouth and fires
immediately blinded and cannot see while within the compressed balls of mud that are meant to cause
radius and cannot be seen by creatures outside the radius concussive damage on impact. Make two ranged ninjutsu
either. A creature who touches the structure can see attacks targeting different creatures. On a hit the target
through the blackened field as if it wasn’t there at all and takes 8d4 earth damage and must succeed a constitution
loses the blinded condition so long as they remain within saving throw. On a failed save they are bruised.
contact with the structure.
At Higher Ranks: For each rank you cast this jutsu
The structure has an AC and hit point value equal to above C-Rank, increase the cost of this jutsu by 3 and
your Ninjutsu save DC. If the structure is destroyed the damage by 2d4
jutsu immediately ends.
6
EARTH RELEASE: EARTH FLOW SPEARS EARTH RELEASE: GEO ROCKBLADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 ft (10 Foot cube) Range: Touch
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 9 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Ninjutsu, Earth Release
Description: Choose a point you can see on the ground Description: You manifest a Geo weapon made from
within range. A Fountain of spiked earth molded from the pure Earth Release chakra of your design and make by
ground erupts in a 10-foot cube. Each creature in that area picking up a single stone. This stone reshapes and
must make a Dexterity saving throw. A creature takes 3d12 reforms until it takes the shape of the weapon you chose.
earth damage on a failed save, or half as much damage on a You gain proficiency in the Stone Weapon made and the
successful one. Stone weapon gains all that weapons properties.
The affected area is now considered difficult terrain until If you create a weapon without the Two-Handed
it is cleared, which requires 10 minutes of work. Property, the weapon deals 2d6 + your Ninjutsu Ability
Modifier earth damage.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage If you create a weapon with the Two-Handed
by 1d12. property, the weapon deals 2d8 + your Ninjutsu Ability
Modifier earth damage.
EARTH RELEASE: GEO PROGENITURE
If another creature takes this weapon and attempts to
Classification: Ninjutsu use it, it loses one damage die.
Rank: C-Rank
Casting Time: 1 Action You can dismiss this weapon as a bonus action or
Range: 60 Feet reaction.
Duration: Special
Components: HS, CM, CS EARTH RELEASE: GUIDE TO RESISTANCE
Cost: 8 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu Classification: Ninjutsu
Description: You weave handseals as you can manifest Rank: C-Rank
multiple shards of shimmering earth, made of Earth Casting Time: 1 Action
Release Chakra. These shards can be any shape you Range: Touch
chose and can shimmer in any color you like. You can Duration: Concentration, up to 1 minute
create up to 3 shards using this jutsu. You then select a Components: HS, CM, CS
number of space you can see equal to the number of Cost: 8 Chakra
shards you create within range and throw one Keywords: Ninjutsu, Earth Release, Fuinjutsu
shimmering shard to each space. Each shard you create Description: You fuse a willing creature you touch with a
this way costs 8 chakra. Fuinjutsu seal made of Earth release chakra. For the
duration, the target creature gain resistance to
As a bonus action on your turn, you may trigger all the bludgeoning, piercing, slashing Damage or Immunity to
shards created by this jutsu, causing it to erupt into a Cold Damage, and Vulnerability to Lightning Damage.
blooming flowerhead made of earth. All creatures within
15 feet of a shard must succeed a Dexterity saving throw EARTH RELEASE: MOVING EARTH CORE
taking 4d8 Earth damage and being Dazed on a failed
save or half as much on and no additional effects on a Classification: Ninjutsu
successful save. Rank: C-Rank
Casting Time: 1 Action
A creature who is within the range or more than one Range: Touch
shard takes a -1 penalty to their saving throw for each Duration: 1 Minute
additional shard they are within the range of beyond the Components: HS, CM
first shard. Cost: 6 Chakra
Keywords: Earth Release, Ninjutsu
A creature who is within the range of more than one Description: You are able to amplify constructs made of
shard makes only one saving throw, not three. earth causing them to become far more potent, tough, and
durable. Select one earthen construct you can see and reach.
A creature that fails this save by 5 or more instead By touching it, you infuse it with a surge of Earth Release
becomes stunned for a number of turns equal to the chakra, amplifying it. Earthen constructs you cast this jutsu
number of shards they are within the range of. on, gains the following benefits;
A creature who fails this save by 10 or more and are • Bonus 2d10 + Your Ninjutsu ability modifier in Hit points
within the range of three shards becomes petrified for 1 or Temporary hit points.
minute.
• Reduces incoming damage by 1d8 + (The rank of this jutsu
when cast; C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• Deals 2d6 bonus earth damage if it scores a hit with one of
its attacks, once per turn.
If you target an area without an earth construct, you
can manipulate the terrain a bit, moving it up to 15 feet
higher or deeper, or forming it into a simple structure of
your choice within a 15-foot cube.
7
EARTH RELEASE: MUD WOLF [CHANGED] Medium Construct, unaligned
Classification: Ninjutsu Armor Class 11+ your ninjutsu ability modifier
Rank: C-Rank Hit Points 25 (5d6+5)
Casting Time: 1 Action Speed 40 ft.
Range: 60 Feet
Duration: Concentration, up to 1 minute. STR DEX CON INT WIS CHA
Components: HS, CM, CS 12 (+1) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
Cost: 8 Chakra
Keywords: Earth Release, Ninjutsu, Fuinjutsu Damage Immunities Acid, Poison, Psychic, Bludgeoning, Slashing, Piercing
Description: You focus on conjuring a beast made of pure and Slashing from non-Chakra enhanced weapons.
earth release chakra. By fusing your earth release chakra Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
with the surrounding dirt, earth and other earthen like poisoned
minerals, you are able to conjure two mud wolves. Mud Senses Darkvision 60 ft., passive Perception 10
wolves are Earthen constructs.
Immutable Form: The Mud Wolf is immune to any Jutsu or effect that
The Wolves have the following stats and act as a bonus would alter its form.
action on your turn and use your Ninjutsu attack bonus or Elemental Weapons: The Mud Wolfs weapon attacks are chakra enhanced
Ninjutsu Save DC when an effect calls for it. When you Pack Tactics. While the Mud wolf and an ally to the wolf are both within 5 feet
command them, all wolves currently active acts at the same of the same hostile creature, the wolf makes its attack at advantage.
time, and attempt to perform the same actions against
either the same creature or different creatures determined Bite. Natural weapon Attack: (Your ninjutsu attack bonus) to hit, Reach 5ft.,
by you. one target. Hit: 1d8+ Ninjutsu ability mod, earth damage.
At Higher Ranks: For each rank you cast this jutsu above Grab. If target creature is hit by your bite attack, they must succeed a Strength
C-Rank, increase the cost of this jutsu by 3, the number of save. On a failed save they are knocked prone.
Wolves you Summon by +1 and the wolves hit points by +10.
EARTH RELEASE: SAND ARMOR
EARTH RELEASE: RENDING DRILL FANG
[CHANGED] Classification: Ninjutsu
Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: Self
Casting Time: 1 Action Duration: 1 hour.
Range: 5 Feet Components: HS, CM
Duration: Instant Cost: 8 Chakra
Components: HS, CM, M
Cost: 8 Chakra Keywords: Earth Release, Ninjutsu
Keywords: Earth Release, Ninjutsu, Clash Description: An extremely protective and dense layer of
Description: You cover your forearm with a spinning sand surrounds you and takes on the same texture and
drill made of stone. Make a melee ninjutsu attack against color of your clothes, skin and item blending in with
a creature you can see in range dealing 5d6 Earth
Damage and inflicting 1 rank of bruised. your clothing perfectly. For the duration of this jutsu you
gain 25 Temporary Hit Points. These Temporary Hit
If you score a critical hit with this jutsu, the earth drill Points are resistant to Piercing, Slashing & Bludgeoning
splinters and explodes, tripling the damage dice, instead
of doubling them. Damage as the sand protects you from physical damage.
This armor cannot protect you from Psychic, Necrotic or
At Higher Ranks: For each rank you cast this jutsu Lightning Damage.
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
EARTH RELEASE: ROCK TANK Temporary Hit points by 10.
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Components: HS, CM
Cost: 8 Chakra
Keywords: Earth Release, Ninjutsu, Clash
Description: The user covers itself with earth, soil or
sand and molds it into a rolling sphere that is then
launched at a target in range, crushing them beneath its
new weight. Make a melee ninjutsu attack against a
creature you can see within range propelling yourself
towards the target creature and ending your movement
occupying the targets space, if possible, dealing 4d8
Earth damage. The target also makes a Strength saving
throw being knocked prone and bruised.
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.
8
EARTH RELEASE: SAND COFFIN BINDING They take the result times your ninjutsu ability modifier
[CHANGED] in earth damage and are dazed. On a successful save, they
take half damage.
Classification: Ninjutsu
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank, increase the cost of this jutsu by 3 and the
Range: 15 feet die creatures roll on a failed save by 1 step.
Duration: concentration, up to 1 minute (d4>d6>d8>d10>d12).
Components: HS, CM
Cost: 9 Chakra EARTH RELEASE: TERRASHIELD
Keywords: Earth Release, Ninjutsu
Description: You call forth a collection of sand, dust and Classification: Ninjutsu
pebbles to surround and capture a creature you can see Rank: C-Rank
within range in order to crush it. Casting Time: 1 Reaction, which you take when you would
take damage.
The target creature must succeed a Dexterity saving Range: Self
throw. On a failure, target creature is stunned and held 5 Duration: 1 Round
feet off the ground by this jutsu. They are surrounded by a Components: HS, CM
mass of sand, dust and pebbles. Damage done to them from Cost: 8 Chakra
sources other than this jutsu are reduced by half. Keywords: Earth Release, Ninjutsu
Description: You slam your open palm onto the ground
As an action, on a following turn after capturing a creating a 10-foot tall, 5 foot wide and 1-foot-thick stone
creature in this jutsu, the user may compress a captured wall directly in front of you granting you total cover.
creature crushing them dealing 5d12 earth damage.
This wall acts as an earthen construct occupying a space
At the end of a captured creatures turns they makes a of your choice within 5 feet of you, appearing right before an
Strength (Athletics) check vs your save dc to escape attack or jutsu would hit or harm you. It has 8d6 Hit points,
regardless of being stunned. Resistance to bludgeoning, piercing, slashing and Cold
damage and vulnerability to Lightning damage.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage If the damage the wall receives would exceed its hit
by 1d12 respectively points, when you initially conjure it. You take any remaining
damage as normal and the wall is destroyed.
EARTH RELEASE: SANDSTORM
The wall acts as a structure otherwise. It does not dissolve
Classification: Ninjutsu or vanish instead remaining until destroyed.
Rank: C-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu above
Range: 60 Feet C-Rank, increase the cost of this jutsu by 3 and the hit
Duration: Concentration, up to 1 minute. points of the wall by 2d6
Components: HS, CM
Cost: 8 Chakra EARTH RELEASE: TURNING PALM [CHANGED]
Keywords: Earth Release, Ninjutsu
Description: You conjure a powerful localized spiraling Classification: Ninjutsu
vortex of earth, dust and sand around earthen constructs. Rank: C-Rank
This localized storm is 10 feet wide and 15 feet tall. You can Casting Time: Bonus action
select one earthen construct you can see in range. Creatures Range: Self (45-Foot Cube)
who begin their turn within the storms area, excluding the Duration: Instant
construct, must make a Strength saving throw taking 4d6 Components: HS, CM
earth damage and being knocked prone on a failed save. A Cost: 9 Chakra
creature in the radius of 2 or more storms is only affected by Keywords: Earth Release, Ninjutsu
one at a time. Description: You place your palm onto any surface of earth
and cause the earth to splinter, break, and shift. The surface
At Higher Ranks: For each rank you cast this jutsu above you placed your hand on is now considered difficult terrain
C-Rank, increase the cost of this jutsu by 3 and the damage and cannot be fixed unless this same ninjutsu is used on the
by 1d6 or the number of constructs you can target to conjure affected space to reverse the effect. If The surface of earth
the storm around. you are targeting is less than 10 feet thick, when the ground
is shifted it may collapse into the open space, causing all
EARTH RELEASE: TECTONIC WAVE standing on it to fall with it.
Classification: Ninjutsu Additionally, if a Ninjutsu with the earth release
Rank: C-Rank keyword is cast within the splintered area, creatures who
Casting Time: 1 Action would make a saving throw to resist the jutsu’s effects,
Range: Self (25-foot cone) suffers a 1d4 penalty to their saving throws.
Duration: 1 Round
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu, Earth Release
Description: You clap your hands with the force of colliding
tectonic plates as your release a surge of Earth Release
chakra into the air itself creating a cluster of floating
crystalline earth satellites that then explode. At random. All
creatures within range must succeed a Constitution saving
throw. On a failed save a creature roll 1d4+2 Recording the
result.
9
B-RANK: EARTH RELEASE: CALCITE: POWER
EARTH RELEASE: ANTLION COLLAPSE Classification: Ninjutsu
[CHANGED] Rank: B-Rank
Casting Time: 1 Action
Classification: Ninjutsu Range: Touch
Rank: B-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: HS, CM
Range: 60 feet (20-Foot Cube) Cost: 12 Chakra
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Earth Release, Medical
Components: HS, CM Description: You create a surge of Earth Release Chakra
Cost: 12 Chakra and use it to amplify a willing creature you can reach
Keywords: Earth Release, Ninjutsu within range. Once successfully cast, you do not need to
Description: You select a space you can see within range and see where the target is and must remain within 120 feet
cause the ground to collapse in and start to swirl sucking of them.
everything in a 20 ft cube towards the center to be crushed.
Creatures caught in the radius and who would begin their Jutsu the target creature casts becomes amplified by
turn in this jutsu’s radius, must make a Strength saving your Earth Release Chakra. Jutsu, they cast for the
throw. A creature takes 5d8 Earth Damage on a failed save duration deals an additional 3d8 Earth Damage once per
and half as much on a success. While inside the radius of the turn, Clashes made with their jutsu cannot be made at
jutsu the area is counted as difficult terrain. A creature disadvantage, and the Save DC for the jutsu they cast
cannot dash or gain the benefit of a bonus action while increase by +2.
within this area.
Additionally, if the target attempts to cast a Jutsu with
At Higher Ranks: For each rank you cast this jutsu the Earth Release Keyword, reduce the cost of their jutsu
above B-Rank, increase the cost of this jutsu by 3 and by 2.
damage by 1d8 of each damage type.
At Higher Ranks: For each rank you cast this jutsu
EARTH RELEASE: BOTTOMLESS SWAMP above B-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at S-Rank increase the bonus damage by
Classification: Ninjutsu 1d8.
Rank: B-Rank
Casting Time: 1 Action EARTH RELEASE: CRADLE OF JADE
Range: 120 Feet, (60 Foot Cube)
Duration: Concentration, up to 1 minute Classification: Ninjutsu
Components: HS, CM Rank: B-Rank
Cost: 13 Chakra Casting Time: 1 Reaction, which you take, when you or a
Keywords: Earth Release, Ninjutsu creature you can see within range would take damage.
Description: You select a space within range that you can Range: 30 Feet
see. Originating from that space, a swamp-like mud pool Duration: 1 Round
begins to form as it fills a 60 ft Cube. This mud pool Components: HS, CM
counts as difficult terrain, cannot be traversed using Cost: 13 Chakra
water walking techniques, and prevents creatures from Keywords: Ninjutsu, Earth Release, Medical
dashing. Creatures caught in the radius when this jutsu Description: You surround yourself or a creature you can
is cast, enters the radius, or begins their turns there see within range with Earth Release Chakra in an
must make a Strength saving throw at the beginning of attempt to protect them. When a you or a creature you
each of their turns for the duration. can see within range would take damage, you can spend
your reaction encasing them in chakra that quickly
Each consecutive failure imposes additional penalties solidifies as Crystalline Jade right before impact.
and effects on the target creature(s).
The Crystalline jade reduces the incoming damage by
• On the first failure, a creature's movement is reduced 10d6. The Crystalline jade has resistance to Cold
to 0 as their feet have been sucked below the surface Damage, and Vulnerability to Lightning Damage. The
leaving their knees and above exposed. Creatures who Crystalline jade does not protect against psychic
have their movement speed reduced to 0 by this jutsu, damage. The Crystalline jade then dissolves at the
automatically fail dexterity saves. beginning of the affected creatures turn.
• On a second failed save, half of the creature's body is At Higher Ranks: For each rank you cast this jutsu
submerged and is considered Restrained. above B-Rank, increase the cost of this jutsu by 3 and the
damage reduction by 1d6.
• On a third failed save, the creature is dragged below
the surface and must hold their breath or otherwise
begin suffocating.
On a success a creature remove one of the failure
conditions in the reverse order they received them.
10
EARTH RELEASE: CRYSTALLIZATION: WEISS EARTH RELEASE: EARTH-STYLE WALL
[CHANGED]
Classification: Ninjutsu
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: 75 Feet Casting Time: 1 Action or 1 Reaction, which you take when
Duration: Concentration, Up to 1 minute. you or another creature you can see in range would take
Components: HS, CM damage.
Cost: 12 Chakra Range: 30 feet
Keywords: Ninjutsu, Earth Release Duration: Instant
Description: You create a cage of earth release chakra Components: HS, CM
that you use in an attempt to trap and capture a target Cost: 11 Chakra
creature. Keywords: Earth Release, Ninjutsu
Description: You convert chakra into earth and spit it from
Select one creature you can see within range. Target your mouth, or use earth that’s already present to quickly
creature must succeed a Constitution saving throw at the generate a large wall. The wall is 5 Feet Thick, 30 Feet Long
beginning of each of their turns for the duration as you and 25 Feet High and if the wall is generated within a
attempt to encase them into a shard of Crystal. creature's space, the creature is pushed to either side of the
wall (Your choice). The wall can have any designs or shape
A creature who fails 1 save begins to have crystal form you decide. The Walls AC is equal to your Ninjutsu Save DC
across their body as they gain the Weakened condition. A and has 12d8 Hit Points. This wall is vulnerable to Lightning
creature who fails 2 saves begins to slow as their joints Damage, resistant to bludgeoning, piercing, slashing and
are overtaken by minerals, gaining the grappled cold damage and counts as an Earthen Construct.
Condition. A creature who fails 3 saves begins to be
overtaken as they find it difficult to move gaining the At Higher Ranks: For each rank you cast this jutsu
restrained condition. A creature who fails 4 saves feels above B-Rank, increase the cost of this jutsu by 3 and the
the crystals overtaking them as they gain the stunned walls hit points by 2d8.
condition. A creature who fails 5 saves becomes petrified
for 24 hours. EARTH RELEASE: IRON SKINNED SPEAR
[CHANGED]
A creature who passes 3 saves immediately ends this
Jutsu's effect on them and become immune to it for 24 Classification: Ninjutsu
hours. Rank: B-Rank
Casting Time: 1 Action
EARTH RELEASE: EARTH PRISON DOME Range: 5 Feet
[CHANGED] Duration: Instant
Components: HS, CM
Classification: Ninjutsu Cost: 14 Chakra
Rank: B-Rank Keywords: Earth Release, Ninjutsu, Clash
Casting Time: 1 Action Description: You focus Earth Release chakra throughout one
Range: 20 Feet (10 Foot radius sphere) of your limbs until it darkens into a dark brown hue and gains
Duration: Concentration, up to 1 minute the texture of solid stone. You then use this darkened
Components: HS, CM, CS ligament to strike at a creature with enough force to tear
Cost: 14 Chakra through almost anything.
Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: You create a dome of earth around a target Make a melee ninjutsu attack against a creature within
or targets in a 10-foot sphere in front of you. Creatures range. On a hit, you deal 10d6 Earth damage and marking the
in the targeted radius can make a Dexterity save. On a creature with a mark of petrification.
success, they can move half of their movement. On a
failure, they do not get a chance to move. A creature marked this way makes Constitution saving
throws at the beginning of each of their turns for the next
Creatures captured inside the dome begin to have their minute. On a failure its skin begins to harden at the point of
chakra drained at the beginning of each of their turns. impact as their body begins to petrify. If the creature fails
Each creature reduces their current chakra by 2d10+ this saving throw three times their body fully hardens as they
Your Ninjutsu ability modifier at the beginning of each become petrified turning fully into stone for the next 24
of its turns. Half of the result is then transferred to the hours.
caster of this jutsu.
If the target creature succeeds 3 saves they reject the earth
The dome of earth has an AC equal to the users chakra from their body ending the effects of this jutsu. If this
Ninjutsu Save DC and has 40 Hit Points and counts as an jutsu is used on a creature previously affected by this jutsu
Earthen construct. The dome regains 2d8 Hit points at within 24 hours, they make each constitution saving throw at
the start of each of your turns so long as it has more than advantage.
0 hit points. The Dome is Vulnerable to lightning
Damage and resistant to cold damage. If the dome takes At Higher Ranks: For each rank you cast this jutsu
lightning damage, it does not regenerate hit points at above B-Rank, increase the cost of this jutsu by 3 and the
the start of your next turn. walls hit points by 1d6.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
initial hit points by 10.
11
EARTH RELEASE: LAPIS DOMINION EARTH RELEASE: MAUSOLEUM DUMPLING
[CHANGED]
Classification: Ninjutsu
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (90-foot cube) Casting Time: 1 Action
Duration: Concentration, Up to 1 minute Range: 60 Feet (20-Foot Cube)
Components: HS, CM Duration: Instant
Cost: 14 Chakra Components: HS, CM, M
Keywords: Ninjutsu, Earth Release, Fuinjutsu Cost: 11 Chakra
Description: You release earth release chakra from your Keywords: Earth Release, Ninjutsu
body touching everything within a 90-foot cube Description: Using Chakra to enhance your physical strength
originating from you. For the duration, you do not need and to lighten the earth around you, you are able to lift a
to spend chakra to maintain this jutsu. massive volume of earth, large enough to cast a great shadow
over multiple adversaries. You throw the Large chunk of
When you cast this jutsu you erect walls of Lapis made stone at a space you can see within 60 Feet. The chunk of
of Earth Release chakra 30 feet high and 10 feet thick on stone then regains its weight falling at greater velocity and
the outside edges of this jutsu’s range. These walls have creating a greater impact. Creatures in the 20-foot cube that
an AC equal to your Ninjutsu save DC and a number of hit the stone chunk falls in must make a dexterity saving throw,
points equal to 10 times your proficiency bonus. taking 8d6 earth damage and gaining 2 ranks of bruised on a
failure, and half as much on a success.
