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Published by uygufguuydadsdas, 2022-10-03 05:03:49

orochimaru's observations on shinobi classifications

orochimaru's observations on shinobi classifications

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CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,
Shonen Jump and all affiliated partners

Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto
Designer: Kingsare4ever (Tommie)
Editor: Kingsare4ever (Tommie)
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Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play

test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over 100
Naruto fans who are taking the time to help make this game
infinitely better
ON THE COVER
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cover art and interior art, a la Wizards hardcovers. In this case,
the lovely typewriter photo was taken by Wild0ne.
To replace the picture inside the above frame (while keeping
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put in its place.

1

TABLE OF CONTENTS Kleptomaniac [Changed] ................................................38
Martial student .................................................................38
Credits ................................................................................ 1 Ninja Info Card Addict .....................................................38
Overprepared.....................................................................38
Table of Contents...............................................................2 Paranoid Mutterings........................................................38
Genjutsu Specialist.................................................................. 5 Practiced Combatant [Changed] ...................................38
Pre-Planned route .......................................................... 39
Character Inspirations ...................................................... 5 Reviewing Tactics............................................................ 39
Creating a genjutsu specialist ......................................... 5 Smoker .............................................................................. 39
Class Features ..................................................................... 6 Stalker [Changed]............................................................ 39
Jutsu Casting ....................................................................... 6 Intelligence Operative.......................................................... 40
Chakra Disruption.............................................................. 6 Character Inspirations ................................................... 40
Actualization....................................................................... 6 Creating an Intelligence Operative .............................. 40
Genjutsu Pledge.................................................................. 6 Class Features ................................................................... 41
Malleable Mirages.............................................................. 6 Jutsu Casting ..................................................................... 41
Genjutsu Inception ............................................................ 6 Strategic Timing ............................................................... 41
Ability Score Improvement/Feat .................................... 7 Exploit Weakness ............................................................. 41
As Real As it Gets ................................................................ 7 Master Planner ................................................................. 41
Keen Awareness ................................................................. 8 Jack of All Trades .............................................................. 41
The Turn .............................................................................. 8 Master Strategist .............................................................. 41
Master of Illusion............................................................... 8 Ability Score Improvement/Feat ................................... 41
The Prestige ........................................................................ 8 Tactical Focus .................................................................. 42
Genjutsu Pledges ..................................................................... 8 Helpful Operative ............................................................ 42
Beguiler................................................................................ 8 Declaration of War .......................................................... 42
Corrupt Thoughts .............................................................. 9 Checkmate ........................................................................ 42
Illusionist ............................................................................ 9 Master Strategies ...................................................................43
Layered Reality ................................................................. 10 Azure Analyst ....................................................................43
Misty Distortionist .......................................................... 10 Calculated Strategist....................................................... 44
Time Slipper....................................................................... 11 Grave Controller .............................................................. 45
Siren ....................................................................................12 Interrogationist ............................................................... 47
Malleable Mirages.............................................................13 Mastermind Strategist ................................................... 48
Hunter-Nin.............................................................................. 17 Precognitive ..................................................................... 49
Character Inspirations .....................................................17 Sensory .............................................................................. 50
Creating A Hunter-Nin ....................................................17 Shadowhand ...................................................................... 51
Class Features ................................................................... 18 Tactical Strategist ............................................................53
Jutsu Casting ..................................................................... 18 Tactical Traps....................................................................53
Swift Response ................................................................. 18 Plans .................................................................................. 54
Lethal Precision [New] ................................................... 18 Medical-Nin............................................................................56
Lethal Attack [Changed]................................................. 18 Character Inspirations ................................................... 56
Cunning Action................................................................. 18 Creating A Medical-Nin ................................................. 56
Hunters Patterns [New].................................................. 18 Class Features ...................................................................57
Primary Target [Changed V2]........................................ 18 Jutsu Casting .....................................................................57
Hunter Creed [Changed]................................................. 18 Medical Ninjutsu ..............................................................57
Hunters Exploits [Changed] .......................................... 19 Rejuvenating Rest ............................................................57
Ability Score Improvement/Feat .................................. 19 Channeled Healing ...........................................................57
Uncanny Dodge ................................................................ 19 Tenets of Medicine...........................................................57
Expertise [New]................................................................ 19 Chakra Scalpel...................................................................57
Hunted Target [New] ...................................................... 19 Ability Score Improvement/Feat .................................. 58
Defensive Tactics [Changed] ......................................... 19 Preserve/Take Life .......................................................... 58
Elusive ................................................................................ 19 Gifted Healer .................................................................... 58
Assassinate........................................................................ 19 Supreme Healer ............................................................... 58
Hunters Creeds ...................................................................... 20 Tenets of Medicine ................................................................59
Blade Warden....................................................................20 Adept Medic ...................................................................... 59
Necrotic Hand [Changed] ................................................21 Black Medicine ................................................................. 60
Grave stalker ..................................................................... 23 Combat Medic ................................................................... 61
Arsenalist [Changed]....................................................... 25 Flesh warper ..................................................................... 62
Undertaker [Changed] .................................................... 27 Natural Medicine ............................................................. 64
Vice Agent [Changed]......................................................29 Shaman.............................................................................. 65
Void Walker [Changed] ....................................................31 Transmuter....................................................................... 66
Wolves Legacy [Changed] .............................................. 33 Ninjutsu Specialist.................................................................67
Hunters Exploits.................................................................... 35 Character Inspirations ................................................... 67
Hunters Patterns ................................................................... 38 Creating A Ninjutsu Specialist ...................................... 67
Back-Up Plans, Back-up ................................................ 38 Class Features .................................................................. 68
Botany [Changed] ............................................................ 38 Jutsu Casting .................................................................... 68
Drinker [Changed] ........................................................... 38 Chakra Recovery [Changed V3]..................................... 68
Habitual Researcher [Changed] .................................... 38 Refined Ninjutsu [Changed].......................................... 68
Horror Films ..................................................................... 38 Ninjutsu Tradition [Changed] ...................................... 68
Hyper Critical Eye ............................................................ 38 Efficient Molding [Changed V2] ................................... 68
Illicit Literature ................................................................ 38 Ability Score Improvement/Feat .................................. 68