Earth Release Jutsu you cast while within your jutsu’s
radius cost 2 less to cast and 1 less to maintain. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
When you cast this jutsu, select a number of creatures damage by 1d6
within your jutsu’s range. Those creatures are immune
to this jutsu effects. All other creatures who begin their EARTH RELEASE: SANDWICH TECHNIQUE
turns in your jutsu range or enter your Jutsu's range for [CHANGED]
the first time must succeed a Strength saving throw.
Classification: Ninjutsu
On a failed Strength saving throw the target is affected Rank: B-Rank
by the monumental weight your chakra enforces on the Casting Time: 1 Action
area and gains 1 rank of weakened and become unable to Range: 90 feet
maintain concentration on a Jutsu that does not have the Duration: Instant
Earth Release Keyword until the end of their next turn.
Components: HS, CM
EARTH RELEASE: LAZULI TUSK Cost: 11 Chakra
Keywords: Earth Release, Ninjutsu
Classification: Ninjutsu Description: You conjure two massive constructs of
Rank: B-Rank earth of your design and description that is large in size
Casting Time: 1 Action on either side of a single creature you can see in range
Range: 80 feet and slam them into one another with the creature in the
Duration: Instant middle. Target creature and all creatures within 5 feet of
Components: HS, CM them must succeed a Strength saving throw being
Cost: 14 Chakra crushed and taking 6d6 earth damage and being bruised
Keywords: Ninjutsu, Earth Release, Fuinjutsu on a failed save or half as much on a successful one. The
Description: You generate an earthen construct in the Constructs of Stone remain as Earthen constructs.
form of some tusked or horned creature of your
description and manipulate it to ram into a target At Higher Ranks: For each rank you cast this jutsu
creature of your choice within range. above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6.
Make a Melee Ninjutsu Attack against a target creature
within range, as the earthen construct attempts to ram EARTH RELEASE: STONE BAMBOO SHOOT
the target. On a hit, you deal 3d10 Piercing damage and [CHANGED]
3d10 Earth Damage.
Classification: Ninjutsu
Once this jutsu ends, the earthen construct stands in Rank: B-Rank
place occupying a 5-foot cube. The construct weighs 500 Casting Time: 1 Action
pounds, and can be used as partial cover. It counts as an Range: 60 feet
Earthen Construct of your creation while remaining as a Duration: Instant
part of the environment until destroyed or otherwise Components: HS, CM
moved. Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release
At Higher Ranks: For each rank you cast this jutsu Description: You conjure 4 reinforced spears of earth
above B-Rank, increase the cost of this jutsu by 3 and the that all converge on a single creature you can see within
number of earthen constructs you summon. Each range from 4 different points surround the target
Earthen construct must target a different creature. creature. Make a Ninjutsu Attack on the target creature
dealing 6d10 Earth damage as they attempt to skewer
the target. A 20-foot radius cube centering on the target
creature becomes difficult terrain and creatures cannot
take the dash, dodge or disengage actions while within
an area of difficult terrain created by this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10
12
EARTH RELEASE: UNPHASED ROCK If the target creature falls under a condition inflicted
by a jutsu cast by a creature other than you, you may
Classification: Ninjutsu spend your reaction to immediately end the condition.
Rank: B-Rank
Casting Time: 1 Action Additionally, if the target creature falls to 0 hit
Range: Touch points, you can as a reaction choose to instead heal
Duration: 1 Minute them by an amount equal to 7d8 + 20 Hit points, when
Components: HS, CM, CS you do this jutsu immediately ends.
Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu EARTH RELEASE: CRYSTAL ARCANUM
Description: You mark a single stone you are holding with [CHANGED]
chakra as you bind a piece of yourself to it for the duration.
Select two Skill proficiencies or 1 Save Proficiency. This Classification: Ninjutsu
stone becomes imbued with that knowledge and experience, Rank: A-Rank
as you temporarily lose that proficiency for the duration or Casting Time: 1 Action
until you end this jutsu as a bonus action. Range: 30 feet
Duration: Instant
A creature who is holding this stone with one hand gains Components: HS, CM, CS
these proficiencies for the duration. While holding this Cost: 20 Chakra
stone you cannot make handseals or use Chakra seals with Keywords: Ninjutsu, Earth Release, Fuinjutsu
the same hand holding the stone. Description: You create a field of potent Earth Release
Chakra that permeates through you and a number of
A-RANK: earthen constructs of your choice within range 30 feet
of you.
EARTH RELEASE: ADDED/REDUCED WEIGHT
[CHANGED] Select creatures of your choice within 30 feet of
yourself or an Earthen construct affected by this jutsu,
Classification: Ninjutsu gain a layer of earth release chakra that solidifies into
Rank: A-Rank the shape of armor of your description. Select creatures
Casting Time: 1 Action gains Temporary Hit points equal to three times your
Range: 5 Feet Ninjutsu Save DC.
Duration: Concentration, Up 1 minute.
Components: HS, CM The temporary hit points you grant them has
Cost: 19 Chakra Immunity to Cold Damage, resistance to bludgeoning,
Keywords: Earth Release, Ninjutsu piercing, slashing and vulnerability to Lightning
Description: You use your chakra to temporarily damage.
manipulate the weight of something you touch. Objects
and structures, you touch increase in weight drastically, EARTH RELEASE: GRAVITY BREAK
increasing 10 times in total weight.
Classification: Ninjutsu
Objects and structures you touch that occupy a space Rank: A-Rank
no larger than a 60-foot cube, cannot handle the strain Casting Time: 1 Action
of their own weight and begin to shatter and break Range: 100 Feet
shattering into super heavy rubble. Duration: Concentration, Up to 1 minute
Components: HS, CM
If used on an unwilling creature, make a Melee Cost: 20 Chakra
Ninjutsu attack on a creature. On a hit target creatures’ Keywords: Earth Release, Ninjutsu
weight is doubled, gaining +15 bulk, and has their speed Description: You focus a large amount of chakra into a
reduced to 0 feet. As an action on each of an affected 50 wide and 100-foot-high cylinder centered on a point
creatures turn, they can make a Strength saving throw to within range. All creatures and objects that aren’t
end this Jutsu’s effect on them. somehow anchored to the ground in the area begin to
fall upward and reach the top of the area when you cast
If used on a willing creature, you reduce their weight this ninjutsu. A creature can make a Dexterity saving
to 0 as they gain a 60-foot flying speed. If flying in this throw to grab onto a fixed object it can reach or anchor
way, you do not need to spend chakra to maintain themselves to the ground using a weapon to stab into
concentration on this jutsu. the ground or wedge themselves into place, thus
avoiding the fall. If a creature prevents themselves from
EARTH RELEASE: CALCITE: TENACITY falling by using a weapon they must make Strength
saving throws at the beginning of each of their turns,
Classification: Ninjutsu falling on a failure.
Rank: A-Rank
Casting Time: 1 Action If a solid object (Such as a ceiling) is encountered in
Range: Touch this fall, falling objects and creatures strike it just as
Duration: Concentration, Up to 1 minute they would during a normal downward fall. If an object
Components: HS, CM or creature reaches the top of the area without striking
Cost: 20 Chakra anything, it remains there, oscillating slightly, for the
Keywords: Ninjutsu, Earth Release, Medical duration. At the end of the duration, affected objects
Description: You create a surge of Earth Release Chakra and creatures fall back down.
and use it to amplify a willing creature you can reach
within range. Once successfully cast, you do not need to
see where the target is and must remain within 120 feet
of them.
The target creature gains advantage on saving throws
that would deal damage to them, forcefully move them,
or cause them to fall under the effects of a condition.
13
EARTH RELEASE: IRONSTONE HARDENING EARTH RELEASE: STARFALL WAKE
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Full Turn Action
Range: Self Range: 300 Feet
Duration: Concentration, up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 15 Chakra Cost: 18 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: You encase your body in stone armor as hard as Description: You manifest a series of shimmering shards of
iron. You cannot lose concentration on this jutsu as a result earth 300 feet in the air that floats above you for the duration.
of damage. You gain resistance to all incoming damage
types (Excluding Lightning and Psychic). Additionally, As an Action, Bonus Action, or Reaction you can call down
reduce all incoming damage done to you by 10 (Excluding these shard to bombard a space you can see within range. A
Psychic and Lightning) and Reduce your Movement speed creatures within 10 feet of the selected space must succeed a
by 10. Dexterity saving throw taking 9d8 Earth damage on a failed
save or half as much on a successful one. A creature who would
At Higher Ranks: For each rank you cast this jutsu make a second saving throws in the same turn as the result of
above A-Rank, increase the cost of this jutsu by 3. this jutsu instead would take 9d6 Earth damage on a failed
Increase the amount of damage you reduce by 5. save or half as much on a successful one. A creature who would
make a third saving throws in the same turn as the result of
EARTH RELEASE: JADE FOREST [CHANGED] this jutsu instead would take 9d4 Earth damage on a failed
save or half as much on a successful one.
Classification: Ninjutsu
Rank: A-Rank EARTH RELEASE: STONE DRAGON [CHANGED]
Casting Time: 1 Action
Range: Self (120-foot sphere) Classification: Ninjutsu
Duration: Instant Rank: A-Rank
Components: HS, CM, CS Casting Time: 1 Action
Cost: Special (110 Chakra) Range: Self
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination Duration: Concentration, up to 1 minute
Description: You create a gargantuan sized sealing circle of Components: HS, CM
made of earth release chakra that ingrains itself into the Cost: 20 Chakra
earth itself in a massive cube originating from you. Keywords: Earth Release, Ninjutsu
Description: You conjure a giant Stone construct made of
Stalagmites made of stone, jade and lapis erupts from the earth, dust, soil, and sand forming a Large Dragon that you
ground forcing all creatures of your choice within range to can command as a bonus action. It acts at the end of your turn
make a Strength, Dexterity and Constitution saving throw. and uses your Ninjutsu attack bonus and Save DC when an
effect calls for it.
On a failed Strength Saving throw creatures are unable to
avoid being thrown around and keeping their footing in this At Higher Ranks: For each rank you cast this jutsu above A-
newly forming environment gaining 5 ranks of the bruised Rank, increase the cost of this jutsu by 3 and the dragons hit
condition and being knocked prone.
points by 20.
On a failed Dexterity save, creatures are unable to
avoid being stabbed, crushed, or struck with Large Construct, unaligned
newly erupted stone, jade and lapis taking
7d10 piercing and 7d10 earth damage on a Armor Class 13+ Your Ninjutsu Ability Modifier
failed save or half as much on a successful Hit Points 150 (10d12 + 80)
save. A creature who fails this save by 10 or Speed 40 ft.
more takes maximum damage.
STR DEX CON INT WIS CHA
On a failed Constitution saving throw, some of 21 (+5) 10 (+0) 26 (+8) 1 (-5) 10 (+0) 1 (-5)
your Earth Release chakra infiltrates a creature’s
body inflicting the Poisoned Condition for the Damage Immunities Cold, Poison, Psychic, Bludgeoning, Piercing and
next minute. Slashing.
After casting, this area becomes difficult Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
terrain and counts as a single Earthen Construct. petrified, poisoned.
A creature cannot see further than 10 feet in
front of them. This forest of Stone Jade and Damage Vulnerabilities Lightning
Lapis remains until destroyed or 1 year has Senses Darkvision 60 ft., passive Perception 10
passed.
Immutable Form. The Earth Dragon is immune to any Jutsu or effect
Combination: If this jutsu is cast as a that would alter its form.
Combination jutsu with 2 or more casters you
reduce the cost of this jutsu by 2 for each Caster. Elemental Weapons. The Dragons attacks are chakra enhanced.
Any creature who assists in casting this jutsu Multiattack. The Earth Dragon can attack 3 times with its Bite.
as a combination modifies its effects based on
the highest Charisma Modifier within the group Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d10 + 5 Earth
of casters. damage.
(+0-2: No Change, +3-4: Disadvantage on Strength
Saving throws, +4: Disadvantage on Strength & Dust Breath (Recharge 7-8): The dragon exhales Dust in a 30- foot cone.
Constitution Saving throws, +5: Disadvantage on All Each creature in that cone must make a Dexterity saving throw, taking
Saving throws). 55 (10d10) Earth damage and 3 ranks of bruised on a failed save, or half
as much damage on a successful one
14
EARTH RELEASE: STONE FOREST EARTH RELEASE: METEOR FALL
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30 Foot Cube) Range: 1 Mile
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 19 Chakra Cost: 30 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu, Fuinjutsu
Description: You focus a large amount of chakra into the Description: Upon completion you select 4 different
palms of your hands and place them on the ground. You points you can see within range. Each creature in a 20-
create a field of spiked earth in a 30-foot cube originating foot radius sphere centered on the point you select must
from you. Creatures of your choice caught in range must make a Dexterity saving throw against your Ninjutsu
make a Dexterity saving throw, taking 10d8 Earth Damage on Save DC. Massive Chunks of stone earth and mud comes
a failed save, and half on a successful one. raining upon the selected areas. A creature takes 10d6
Bludgeoning & 10d6 Earth Damage on a failed save, or
The area that was affected by the jutsu is now plagued by half as much damage on a successful one. A Creature in
massive Stone spikes that reach as high as 10 feet and criss the area of more than one Damage radius can affect no
cross into a forest of spikes making it difficult terrain to more than twice.
traverse. Creatures inside the affected area roll at
disadvantage when making Wisdom checks to perceive EARTH RELEASE: MOON FALL
something. The affected area counts as a Single Earthen
construct. Classification: Ninjutsu
Rank: S-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Full Turn Action
A-Rank, increase the cost of this jutsu by 3 and the damage Range: 1 Mile
by 1d8. Duration: Special
Components: HS, CM
EARTH RELEASE: STONE NEEDLE Cost: Special
Keywords: Ninjutsu, Earth Release
Classification: Ninjutsu Description: Upon Competition of your Jutsu's
Rank: A-Rank handsigns you manifest a single super huge earthen
Casting Time: 1 Action construct 1 mile in the air.
Range: 90 Feet
Duration: Instant Spend chakra in multiples of 35 up to twice. For every
Components: HS, CM 35 chakra spent this way, the Gargantuan Moon like
Cost: 18 Chakra structure you manifest grows in size and affects a larger
Keywords: Earth Release, Ninjutsu area when dropped. You cannot reduce the cost of this
Description: You focus a large amount of chakra into a single jutsu by any means.
thin but incredibly fast spear of earth that’s 90 feet long and
5 feet wide. Creatures in range must succeed a Dexterity 35 Chakra: The Moon like structure falls on a point
saving throw taking 9d10 earth damage being Dazed and you can see within range crushing a space equal to a 30-
knocked prone on a failed save, or half as much damage and foot sphere. Each creature who are within the 30-foot
no further effects on a successful save. sphere and has a way to escape the radius be it by their
base movement speed or a jutsu they could cast as a
At Higher Ranks: For each rank you cast this jutsu above bonus action, makes a Dexterity saving throw. On a
A-Rank, increase the cost of this jutsu by 3 and the damage successful save, they are able to use their movement or a
by 1d10. jutsu which could allow them to escape the sphere. On a
failed save they take 22d12 earth damage. All creatures
S-RANK: who are within 30 feet of the sphere, including creatures
who succeeded the previous Dexterity saving throw must
EARTH RELEASE: DIAMOND BONE HARDENING make a Dexterity saving throw as the shockwave from
[CHANGED] such a massive impact deals significant damage to the
area. A creature takes 12d6 Bludgeoning & 12d6 Earth
Classification: Ninjutsu Damage on a failed save or half as much damage on a
Rank: S-Rank successful one.
Casting Time: 1Action
Range: Self 70 Chakra: The Moon like structure falls on a point
Duration: Concentration, up to 1 Minute you can see within range crushing a space equal to a 60-
Components: HS, CM foot sphere. Each creature who are within the 60-foot
Cost: 25 Chakra sphere and has a way to escape the radius be it by their
Keywords: Earth Release, Ninjutsu base movement speed or a jutsu they could cast as a
Description: You use your mastery over chakra and Earth bonus action, makes a Dexterity saving throw. On a
release to transform your bones into material simulating successful save, they are able to use their movement or a
diamonds in toughness and weight, while also gaining some jutsu which could allow them to escape the sphere. On a
control over how they move and the speed at which they failed save they take 30d12 earth damage. All creatures
regenerate. For the duration, you regenerate 20 hit points at who are within 50 feet of the sphere, including creatures
the beginning of each of your turns, you reduce all incoming who succeeded the previous Dexterity saving throw must
damage done to you by 20 (Excluding Psychic and Lightning). make a Dexterity saving throw as the shockwave from
such a massive impact deals significant damage to the
area. A creature takes 15d6 Bludgeoning & 15d6 Earth
Damage on a failed save or half as much damage on a
successful one.
15
A creature who’s hit points are reduces to 0 as a result EARTH RELEASE: STAR SHATTER
of this jutsu cannot be revived by any means as their
body is crush beyond repair. Classification: Ninjutsu
Rank: S-Rank
EARTH RELEASE: PARTIAL ASSIMILATION Casting Time: 1 Full Turn Action
CYLINDER Range: 1 Mile
Duration: Concentration, Up to 1 minute
Classification: Ninjutsu Components: HS, CM
Rank: S-Rank Cost: 30 Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Earth Release
Range: Self (25 feet) Description: You create a single star shaped earthen
Duration: Instant construct in the sky, 1 mile in the air before you cause it
Components: HS, CM to shatter. Select a space you can see within range. All
Cost: 25 Chakra creatures of your choice within 500 feet of the selected
Keywords: Earth Release, Ninjutsu space must succeed a Strength saving throw as the
Description: You form a cylinder 10 Feet in diameter and weight of a dying star is thrust upon them.
25 feet long by using chakra to generate molecule sized
earth particles. Anyone in the cylinder will begin to be On a failed save they are Paralyzed and knocked prone
deconstructed on a molecular level. Creatures in its path as they become unable to move and find it hard to even
must succeed a Dexterity saving throw. On a failure a breathe.
creature takes 14d10 Force Damage. If a creature is
reduced to less than ½ of their hit points. The user A creature who begins their turn in this space, ends
decides on which appendage the target creature lost. their turn in this space, or enters this space for the first
(Arm or Leg). If a creature is reduced to 0 hit points, they time must make the Strength saving throw.
are turned to dust and are immediately killed.
A creature paralyzed by this jutsu takes 9d8 earth
EARTH RELEASE: PARTICLE ASSIMILATION damage at the beginning of their turn. A creature
CUBE paralyzed by this jutsu takes 9d8 earth damage at the
end of their turns if they do not make the Saving throw
Classification: Ninjutsu to end this jutsu’s effects.
Rank: S-Rank
Casting Time: 1 Action A paralyzed creature makes a Strength Saving throw at
Range: Touch the end of their turns (They do not automatically fail as a
Duration: Instant result of being Paralyzed). On a successful save, they end
Components: HS, CM the paralyzed condition on themselves immediately.
Cost: 25 Chakra
Keywords: Earth Release, Ninjutsu
Description: You form a cube 5 Feet in diameter by using
chakra to generate molecule sized earth particles. The
Cube glows white. You can throw the cube up to 30 feet
or attempt to hit someone with it. Anyone hit by the cube
will begin to be deconstructed on a molecular level. Make
a Melee or ranged Ninjutsu attack. On a hit a creature
takes 12d12 Force Damage. If a creature is reduced to less
than ½ of their hit points, the user decides on which
appendage the target creature lost. (Arm or Leg). If a
creature is reduced to 0 hit points, they are turned to
dust and are immediately killed.
16
WIND RELEASE
Wind Release is the rarest of the five nature transformations, but those who can use it are able to cut through anything.
Some shinobi use it by channeling wind chakra into weapons, making the blades far sharper and giving them greater reach.
Wind Release can also be exhaled from the user's mouth, such as to blow away everything in the area, or generated wit h
the user's hands, allowing precision strikes. Although Wind Release has naturally good range and power, it can be further
enhanced by compressing it or layering different wind streams together. Wind Release can easily launch particles into the
air, whether to create dust clouds that conceal the user's movements or sand storms that perforate targets.
Wind Release is naturally strong against Lightning Release and weak against Fire Release
Prerequisite: You must have the Wind Release Affinity to learn jutsu with the Wind Release Keyword.
D-RANK: WIND RELEASE: AIR CURRENT DANCE
WIND RELEASE: AIR BULLET [CHANGED] Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: Bonus Action
Rank: D-Rank Range: Self (10 Foot radius Sphere)
Casting Time: 1 Action Duration: 1 Minute
Range: 60-feet Components: HS, CM
Duration: Instant Cost: 3 Chakra
Components: HS, CM Keywords: Wind Release, Ninjutsu
Cost: 5 Chakra Description: You whip air currents around your hands
Keywords: Wind Release, Ninjutsu and generate a dust cloud cloaking yourself and anyone
Description: You create a small sphere of compressed in the radius of this jutsu in a thick cloud of dust and
air in the palm of your hand before launching it at a debris. All creatures are treated as if they have total
target creature that you can see within range. You fire cover while inside the cloud, from creatures outside the
two bullets of air. You can direct the bullets at the same cloud and vice versa. This total cover does not prevent
target or different ones. Make two ranged ninjutsu attacks or jutsu from entering or exiting the cloud.
attack, dealing 2d8 wind damage. Creatures other than you have disadvantage on wisdom
ability checks to see through the cloud if they have
At Higher Ranks: For each rank you cast this jutsu special vision like Chakra Sight. Also, creatures other
above D-Rank, increase the cost of this jutsu by 3 and than you, vision, is treated as if they are in dim light
the number of attacks by +1. while inside the cloud.
WIND RELEASE: BLURRING WIND
[CHANGED]
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you
would take damage.
Range: Self
Duration: 1 Round
Components: HS, CM
Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu
Description: Your body becomes blurred, shifting and
wavering to all who can see you. When cast, the
triggering attack rolls an additional d20, taking the
lower result. For the duration, until the beginning of
your next turn, hostile creatures have disadvantage on
attacks against you.
An attacker is immune to this effect if it doesn't rely
on sight, as with blindsight, or can see through illusions,
as with truesight.
1
WIND RELEASE: BUFFETING AIRWAVES WIND RELEASE: DUST WIND [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: Self (15-foot Cone)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You create currents of extremely strong Description: You generate a strong wind from your lungs
and compressed beams of air strong enough to Crack with a single breath. When you exhale you kick up a
stone and divert waterfalls. Make a ranged ninjutsu cloud of dust, dirt, and other loose debris in the target
attack. On a hit, target creature takes 4d4 Wind Damage radius. Creatures who are in the affected range must
and must make a Strength save. On a failed save they are make a Constitution Saving throw. On a failed save,
pushed back 20 feet, knocked prone and gain 1 rank of affected creatures are considered blind until the end of
bleeding. their next turn on a failed save. On a successful save no
further effects are applied.
Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting them Swirl. Creatures who would fail their saving throw,
around to all creatures, excluding the caster within 5 feet of spreads all Elemental conditions currently affecting them
them. Hostile creatures within 5 feet of the failing one gains around to all creatures, excluding the caster within 5 feet of
1 rank of all elemental conditions currently affecting it. them. Hostile creatures within 5 feet of the failing one gains
1 rank of all elemental conditions currently affecting it.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the At Higher Ranks: For each rank you cast this jutsu
damage by 1d4 and the ranks of bleed by +1 above D-Rank, increase the cost of this jutsu by 3 and
the size of the cone by 10ft
WIND RELEASE: COLLECTIVE GALE
WIND RELEASE: FEATHER FALL
Classification: Ninjutsu
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 15 feet Casting Time: 1 Reaction, which you take when you
Duration: 1 Minutes begin falling.
Components: HS, CM Range: Self
Cost: 5 Chakra Duration: 1 Minute
Keywords: Wind Release, Ninjutsu, Medical Components: HS, CM
Description: You collect wind release chakra and infuse Cost: 4 Chakra
it into your Medical Release technique. One willing Keywords: Wind Release, Ninjutsu
creature within range breathes in this Medically infused Description: You create a single high-pressure stream of
wind. air from either your hands or feet slowing your descent
while falling by 60 feet per round until the jutsu ends. If
For the duration a creature who has breathed this you land before the ninjutsu ends, you take no falling
wind does not need to breathe, Ignores the effects of 1 damage and land on your feet and the jutsu ends.
rank of Exhaustion and when they would regain hit
points as the result of a Ninjutsu with the Medical At Higher Ranks: For each rank you cast this jutsu
Keyword, they regain an additional 1d4 Hit points. above D-Rank, increase the cost of this jutsu by 3 and
select 1 additional target for this Jutsu’s benefits.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, WIND RELEASE: GALE PALM [CHANGED]
Ignores the effects of up to 1 additional rank of
Exhaustion. Classification: Ninjutsu
Rank: D-Rank
WIND RELEASE: COUNTER BREEZE Casting Time: 1 Action
Range: 5 feet
Classification: Ninjutsu Duration: Instant
Rank: D-Rank Components: HS, CM, M
Casting Time: 1 Reaction, which you take when you Cost: 4 Chakra
would take damage from a Ninjutsu or Taijutsu. Keywords: Wind Release, Ninjutsu, Clash
Range: Self Description: You clasp your hands together coating your
Duration: 1 Round open palms in a powerful gale. You make a Melee
Components: HS, CM, M ninjutsu attack on a target creature or object. On a hit
Cost: 5 Chakra creature take 3d6 Wind Damage and make a strength
Keywords: Wind Release, Ninjutsu, Clash saving throw to resist being knocked back 20 feet. On a
Description: You create a condensed bubble of super successful strength save they suffer no additional
dense air around you in an attempt to deflect incoming effects.
attacks. Roll 2d10 + Ninjutsu ability Modifier. The result
of the roll is the amount of damage your air Bubble can Swirl. Creatures who would fail their saving throw,
prevent before it bursts. This lasts until the beginning of spreads all Elemental conditions currently affecting them
your next turn. Lightning Damage deals half as much around to all creatures, excluding the caster within 5 feet of
damage to your air bubble and Fire Damage deals twice them. Hostile creatures within 5 feet of the failing one gains
as much. 1 rank of all elemental conditions currently affecting it.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and above D-Rank, increase the cost of this jutsu by 3 and
roll an additional 1d10. the damage by 1d6
2
WIND RELEASE: GRYPHONS WING BEAT takes 3d8 + Your Ninjutsu Ability Modifier damage, of
their select conditions type.
Classification: Ninjutsu
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, the
Range: Self (20-foot radius) damage by 1d6 or 1d8.
Duration: Instant
Components: HS, CM WIND RELEASE: PASSING TYPHOON
Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Classification: Ninjutsu
Description: You create two wings made of wind release Rank: D-Rank
chakra that beats with enough force to feel like a tornado Casting Time: 1 Action
is passing through. Range: Self (15-foot radius sphere)
Duration: Concentration, up to 1 Minute
All creatures within range must succeed a Strength Components: HS, CM
saving throw to resist being bruised and Knocked prone. Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu
A creature who is bruised finds it difficult to maintain Description: You create a powerful current of strong
concentrating on multiple jutsu. If a creature is winds in a 15-foot radius sphere, centering on you. This
concentrating on more than 1 jutsu, they must lose field of wind also follows you.
concentration on all but 1 jutsu.
For the duration, while within its area, it deafens other
Swirl. Creatures who would fail their saving throw, creatures, extinguishes unprotected flames, becomes
spreads all Elemental conditions currently affecting difficult terrain to creatures other than you and disperses
them around to all creatures, excluding the caster within vapors, gases and fogs that can be dispersed by strong
5 feet of them. Hostile creatures within 5 feet of the winds. Additionally, ranged attacks have disadvantage if
failing one gains 1 rank of all elemental conditions they pass into or out of the area of this jutsu.
currently affecting it.
WIND RELEASE: PEACOCK WHIRLWIND
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the Classification: Ninjutsu
range by 10 feet. Rank: D-Rank
Casting Time: 1 Action
WIND RELEASE: LIONS GROWL [CHANGED] Range: 30-feet
Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: D-Rank Cost: 4 Chakra
Casting Time: 1 Action Keywords: Wind Release, Ninjutsu
Range: Self Description: You generate a strong wind from swiping
Duration: Concentration, Up to 1 Minute one of your limbs. A gust of wind is generated in a 30-foot
Components: HS, CM line 5 feet wide in a straight line originating from you.
Cost: 5 Chakra Creatures in the line must succeed a Strength saving
Keywords: Wind Release, Ninjutsu throw, taking 2d6 wind damage, is knocked prone, Dazed,
Description: You weave Wind Release Chakra together, and gains 1 rank of bleeding on a failed save, and only half
creating a thin veil of chakra in the shape of a Lion damage and no further effects on a successful save.
around you. This chakra then collapses on you granting
you benefits as listed below; Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting
• Increase your Movement Speed by 15 feet. them around to all creatures, excluding the caster within
• You gain a 1d4 bonus to Ninjutsu Attack Rolls. 5 feet of them. Hostile creatures within 5 feet of the
• Ninjutsu, you cast with the Wind Release Keyword that failing one gains 1 rank of all elemental conditions
currently affecting it.
has a range of at least 5 feet, increases their range by
10 feet. At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, the damage
WIND RELEASE: PALM VORTEX by 1d6 and the ranks of bleed by +1.
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (10 Foot cone)
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Wind Release, Ninjutsu
Description: You create a localized vortex of cutting
wind. All creatures within range must succeed a
Dexterity saving throw to avoid being horrendously
slashed. On a failed save creatures take 3d6 wind damage
and being pulled 5 feet closer to you or half as much on a
successful save and no additional affects.
If a creature is currently affected by any elemental
condition, you trigger the residual elemental energies,
igniting them again. A creature under the effects of an
elemental condition makes their saving throw at
Disadvantage. On a failed save such a creature instead
3
WIND RELEASE: RAGING GALE [CHANGED] WIND RELEASE: SLICING AIRWAVES
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet (15-foot radius) Range: 30 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Clash
Description: You manifest a powerful torrent of wind, Description: You create a powerful current of extremely
strong enough to lift and throw most creatures. strong and thin currents of wind. You swipe your hand
towards your target. Make a Ranged Ninjutsu attack,
Select a space you can see within range. A spiraling creatures take 3d8 wind damage and gain 1 rank of
torrent of wind erupts upwards. All creatures within 15 bleeding on a hit.
feet of the chosen space, must succeed a Strength saving
throw. On a failed save they are thrown 30 feet upwards At Higher Ranks: For each rank you cast this jutsu
being dazed, taking falling damage and falling prone. above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d8 and ranks of bleeding by +1.
Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting WIND RELEASE: SPLITTING GALE
them around to all creatures, excluding the caster within [CHANGED]
5 feet of them. Hostile creatures within 5 feet of the
failing one gains 1 rank of all elemental conditions Classification: Ninjutsu
currently affecting it. Rank: D-Rank
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: 90 feet
above D-Rank, increase the cost of this jutsu by 3 and Duration: Concentration, Up to 1 minute
the height they are thrown upwards by 15 feet. Components: HS, CM
Cost: 5 Chakra
WIND RELEASE: RAGING VORTEX Keywords: Wind Release, Ninjutsu
Description: You create a field of oppressive and potent
Classification: Ninjutsu wind that slashes and buffets any instance of Hand Signs
Rank: D-Rank (HS). Select a space you can see within range, all
Casting Time: 1 Action creatures within 20 feet of the chosen space who would
Range: Touch cast a jutsu with Hand Sign (HS) component
Duration: Concentration, Up to 1 minute immediately takes 2d6 Wind Damage and must succeed a
Components: HS, CM Constitution Saving throw gaining the bleeding
Cost: 5 Chakra condition on a failed save.
Keywords: Wind Release, Ninjutsu
Description: You encircle a willing creature with potent As a bonus action on your turn, you may move the
Wind Release Chakra. For the duration, you magnify the field up to 30 feet in any direction to a space you can see
targets physical capabilities. within range.
The target creature adds 1d8 to all Strength and At Higher Ranks: For each rank you cast this jutsu
Dexterity ability checks and saving throws. Their above D-Rank, increase the cost of this jutsu by 3 and
movement speed is increased by 15 feet and melee the size of the area affected by 5 feet, and the damage by
attacks they make that deal damage deals an additional 1d6.
1d6 Wind Damage.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of targets you can affect by +1.
WIND RELEASE: SECOND WIND
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Wind Release, Ninjutsu
Description: You breathe in deeply filling your lungs and
blood with chakra filtered oxygen accelerating its blood
flow and slightly rejuvenating you. You recover 2d6+
Your Ninjutsu ability modifier hit points.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
roll an additional 1d6.
4
WIND RELEASE: SUPPORTING GALE removes all air from inside of it replacing it with
furiously rotating blade of Wind Release Chakra,
Classification: Ninjutsu centered on a point of your choice within range.
Rank: D-Rank
Casting Time: 1 Reaction to making a Strength, Dexterity All creatures within the cylinder must succeed a
or Constitution Check or saving throw Dexterity and Constitution saving throw.
Range: Self
Duration: Instant On a failed Dexterity save they are slashed with wind
Components: HS, CM chakra repeatedly taking 2d6 Slashing Damage and 2d6
Cost: 5 Chakra Wind Damage or half as much on a successful save. A
Keywords: Wind Release, Ninjutsu creature makes this saving throw the beginning of each
Description: You throw your hands forward creating a turn they begin within this cylinder.
compressed blast of air assisting you in a variety of
physical tasks; from escaping, fending off an attack, or On a fail Constitution Saving throw they are robbed of
dispersing a hazardous gas. their air in their lungs as they begin suffocating. A
Suffocating creature can only survive a number of
As a reaction, when you are forced to make a Strength, rounds equal to their constitution modifier before
Dexterity, or Constitution saving throw or ability check passing out falling unconscious from the lack of air. A
against a Ninjutsu or Taijutsu, you instead use your creature makes this saving throw at the beginning of
Ninjutsu ability modifier in place of your Strength, each turn they begin within cylinder. An unconscious
Dexterity or Constitution for the triggering roll. creature can regain consciousness when another
creature spends an action waking them.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If cast Creatures inside the cylinder cannot gain the benefits
at C-Rank you add your proficiency to the roll if you of an increase to movement speed and are treated as if
aren’t already proficient. If cast at B-Rank you may they are in difficult terrain.
select another creature within 20 feet of you to gain the
benefits of this jutsu, using your Ability modifier and Combination: If this jutsu is cast as a Combination jutsu
proficiency bonus. If cast at A-Rank, creatures with 2 or more casters increase the damage by 2d6 for each
benefiting from this jutsu roll at advantage. If cast at S- damage type.
Rank, all creatures of your choice within 30 feet of you
can gain this jutsu’s benefit. Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's area of effect size
WIND RELEASE: VACUUM BOMB [CHANGED] based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2: Increase the Height by +10
Classification: Ninjutsu feet and radius to 30 feet, +3: Increase the Height by +20 feet
Rank: D-Rank and radius to 40 feet, +4: Increase the Height by +30 feet
Casting Time: Special and radius to 50 feet, +5: Increase the Height by +40 feet
Range: 60 feet and radius to 60 feet).
Duration: Instant
Components: HS, CM WIND RELEASE: VIOLENT WHIRLWIND
Cost: 5 Chakra
Keywords: Wind Release, Ninjutsu Classification: Ninjutsu
Description: You create a single point of high-density Rank: D-Rank
air pressure using your Wind Release Chakra before Casting Time: 1 Action
expanding it and creating a series of reactions. All Range: Self (30-Foot Cone)
creatures currently affected by an elemental condition Duration: Instant
who would have a jutsu cast on them that triggers the Components: HS, CM
swirl effect, potentially passes all such conditions around Cost: 3 Chakra
to other creatures near them in an expanded space with Keywords: Wind Release, Ninjutsu
more volatility. Description: You exhale a powerful stream of wind from
your mouth. Creatures caught in the target area must
When a creature would have the Swirl effect trigger on make a Strength Saving throw. Creatures take 2d6 Wind
them, you can cast this jutsu as a part of the same action. Damage, are pushed back 30 Feet and are knocked prone
All creatures within 20 feet of the triggering creature on a failed save or half as much and no additional effects
who failed their save gains two ranks of all elemental on a successful save. Also, vapors, gases and fogs that
conditions the triggering creature had. can be dispersed by strong winds are dispersed
immediately.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and Swirl. Creatures who would fail their saving throw,
the size of the area affected by 5 feet. spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster within
WIND RELEASE: VACUUM RAIN 5 feet of them. Hostile creatures within 5 feet of the
failing one gains 1 rank of all elemental conditions
Classification: Ninjutsu currently affecting it.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 90 feet (20-foot cylinder) above D-Rank, increase the cost of this jutsu by 3.
Duration: Concentration, Up to 1 minute Increase the range of this jutsu by 10ft.
Components: HS, CM
Cost: Special (28 Chakra)
Keywords: Wind Release, Ninjutsu, Combination
Description: You create a powerful updraft that sucks
the oxygen and air upwards robbing creatures of the
ability to breathe within range. All casters of this jutsu
create a 60-foot tall, 20-foot-wide cylinder that
5
WIND RELEASE: ZEPHYR STRIKE beginning of their next turn. On a successful save they
take half damage.
Classification: Ninjutsu
Rank: D-Rank After 3 failed saves the weapon they are holding can’t
Casting Time: 1 Bonus Action take any more damage and shatters sending weapon
Range: Self shrapnel haphazardly flying. Other Creatures within 10
Duration: 1 minute feet of the exploding weapon taking 3d6 slashing
Components: CM damage.
Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Swirl. Creatures who would fail their saving throw,
Description: You move like the wind. For the duration, spreads all Elemental conditions currently affecting
your movement doesn’t provoke opportunity attacks. them around to all creatures, excluding the caster within
Your movement speed increases by 30 feet until the end 5 feet of them. Hostile creatures within 5 feet of the
of the turn you cast this jutsu. failing one gains 1 rank of all elemental conditions
currently affecting it.
Also, once before the jutsu ends, you can give yourself
advantage on one attack roll on your turn. On a hit, the WIND RELEASE: GALE FISTS
attack deals an extra 2d8 wind damage and immediately
ends this jutsu. Classification: Ninjutsu
Rank: C-Rank
C-RANK: Casting Time: 1 Bonus Action
Range: Self
WIND RELEASE: 1,000 BLADES OF THE WIND Duration: Concentration, up to 1 minute
Components: HS, CM, M
Classification: Ninjutsu Cost: 6 Chakra
Rank: C-Rank Keywords: Wind Release, Ninjutsu, Clash
Casting Time: 1 Action Description: You coat your hands and feet in a layer of
Range: 20 Foot Cone highly compressed but highly reactive wind release
Duration: Instant chakra. For the duration of this jutsu, you may use your
Components: HS, CM Ninjutsu ability Modifier in place of Strength for
Cost: 7 Chakra unarmed attack rolls. Your unarmed damage is treated as
Keywords: Wind Release, Ninjutsu, Clash Wind for the duration of this jutsu and deals damage
Description: You create a spiraling sphere of wind equal to 1d10 + Ninjutsu Ability Modifier.
chakra with a collection of cutting blades within it.
Creatures in range must succeed a Strength Saving At Higher Ranks: For each rank you cast this jutsu
throw being pulled towards you and taking 4d6 Wind above C-Rank, increase the cost of this jutsu by 3. If this
Damage and gaining 2 ranks of bleeding. Or half as jutsu is cast at A-Rank, increase the damage by 1d10.
much on a successful save and no ranks of bleeding.
WIND RELEASE: GREAT BREAKTHROUGH
Creatures who fail their saving throw, are pulled
towards you and end their movement within 5 feet of Classification: Ninjutsu
you. They are then caught in a violent explosion of the Rank: C-Rank
cutting wind, being knocked back 20 feet and taking an Casting Time: 1 Action
additional 2d6 Wind Damage. Range: Self (60 Foot Line)
Duration: Instant
Swirl. Creatures who would fail their saving throw, Components: HS, CM
spreads all Elemental conditions currently affecting Cost: 9 Chakra
them around to all creatures, excluding the caster Keywords: Wind Release, Ninjutsu, Clash
within 5 feet of them. Hostile creatures within 5 feet of Description: You create a swirling vortex of air in front
the failing one gains 1 rank of all elemental conditions of you. You compress the air until the pressure explodes
currently affecting it. forward like a cannon in a straight line. Creatures in a 5-
foot wide, 60-foot-long line must succeed a Strength
At Higher Ranks: For each rank you cast this jutsu saving throw. Creatures take 4d10 Wind damage and are
above C-Rank, increase the cost of this jutsu by 3, the thrown backwards 30 feet away are dazed and prone on a
damage by 1d6 and the amount of initial bleed gained failed save. On a success they take half damage and no
by +1. further effects.
WIND RELEASE: BURSTING COMPRESSED Swirl. Creatures who would fail their saving throw,
AIR spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster within
Classification: Ninjutsu 5 feet of them. Hostile creatures within 5 feet of the
Rank: C-Rank failing one gains 1 rank of all elemental conditions
Casting Time: 1 Action currently affecting it.
Range: 30-feet
Duration: Concentration, up to 1 minute At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM above C-Rank, increase the cost of this jutsu by 3 and
Cost: 9 Chakra increase damage by 1d10 and knock back distance by 10ft.
Keywords: Wind Release, Ninjutsu
Description: You conjure a spiraling vortex of wind
chakra around a target creatures weapon. The target
creature makes a Dexterity saving throw to avoid the
collapse of the wind.
On a failed save they take 3d6 slashing damage as they
are sliced for holding the weapon. If they continue to
hold their weapon, they must make another save at the
6
WIND RELEASE: LIONS ROAR At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu damage by 1d6.
Rank: C-Rank
Casting Time: 1 Action WIND RELEASE: RAKSHASA BARRIER
Range: Self (15-foot radius sphere) [CHANGED]
Duration: Concentration, Up to 1 Minute
Components: HS, CM Classification: Ninjutsu
Cost: 9 Chakra Rank: C-Rank
Keywords: Wind Release, Ninjutsu Casting Time: 1 Reaction, which you take when you
Description: You weave Wind Release Chakra together, would take Earth, Wind, Fire, Cold, or Lightning Damage
creating a potent veil of chakra in the shape of a Lion Range: Self
around you and allied creatures. This chakra then Duration: 1 Round
collapses on all creatures of your choice within range Components: HS, CM
granting the benefits as listed below, for the duration; Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu, Clash
• Bonus +20 Movement speed. Description: You raise your hand and generate an
• Ninjutsu, they cast with the Wind Release Keyword intensely dense torrent of wind that circles around you,
creating a bubble of wind that envelops your entire body.
that has a range of at least 5 feet, increases their range
by 10 feet, and deals an additional 1d8 Wind Damage, The bubble of wind that envelops you has a number of
once per turn. hit points equal to your Proficiency bonus times your
• Taijutsu, they cast that has a range of touch, or 5 feet, Ninjutsu ability Modifier. This bubble has immunity to
increases their range by 10 feet, and deals an Wind damage, resistance to Lightning Damage and
additional 1d8 Wind Damage, once per turn. vulnerability to Fire Damage.
WIND RELEASE: PRESSURE SHOCKWAVE If the bubble would take fire damage, all creatures
within 15 feet of you must succeed a Dexterity saving
Classification: Ninjutsu throw becoming burned on a failed save as the fire
Rank: C-Rank spreads around you from your rotating bubble of wind.
Casting Time: 1 Reaction, which you take when an allied
creature casts a jutsu. If the bubble would take Lightning damage, all
Range: 60 feet creatures within 15 feet of you must succeed a Dexterity
Duration: Instant saving throw becoming shocked on a failed save, as
Components: HS, CM lightning jumps from you to other creatures around you.
Cost: 8 Chakra
Keywords: Wind Release, Ninjutsu If the bubble would take Cold damage, all creatures
Description: When you see another allied creature cast within 15 feet of you must succeed a Dexterity saving
another jutsu, you create a tornado like mass that is throw becoming chilled on a failed save, as the cold is
compressed until it has a high density before being spread to all creatures around you.
released as a shockwave, intended to boost their jutsu’s
effects. If the triggering jutsu does not have a nature If the bubble would take Earth damage, all creatures
release keyword, the allied creature makes their attack within 15 feet of you must succeed a Dexterity saving
roll at advantage or one hostile creature of your choice throw, gaining the bleeding condition on a failed save, as
within range makes their saving throw at disadvantage. they are pelted with shrapnel of earth.