2

Jutsu Breaker [Changed] ................................................68 Passionate Youth .............................................................112
Ninjutsu Master ...............................................................68 Righteous Fury.................................................................113
Ninjutsu Focus .......................................................................69 Ruin ................................................................................... 114
Blaze Walker [Changed] .................................................69 Stancer...............................................................................115
Hijutsu Elitist [Changed]................................................ 70 Talent & Focus ................................................................ 116
Lightning Breaker [Changed].........................................71 Weapon Specialist.................................................................117
Sanguine Master [Changed] .......................................... 72 Character Inspirations ...................................................117
Scribe Master [Changed] ................................................ 73 Creating A Weapon Specialist .......................................117
Stone Crusher [Changed] ............................................... 75 Class Features ................................................................. 118
Storm Terror [Changed] .................................................76 Jutsu Casting ................................................................... 118
Summoner [Changed]..................................................... 77 Weapon Focus ................................................................. 118
The Professor [Changed]................................................ 78 Weapon Flurry ................................................................ 118
Trace Talent [Changed] ..................................................79 Weapon Stance................................................................ 119
Tsunami [Changed] .........................................................80 Weapon Form .................................................................. 119
Efficient Molding ............................................................. 81 Ability Score Improvement/Feat ................................. 119
Scout-Nin ............................................................................... 82 Extra Attack ..................................................................... 119
Character Inspirations .................................................... 82 Critical Focus................................................................... 119
Creating A Scout-Nin ...................................................... 82 Battle Readiness ............................................................. 119
Class Features ................................................................... 83 Superior Attack ............................................................... 119
Jutsu Casting ..................................................................... 83 Weapon Forms...................................................................... 120
Fighting Stance ................................................................ 83 Battle Dancer Form ........................................................120
Shinobi Adept [Changed V3]........................................... 83 Gungnir Piercer Form.....................................................121
Scouting Technique .........................................................84 Obsidian Hammer Form ............................................... 122
Ability Score Improvement/Feat ..................................84 Phantom Blade Form ..................................................... 123
Extra Attack.......................................................................84 Primal Weapon Form.....................................................124
Jack of all, Master of None .............................................84 Ranger Form....................................................................126
Signature Jutsu .................................................................84 Samurai Form ................................................................. 127
Signature Technique ....................................................... 85 Slayer Form .....................................................................128
Scouting Technique ..............................................................86 Puppet Master ...................................................................... 130
Arbiter Scout .....................................................................86 Character Inspirations .................................................. 130
Arbiter Maneuvers ........................................................... 87 Creating a Puppet Master ............................................. 130
Assault Scout.....................................................................88 Class Features ..................................................................131
Assault Maneuvers ..........................................................89 Jutsu Casting ....................................................................131
Cloning Scout....................................................................90 Puppet Specialization .....................................................131
Cloning Maneuvers.......................................................... 91 Specialization upgrade ...................................................131
Defensive Scout ................................................................92 Chakra Enhanced Retrofit .............................................131
Defensive Maneuvers ...................................................... 93 Ability Score Improvement/Feat ..................................131
Elemental Scout ...............................................................94 Broad Knowledge ............................................................131
Elemental Maneuvers .....................................................95 Chakra Reconstruction.................................................. 132
Pathfinder Scout ..............................................................96 Tool Expertise ................................................................. 132
Pathfinder Maneuvers ....................................................97 Improved Chakra Crafting ............................................ 132
Phantom Scout .................................................................98 Puppetry Savant ............................................................. 132
Phantom Maneuvers .......................................................99 Right Tool for the Job .................................................... 132
Tactical Scout ................................................................. 100 Peerless ............................................................................ 132
Tactical Maneuvers ........................................................101 Puppet Specializations........................................................ 132
Trickster Scout ............................................................... 102 Puppeteer ......................................................................... 132
Trickster Maneuvers ..................................................... 104 Juggernaut ....................................................................... 134
Taijutsu Specialist ............................................................... 105 Soul Crafter...................................................................... 135
Character Inspirations .................................................. 105 Puppeteer Augments .....................................................136
Creating A Taijutsu Specialist ..................................... 105 Juggernaut Augments.................................................... 138
Class Features ................................................................. 106 Soul Crafter Augments .................................................. 141
Jutsu Casting ................................................................... 106 Cooking-Nin .........................................................................144
Unarmored Defense....................................................... 106 Character Inspirations ..................................................144
Unarmed Combat ........................................................... 106 Creating a Cooking-Nin ................................................144
Taijutsu Stance ............................................................... 106 Class Features .................................................................145
Combo String .................................................................. 106 Jutsu Casting ...................................................................145
Enhanced Movement .................................................... 107 Cooking Tool Infusion ...................................................145
Taijutsu Style .................................................................. 107 Shinobi Snacks ................................................................145
Ability Score Improvement/Feat ................................ 107 Cooking Focus .................................................................146
Extra Attack..................................................................... 107 Food for the Soul ............................................................146
Unshakable Will ............................................................. 107 Tool Expertise .................................................................146
Supreme Extra Attack ................................................... 107 Ability Score Improvement/Feat .................................146
Master of Evasion .......................................................... 107 War and Food ..................................................................146
Perfect Body, Perfect Mind .......................................... 107 Iron Stomach...................................................................146
Perfect Self ...................................................................... 107 Peerless Taste .................................................................146
Taijutsu Style........................................................................ 108 Cooking Focus ...................................................................... 147
Disturbance ..................................................................... 108 Battle Cook.......................................................................147
Ironclad............................................................................ 109 Entremetier Chef ............................................................148
Nin-Tai .............................................................................110 Herbalist...........................................................................149