If the triggering jutsu has a nature release keyword, At Higher Ranks: For each rank you cast this jutsu
then all hostile creatures in a 60-foot cone, originating above C-Rank, increase the cost of this jutsu by 3, the
from you, must succeed a Strength saving throw or be size of the area affected by 5 feet, and the number of hit
pulled 15 feet towards your allied creature, take 5d6 wind points your bubble has by +10.
damage on a failed save or half as much and no further
effect. WIND RELEASE: RECOVERING BREEZE
[CHANGED]
Additionally, it amplifies the triggering jutsu based on
its nature release; Classification: Ninjutsu
Rank: C-Rank
• Earth Release: On a failed save target cannot take Casting Time: 1 Action
reactions. Range: Self (30-foot-cone)
Duration: Instant
• Wind Release: On a failed save target gains 2 ranks of Components: HS, CM
bleeding. Cost: 8 Chakra
Keywords: Wind Release, Ninjutsu, Medical
• Fire Release: On a failed save the triggering jutsu Description: You create a field of medical chakra infused
increases its damage die by 1 step. wind release chakra that pulses outward from you. All
creatures of your choice within Range, regains 4d6 and
• Water Release: On a failed save the target gains 1 rank ends the weakened condition.
of chilled.
At Higher Ranks: For each rank you cast this jutsu
• Lightning Release: On a failed save the target gains 1 above C-Rank, increase the cost of this jutsu by 3 and the
rank of shocked. amount healed by 1d6.
Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster within
5 feet of them. Hostile creatures within 5 feet of the
failing one gains 1 rank of all elemental conditions
currently affecting it.
7
WIND RELEASE: ROTATING FEROCIOUS WIND RELEASE: VACUUM BARRIER
WIND [CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you cast Casting Time: 1 Reaction, which you take when you see a
another Ninjutsu with the Wind Release keyword. creature within range take damage.
Range: Self Range: 60 feet.
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
Description: You reinforce your Ninjutsu with additional Description: You create a swirling vortex of air in front
buffeting gales of wind. Ninjutsu you cast with the Wind of a creature you can see within range right before take
Release keyword prior to casting this, adds your Ninjutsu damage. The compressed air compresses then explodes
Ability modifier to its attack and damage rolls or it gains pushing attacks and other forces back, protecting the
a +1d4 bonus to its initial Saving throw DC. creature. Reduce the damage the target creature takes by
5d10.
WIND RELEASE: SICKLE WEASEL
[CHANGED] This damage reduction is doubled if the damage is
Lightning Damage and halved if the damage is Fire
Classification: Ninjutsu Damage.
Rank: C-Rank
Casting Time: 1 Reaction to taking damage from a melee At Higher Ranks: For each rank you cast this jutsu
attack or from a creature within range. above C-Rank, increase the cost of this jutsu by 3 and the
Range: Self (20-foot radius sphere) damage reduced by 1d10.
Duration: Instant
Components: HS, CM WIND RELEASE: VACUUM FIELD
Cost: 8 Chakra
Keywords: Wind Release, Ninjutsu Classification: Ninjutsu
Description: When you take damage you are able to Rank: C-Rank
collapse the circling wind around you and the triggering Casting Time: 1 Action.
creature causing the wind to collide with the hostile Range: Self (30-foot Radius Sphere)
creature creating an extremely sharp blade of wind. Duration: Concentration, Up to 1 minute.
Components: HS, CM
All creatures within 20 feet of you makes a Dexterity Cost: Special (50 Chakra)
saving throw taking 5d8 Wind damage, and gaining 1 Keywords: Wind Release, Ninjutsu, Fuinjutsu,
rank of bleeding on a failed save or half as much on a
success. Combination
Description: You manifest a Seal of wind Release Chakra
Swirl. Creatures who would fail their saving throw, that glows in the air. The seal then triggers completely
spreads all Elemental conditions currently affecting removing all evidence of Oxygen and atmosphere from a
them around to all creatures, excluding the caster within 30-foot radius sphere centering on you. You and all
5 feet of them. Hostile creatures within 5 feet of the other casters are immune to this jutsu’s effects.
failing one gains 1 rank of all elemental conditions
currently affecting it. All creatures who begin their turns in this jutsu’s
range must succeed a Constitution Saving throw or begin
At Higher Ranks: For each rank you cast this jutsu immediately suffocating as they are robbed of their air in
above C-Rank, increase the cost of this jutsu by 3 and the their lungs. A Suffocating creature can only survive a
initial damage by 1d8. number of rounds equal to their constitution modifier
before passing out falling unconscious from the lack of
WIND RELEASE: TEARING GALE PALM air. An unconscious creature in this jutsu’s radius
automatically takes 5d10 Necrotic Damage. A creature
Classification: Ninjutsu who’s hit points are reduced to 0 as a result of this jutsu
Rank: C-Rank lungs, heart and other internal organs explode while
Casting Time: 1 Action inside the body. Being unable to be revived without these
Range: 30 Feet organs being restored as well. An unconscious creature
Duration: Instant can regain consciousness when another creature spends
Components: HS, CM, M an action waking them.
Cost: 7 Chakra
Keywords: Wind Release, Ninjutsu, Clash Fire & Lightning cannot exist within this Vacuum Field
Description: You construct a large claw of your design and if fire or lightning, a jutsu with a Fire or Lightning
made of semi-solid compressed wind chakra. You can Release Keyword that deals fire or lightning damage
attack with it targeting a single creature up to 30 feet away. would attempt to enter this fields radius or affect a
Make a Ranged Ninjutsu Attack. Target Creature takes 4d6 creature within this fields Radius it is immediately
Wind damage and gains 2 ranks of bleeding on a hit. snuffed out and negated.
At Higher Ranks: For each rank you cast this jutsu above Combination: If this jutsu is cast as a Combination jutsu
C-Rank, increase the cost of this jutsu by 3 and the damage with 2 or more casters increase the damage by 2d10.
by 1d6.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's area of effect size
based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2: Increase the radius by +10
feet, +3: Increase the radius by +15 feet, +4: Increase the
radius by +20 feet, +5: Increase the radius by +30 feet).
8
WIND RELEASE: VACUUM SHIELD [CHANGED] WIND RELEASE: WHIRLWIND SPEAR
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction which you take when you or Casting Time: 1 Action
another creature within range would take damage. Range: Self (120-foot line)
Range: Self (10-foot radius sphere) Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 9 Chakra Keywords: Wind Release, Ninjutsu, Clash
Keywords: Wind Release, Ninjutsu, Clash Description: You create a molded construct of wind
Description: You create a swirling vortex of air in front of release chakra that floats next to you. This construct can
you. You compress the air until the pressure implodes on take the shape of any spear or piercing like object such as
itself creating a shockwave blocking attacks and reducing an arrow, lance, sword or anything you prefer. You then
the lethality of attacks in your immediate area. All allied launch this construct in a straight line, piercing through
creatures in this jutsu’s radius gain 20 Temporary Hit all creatures in a 5-foot wide, 120-foot lone line
points from the oscillating flow of wind until the end of the originating from you.
current turn.
All creatures in range must succeed a Dexterity Saving
At Higher Ranks: For each rank you cast this jutsu above throw taking 5d6 wind Damage on a failed Save or half as
C-Rank, increase the cost of this jutsu by 3 and temporary much on a successful one.
hit points by 10.
The first creature your construct would pass through
WIND RELEASE: WALL OF WIND that has the burned, chilled, corroded, shocked or
envenomed condition has that condition exacerbated.
Classification: Ninjutsu That creature takes 2d10 fire damage if they are burned,
Rank: C-Rank cold damage if they are chilled, acid damage if they are
Casting Time: 1 Action corroded, lightning damage if they are shocked or poison
Range: 120 feet damage if they are envenomed. On a successful save no
Duration: Concentration, 1 minute additional damage is done.
Components: HS, CM
Cost: 9 Chakra Swirl. Creatures who would fail their saving throw,
Keywords: Wind Release, Ninjutsu spreads all Elemental conditions currently affecting
Description: A wall of strong wind rises from the ground at them around to all creatures, excluding the caster within
a point you choose within range. You make the wall up to 5 feet of them. Hostile creatures within 5 feet of the
50 feet long, 15 feet high, and 1 foot thick. You can shape failing one gains 1 rank of all elemental conditions
the wall in any way you choose so long as it makes one currently affecting it.
continuous path along the ground. The wall lasts for the
duration. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
When the wall appears, each creature within its area damage by 1d6 and 1d10.
must make a Strength saving throw. A creature takes 4d8
Slashing damage on a failed save, or half as much damage WIND RELEASE: WHIRLWIND THRUST
on a successful one.
Classification: Ninjutsu
The strong wind keeps fog, smoke, and other gases at Rank: C-Rank
bay. Small or smaller flying creatures or objects can't pass Casting Time: 1 Action
through the wall. Loose, lightweight materials brought Range: 90 feet
into the wall fly upward. Arrows, bolts, and other ordinary Duration: Instant
projectiles launched at targets behind the wall are Components: HS, CM
deflected upward and automatically miss. Large objects Cost: 8 Chakra
such as boulders and similar objects and attacks can Keywords: Wind Release, Ninjutsu
penetrate it. Creatures in gaseous form can't pass through Description: You create an updraft of cycling wind
it. Fire ignites the Wall of wind leaving it as a massive wall release chakra that erupts from the ground under a
of fire. If this happens the caster of Wall of wind loses all group of creatures. Select a space within range. All
control of it and counts as the jutsu ending. creatures within 15 feet of the selected space must
succeed a Strength saving throw. On a failed save,
WIND RELEASE: WHIRLWIND MOVEMENT creatures are thrown 30 feet upwards into the air taking
3d10 wind damage. If a creature cannot safely land, they
Classification: Ninjutsu take falling damage as normal.
Rank: C-Rank
Casting Time: 1 Bonus Action If the space this jutsu is casted overlaps with a source
Range: 60 Feet of Fire or Water additional effects happen.
Duration: Instant
Components: HS, CM, M Fire: This Jutsu ignites and becomes a flaming
Cost: 6 Chakra whirlwind instead dealing 3d12 fire damage instead of
Keywords: Wind Release, Ninjutsu 3d10 Wind Damage. Creatures must also succeed a
Description: You generate a massive amount of wind Constitution saving throw gaining the burned condition
chakra around your feet. You move so fast you virtually on a failed save.
teleport to one space within 60 feet. This does not
provoke an attack of opportunity. Water: This jutsu becomes swirled with a powerful
torrent of Water instead dealing 3d12 Cold damage
instead of 3d10 Wind Damage. Creatures must also
succeed a Constitution saving throw gaining the chilled
condition on a failed save.
9
Swirl. Creatures who would fail their saving throw, Creatures also have to make a Strength saving throw.
spreads all Elemental conditions currently affecting On a failed save, creatures are thrown 20ft in a random
them around to all creatures, excluding the caster within direction and fall prone. The area within the dome is
5 feet of them. Hostile creatures within 5 feet of the counted as difficult terrain even for flying creatures.
failing one gains 1 rank of all elemental conditions
currently affecting it. Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting
At Higher Ranks: For each rank you cast this jutsu them around to all creatures, excluding the caster within
above C-Rank, increase the cost of this jutsu by 3 and the 5 feet of them. Hostile creatures within 5 feet of the
damage by 1d10 or 1d12. failing one gains 1 rank of all elemental conditions
currently affecting it.
WIND RELEASE: WIND FRICTION SHATTER
At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above B-Rank, increase the cost of this jutsu by 3 and
Rank: C-Rank increase the damage by 1d10
Casting Time: 1 Bonus action
Range: Touch WIND RELEASE: BACKLASH
Duration: Concentration, 1 minute
Components: HS, CM Classification: Ninjutsu
Cost: 8 Chakra Rank: B-Rank
Keywords: Wind Release, Ninjutsu Casting Time: 1 Reaction, when you would suffer the
Description: You coat a creature whom you touch body effects of or take damage from a Ninjutsu
in a layer of spinning air. The air removes most friction Range: Self
from its body allowing them to move at breathtaking Duration: Instant
speeds, with little resistance. Components: HS, CM
Cost: 14 Chakra
Their movement speed is doubled, they have Keywords: Wind Release, Ninjutsu
advantage on Dexterity saving throws, gain a +2 bonus Description: You create a vortex that spins
to AC and gain an additional action per turn. This action counterclockwise just before an attack hits you. Make a
can be used for either one additional Weapon Attack, Ninjutsu Ability Check vs the Rank DC of the triggering
Dash, Disengage, Hide, or use an object action. jutsu. The Rank DC equals 12 + the Jutsu’s Rank (D-
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If
WIND RELEASE: WIND RIDER you roll Higher, the triggering jutsu’s effect is nullified
and the caster of the jutsu takes the damage and effects
Classification: Ninjutsu of their own Jutsu. On a failure, you take the damage as
Rank: C-Rank they break through your jutsu.
Casting Time: 1 Bonus Action
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Minute above B-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM you gain a +2 Bonus to your Ninjutsu Ability Check.
Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu WIND RELEASE: CHERISHING BREEZES
Description: You touch a willing creature you can see
within range coating them in Wind Release Chakra. For Classification: Ninjutsu
the duration, the target creature gains a 30ft flying Rank: B-Rank
speed, but at the end of their turn they must be within 5 Casting Time: 1 Action
feet of the ground. The creature cannot suffer falling Range: Touch
damage as they are always carried by the wind to a safe Duration: Instant
landing. Additionally, the creature is always floating at Components: HS, CM
least 5 feet off the ground for the duration. Cost: 12 Chakra
Keywords: Wind Release, Ninjutsu, Medical
B-RANK: Description: You inhale once, filling your lungs with Air
that you mix medical release chakra. You then attempt to
WIND RELEASE: 10,000 SLICING BLADES pass this air from your lungs into the lungs of another
who have either died within the last minute or are dying.
Classification: Ninjutsu This can be done in a number of ways such as CPR, a kiss,
Rank: B-Rank simply manipulating the air to exit your lungs and enter
Casting Time: 1 Action the downed creatures.
Range: Self (30-Foot radius Sphere)
Duration: Concentration, up to 1 Minute When you do, the dead or dying creature makes a
Components: HS, CM Constitution Saving throw adding 2d4 to their roll vs a
Cost: 14 Chakra DC 15 + 1 for each round they have been dead. On a
Keywords: Wind Release, Ninjutsu Success, they immediately end the dead or dying
Description: You create a dome of spinning wind, condition regaining consciousness with 1 Hit Point and a
centering on you. The wind spins, whips and blows at number of Temporary Hit points equal to three times
120 mph generating an innumerable number of blades your Ninjutsu Save DC. These Temporary hit points last
made of wind chakra. These blades fly freely throughout for 10 minutes.
your dome. Anything not weighted down is picked up
and thrown around the dome and sliced to pieces. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
Creatures, excluding you, in this dome of wind when it bonus to the creatures Constitution Saving throw by 1d4.
is cast, who first enters or begins their turns within the
dome, must make a Dexterity saving throw taking 5d10
Wind damage on a failed save or half as much on a
successful one.
10
WIND RELEASE: DIVINE MOUNTAIN WIND This jutsu also deals twice as much damage to objects and
[CHANGED] structure.
Classification: Ninjutsu Swirl. Creatures who would fail their saving throw,
Rank: B-Rank spreads all Elemental conditions currently affecting them
Casting Time: 1 Action around to all creatures, excluding the caster within 5 feet of
Range: 60 Feet them. Hostile creatures within 5 feet of the failing one gains
Duration: Instant 1 rank of all elemental conditions currently affecting it.
Components: HS, CM
Cost: 13 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Wind Release, Ninjutsu B-Rank, increase the cost of this jutsu by 3 and increase the
Description: You create a vortex where you can control ranks of lacerated by +1.
the strength for the wind. Make a ranged ninjutsu attack
targeting a creature you can see within range. On a hit WIND RELEASE: GRYPHONS TALONS
target creature takes 8d6 wind damage and gains 2 ranks
of bleed, as the wind slices into them with enough force to Classification: Ninjutsu
upheave the ground upon impact. If there are any sources Rank: B-Rank
of fire in the line of fire between you and your target this Casting Time: 1 Action
jutsu ignites into a stream of fire. Increase the damage by Range: Self
5d4 fire damage. Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
At Higher Ranks: For each rank you cast this jutsu Cost: 14 Chakra
above B-Rank, increase the cost of this jutsu by 3 and Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
increase the damage by 1d6 Description: You place a sealing talisman on your hands as
you focus your Wind Release chakra onto them activating
WIND RELEASE: GALE BLADE [CHANGED] them. Chakra forms into the shape of 2 Claws, Talons, or
weapons of your description on either hand. For the
Classification: Ninjutsu duration you do not spend chakra to maintain concentration
Rank: B-Rank on this jutsu.
Casting Time: 1 Action
Range: 90 Feet For the duration you can as an action make up to two
Duration: Instant Melee Ninjutsu Attacks with these wind claws you created.
Components: HS, CM Your Melee Ninjutsu attacks made with these wind claws
Cost: 14 Chakra have a range of 10 feet, and deal 3d8 + Your ninjutsu ability
Keywords: Wind Release, Ninjutsu modifier wind damage on a successful hit.
Description: You create a super thin blade of cutting wind
that slices through everything in a continuous line. Select WIND RELEASE: GUST SURGE
a space you can see within range. Then select a second
space you can see within 60 feet of the originally selected Classification: Ninjutsu
space. Draw a straight line in between both spaces. All Rank: B-Rank
creatures who the line passes through or by within 5 feet Casting Time: 1 Reaction, which you take when a creature
must succeed a Dexterity saving throw, taking 6d8 wind
damage and gaining 3 ranks of bleeding on a failed save or within 45 feet of you make an Attack, Casts a Jutsu or
half as much and no additional effects on a successful one. moves towards you.
Range: Self (45- foot radius sphere)
Swirl. Creatures who would fail their saving throw, Duration: Instant
spreads all Elemental conditions currently affecting them Components: HS, CM, CS
around to all creatures, excluding the caster within 5 feet Cost: 14 Chakra
of them. Hostile creatures within 5 feet of the failing one Keywords: Wind Release, Ninjutsu, Clash
gains 1 rank of all elemental conditions currently Description: You punch the ground creating a single point
affecting it. of intense air pressure that explodes outwards blowing away
all creatures and potentially all attacks.
At Higher Ranks: For each rank you cast this jutsu All creatures within range of your choice must succeed a
above B-Rank, increase the cost of this jutsu by 3 and the Strength saving throw. On a failed save they are thrown back
damage by 1d8. to the edge of this jutsu’s radius into a space that can hold
them.
WIND RELEASE: GREAT SICKLE WEASEL Creatures who fail their strength saving throw becomes
[CHANGED] Dazed for 1 minute on a failed save. A Creature Dazed this
way makes a Constitution saving throw at the end of their
Classification: Ninjutsu turns ending the condition on a successful save.
Rank: B-Rank If this jutsu is used in reaction to a Ninjutsu or Taijutsu
Casting Time: 1 Action being cast, the shockwave of air pressure reduces the
Range: Self (45-foot cone) damage the jutsu would deal by 5d6 + 15. If the jutsu used
Duration: 1 Action does not deal damage the triggering creature must succeed a
Components: HS, CM Constitution (Chakra Control) check vs your Ninjutsu save
Cost: 14 Chakra DC. On a success their jutsu is cast as normal. On a failure,
Keywords: Wind Release, Ninjutsu their jutsu is also blown away as this jutsu negates it.
Description: A blast of slicing wind erupts from your hands. If this jutsu is used to trigger a clash with a Jutsu with the
Each creature in range, originating from you, makes a Fire Release Keyword, you make your clash check at
Dexterity saving throw. On a failed save, a creature takes advantage as you are pushing all the wind away from you. If
7d6 wind damage and are thrown back 25 feet, fall prone, you succeed your clash check against a jutsu with the fire
gains 1 rank of lacerated and cannot take reactions until the release keyword, they take an additional 4d8 wind Damage
end of their next turn as they are unable to avoid being and must succeed a Constitution saving throw being burned
caught in the shockwave of slicing and concussive wind. on a failed save.
11
WIND RELEASE: MULTILAYERED GALE WIND RELEASE: VACUUM BLADE
[CHANGED]
Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: Self Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 1 minute. Components: HS, CM, M
Components: HS, CM, M Cost: 12 Chakra
Cost: 12 Chakra Keywords: Wind Release, Ninjutsu
Keywords: Wind Release, Ninjutsu Description: You exhale wind release chakra onto a
Description: You wave your hands back and forth weapon to increase its sharpness, range and lethality.
creating layers of wind that stack on top of one another This can even be used on your own hand to create a
creating a barrier of wind. Your Wall of wind is extremely lethal sword extending from your fist. When placed on
dense not allowing most things to pass through it. When any held weapon or your own hands, that weapon’s
you create your barrier of wind it has 30 Hit points. It damage type becomes wind and it now deals 4d6 + Your
occupies your space with you and protects you in all ninjutsu ability modifier Wind damage.
direction, ranged attacks targeting you are made at
disadvantage. At the start of each of your turns you can A weapon under the effects of this jutsu can be used as
enhance this barrier regenerating 3d6 of the barriers hit a component for Bukijutsu if the weapons original
points. This Barrier has a vulnerability to Fire damage, damage type matches the Bukijutsu requirement.
and resistance to Lightning damage.
When placed on thrown weapons, its damage type
At Higher Ranks: For each rank you cast this jutsu becomes wind and its damage die becomes 3d6 + your
above B-Rank, increase the cost of this jutsu by 3 and the ninjutsu ability modifier. You can place this jutsu on a
initial hit points of the barrier by 10. stack of Kunai or Shuriken. Their range is also increased
by 30 feet. Melee weapons range is increased by 10ft.
WIND RELEASE: THUMB OF DESTRUCTION Ranged weapons now affect all adjacent spaces around
its target on a successful hit.
Classification: Ninjutsu
Rank: B-Rank If you would cast a Jutsu that would allow you to deal
Casting Time: Full Turn Action your weapons damage that is under the effects of this
Range: 120 Feet jutsu, you only deal this jutsu’s damage once, after
Duration: Instant which you default to your original weapons damage.
Components: HS, CM, CS
Cost: Special (77 Chakra) At Higher Ranks: For each rank you cast this jutsu
Keywords: Wind Release, Ninjutsu, Combination above B-Rank, increase the cost of this jutsu by 3. If cast
Description: You generate a super massive tornado that at S-Rank, increase the damage of this jutsu by 1d6.
touches down on a space you can see within range. This
Tornado is 120 feet tall and 30 feet wide. You can WIND RELEASE: VACUUM GREAT SPHERE
command it to touch down on top of a creature or space
you can see within range. Classification: Ninjutsu
Rank: B-Rank
If you have it touch down on top of a creature, make a Casting Time: 1 Action
Ranged Ninjutsu attack, dealing 10d8 wind damage on a Range: 120 Feet (15-foot radius Sphere)
hit. Duration: Concentration, 1 minute
Components: HS, CM
All creatures, objects and structures, excluding casters Cost: 13 Chakra
of this jutsu, within 60 feet of the tornado must succeed Keywords: Wind Release, Ninjutsu
a Strength saving throw being sucked into the eye of this Description: You generate 3 large Spheres of wind chakra.
storm. On a failed save they are thrown to the top of this Choose 3 spaces in range. You send the large wind spheres
tornado for but a moment before the tornado to these areas and they expand outwards with the point
compresses and fires all creatures within the eye of its you’ve chosen at the center, 30 feet in diameter. Creatures
storm directly into the ground at sound breaking speeds. caught in these spheres or who enter them, movement
speed is reduced to 0 and they cannot breathe while inside
All creatures, objects and structures are immediately the sphere as the pressure prevents them from inhaling
blasted directly into the ground taking triple falling successfully.
damage.
Creatures caught in the radius of any sphere can make a
Combination: If this jutsu is cast as a Combination jutsu strength saving throw or continue to have their movement
with 2 or more casters increase the targeted damage by 2d8 speed reduced to 0. On a successful save, they regain half of
for each additional caster. their movement speed.
Any creature who assists in casting this jutsu as a A creature who begins or ends its turn within the radius
combination jutsu increases this Jutsu's area of effect size of a sphere must make a constitution saving throw. On a
and damage based on the highest Charisma Modifier within failure, they begin to suffocate, gaining 1 rank of
the group of casters. (+0-1: No Change, +2: Increase the exhaustion. On a success, they recover 1 rank of exhaustion
height of the tornado by 60 feet, +3: Increase the height of caused by this jutsu, if any.
the tornado by 80 feet, +4: Increase the height of the
tornado by 120 feet, +5: Increase the height of the tornado Upon escaping or ending this jutsu’s effect on them,
by 120 feet and instead deal quadruple falling damage). they recover from all ranks of exhaustion this jutsu
imposed on them.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and select one
additional space this jutsu affects.
12
WIND RELEASE: WIND CUTTER [CHANGED] WIND RELEASE: DEFIANCE STORM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Full Turn Action
Range: 120 Feet Range: 90 Feet (30-foot-Radius Sphere)
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Fuinjutsu
Description: You create one Super sharp blade of wind and Description: You throw a Chakra seal onto the ground
launch it at a target creature in range. Make a ranged before you release the chakra sealed within in creating
ninjutsu attack. On a hit the target creature takes 5d10 Wind an aura of reinforcing Wind release chakra. Select up to 4
damage and gains 1 rank of lacerated. creatures to gain the benefits of this jutsu while inside
this Jutsu's radius.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and increase the For the duration select creatures within this jutsu’s
damage by 1d10 radius makes Strength, Dexterity and Wisdom Ability
checks and Saving throws at advantage, Ninjutsu they
WIND RELEASE: WYVERNS SURGE [CHANGED] cast of B-Rank or lower has their cost reduced by -2
(Min 1.), Taijutsu & Bukijutsu they cast deal additional
Classification: Ninjutsu wind damage equal to your Ninjutsu Ability modifier.
Rank: B-Rank
Casting Time: 1 Action The Chakra Seal used to cast this jutsu can be targeted
Range: Self for attacks, although it is protected by a bubble of Wind
Duration: Concentration, Up to 1 minute Release Chakra. It has an AC equal to your Ninjutsu Save
Components: HS, CM, CS DC, and Hit Points equal to twice your Ninjutsu Save DC.
Cost: 14 Chakra It has Immunity to Lightning Damage and Vulnerability
Keywords: Wind Release, Ninjutsu, Fuinjutsu to Fire Damage. Once Destroyed, this jutsu immediately
Description: You place a sealing tag on your body in any ends.
place you desire, as you place a massive reserve of Wind
Release Chakra into the tag itself, activating it and WIND RELEASE: DRILLING WIND BULLET
magnifying your physical potential. You do not need to [CHANGED]
spend chakra to maintain concentration on this jutsu.
Classification: Ninjutsu
For the duration, once per turn, when you would deal Rank: A-Rank
damage with a jutsu against a creature with a jutsu with a Casting Time: 1 Action
nature release keyword, they must make a strength saving Range: 120 feet
throw. On a failed save the following occurs; Duration: Instant
Components: HS, CM
• Earth Release: Affected creature gains 1 rank of the Cost: 18 Chakra
bruised condition. Keywords: Wind Release, Ninjutsu, Clash
Description: You inhale a single breath and exhale
• Wind Release: The jutsu deals an additional 2d6 wind creating a spinning drill made of slicing wind that tears
damage and inflicts 2 ranks of bleed. through everything in its path. Make a Ranged Ninjutsu
attack against up to 3 targets in range. On a hit, target
• Fire Release: Affected creatures gains 1 rank of the creature takes 5d10 wind damage, are knocked back 25
Burned Condition. feet and gain 2 ranks of lacerated.
• Water Release: Affected creatures gains 1 rank of the At Higher Ranks: For each rank you cast this jutsu
Chilled Condition. above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d12 and the ranks of lacerated
• Lightning Release: Affected creatures gains 1 rank by +1.
Shocked Condition for the next minute.
WIND RELEASE: EYE OF THE STORM
A-RANK:
Classification: Ninjutsu
WIND RELEASE: CAST NET [CHANGED] Rank: A-Rank
Casting Time: 1 Full Turn Action
Classification: Ninjutsu Range: Self (60-foot-Radius Sphere)
Rank: A-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: HS, CM, CS
Range: Self (60-Foot Cone) Cost: 20 Chakra
Duration: 1 Action Keywords: Wind Release, Ninjutsu
Components: HS, CM Description: You Create a powerful twisting cyclone of
Cost: 19 Chakra wind that seals yourself and all creatures in this jutsu’s
Keywords: Wind Release, Ninjutsu Radius off from other creatures and effects from outside
Description: A wave of slicing wind erupts from you as you this jutsu’s radius.
swing your hand. Each creature in a 60-foot cone must
make a Dexterity saving throw. A creature takes 7d8 wind Creatures outside this jutsu’s radius cannot see into
damage and are thrown back 60 feet, fall prone, gain 1 rank the opaque wall of twisting wind, dust, dirt and chakra. A
of lacerated on a failed save. Creatures take half as much creature with Chakra sight when looking at the wall only
damage and no further effects on a successful save. sees a wall of chakra and cannot make out anything
passed it.
Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting them If a creature attempts to pass through the wall, they
around to all creatures, excluding the caster within 5 feet of must succeed a Strength saving throw. On a successful
them. Hostile creatures within 5 feet of the failing one gains
1 rank of all elemental conditions currently affecting it.
13
save they pass through the wall. On a failed save they WIND RELEASE: NEVERENDING BREATH
take 8d8 wind damage and are thrown back 30 feet. [CHANGED]
Attacks and Jutsu cannot penetrate this jutsu’s walls.
Classification: Ninjutsu
While inside this jutsu’s radius, creatures cannot Rank: A-Rank
generate electricity preventing them from casting Jutsu Casting Time: 1 Action
with only the Lightning Release Keyword. Range: Self
Duration: 10 Hours
If the wall is struck with a Jutsu with the Water Components: HS, CM
Release Keyword, the walls becomes wreathed in Water Cost: 15 Chakra
Release Chakra. If this jutsu’s walls become wreathed in Keywords: Wind Release, Ninjutsu
Water Release chakra, creatures within this jutsu’s Description: You inhale a single breath, and using chakra you
radius cannot generate fire, preventing them from are able to reinvigorate that single collection of air as if it
casting jutsu with only the Fire Release Keyword. were a new breath. You no longer need to breathe for up to 10
hours. You cannot be suffocated or drowned.
If the wall is struck with a Jutsu with the Fire Release
Keyword, the walls becomes wreathed in Fire Release WIND RELEASE: SPLITTING BREEZE [CHANGED]
Chakra. If this jutsu’s walls become wreathed in Fire
Release chakra, creatures within this jutsu’s radius Classification: Ninjutsu
cannot generate strong wind, preventing them from Rank: A-Rank
casting jutsu with only the Wind Release Keyword. Casting Time: 1 Action
Range: 5 Feet
WIND RELEASE: LIONS FANG BLADE Duration: Instant
[CHANGED] Components: HS, CM
Cost: Special
Classification: Ninjutsu Keywords: Wind Release, Ninjutsu, Clash
Rank: A-Rank Description: You mold wind Release Chakra to create a blade
Casting Time: 1 Action of wind release chakra that is so compressed it fits into the
Range: 120 feet palm of your hand. The amount of power this jutsu exhibits is
Duration: Instant entirely dependent on the amount of chakra you commit to it.
Components: HS, CM
Cost: 19 Chakra Spend chakra up to the listed amounts. For every chakra
Keywords: Wind Release, Ninjutsu cost milestone hit you deal the listed effect. A creature
Description: You mold wind Release Chakra to create a reduced to 0 as a result of this jutsu is bisected at any angle
beast made purely of Wind Release Chakra, that has a the caster decides;
design and look of your description that counts as large.
20 Chakra: You make a single melee Ninjutsu attack. On a
Upon its creation, you command it to attack a number successful hit, you dealing 20d4 Wind Damage. A creature
of creatures up to your Ninjutsu Ability Modifier once must also succeed a Constitution saving throw gaining 2
each. Make a Melee Ninjutsu attack for each creature it ranks of laceration on a failed save.
attacks within range as it leaps and assaults each
creature. On a hit, you deal 2d8 Wind Damage. 30 Chakra: You make a single melee Ninjutsu attack. On a
successful hit, you dealing 30d4 Wind Damage. A creature
A creature that takes damage from the Construct must must also succeed a Constitution saving throw, gaining 4
succeed a Constitution saving throw being torn apart ranks of laceration on a failed save.
from the thousands of blades made of Wind Release
chakra that makes up your constructs form. On a failed 40 Chakra: You make a single melee Ninjutsu attack. On a
save they gain 2 ranks of Lacerated. successful hit, you dealing 40d4 Wind Damage. A creature
must also succeed a Constitution saving throw, gaining 6
Swirl. Creatures who would fail their saving throw, ranks of laceration on a failed save.
spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster within WIND RELEASE: VACUUM SERIAL WAVES
5 feet of them. Hostile creatures within 5 feet of the [CHANGED]
failing one gains 1 rank of all elemental conditions
currently affecting it. Classification: Ninjutsu
Rank: A-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above A-Rank, increase the cost of this jutsu by 3, the Range: 60 Feet
damage by 1d8 and Bleed Ranks by 3. Duration: Instant
Components: HS, CM
WIND RELEASE: NEVER ENDING FALL Cost: 17 Chakra
Keywords: Wind Release, Ninjutsu, Clash
Classification: Ninjutsu Description: You take a deep breath and exhale several
Rank: A-Rank super intense blades of wind at different angles but at a
Casting Time: 1 Action single target. Make a Ranged Ninjutsu Attack, on a hit,
Range: Self Target creature takes 9d6 Wind Damage and gains 2
Duration: Concentration, 1 Minute ranks of lacerated.
Components: HS, CM, M
Cost: 15 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Wind Release, Ninjutsu above A-Rank, increase the cost of this jutsu by 3 and
Description: You create a vacuum of air under yourself increase the ranks of laceration by +2.
with the ability to ascend, descend and move in any
direction at your own discretion. You gain a fly speed of
60 feet. If you use your action to Dash, you instead move
180 feet in the round.
14
WIND RELEASE: VACUUM WALL WIND RELEASE: FANNED WIND
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 100 Foot Cone
Duration: 1 Round Duration: 1 Action
Components: HS, CM, M Components: HS, CM
Cost: 15 Chakra Cost: 30 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You create a vacuum of air around yourself Description: A torrent of concussive wind erupts from
that nullifies almost all attacks that would aspire to harm your hands that explodes forward devastating
you. Until the beginning of your next turn. All Ninjutsu and everything in a 100-foot cone in front of you. This jutsu
Taijutsu, Melee and Ranged weapon attacks must roll 1d20 blows everything not tied down away and even upheaves
when they declare an attack targeting you. On a roll of 8 or trees and smaller structures and buildings. Creatures in
greater, the attack is diverted or knocked away by the its path must succeed a Strength saving throw being
extremely dense wind. thrown back 120 feet on a failed save. If the creature hits
a structure their movement ends and they take triple the
S-RANK: falling damage as if they fell the same distance they
traveled.
WIND RELEASE: 1 MILLION BLADE COLLISION
[CHANGED] WIND RELEASE: HURRICANE OF DISASTER
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: Full Turn Action
Range: 120 Feet Range: Self (120-foot radius)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 25 Chakra Cost: Special (138 Chakra)
Keywords: Wind Release, Ninjutsu, Clash Keywords: Wind Release, Ninjutsu, Combination
Description: You focus a massive amount of wind chakra into Description: You generate a Category 6 Hurricane that
a sphere above the target in range and bring it down crashing touches down with the sole intent of bringing nothing
into the target as a single blade. The target must make a but ruin in its wake. This Hurricane extends 250 feet
Dexterity saving throw, creatures take 34d6 wind damage into the air and has a 120-foot radius. This hurricane
and 5 ranks of lacerated or half as much damage and ranks of affects all creatures except its casters within its radius.
bleed on a Successful save.
At the end of each of your turns, it moves 90 feet in a
Swirl. Creatures who would fail their saving throw, random direction (Roll 1d8. 1: North, 2: North East, 3:
spreads all Elemental conditions currently affecting East, 4: South East, 5: South, 6: South West, 7: West, 8:
them around to all creatures, excluding the caster within North West.). Creatures within this jutsu’s area of effect
5 feet of them. Hostile creatures within 5 feet of the must succeed a Strength saving throw being ripped from
failing one gains 1 rank of all elemental conditions their current position and thrown 250 feet into the air
currently affecting it. taking 12d8 wind Damage and being restrained by the
wind on a failed save. A creature thrown into the air may
WIND RELEASE: BACKLASH WAVE repeat their Strength Saving throw to escape this wind at
the end of each of their turns, taking 12d8 wind damage
Classification: Ninjutsu on a failed save and escaping, falling to the ground on a
Rank: S-Rank successful save.
Casting Time: 1 Reaction, which you take when you see a
Ninjutsu being cast. All structures and constructs in this jutsu’s path
Range: 90 Feet automatically fail their saves and are destroyed as they
Duration: Instant are pulled into the hurricane’s rotation. This Hurricane
Components: HS, CM lasts for 1 Minute as once cast it cannot be stopped or
Cost: 28 Chakra dispelled by its casters willingly.
Keywords: Wind Release, Ninjutsu
Description: You see an attack as it comes towards you and Combination: If this jutsu is cast as a Combination jutsu
you create an impenetrable forcefield of wind that’s with 2 or more casters increase the damage by 4d8.
designed to throw everything back. Make a Ranged
Ninjutsu Attack vs the triggering creatures ninjutsu save Any creature who assists in casting this jutsu as a
DC. If you result is higher, the opponent suffers the combination jutsu increases this Jutsu's area of effect size
damage and effects of their own jutsu plus an additional and damage based on the highest Charisma Modifier within
12d10 Wind damage. On a failure, the jutsu is diverted and the group of casters. (+0-1: No Change, +2: Increase the
immediately ends. radius of the hurricane by 30 feet, +3: Increase the radius of
the hurricane by 60 feet, +4: Increase the radius of the
hurricane by 90 feet, +5: Increase the radius of the hurricane
by 120 feet).
15
WIND RELEASE: SPIRALING TEMPEST WIND RELEASE: TORNADO EXPLOSION
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self (45-foot radius) Range: Self
Duration: 1 Minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 45 Chakra Cost: 30 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You release a surge of Wind Release Chakra Description: You create a spiraling cylinder of wind
that protects and enhances all of your allies for the centered on yourself that has a 90 Foot radius and is 120
duration. All creatures of your choice within range gain Feet High. This cylinder becomes difficult terrain for the
the following; duration, even for flying creatures. Unattended objects
in this cylinder that are large or smaller are pulled
• If a creature starts their turns in this jutsu’s radius, upwards and spins around the center at 200 Mph. A
they gain a Bonus +30 Movement speed until the end creature that starts its turn in the cylinder must succeed
of their next turns. on a strength save or be pulled upwards towards the
center and be restrained while in motion. All objects and
• They gain a bonus to Ninjutsu and Taijutsu Attack creatures inside the cylinder, excluding yourself, take
Rolls equal to your Ninjutsu Ability Modifier. 8d10 Wind Damage at the start of each of your turns.
Creatures can make a strength save on each of its turns
• They gain a number of Temporary Hit points equal to as an action to not be restrained on its turn.
your Ninjutsu Save DC at the beginning of each of their
turns. These Temporary hit points do not stack. Swirl. Creatures who would fail their saving throw,
spreads all Elemental conditions currently affecting
• Taijutsu they cast that has a range of touch, or 5 feet, them around to all creatures, excluding the caster within
increases their range by 15 feet, and deals an 5 feet of them. Hostile creatures within 5 feet of the
additional 3d8 Wind Damage. failing one gains 1 rank of all elemental conditions
currently affecting it.
• Affected Creatures cannot be Dazed or Weakened.
• Affected creatures gain Resistance to Lightning
Damage.
16
FIRE RELEASE
Fire Release is the most common of the five nature transformations in the leaf village and land of fire, but those who can
use it are able to knead chakra and set fire to anything. Fire Release is almost always used offensively and has very few
defensive applications. Some shinobi use it to damage massive areas and harm large groups of foes. Fire Release is
commonly exhaled from the user's mouth. Although Fire Release has naturally amazing power, it suffers from high chakra
cost and is difficult to control flames after use.
Fire Release is naturally strong against Wind Release and weak against Water Release
Prerequisite: You must have the Fire Release Affinity to learn jutsu with the Fire Release Keyword.
D-RANK: FIRE RELEASE: BLAZING EMBER [CHANGED]
FIRE RELEASE: ABSORB HEAT [CHANGED] Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 feet
Casting Time: Reaction, which you take when you would take Duration: Instant
damage. Components: HS, CM
Range: Self Cost: 4 Chakra
Duration: Instant Keywords: Fire Release, Ninjutsu
Components: HS, CM Description: You manifest motes of fire in the palms of
Cost: 5 Chakra each of your hands. Make two Ranged Ninjutsu attacks.
Keywords: Fire Release, Ninjutsu These attacks can target one creature or two. If targeting
Description: You generate a vacuum of chakra absorbing the multiple creatures make a single Ranged Ninjutsu attack
heat from the surrounding area and create a thin layer of fire against each.
chakra to protect yourself. You gain resistance to the
triggering damage until the start of your next turn. On a successful hit you deal 3d4+3 fire Damage. If a
creature hit is affected by the burned condition, they
If the triggering damage was due to the result of a immediately suffer the damage of their condition.
melee attack and the triggering creature was no more
than 10 feet away when this jutsu was cast, the At Higher Ranks: For each rank you cast this jutsu
triggering creature takes 8 fire Damage. above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank increase the amount of attacks
If the triggering damage was fire, you instead gain you can make by +1. If this jutsu is cast at S-Rank
immunity to it until the start of your next turn. increase the amount of attacks you can make by +2.
If the triggering damage was cold, this jutsu fails to FIRE RELEASE: BLAZING HANDS [CHANGED]
activate.
Classification: Ninjutsu
FIRE RELEASE: ASH CLOUD Rank: D-Rank
Casting Time: 1 action
Classification: Ninjutsu Range: self (20-foot cone)
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: 30 Feet (30 Foot Cloud) Cost: 5 Chakra
Duration: Instant Keywords: Fire Release, Ninjutsu
Components: HS, CM Description: You hold your hands out and fire a sheet of
Cost: 5 Chakra flame from your hands. Each creature in a 15-foot cone must
Keywords: Fire Release, Ninjutsu make a Dexterity saving throw. A creature takes 5d4+5 fire
Description: You inhale and knead fire chakra in your lungs damage on a failed save, or half as much damage on a
to create a cloud of ash. You exhale the ash into a target area successful one. This fire ignites any flammable objects in the
within range that you can see. The Cloud of ash remains until area that aren’t being worn or carried.
blown away or dissipates which can take up to 10 minutes.
Creatures inside the target area have disadvantage on attacks At Higher Ranks: For each rank you cast this jutsu
while inside the cloud, and are treated as if in total darkness. above D-Rank, increase the cost of this jutsu by 3 and
Creatures making ranged attacks inside the cloud cannot see increase the damage by 1d4+1.
creatures inside.
1
FIRE RELEASE: BLUE FIRE [CHANGED] Medium Construct, unaligned
Classification: Ninjutsu Armor Class 10 + Your Ninjutsu Ability Modifier
Rank: D-Rank Hit Points 18 (4d8 + Your character level)
Casting Time: 1 Reaction, which you take when you see a Speed 40 ft.
creature take damage in range.
Range: 30 feet STR DEX CON INT WIS CHA
Duration: 1 Round 14 (+2) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
Components: HS, CM
Cost: 5 Chakra Damage Immunities Acid, Fire, Psychic, Bludgeoning, Slashing
Keywords: Fire Release, Ninjutsu, Clash Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
Description: You manifest a sapphire-colored flame
around a willing creature you can see within range petrified, poisoned
protecting them. You can see a gout of blue hot flame Senses passive Perception 10
erupts around them creating a barrier of heat.
Damage Vulnerability. The Flaming spider takes double damage from cold
Until the beginning of the creatures next turn, ranged damage.
attacks deal reduced damage equal to 2d4+2. Melee Elemental Body. The Flame Spiders weapon attacks are chakra enhanced.
attacks deal reduced damage equal to 2d4+2 and deals
3d6+3 in fire damage to the attacking creature once per Multiattack. The Flame Spider can attack 2 times with its Bite.
turn.
Bite. Melee Weapon Attack: + (Your ninjutsu attack bonus) to hit, reach 5 ft.,
If the attacking creature would deal Cold Damage, this one creature. Hit: 2d4 + 2 Fire damage.
jutsu is immediately extinguished, ending it before any
damage reduction or damage could be dealt. Flame Web (Recharge 9-10): Ranged Weapon Attack: +(Your ninjutsu
attack bonus) to hit, reach 30/60 ft., one creature. The target is covered in
At Higher Ranks: For each rank you cast this jutsu solidified flaming webs and is restrained by them taking 2d6+2 fire damage.
above D-Rank, increase the cost of this jutsu by 3, the As an action the restrained target can make a Strength ability check, bursting
damage reduction by 1d4+1 and damage done by 1d6+1. from the webbing on a success. The webbing can also be attacked and
destroyed (AC 10, Hp: 5; Vulnerability to cold damage.)
FIRE RELEASE: CRIMSON SPIDER [CHANGED]
FIRE RELEASE: ERUPTING FLAME [CHANGED]
Classification: Ninjutsu
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 30 Feet Casting Time: 1 Action
Duration: Concentration, Up to 1 minute. Range: 60 Feet
Components: HS, CM Duration: Instant
Cost: 5 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu Cost: 3 Chakra
Description: You spew out fire that surrounds a creature Keywords: Fire Release, Ninjutsu
you can see within range. The fire then collects into a Description: You Focus chakra into the target area and
space within 30-feet of the target creature forming a create a hot spot directly under a target creature you can
medium sized Flame Spider. This Flame Spider can be see in range. The target must succeed on a Dexterity
commanded as a bonus action on your turn. saving throw or take 3d8+3 Fire Damage. The target gains
no benefits from cover against this jutsu.
FIRE RELEASE: DEMONS LANTERN
A creature who fails their saving throw by 5 or more
Classification: Ninjutsu gains 2 ranks of the burned condition.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Self (5-Feet radius) above D-Rank, increase the cost of this jutsu by 3 and
Duration: Concentration, up to 1 minute. increase the damage by 1d8+1.
Components: HS, CM
Cost: 3 Chakra FIRE RELEASE: FIREBALL [CHANGED]
Keywords: Fire Release, Ninjutsu
Description: You conjure multiple flames of chakra to Classification: Ninjutsu
surround you. These flames transform into faces of Rank: D-Rank
demons of your description. You shed bright light for 20 Casting Time: 1 Action
feet and dim light for another 10 feet. Range: 60 Feet (15 Foot radius Sphere)
Duration: Instant
As a reaction, when a creature moves within 5 feet of Components: HS, CM
you, you can force the target to make a Dexterity saving Cost: 5 Chakra
throw as these Demon lanterns attempt to strike the Keywords: Fire Release, Ninjutsu, Clash
target. On a failed save, the target is set on fire and gains Description: You breathe a stream of fire onto the target
the Burned Condition. area which then expands into a ball of fire burning all in
its range. Target creatures in range makes a Dexterity
saving throw, taking 4d6+4 Fire Damage on a failed save
or half as much on a success save. Flammable objects
caught in the radius ignites if it isn’t being held or
carried.
2
At Higher Ranks: For each rank you cast this jutsu FIRE RELEASE: FLAME WHIP [CHANGED]
above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1, and the radius by 5ft. Classification: Ninjutsu
Rank: D-Rank
FIRE RELEASE: FLAME BOLT [CHANGED] Casting Time: 1 Action
Range: self (20-feet)
Classification: Ninjutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 4 chakra
Range: 60 Feet Keywords: Fire Release, Ninjutsu
Duration: Instant Description: You conjure a flaming whip to strike at a
Components: HS, CM creature you can see up to 20-feet away from you. Make
Cost: 4 Chakra a melee ninjutsu attack, dealing 2d10+2 fire damage. The
Keywords: Fire Release, Ninjutsu target must succeed a Dexterity saving throw, being
Description: You breathe a bolt of flame at a creature or pulled 10 feet towards you. If a creature who failed the
object within range. Make a ranged ninjutsu attack saving throw ends their movement within 5 feet of you,
against the target. On a hit, the target takes fire damage they fall prone and gain the burning condition.
equal to 3d10+3. A flammable object hit by this jutsu
ignites if it isn’t being worn or carried. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase the damage by 1d10+1.
above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10+1. FIRE RELEASE: FOX FIRE [CHANGED]
FIRE RELEASE: FLAME COAT [CHANGED] Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: Self
Casting Time: 1 Bonus action Duration: Concentration, up to 1 hour
Range: Self Components: HS, CM
Duration: Concentration, up to 1 Hour Cost: 3 chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 5 Chakra Description: A Flickering flame appears in your hand.
Keywords: Fire Release, Ninjutsu The flame remains there for the duration and harms
Description: You engulf a weapon in fire chakra, coating it neither you or your equipment. The flame sheds bright
in a flame that enhances the lethality of the weapon. If you light in a 20-foot radius and dim light for an additional
let go of the weapon or it is taken from you, the fire 10 feet. The jutsu ends if you dismiss it. You can also
disperses. While you maintain concentration on this jutsu, attack with the flame.
you can engulf another weapon you are holding as a bonus
action. A weapon enflamed by you, deals an additional 1d6+1 Make a Ranged Ninjutsu attack on a creature you can
Fire damage on a hit. The fire sheds bright light in a 20-foot see within 30 feet of you. On a hit, the target begins to
radius and dim light for an additional 10 feet. glow with a soft, warm, and glowing radiance. While
glowing in this way, this jutsu’s duration becomes
At Higher Ranks: For each rank you cast this jutsu above Concentration, up to 1 minute, and creatures have
D-Rank, increase the cost of this jutsu by 3. If this jutsu I advantage on melee attacks targeting the creature.
cast at B-Rank or higher, increase the damage by 1d6+1. If
this jutsu is cast at S-Rank, increase the damage by 1d6+1. FIRE RELEASE: GREEN FIRE [CHANGED]
FIRE RELEASE: FLAME STRIKE [CHANGED] Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Bonus Action.
Rank: D-Rank Range: 90 feet
Casting Time: 1 Action Duration: Concentration, Up to 1 minute
Range: 60 feet Components: HS, CM
Duration: Instant Cost: 4 Chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 5 Chakra Description: You manifest an emerald-colored flame
Keywords: Fire Release, Ninjutsu and mark a creature you can see within range with it.
Description: A vertical column of flame erupts upwards
from the ground towards the sky in a location you specify. For the duration, when the target would make a
Saving throw against a jutsu with the fire Release
Each creature in a 10-foot radius, 20-foot-high Keyword, they roll and additional 1d4. Reducing their
cylinder centered on a point within range must make a saving throw by the result.
Dexterity saving throw taking 3d6+3 fire damage and
gaining 1 rank of the burned condition on a failed save, If the marked creature would take fire damage from an
or half as much damage on a successful one. attack that you make, you deal an additional 1d6+1 fire
damage.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the At Higher Ranks: For each rank you cast this jutsu
damage by 1d6+1. above D-Rank, increase the cost of this jutsu by 3 and
the number of marked creatures by +1.
3
FIRE RELEASE: HELLFIRE REJECTION FIRE RELEASE: REKINDLED FLAMES
[CHANGED]
Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action.
Casting Time: Reaction Range: Touch
Range: 15 Feet Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 4 Chakra Keywords: Fire Release, Ninjutsu, Medical
Keywords: Fire Release, Ninjutsu Description: You manifest a golden-colored flame and
Description: When you are hit by a creature that you can place it on a dying creature you can see within range.
see, you release a brilliant burst of fire chakra in a 15
Foot sphere around you. Creatures of your choice caught Target creature is immediately stabilized and rolls 3
in the radius must make a Dexterity saving throw, taking Hit Die, spending two. If the target has less than 3 Hit
3d8+3 fire damage on a failed save, or half as much on a die, they roll what they have left spending all of it. If the
successful one. creature has no hit die, they are not able to be stabilized.
At Higher Ranks: For each rank you cast this jutsu They recover the result of the rolled Hit die + Your
above D-Rank, increase the cost of this jutsu by 3 and Ninjutsu ability modifier.
increase the damage by 1d8+1.
After casting the target creature gains resistance to
FIRE RELEASE: PASSIONATE FLAMES Fire Damage until the end of your next turn.
[CHANGED]
At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the number of Hit die rolled by 1.
Casting Time: 1 Action.
Range: Touch FIRE RELEASE: SANGUINE SPEAR [CHANGED]
Duration: Instant
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Fire Release, Ninjutsu, Medical Casting Time: 1 Action.
Description: You manifest a fuchsia-colored flame and Range: 5 Feet
place it on a wounded creature you can see within range. Duration: Instant
Components: HS, CM
Target creature rolls 2 Hit Die, spending one. When Cost: 4 Chakra
they do, they recover the result + Your Ninjutsu ability Keywords: Fire Release, Ninjutsu
modifier. Description: You manifest a sanguine-colored flame and
mold it into a melee weapon of your description that you
After casting the target creature gains resistance to then use to strike a target within range.
Fire Damage until the end of your next turn.
Make one melee ninjutsu attacks, dealing 3d6+3 fire
At Higher Ranks: For each rank you cast this jutsu damage on a hit. A target currently burned or chilled suffer
above D-Rank, increase the cost of this jutsu by 3 and exasperated effected.
the number of Hit die rolled and spent by 1.
Burned: A burned creature gain an additional rank of the
FIRE RELEASE: PHOENIX FIRE [CHANGED] burned condition.
Classification: Ninjutsu Chilled: A chilled creature loses the chilled condition
Rank: D-Rank suffering from a sudden shift in temperatures suffering all
Casting Time: 1 Action ranks of their chilled conditions damage. Their Chilled
Range: 60 Feet Condition immediately ends.
Duration: Instant
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 3 Chakra D-Rank, increase the cost of this jutsu by 3. If this jutsu is
Keywords: Fire Release, Ninjutsu cast at B-Rank, increase the number of melee ninjutsu
Description: You spit forth 3 motes of fire at a creature attacks by +1. If this jutsu is cast at S-Rank, increase the
within range. Make 3 ranged ninjutsu attacks against a number of melee ninjutsu attacks by +2.
target you can see within range. On a hit, the target takes
1d8+1 Fire damage. FIRE RELEASE: SCORCHING RAY [CHANGED]
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
increase the amount of attacks by +2. Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Components: HS, CM
Cost: 4 Chakra
Keywords: Fire Release, Ninjutsu
Description: You create 8 rays of fire and hurl them at
targets within range. You can hurl up to 2 at a single
target, otherwise you can target up to 8 targets. Make a
ranged ninjutsu attack for each ray. On a hit the target
takes 2d4+2 fire damage. Each time you deal damage to a
Target creature, it must make a constitution saving
throw, gaining the burned condition on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
you create two additional rays.
4
FIRE RELEASE: SPARK FIRE RELEASE: WILDFIRE [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: 5 Feet Range: 45 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Clash
Description: You manifest a highly flammable ember of Description: You manifest a multicolored flame and fire a
fire release chakra. You can throw this ember onto any stream of it towards a creature you can see within range.
unworn or held highly flammable material or substance Target creature must succeed a Dexterity saving throw. On a
causing it to immediately go up in flames. The fires created failed save they gain 1 rank of the burned condition, and
by this jutsu grow in size as normal fire would and are not take 2d12+2 Fire Damage. On a successful save they take half
controlled by you. These flames are so hot they evaporate damage and no further effects.
all water from sources that are not created by a Jutsu with
the Water Release keyword of at least D-Rank or Higher. If the target already had the burned condition, on a failed
These flames extinguish themselves after 10 minutes. save, they instead immediately take damage from the
burned condition they have and take 3d12+3 fire damage
FIRE RELEASE: TEMPERED METALS with no further effects. On a successful save they take half
damage and no further effects.
Classification: Ninjutsu
Rank: D-Rank C-RANK:
Casting Time: 1 Action
Range: Touch FIRE RELEASE: BLAZING ASH PILE [CHANGED]
Duration: 1 Minute
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Fire Release, Ninjutsu Casting Time: 1 Action
Description: You superheat a single weapon or stack of Range: 60 Feet (30-foot Cloud)
weapons or ammunition. For the next minute these Duration: 1 minute
weapons glow red hot and to all creatures but you are Components: HS, CM
scalding hot to the touch. Cost: 7 Chakra
Keywords: Fire Release, Ninjutsu
Weapons affected by this jutsu gains a +1 bonus to attack Description: You blow a super-heated cloud of ash at a
and damage rolls and their damage die is increased by one target area you can see within range; the cloud fills a 30 Foot
step for the duration. (D4>D6>D8>D10>D12) radius in a cloud shape. Creatures inside the cloud are
treated as if they are in total darkness. At any point in time
At the conclusion of this jutsu, the weapon becomes within the next minute, as a bonus action or reaction, you
brittle, unusable and breaks. can ignite the cloud of ash and all creatures inside the cloud
would need to make a Dexterity saving throw, taking 7d4+7
At Higher Ranks: For each rank you cast this jutsu above Fire Damage and the burned condition on a failed save and
D-Rank, increase the cost of this jutsu by 3. When this half as much damage and no burns on a successful one.
jutsu is cast at B-Rank, the bonus becomes +2 and the
damage die is increased by an additional step. When this At Higher Ranks: For each rank you cast this jutsu
jutsu is cast at S-Rank, the bonus becomes +3 and the above C-Rank, increase the cost of this jutsu by 3 and
damage die is increased by an additional step. increase the damage by 1d4+1.
FIRE RELEASE: WHITE FIRE FIRE RELEASE: BLUE FIRE EMBER
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 feet
Duration: Concentration, Up to 1 Minute Duration: Special
Components: HS, CM, CS Components: HS, CM
Cost: 5 Chakra Cost: 7 Chakra
Keywords: Fire Release, Ninjutsu, Fuinjutsu Keywords: Fire Release, Ninjutsu
Description: You manifest a pale white-colored flame and Description: You manifest a sapphire-colored ember into a
mold it to coat your hands. For the duration, you do not solid but flickering form. This flame appears in a willing
need to spend chakra to maintain concentration on this creature of your choices hand within range. This flame
jutsu. causes no harm to the creature and can be given or carried
by any other creature you designate as a holder.
For the duration, Jutsu you cast with the fire release
keyword always forces affected creatures to make a A holder of this flame may as their bonus action coat
Constitution saving throw. On a failed save they gain the themselves in this blue flame granting them a fast burning
burned condition. On a successful save no further effects or but dense shield of flame for a short time. Until the
conditions are imposed as a result of this jutsu. beginning of their next turn, they gain a number of
Temporary Hit points equal to 3d8 + 10.
Creatures who gain the burned condition as a result of
this jutsu, instead must beat a DC 20 Dexterity (Survival) Melee attacks that strike the creature deals 10 fire damage
Check to end the condition. to all creatures within 10 feet of them as the fire sparks off
of them.
5
This armor grants the creature Resistance to Fire FIRE RELEASE: DRAGON FLAME BOMBS
Damage for its duration. [CHANGED]
When the creature would take Wind damage this Classification: Ninjutsu
Armor instead is reinvigorated gaining additional hit Rank: C-Rank
points equal to the damage done and its duration is Casting Time: 1 Action
extended until the Start of the triggering creature’s next Range: Self (120-Foot line)
turn. Duration: Instant
Components: HS, CM
When the creature would take Cold Damage, this Cost: 9 Chakra
armor instead takes double damage. Keywords: Fire Release, Ninjutsu, Clash
Description: You knead chakra in your stomach and
At Higher Ranks: For each rank you cast this jutsu superheat it until you exhale it from your gut at terrifying
above C-Rank, increase the cost of this jutsu by 3 and the speeds, leading to you being unable to truly control its path.
Damage by 5. You fire a Stream of superheated fire in a 5-foot wide, 120-
foot-long line directly in front of you.
FIRE RELEASE: BURNING GAZE
Creatures in its path must make a Dexterity saving throw,
Classification: Ninjutsu taking 6d8+6 Fire damage on a failed save or half as much
Rank: C-Rank on a success. Objects within 5 feet of the stream of fire ignite
Casting Time: 1 Action if they are not being worn or held. The stream leaves behind
Range: 60 Feet a line of fire from you to the end of the 120-foot path. The
Duration: Concentration, up to 1 minute fire remains for 1 minute or until extinguished.
Components: HS, CM
Cost: 8 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Fire Release, Ninjutsu C-Rank, increase the cost of this jutsu by 3 and increase the
Description: You direct your gaze at an object or creature damage by 1d8+1.
within range. Your eyes begin to glow a violent bright red
and the target erupts into flames for the duration. An object FIRE RELEASE: EMBER
begins to burn as flames engulf it. A creature must succeed a
Dexterity saving throw gaining the burning condition for Classification: Ninjutsu
the duration. While you are concentrating on this jutsu, Rank: C-Rank
creatures currently suffering from the burned condition Casting Time: 1 Bonus Action
that you can see, cannot extinguish the fires that are Range: 60 feet
burning them. Duration: Instant
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 8 Chakra
above C-Rank, increase the cost of this jutsu by 3 and the Keywords: Fire Release, Ninjutsu
number of ranks of burned granted on a failed save by +1. Description: You manifest an unassuming mote of fire that
floats just above the palms of your hands. Select one
FIRE RELEASE: DANCE OF FIRE [CHANGED] creature who you can see within range that has the burned
condition. You attempt to maximize the potential damage
Classification: Ninjutsu they take.
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you or a The target creature makes a Constitution saving throw.
creature you can see in range, either takes damage or On a failed save, the target immediately suffers the
would make a Dexterity Saving throw. maximum damage from their burned condition. The target
Range: Self (15-foot Radius Sphere) then gains an additional rank of the Burned Condition.
Duration: 1 Round
Components: HS, CM FIRE RELEASE: EVERFLAME SEEDS
Cost: 9 Chakra
Keywords: Fire Release, Ninjutsu, Clash Classification: Ninjutsu
Description: You manifest a super dense barrier of flame Rank: C-Rank
around yourself and all creatures within range. Casting Time: 1 Action.
Range: Touch
This barrier of flame has a number of hit points equal Duration: Instant
to twice your Ninjutsu Save DC, An AC equal to your Components: HS, CM
Ninjutsu Save DC and counts as a Structure. Creatures Cost: 9 Chakra
outside of the radius of this barrier cannot see pass its Keywords: Fire Release, Ninjutsu, Medical
walls. Creatures who attempt to pass through this Description: You manifest a 2 gems of Fire Release Chakra
barrier of flame from either side takes 15 Fire Damage. infused with Medical Release Chakra that feel hot to the
touch. You spend 2 of your Chakra Die, rolling and recording
This barrier cannot move and intercepts all attacks the result.
and Jutsu, taking damage if any would attempt to pass
through the walls exterior. A creature can use its bonus action to eat one gem. Eating
a gem forces a creature to roll 2 Hit die, spending them both.
This wall is immune to Wind Damage, and Jutsu with
the Wind Release Keyword cannot initiate a clash with it The creature regains Hit points equal to the result of their
by any means, resistance to fire damage and Hit Die + The casters Chakra die roll.
vulnerability to Cold Damage.
A creature can gain the benefits of this jutsu twice per
At Higher Ranks: For each rank you cast this jutsu long rest. If a creature attempts to gain the benefits of this
above C-Rank, increase the cost of this jutsu by 3 and the jutsu more than twice per long rest, each time after the
damage by 10. second, they take an amount of fire damage equal to the
result of the casters Chakra Die roll + Constitution Score.
This damage cannot be resisted or reduced by any means.
6
FIRE RELEASE: EXPLOSIVE CLONE FIRE RELEASE: FLAME ARMOR [CHANGED]
[CHANGED]
Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: 30 Feet Duration: 1 Hour
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 9 Chakra Keywords: Fire Release, Ninjutsu
Keywords: Fire Release, Ninjutsu Description: You create a layer of superheated chakra
Description: You conjure a clone comprised of fire over your skin. Seemingly setting yourself on fire in any
release chakra, made to look exactly like you. This clone, pattern you decide. You gain 15 temporary hit points. For
while solid is not as agile due to being made of a less the duration, while you have temporary hit points, you
stable source of matter. This clone occupies a space cannot be reduced below 1 temporary hit point as a result
within 30 feet of you when summoned. This clone cannot of wind or fire damage, you gain immunity to the burned
take the attack action or cast jutsu. This Clone has 1 hit and chilled conditions and melee attacks that strike you
point and an AC of 10. When this clone takes damage or also deal 15 Fire damage to the attacker.
you dismiss it as a reaction, it explodes violently.
At Higher Ranks: For each rank you cast this jutsu
All creatures within 15 feet of the clone when it above C-Rank, increase the cost of this jutsu by 3 and
explodes must succeed a Dexterity saving throw, taking increase the temporary hit points gained and damage
7d6+7 fire damage, gaining 1 rank of the burned dealt by 5.
condition and being thrown back 10 feet. On a successful
save the they only take half damage. FIRE RELEASE: FLAMING SEALS [CHANGED]
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above C-Rank, increase the cost of this jutsu by 3 and Rank: C-Rank
increase the damage by 1d6+1. Casting Time: 1 Action
Range: Touch
FIRE RELEASE: FIRE DRAGON BULLET Duration: 1 Minute.
[CHANGED] Components: HS, CM, CS
Cost: Special (9 Chakra)
Classification: Ninjutsu Keywords: Fire Release, Ninjutsu, Fuinjutsu
Rank: C-Rank Description: This jutsu places a flaming seal on a willing
Casting Time: 1 Action creature you touch and creates a chakra connection
Range: 60 Feet between you and the target until the jutsu ends. If this
Duration: Instant jutsu is cast again while a previous instance of it is
Components: HS, CM active, the previous casting and its effects automatically
Cost: 7 Chakra end.
Keywords: Fire Release, Ninjutsu, Clash
Description: You spit forth 5 globes of fire at a creature When the target is within 90 feet of you, it gains a +2
within range. Make a ranged ninjutsu attack against the bonus to all saving throws, resistance to fire damage and
target. On a hit, the target takes 10d4+10 Fire damage you always know what conditions are affecting the
and gains the burned condition. creature (if any).
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 above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d4+1. increase the Saving throw bonus by +1.
7
FIRE RELEASE: FLAMING TRAP [CHANGED] FIRE RELEASE: GREENFLAME EMBER
[CHANGED]
Classification: Ninjutsu
Rank: C-Rank Classification: Ninjutsu
Casting Time: 10 Minutes Rank: C-Rank
Range: Touch Casting Time: 1 Bonus Action.
Duration: Until Dispelled or triggered Range: 90 feet
Components: HS, CM, CS Duration: Concentration, Up to 1 minute
Cost: 8 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu, Fuinjutsu Cost: 8 Chakra
Description: When you cast this jutsu, you inscribe a Keywords: Fire Release, Ninjutsu
chakra seal that harms other creatures, either upon a Description: You manifest an emerald-colored flame
surface (Such as a table, or a section of floor or wall) or that glows with a bright hue and attempt to mark a
within an object that can be closed (such as a book, a creature you can see withing range with it. A Creature
scroll, or a treasure chest) to conceal the chakra seal. you can see within range must succeed a dexterity saving
throw. On a failed save being marked by this flame. For
If you choose a surface, the glyph can cover an area of the duration, when you or an allied creature makes an
the surface no larger than 10-feet in diameter. If you attack against the marked creature, roll an additional
choose an object, that object must remain in place, if the 1d4 adding the result to your attack & damage rolls.
object is moved more than 10-feet from where you cast
this spell, the glyph is broken, and the spell ends without At Higher Ranks: For each rank you cast this jutsu
being triggered. above C-Rank, increase the cost of this jutsu by 3 and the
number of marked creatures by +1.
The chakra seal is nearly invisible and requires a
successful Intelligence (Investigation or Ninjutsu) check FIRE RELEASE: HEATED BODY
against your spell save DC to be found.
Classification: Ninjutsu
You decide what triggers the chakra seal when you Rank: C-Rank
cast the jutsu. For seals inscribed on a surface, the most Casting Time: 1 Action
typical triggers include touching or standing on the seal, Range: Self
removing another object covering the seal, approaching Duration: 1 hour
within a certain distance of the seal, or manipulating the Components: HS, CM
object on which the seal is inscribed. For chakra seals Cost: 6 Chakra
inscribed within an object, the most common triggers Keywords: Fire Release, Ninjutsu
include opening that object, approaching within a Description: You breathe a single deep breath, using
certain distance of the object, or seeing or reading the your Fire Release chakra to increase the temperature of
seal. Once a chakra seal is triggered, it explodes in a 15- your body as you begin to radiate heat. For the duration
foot radius sphere, destroying the surface it is inscribed you gain immunity to cold environmental conditions,
on, Creatures in radius must succeed a Dexterity saving and creatures who are within 10 feet of you gain
throw taking 14d6+14 fire damage on a failed save, or advantage on Wisdom (Survival) ability checks in cold
half as much on a successful one. Afterwards the jutsu environmental conditions.
ends.
Ice and rain begin to evaporate as it come in contact
FIRE RELEASE: GREAT FIREBALL [CHANGED] with you creating heated steam.
Classification: Ninjutsu FIRE RELEASE: HEATED SIGHT
Rank: C-Rank
Casting Time: 1 Action Classification: Ninjutsu
Range: 90 Feet (20-foot radius Sphere) Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: Self
Cost: 8 Chakra Duration: 1 minute
Keywords: Fire Release, Ninjutsu, Clash Components: HS, CM
Description: You breathe a stream of fire onto the target Cost: 6 Chakra
area which then expands into a massive ball of fire, Keywords: Fire Release, Ninjutsu, Sensory
incinerating everything in its range. The target(s) must Description: You enhance your vision to be able to see
succeed on a Dexterity saving throw or take 6d6+6 Fire heat itself like a snake with infrared. Creatures and
Damage and 1 ranks of the burned condition or half as objects who produce any level of heat are outlined in
much on a failed save. Flammable objects caught in the varying colors of your own description with brighter
radius ignites if it isn’t being worn or carried. meaning they are warmer and dimmer meaning they are
cooler in heat.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and Creatures whom are perceived in this way cannot gain
increase the damage by 1d6+1 and radius by 5ft. the benefit of cover or be hidden from you. This allows
you to perceive creatures hidden by steam, smoke, gas or
even in non-chakra-based darkness.
8
FIRE RELEASE: HEAVENLY PRISON FIRE RELEASE: SEARING RUSH [CHANGED]
[CHANGED]
Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action.
Casting Time: 1 Action Range: Self (120 Foot Line)
Range: 5 feet Duration: Instant
Duration: Concentration, up to 10 minutes Components: HS, CM
Components: HS, CM, CS Cost: Special (50 Chakra)
Cost: 8 Chakra Keywords: Fire Release, Ninjutsu, Combination
Keywords: Fire Release, Ninjutsu, Fuinjutsu Description: You weave handsigns as you and any other
Description: You take a chakra seal and imprint your casters conjure superhot globes of flame. These globes
chakra onto it making a melee Ninjutsu Attack against a are so hot that they begin to boil the water out of the air
creature; On a hit the target creature is branded with a itself. These globes combine to form a single super
Fire Release chakra seal. While branded with this seal, compressed globe of flame that explodes with such force
creatures have extreme difficulty molding chakra. If a as it fires a powerful beam of Flame that burns the air as
creature attempts to cast a jutsu that requires Chakra it passes.
Molding (CM), they must succeed a constitution saving
throw taking 5d8+5 Fire damage on a failure, and half as All creatures in a 15-foot wide 120 feet long line
much on a success. originating from you must succeed a Dexterity saving
throw. On a failed save creature take 11d8+11 Fire
On a failure, the brand burns them, restricting chakra Damage and gaining 3 ranks of burned or half as much
flow as they lose the ability to mold chakra until the damage and no additional conditions on a successful
beginning of their next turn. save. Creatures who’s Hit points are reduced to 0 as a
result of this jutsu become ash.
Creatures can make a Ninshou Ability Check as an
action vs your Ninjutsu save DC to break the seal ending Combination: If this jutsu is cast as a Combination jutsu
this jutsu. with 2 or more casters increase the targeted damage by 2d8.
FIRE RELEASE: SANGUINE BLADE Any creature who assists in casting this jutsu as a
[CHANGED] combination jutsu increases this Jutsu's area of effect size
and damage based on the highest Charisma Modifier within
Classification: Ninjutsu the group of casters. (+0-2: No Change, +3-4: Increase the
Rank: C-Rank damage die to a d10, +5: Increase the damage die to a d12).
Casting Time: 1 Action.
Range: 60 Feet FIRE RELEASE: WHITE FIRE EMBER
Duration: Concentration, Up to 1 minute [CHANGED]
Components: HS, CM
Cost: 8 Chakra Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu Rank: C-Rank
Description: You manifest a sanguine-colored flame and Casting Time: 1 Full Turn Action
mold it into a large melee weapon of your description Range: Self
that floats near you upon its creation. Duration: 1 Minute
Components: HS, CM, CS
When you cast this jutsu, you can make a melee Cost: 9 Chakra
ninjutsu attack against a creature within 10 feet of the Keywords: Fire Release, Ninjutsu, Fuinjutsu
weapon. On a hit, the target takes fire damage equal to Description: You manifest a pale white-colored flame
3d6 + 3. and use it to enhance your Fire Release Jutsu for the
duration.
As a bonus action, you can command the weapons to
move up to 30 feet and repeat the attack against a For the duration, Jutsu you cast with the fire release
creature within 10 feet of it. keyword rerolls all Attack rolls of 1~5, taking the second
result. Also, Jutsu you cast with the fire Release keyword
A target currently burned or chilled suffer exasperated rerolls all Damage rolls of 1 or 2, taking the second
effected. result.
Burned: A burned creature gain an additional rank of You choose when to apply this effect to a jutsu you
the burned condition. cast. You may use this effect to enhance jutsu with the
fire release keyword a number of times equal to your
Chilled: A chilled creature loses the chilled condition proficiency bonus before this jutsu immediately ends.
suffering from a sudden shift in temperatures taking 2d6
Necrotic Damage as a result. This immediately ends the
Chilled condition on the creature.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
weapon gains a bonus +1 to attack and Damage rolls.
9
B-RANK: FIRE RELEASE: DUST TO DUST
FIRE RELEASE: ALCHEMIST FLAME Classification: Ninjutsu
[CHANGED] Rank: B-Rank
Casting Time: 1 Action
Classification: Ninjutsu Range: 90 feet
Rank: B-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: 60-foot cone Cost: 14 Chakra
Duration: Instant Keywords: Fire Release, Ninjutsu
Components: HS, CM Description: You snap your fingers in an attempt to turn
Cost: 12 Chakra a burning target into dust. You can only target a creature
Keywords: Fire Release, Ninjutsu currently under the burned condition forcing them to
Description: You manifest a colorless flame that you make a Constitution saving throw.
ingest before you exhale outward spraying it across a
massive range. All creatures in range must succeed a On a failed save they take twice the maximum possible
Constitution saving throw. On a failed save they gain the damage from your burned condition.
burned condition. Creatures burned by this jutsu also gain
the Weakened condition for the same duration as their If they failed by 5 or more, they instead take three
burned condition persists. times the maximum possible damage from the burned
condition.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the If they failed by 10 or more, they instead take four
range my 5 feet. times the maximum possible damage from the burned
condition.
FIRE RELEASE: CONTROLLED BURST
MOVEMENT At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu number of creatures you can target by +1.
Rank: B-Rank
Casting Time: 1 Action FIRE RELEASE: EVERFLAME FRUIT
Range: Self
Duration: Concentration, up to 1 minute Classification: Ninjutsu
Components: HS, CM, M Rank: B-Rank
Cost: 10 Chakra Casting Time: 1 Action.
Keywords: Fire Release, Ninjutsu Range: Touch
Description: You create hyper pressurized embers of fire Duration: Instant
on the soles of your feet or the palm of your hands. For the Components: HS, CM
duration double your speed, also when you take a move Cost: 14 Chakra
action select a space within your move speed, you can Keywords: Fire Release, Ninjutsu, Medical
instantly teleport to that location with extreme speed. Description: You manifest a 1 apple sized gem or shard
Your movement does not provoke attacks of opportunity of Fire Release Chakra infused with Medical Release
and you can move vertically while active. Chakra that feels scalding to touch. You spend all of your
Chakra Die, rolling and recording the result.
FIRE RELEASE: CROSSFIRE [CHANGED]
A creature can use its bonus action to eat the gem.
Classification: Ninjutsu Eating a gem forces a creature to roll all of its Hit die,
Rank: B-Rank spending them all. A creature can also spend an action
Casting Time: 1 Action. feeding this to a dead or dying creature who’s been dead
Range: 250 feet for no longer than 1 minute.
Duration: Instant
Components: HS, CM The creature regains Hit points equal to the result of
Cost: Special (77 Chakra) their Hit Die + The casters Chakra die roll.
Keywords: Fire Release, Ninjutsu, Combination
Description: You weave handsigns as you select one space A creature can gain the benefits of this jutsu once per
you can see within range. The point you choose erupts long rest. If a creature attempts to gain the benefits of
with 4 different 5 feet wide, 60 feet long beams of blazing this jutsu more than once per long rest, each time after
heat that fire in different directions that all originate from the second, they take an amount of fire damage equal to
the point you chose. No beam can fire in the same three times the casters Ninjutsu Save DC + Twice their
direction and must all fire at the same time. constitution score. This damage cannot be resisted or
reduced by any means.
All creatures who are in the range of any beam fired
must succeed a Dexterity saving throw taking 12d6+12 fire FIRE RELEASE: FIRE WALL [CHANGED]
damage and gaining 3 ranks of the burned condition on a
failed save or half as much damage on a successful save. Classification: Ninjutsu
Rank: B-Rank
Combination: If this jutsu is cast as a Combination Casting Time: 1 Action
jutsu with 2 or more casters increase the targeted damage Range: 120 Feet
by 3d6+3. Any creature who assists in casting this jutsu as Duration: Concentration, up to 1 minute.
a combination jutsu increases this Jutsu's area of effect Components: HS, CM
size based on the highest Charisma Modifier within the Cost: 14 Chakra
group of casters. (+0-2: No Change, +3-4: Increase the Keywords: Fire Release, Ninjutsu, Clash
width of the jutsu by 5 feet, +5: Increase the width of the Description: You create a standing wall of fire, 1 foot
jutsu by 10 feet.) thick, up to 60 Feet long, and 20 feet tall. When the wall
appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes
5d10+5 fire damage, or half as much damage on a
successful save.
10
One side of the wall, selected by you when you cast FIRE RELEASE: HEATED SUN
this jutsu, deals 5d10+5 fire damage to each creature that
ends its turn within 10 feet of that side or inside the wall. Classification: Ninjutsu
A creature takes the same damage when it enters the Rank: B-Rank
wall for the first time on a turn or ends its turn there. Casting Time: 1 Action
The other side of the wall deals no damage. Range: 120 Feet
Duration: Concentration, up to 1 minute
FIRE RELEASE: GREAT FIRE CAGE Components: HS, CM
Cost: 14 Chakra
Classification: Ninjutsu Keywords: Fire Release, Ninjutsu
Rank: B-Rank Description: You create a globe of white-hot fire in a
Casting Time: 1 Full Turn. space you select within range, that you can see.
Range: 120 Feet (30ft Cube) Creatures who begin their turns within 20 feet of the
Duration: Concentration, up to 1 minute Globe must make a constitution saving throw, gaining
Components: HS, CM, CS the burned condition on a failed save. Flammable objects
Cost: 14 Chakra within 20 feet of it ignite, and metal begins to become
Keywords: Fire Release, Ninjutsu, Clash too hot to touch causing those wearing or holding metal
Description: You spend your entire turn focusing and within range to take 9d4+9 Fire damage at the beginning
weaving hand seals to achieve a state of absolute focus. of each turn they are in contact with it.
You create a massive Cage of fire capturing all inside the
radius of the jutsu. Creatures attempting to leave the As an action, you may move this globe 30 feet in any
area must make a Dexterity, Constitution and Strength direction from its current placement. If this globe would
saving throw. On a Dexterity save failure, target enter a space another creature occupies, that creature
creatures take 5d10+5 Fire Damage. On a constitution must make a constitution saving throw. On a failed save,
save failure, the target creature gains 1 ranks of the creature gains 3 Ranks of the burned condition.
exhaustion. On a Strength save failure, the target
creature is blown back 30 feet. Target creature must At Higher Ranks: For each rank you cast this jutsu
succeed on at least 2 of the 3 saves in order to escape, above B-Rank, increase the cost of this jutsu by 3 and
failing more than 1 pushes them back towards the inside increase damage by 1d4+1.
of the cage.
FIRE RELEASE: HEAVENLY FLAME [CHANGED]
FIRE RELEASE: GREAT FLAME BOMB
[CHANGED] Classification: Ninjutsu
Rank: B-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: B-Rank Range: 5 feet
Casting Time: 1 Action Duration: Instant
Range: Self (120-Foot Line) Components: HS, CM, M
Duration: Instant Cost: 12 Chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 13 Chakra Description: You compress all of your Fire Release chakra
Keywords: Fire Release, Ninjutsu, Clash onto the surface of your skin and release it when you hit a
Description: You knead chakra in your stomach and creature with an unarmed attack creating a targeted
superheat it until you exhale it from your gut at insane explosion of white-hot flame. As a part of the action to cast
speeds and force. Creatures within 5 feet of you must this ninjutsu, make a melee ninjutsu attack, against one
make a strength saving throw being thrown back 10 feet creature within range, otherwise the jutsu fails.
on a failed save.
On a hit, the target suffers your unarmed attacks effects
You fire a Stream of blue hot fire in a 10-foot wide, as normal and take 6d12+6 fire damage as the fire erupts
120-foot-long line directly in front of you causing on contact. The target creature must succeed a constitution
objects and the environment within 5 feet of you to be saving throw, gaining two ranks of the burning condition
set on fire. and falling prone on a failed save.
Creatures in must make a Dexterity saving throw, At Higher Ranks: For each rank you cast this jutsu above
taking 9d6+9 Fire damage and 2 ranks of the burned B-Rank, increase the cost of this jutsu by 3. If this jutsu is
condition on a failed save or half as much damage on a cast at S-Rank, increase the number of attacks it makes by
success. Objects within 10 feet of the stream of fire ignite +1.
if they are not being worn or held. The stream leaves
behind a line of blue fire from you to the end of the 120-
foot path. The fire remains for 1 minute and will spread
until put out.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1.
11
FIRE RELEASE: INVESTITURE OF FLAME they do not this jutsu is casted prematurely as if there
[CHANGED] was No Delay. Delaying the casting increases the
strength of this jutsu by several magnitudes.
Classification: Ninjutsu
Rank: B-Rank As an action, on your turn, you can cause the mini sun
Casting Time: 1 Action to fall on a creature you can see within range. Depending
Range: 120 Feet on the number of rounds you have delayed this jutsu its
Duration: Concentration, up to 10 minutes. effects change;
Components: HS, CM
Cost: 14 Chakra No Delay: Creatures who are within 60 feet of the
Keywords: Fire Release, Ninjutsu target location must succeed a Constitution saving
Description: Flames race across your body, shedding throw. On a Failed save taking 12d8+12 Fire Damage
bright light in a 30-foot radius and dim light for an gaining 3 ranks of the Burned Condition and half as
additional 30 feet for the Jutsu’s duration. The flames much on a successful save and no further effects.
don’t harm you or any allied creature. Until the jutsu ends,
you gain the following benefits: 1 Turn Delay: Creatures who are within 90 feet of the
target location must succeed a Constitution saving
• You are immune to fire & wind damage. throw. On a Failed save taking 24d8+24 Fire Damage
• Resistant to Bludgeoning, piercing and slashing damage. gaining 3 ranks of the Burned Condition and half as
• Vulnerable to Cold damage. much on a successful save and no further effects.
• Speed is increased by 15 feet.
• Any hostile creature that moves within 10 feet of you on 2 Turn Delay: Creatures who are within 120 feet of the
target location must succeed a Constitution saving
any turn, begins it turn or ends its turn there, takes 2d10 throw. On a Failed save taking 36d8+36 Fire Damage
fire damage. gaining 3 ranks of the Burned Condition and half as
• You can use your bonus action to create a line of fire, 15 much on a successful save and no further effects.
feet long and 5 feet wide extending from you in a
direction you choose. Each creature in the line must 3 Turn Delay: Creatures who are within 160 feet of the
make a Dexterity saving throw. A creature takes 4d12+4 target location must succeed a Constitution saving
fire damage and gains the burning condition on a failed throw. On a Failed save taking 50d8+50 Fire Damage
save, or half as much damage on a successful one. gaining 3 ranks of the Burned Condition and half as
much on a successful save and no further effects.
FIRE RELEASE: PYRONADO [CHANGED]
Combination: If this jutsu is cast as a Combination jutsu
Classification: Ninjutsu with 2 or more casters increase the targeted damage by
Rank: B-Rank 5d8+5.
Casting Time: 1 Action
Range: 5-foot Radius Any creature who assists in casting this jutsu as a
Duration: Concentration, Up to 1 minute combination jutsu increases this Jutsu's damage potential
Components: HS, CM, CS, W (any melee) based on the highest Charisma Modifier within the group of
Cost: 12 Chakra casters. (+0-2: No Change, +3-4: Increase the damage die to
Keywords: Fire Release, Ninjutsu, Fuinjutsu a d10, +5: Increase the damage die to a d12).
Description: You bathe your weapon in Fire Release
Chakra and throw it, spinning the weapon like FIRE RELEASE: SUNBEAM [CHANGED]
boomerang. The Weapon spins around you striking all
creatures who come within 5 feet of you for the first time Classification: Ninjutsu
or begin their turns there. The first time each turn a Rank: B-Rank
Creature enters its range must succeed a Dexterity Casting Time: 1 action
saving throw. On a failed save they take damage equal to Range: Self (60-foot line)
your weapons damage + 6d6+6 and the burned condition Duration: Concentration, up to 1 minute
or half as much and no additional effects on a successful Components: HS, CM, CS
save. Cost: 14 Chakra
Keywords: Fire Release, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Keywords: You create a beam of brilliant white-hot light
above B-Rank, increase the cost of this jutsu by 3 and the that flashes forth from you in a 5-foot-wide, 60-foot line.
radius of this jutsu by 5 feet. Each creature in the line must make a constitution saving
throw. On a failed save, a creature takes 6d10+6 fire
FIRE RELEASE: STARFALL [CHANGED] damage and are blinded until the end of your next turn. On
a successful save they take half as much damage and no
Classification: Ninjutsu further effects. You can create a new beam of light as your
Rank: B-Rank action on any turn until this jutsu ends. For the duration,
Casting Time: Full Turn Action you shine bright light in a 30-foot radius and dim light for
Range: 500 Feet an additional 30 feet. This light is equivalent to sunlight.
Duration: Concentration, Up to 1 Minute
Components: HS, CM, CS
Cost: Special (77 Chakra)
Keywords: Fire Release, Ninjutsu, Fuinjutsu,
Combination
Description: You focus on a point you can see, 1 mile
above you. Collecting Fire Release chakra into a single
point as it grows into a mini sun.
You can as a part of casting this jutsu, delay its effect
until your next turn. Doing this requires all casters to
also spend their actions to maintain concentration. If
12
A-RANK: hands, then condenses to linger in your hand as a
glowing bead for the duration. When this jutsu ends,
FIRE RELEASE: BLAZING FERVOR either because your concentration is broken or because
[CHANGED] you decide to end it, the bead blossoms with a low roar
into an explosion of flame that spreads around corners.
Classification: Ninjutsu
Rank: A-Rank Each creature in a 20-foot radius sphere centered on
Casting Time: 1 Action that point must make a Dexterity saving throw. A
Range: Self creature takes fire damage equal to the total
Duration: 1 Minute accumulated damage on a failed save, or half as much
Components: HS, CM damage on a successful one.
Cost: 20 Chakra
Keywords: Fire Release, Ninjutsu The jutsu base damage is 12d8+12. If at the end of your
Description: You pump Fire Release Chakra through turn, the bead has not yet detonated, the damage
your veins, muscles, and even blood. When you do, for increases by 6d8+6.
the duration, your Strength & Dexterity becomes 20. If
either of these ability scores are already 20, they instead As an action, you can make a Ranged Ninjutsu attack
gain a +2 bonus. throwing the bead at a creature or object causing it to
detonate on a hit. On a miss the target creature gets
You gain a number of Temporary Hit points equal to advantage on its dexterity saving throw.
twice your Ninjutsu Save DC. Melee attacks that strike
you deals 15 fire damage to all creatures within 10 feet of At Higher Ranks: For each rank you cast this jutsu
you as you release a mass of heat from your body in above A-Rank, increase the cost of this jutsu by 3 and
response. Your Unarmed or Weapon attacks deals an increase the base damage and damage increase by 1d8+1.
additional 2d8+2 Fire Damage. You gain a +3 Bonus to
your AC and Taijutsu you cast for the duration gains the FIRE RELEASE: FIRE DEVASTATION
Fire Release Keyword and deals fire damage instead of [CHANGED]
its listed type.
Classification: Ninjutsu
At the end of this jutsu’s duration, you gain the Rank: A-Rank
Weakened, Dazed and Slowed Conditions for the next Casting Time: 1 Action
hour. Additionally, this jutsu cannot be cast again for the Range: Self (120 Foot Cone)
next hour as your body recovers. Duration: Instant
Components: HS, CM
FIRE RELEASE: CRIMSON BUTTERFLY Cost: 19 Chakra
[CHANGED] Keywords: Fire Release, Ninjutsu
Description: You breathe a stream of fire onto the target
Classification: Ninjutsu area which then expands into a massive ball of fire,
Rank: A-Rank incinerating everything in its radius. You fire a 120-
Casting Time: 1 Action cone-of super-heated flame. You can choose when the
Range: 1 Mile cone stops before reaching its maximum distance.
Duration: Instant
Components: HS, CM All creatures in the steam flames must make a
Cost: 20 Chakra Dexterity saving throw, taking 14d6+14 Fire Damage and
Keywords: Fire Release, Ninjutsu gaining the 2 ranks of the burned condition on a failed
Description: You manifest a swarm of Fire Release save or half damage on a successful one.
constructs in the shape of butterflies. This swarm
occupies a 90-foot cube centered on a space you can see Flammable objects and creatures caught in the radius
within range and can occupy the spaces of multiple are turned to ash if reduced to 0 Hit points. The affected
creatures as they flutter around them. area remains on fire at the conclusion of the jutsu.
At the end of your next turn, all butterflies in the cube
explode violently. At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
Creatures caught in the explosion (including casters) increase the damage by 1d6+1.
make a Dexterity saving throw at disadvantage. On a
failed save they take 9d10+9 fire damage and gain 2 FIRE RELEASE: FIRE STORM [CHANGED]
ranks of the burned condition. On a successful save they
take half damage and 1 rank of the burned condition. Classification: Ninjutsu
Rank: A-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above A-Rank, increase the cost of this jutsu by 3 and the Range: 120 Feet
size of this jutsu by 10 feet and the damage by 1d10+1. Duration: Instant
Components: HS, CM
FIRE RELEASE: DELAYED FIRE MISSILE Cost: 20 Chakra
[CHANGED] Keywords: Fire Release, Ninjutsu
Description: A storm made up of sheets of roaring flame
Classification: Ninjutsu appears in a location you choose within range. The area
Rank: A-Rank of the storm consists of up to ten, 10-foot cubes, which
Casting Time: 1 Action you can arrange as you wish. Each cube must have at
Range: 90 feet least one face adjacent to the face of another cube. Each
Duration: Concentration, up to 1 minute creature in the area must make a Dexterity saving throw.
Components: HS, CM It takes 20d4+20 fire damage on a failed save or half as
Cost: 19 Chakra much on a successful one. The fire damages objects in
Keywords: Fire Release, Ninjutsu the area and ignites flammable objects that aren’t being
Description: A beam of yellow light flashes from your worn or carried.
A creature in the area of more than one fiery storm is
affected a maximum of once.
13
FIRE RELEASE: GREAT FIRE ABSORPTION Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the targeted damage by
Classification: Ninjutsu 10d4+10.
Rank: A-Rank
Casting Time: 1 Action Any creature who assists in casting this jutsu as a
Range: 120 Feet combination jutsu increases this Jutsu's damage potential
Duration: 1 Round based on the highest Charisma Modifier within the group of
Components: HS, CM casters. (+0-2: No Change, +3-4: Increase the range of this
Cost: 20 Chakra jutsu by +80 feet, and the radius by +20 feet, +5: Increase
Keywords: Fire Release, Ninjutsu the range of this jutsu by +250 feet, the radius by +60 feet
Description: You create a vacuum of chakra, absorbing and damage by 25d4+25.)
lingering fire from the surrounding area collecting it
towards yourself converting it into chakra and using this FIRE RELEASE: RELENTLESS BLAZE
new chakra to heal wounds. Lingering fire or objects on
fire are all extinguished and it is absorbed into you. You Classification: Ninjutsu
heal 10 Hit points for every source of fire occupying a 5- Rank: A-Rank
foot cube that is absorbed this way. Fire cannot be Casting Time: 1 Action.
generated or maintained in the radius of this jutsu until Range: Touch
the beginning of your next turn. Duration: 1 Minute
Components: HS, CM
FIRE RELEASE: IGNITION Cost: Special (110 Chakra)
Keywords: Fire Release, Ninjutsu, Medical, Combination
Classification: Ninjutsu Description: You and all other casters, if any, touch a
Rank: A-Rank creature who has been dead no longer than 10 minutes,
Casting Time: 1 Action infusing its body with Fire Release chakra, giving it a
Range: 60 Feet temporary spark of life fueled by you.
Duration: Instant
Components: HS, CM The creature awakes with full Hit points and Chakra
Cost: 18 Chakra points. All jutsu they cast lose any other Nature Release
Keywords: Fire Release, Ninjutsu Keywords and Gain the Fire Release Keyword in its place.
Description: You expel your chakra into a 60-foot radius All Class, or Clan features that would require a Nature
centering from you. All flammable objects, cloth, metals Release Keyword of any type works with Jutsu with the
or otherwise things that can heat up or be set to blaze, is Fire Release Keyword. All Damage they deal is counted as
ignited instantly. Metal glows red hot, clothing is caught Fire Damage and Ignores Resistance, and treats
in a flash flame, and flammable objects are burning. immunity as resistance instead.
Creatures of your choice must make a constitution At the end of the 1-minute duration or if the creatures
saving throw being unable to fend of this swarm of hit points is reduced to 0, they turn to ash as that spark
chakra as they are set ablaze gaining 3 Ranks of the of life goes out being unable to be revived by any means.
burned condition. Creatures who gain ranks of the
burned condition in this way makes their Survival check Combination: If this jutsu is cast as a Combination jutsu
at disadvantage. with 2 or more casters increase the duration by 1 minute.
At Higher Ranks: For each rank you cast this jutsu Any creature who assists in casting this jutsu as a
above A-Rank, increase the cost of this jutsu by 3. If combination jutsu increases this Jutsu's duration based on
upcast to S-Rank, creatures who would take damage the highest Charisma Modifier within the group of casters.
from the burned condition, they instead take the (+0-2: No Change, +3-4: Increase the duration of this jutsu
maximum possible damage. to 1 hour, +5: Increase the duration of this jutsu to
permanent.)
FIRE RELEASE: NOVA [CHANGED]
FIRE RELEASE: SUNBURST [CHANGED]
Classification: Ninjutsu
Rank: A-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: A-Rank
Range: 250 Feet Casting Time: 1 Action
Duration: Instant Range: 150 Feet
Components: HS, CM Duration: Instant
Cost: Special (110 Chakra) Components: HS, CM
Keywords: Fire Release, Ninjutsu, Combination Cost: 19 Chakra
Description: You select a space you can see within range. Keywords: Fire Release, Ninjutsu
This space manifests a sphere of pure fire release chakra. Description: Brilliant sunlight flashes in a 60-foot
The sphere begins to pull in all creatures within 120 feet radius centered on spot you can see within range. Each
of it as if it were a gravity well. creature in that light must make a constitution saving
throw, taking 12d6+12 fire damage and is blinded for 1
All creatures within a 120 feet radius of the space you minute on a failed save. On a successful save, it takes
selected must succeed a Strength saving throw, being half as much damage and isn’t blinded by this jutsu.
pulled up to 90 feet towards the space. On a successful
save, they are instead pulled 45 feet. At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
Creatures who end this movement within 30 feet of increase the damage by 1d6+1.
the sphere must succeed a Constitution saving throw as
a wave of heat overwhelms them. On a failed save
creatures take 50d4 + 50 Fire Damage. On a successful
save they take Half. A creature who’s hit points are
reduced to 0 as a result of this jutsu, are turned to ash.
14
S-RANK: Description: You snap your fingers igniting the air
surrounding a creature, instantly incinerating them. If
FIRE RELEASE: DAWN [CHANGED] the creature you chose to target with this jutsu has 100
hit points or fewer, it dies, burning to dust. Otherwise,
Classification: Ninjutsu they must succeed a Dexterity saving throw, taking 35d4
Rank: S-Rank + 35 fire damage, or half as much on a successful one.
Casting Time: 1 Action
Range: Self (120-foot Radius Sphere) FIRE RELEASE: INCINERATING DRAGON FIRE
Duration: Instant [CHANGED]
Components: HS, CM, CS
Cost: 45 Chakra Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu, Fuinjutsu Rank: S-Rank
Description: You coat your body in such a dense amount Casting Time: 1 Action
of Fire Release chakra that you emit a painfully bright Range: 150 Foot Cone
Light. All creatures who can see within range who are Duration: Instant
not behind total cover, are affected by this jutsu. Components: HS, CM
Cost: 30 Chakra
Affected Creatures, must succeed a Constitution Keywords: Fire Release, Ninjutsu
saving throw. On a failed save, they take 18d8+18 fire Description: You inhale engorging your chest, exhaling a
damage, become permanently blinded, and gains the 5 white-hot flame, turning most everything in your path
ranks of the burned. On a successful save they take half to ash. You exhale a white-hot blaze of flame in a 150-
damage, becomes blind for the next minute and gains 3 foot cone in front of you. Creatures in this cone must
ranks of the burned condition. make a Dexterity saving throw, taking 30d6+30 Fire
damage on a failed save and half as much on a successful
A creature burned by this jutsu cannot extinguish the one.
flames on their own and can only have either the burned
condition or the Blinded condition ended by; FIRE RELEASE: INFERNO RAIN [CHANGED]
• A Jutsu that removes conditions casted at no less than Classification: Ninjutsu
S-Rank. Rank: S-Rank
Casting Time: 1 Action
• Waiting 1 minute for the Burned Condition to end Range: 1 Mile
naturally. Duration: Instant
Components: HS, CM
FIRE RELEASE: FIERY BODY [CHANGED] Cost: 30 Chakra
Keywords: Fire Release, Ninjutsu, Fuinjutsu
Classification: Ninjutsu Description: Blazing orbs of fire plummet to the ground
Rank: S-Rank at four different points you can see within range. Each
Casting Time: 1 Action creature in a 20-foot-radius sphere centered on each
Range: Self point you choose must make a Dexterity saving throw.
Duration: Concentration, up to 1 minute The sphere spreads around corners. A creature takes
Components: HS, CM 22d8+22 fire damage on a failed save, or half as much
Cost: 25 Chakra damage on a successful one. A creature in the area of
Keywords: Fire Release, Ninjutsu more than one fiery burst is affected a maximum of
Description: You temporarily transform your body into twice.
living flame. You gain immunity against Wind, fire,
bludgeoning, piercing and slashing damage and the FIRE RELEASE: PHOENIX BLESSING
blind and deafened conditions. You gain vulnerability to
Cold damage. Classification: Ninjutsu
Rank: S-Rank
When you would take fire damage or suffer an effect Casting Time: 1 Action
cause by a jutsu with only the fire release keyword, you Range: Touch
instead regain hit points equal to half the amount of Duration: Permanent
damage it would normally deal. Your melee attacks deal Components: HS, CM, CS
an additional 10d4+10 fire damage, twice per turn. Cost: Special
Keywords: Fire Release, Ninjutsu, Fuinjutsu, Medical
Your body burns so brightly that creatures within 120 Description: You touch a willing creature, passing on
feet of you who do not avert their gaze or close their eyes your flame. A creature you touch regains a number of hit
at the beginning of their turns, gain the blinded and chakra points equal to your maximum hit and
condition until the end of their turn. chakra points respectively.
Jutsu you cast that have the Fire Release Keyword have They gain a number of Temporary hit points equal to
their save DC’s increase by +1. If you enter water, you are their Maximum Hit points and a number of Temporary
surrounded by a 5-foot radius of steam and bubbles that Chakra points equal to their Maximum Chakra points.
grant you partial concealment but you also take 4d6 cold
damage each round you remain in the water. You end all conditions on the target and they feel
immediately revitalized, gaining Advantage on all Ability
FIRE RELEASE: HEAT SNAP [CHANGED] Checks, Saving throws, and attack rolls for the next
minute.
Classification: Ninjutsu
Rank: S-Rank Your Maximum Hit & Chakra points become 0, and
Casting Time: 1 Action cannot be increased by any means.
Range: 60 Feet
Duration: Instant
Components: HS, CM
Cost: 35 Chakra
Keywords: Fire Release, Ninjutsu
15
WATER RELEASE
Water Release jutsu are most easily performed using existing water sources, such as lakes or rivers. Users can also create
water within their bodies with chakra, which they expel from their mouths, though this is ge nerally regarded as a
testament of skill.
Water Release is typically used offensively, doing battering damage because of the sheer volume of water or slicing
damage because of the water's high pressure. Water Release can be used to trap targets, such as imprisoning them with
dense water or ensnaring them with sticky water. Water is a common option, with users surrounding themselves with
water to be protected from harm. Alternatively, users can hide themselves from opponents with thick mist to obscure
vision or water droplets to render the user invisible.
Water Release is naturally strong against Fire Release and weak against Earth Release.
Prerequisite: You must have the Water Release Affinity to learn jutsu with the Water Release Keyword.
D-RANK: WATER RELEASE: ENCOURAGING
DROPLETS: THIRST
WATER RELEASE: DOLPHIN BREAK
[CHANGED] Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: Touch
Casting Time: 1 Action Duration: Instant
Range: 15 feet Components: HS, CM
Duration: Instant Cost: 5 Chakra
Components: HS, CM Keywords: Water Release, Ninjutsu, Medical
Cost: 4 Chakra Description: You solidify your Water Release Chakra into
Keywords: Water Release, Ninjutsu pure water that floats above your hand. When cast, a
Description: You manipulate your water release chakra willing creature within range can as a part of casting this
to generate an aquatic beast of your choice that appears jutsu drink the water.
to ram into a creature you can see within range.
The target gains temporary hit points equal to your
Make a melee ninjutsu attack. On a success you deal Ninjutsu save DC until the end of their next turn.
3d6 cold damage and forcing the target creature to make
a Constitution saving throw. On a failed save they gain 1 Additionally, until the end of their next turn, they gain
rank of Chilled. an additional action, which they can use to make a single
weapon attack, dash, hide, disengage, or dodge, and the
At Higher Ranks: For each rank you cast this jutsu target is healed of one of the following conditions;
above D-Rank, increase the cost of this jutsu by 3. When Bleeding, Burned, Chilled, Dazed or Poisoned, from the
you cast this jutsu at B-Rank the amount of attacks you use of a jutsu of equal rank or lower.
make becomes 2. When you cast this Jutsu at S-Rank the
number of attacks you make becomes 3. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If cast
at B-Rank, increase the number of conditions healed to
2. If cast at S-Rank, increase the number of conditions
healed to 3.
1
WATER RELEASE: HEALING WATERS At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3.
Classification: Ninjutsu Casting this jutsu at B-Rank, gives it a Concentration, up
Rank: D-Rank to 1 minute duration. Casting this jutsu at A-Rank, gives
Casting Time: 1 Action it a Concentration, up to 10-minute duration at no
Range: Touch additional chakra cost to maintain concentration.
Duration: Instant
Components: HS, CM WATER RELEASE: PIRANHA SWARM
Cost: 5 Chakra [CHANGED]
Keywords: Water Release, Ninjutsu
Description: You collect a mass of water and impart chakra Classification: Ninjutsu
into it and begin to heal a creature you can touch with it. Rank: D-Rank
This dissolves the water from being used in the healed Casting Time: 1 Action.
creatures healing process. Roll 2d8, healing the target Range: 60 Feet
creature by the total. Duration: Concentration, up to 1 minute.
Components: HS, CM, CS
If used near a sufficient source of water, reduce the Cost: 5 Chakra
chakra cost of this jutsu by 2 or you can choose to Keywords: Water Release, Ninjutsu, Fuinjutsu
instead remove one of the following conditions in Description: You manifest a medium sized bubble of
addition to restoring hit points; Bleeding, burned, water that you then summon a swarm of Water
poisoned or shocked conditions. Construct piranhas within.
At Higher Ranks: For each rank you cast this jutsu When you cast this jutsu, you can make a melee
above D-Rank, increase the cost of this jutsu by 3 and ninjutsu attack against a creature within 5 feet of the
the healing by 1d8. swarm. On a hit, the target takes 2d6 cold damage + 2d6
piercing damage.
WATER RELEASE: HIDDEN MIST
As a bonus action on subsequent, you can command
Classification: Ninjutsu the swarm to move up to 30 feet and repeat the attack
Rank: D-Rank against a creature within 5 feet of it.
Casting Time: 1 Action
Range: Self (30 Foot radius sphere) If you cast this jutsu while submerged underwater, the
Duration: Concentration, up to 1 minute piranha’s can instead be commanded to move up to 60
Components: HS, CM feet instead of 30.
Cost: 5 Chakra
Keywords: Water Release, Ninjutsu A creature who takes more cold damage than piercing
Description: You conjure a cloud of water particles damage makes a Constitution saving throw gaining 1
condensing into a large cloud of mist. Creatures inside this rank of Chilled on a failed save.
cloud of mist cannot see more than 5 feet away from them,
gaining disadvantage on Wisdom (Perception) checks to see A creature who takes more piercing damage than cold
and Attacks made while inside the cloud of mist that rely on damage makes a constitution saving throw gaining 1
sight. Creatures outside the mist also have disadvantage rank of Bleeding on a failed save.
when attacking other creatures who are inside the mist.
If used near a sufficient source of water, reduce the
Also, when this jutsu is cast, select one creature, whom chakra cost of this jutsu by 2 or you can choose to
you can see. That creature becomes mist marked. For the summon a second swarm of water construct piranhas,
duration of this jutsu, a creature mist marked is always that act as a part of the same bonus action used to
perceived by you while they are in the hidden mist, cannot command the original swarm.
benefit from being hidden while inside the hidden mist and
you do not gain disadvantage on attack rolls against them. WATER RELEASE: SENSING WATER SPHERE
If used near a sufficient source of water, reduce the Classification: Ninjutsu
chakra cost of this jutsu by 2 or you can choose Rank: D-Rank
to instead select an additional creature to be mist Casting Time: 1 Minute
marked. Range: 5 Feet
WATER RELEASE: MANTIS WINGS Duration: Concentration, up to 1 Day
[CHANGED] Components: HS, CM
Cost: 4 Chakra
Classification: Ninjutsu Keywords: Water Release, Ninjutsu, Sensory
Rank: D-Rank Description: You collect a mass of water into a sphere
Casting Time: 1 Bonus Action. from the surrounding area 5 feet in diameter. For the
Range: Self duration of this jutsu you can see movement and activity
Duration: Instant in a 250-foot radius centering on the sphere. This
Components: HS, CM requires the creature who is moving, to disrupt some
Cost: 4 Chakra
Keywords: Water Release, Ninjutsu source of water (Puddles, bodies of water or rain).
Description: You manifest wings of water that This movement or activity creates bubbles inside the
flutter at your command. Until the end of your turn, sphere relative to the direction of the movement
you gain a 30-foot fly speed. compared to the location of the sphere. If used
near a sufficient source of water, reduce the
At the end of this jutsu’s duration if you have not chakra cost of this jutsu by 2 or you can choose
landed, your wings slow down bringing you gently to double the sensory range of this jutsu,
down onto whatever surface may be directly below allowing you to see movement and activity in
you. a 500-foot radius centered on the sphere.
2
WATER RELEASE: SHARKS MAW WATER RELEASE: TSUNAMI MALLET
[CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self Range: 10 feet
Duration: Concentration, up to 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manifest a construct of water release Description: You manifest a construct of water release
chakra around your hands to take the shape of a sharks chakra in the shape of a large mallet, of your design and
that clamp down and bite into targets for the duration. You description. This mallet is then immediately used to make
do not need to spend chakra to maintain concentration on a Single Melee Ninjutsu attack against a target creature
this jutsu. within range. On a successful hit, you deal cold damage
equal to 3d4. The target creature must also succeed a
For the duration, as an action, you can make a number of Constitution Saving throw, being Chilled on a failed save.
Melee ninjutsu attacks, equal to the number of attacks you
can make with the attack action. When you do, on a hit, you If the target of this jutsu already has 1~3 ranks of chilled,
deal 2d8 cold damage. they make the saving throw at disadvantage and this
Jutsu's damage die increases by 1 step. If the target already
A creature who takes cold damage as a result of this jutsu has 4~5 ranks of chilled, they automatically fail the saving
must succeed a Dexterity saving throw on a failed save the throw and this jutsu’s damage die increases by 2 steps.
construct shark around your hand bites into them as they
become grappled by you. If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or you can choose to increase
A creature grappled by you this way takes 1d8 cold the damage die of this jutsu by 1 step.
damage at the start of each of their turns as the sharks bite
deeper into them. At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. When you cast
If you cast this jutsu while submerged underwater, the this jutsu at B-Rank the number of attacks you make
sharks grant you a swim speed of 60 feet and Melee increases by +1. When you cast this Jutsu at S-Rank the
Ninjutsu attacks made with this jutsu for the duration are number of attacks you make increases by +2.
made at advantage.
WATER RELEASE: VISCOUS WATER MASS
If used near a sufficient source of water, reduce the [CHANGED]
chakra cost of this jutsu by 2 or you can choose, that for
each successful critical hit made with this jutsu, you create Classification: Ninjutsu
a shockwave of Water release chakra that deals 2d6 cold Rank: D-Rank
damage to all creatures of your choice within 10 feet of you. Casting Time: 1 Bonus Action
Range: 30 feet
At Higher Ranks: For each rank you cast this jutsu above Duration: Concentration, up to 1 Minute.
D-Rank, increase the cost of this jutsu by 3 and damage by Components: HS, CM
1d10 and 1d6 respectively. Cost: 4 Chakra
Keywords: Water Release, Ninjutsu
WATER RELEASE: STARCH SYRUP GUN Description: You extract water from an area near a willing
creature you can see within range creating a medium sized
Classification: Ninjutsu shield of water to protect them. The target increases their AC
Rank: D-Rank by +2, and reduces incoming damage by 5. If this jutsu would
Casting Time: 1 Action reduce fire damage you instead reduce the damage by 10. If
Range: 60-feet you would initiate a clash with a Jutsu with the clash
Duration: Instant keyword, you first check to see if the damage would be
Components: HS, CM reduced to 0 as a result of this jutsu’s damage reduction. If
Cost: 4 Chakra the fire damage would be reduced to 0, you can then choose
Keywords: Water Release, Ninjutsu to initiate a clash, if you wish. If used near a sufficient source
Description: You knead chakra with your spit creating a of water, reduce the chakra cost of this jutsu by 2.
viscous substance similar to syrup. You spit it out at a
creature slowing them down from the viscous and sticky At Higher Ranks: For each rank you cast this jutsu
nature of the liquid. Make a range ninjutsu attack against a above D-Rank, increase the cost of this jutsu by 3 and
creature you can see within range. On a hit target creature damage reduction by 5 and Fire damage reduction by 10.
gains 1 rank of the Slowed condition until the end of their
next turn. If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or you can choose to instead
select one additional creature to target with this jutsu when
you cast it.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
3