3

Pâtissier Chef .................................................................. 150
Science-Nin ........................................................................... 151

Character Inspirations ................................................... 151
Creating a Science-Nin .................................................. 151
Class Features ................................................................. 152
Jutsu Casting ................................................................... 152
Shinobi of Science.......................................................... 152
Shinobi Army Device ..................................................... 152
Chakra Containment Device ........................................ 152
Scientific Ninja Tools .....................................................153
Scientific Inquiry ............................................................153
Extra Attack......................................................................153
Kit Expertise ....................................................................153
Calculated Response.......................................................153
Leftover Genius ...............................................................153
Pre-Mission Advice ........................................................153
Scientific Inquiry ..................................................................153
Chemist .............................................................................153
Scientific Jutsu................................................................ 155
Shinobi-Ware ................................................................. 156
Shinobi-Ware Upgrades ............................................... 157
Technobi .......................................................................... 160
Techsmith ....................................................................... 162
Arsenal Modifications ................................................... 163
Scientific Ninja Tools.......................................................... 166
Class Feats ......................................................................169
Archetype Class Feats ................................................... 169
Caster Class Feats .......................................................... 170
Martial Class Feats......................................................... 172
Subclass, Class Feats ..................................................... 174

4

GENJUTSU SPECIALIST CREATING A GENJUTSU SPECIALIST
A stalwart Yamanaka stands facing an enemy who is
seemingly swinging at air, and screaming about their lack of When creating a Genjutsu Specialist think about the
oxygen as they begin to seemingly suffocate. The Yamanaka characters ideals, and how they approach situations. Do
makes a single hand seal which causes the person to stop as they ever put themselves into direct conflict? Do they
they realize they were never drowning to begin with. always trick enemies and lead them into false senses of
security or are your illusions a last resort? Do you use
An Uchiha valiantly fights well against the odds, holding off your Genjutsu to end fights peacefully or do you use
4 different opponents is a daunting task in itself. They all them to break the minds of your foes?
realize his moment of hesitation as they all leap to attack
him at once, striking him with such force that blood oozes What set you down this path? Did you always have a
from his head. They all chant in glee, as the Uchiha’s body very vivid imagination and Genjutsu was a perfect
slowly wavers and turns into one of them. The group then medium for you to express that? Do you use Genjutsu so
realizes that they were actually attacking their ally and the that others can forcefully understand
person who they thought was their ally was just an illusion how you feel or how others feel?
all along.
QUICK BUILD
These shinobi, different as they might be, are connected by
one common factor, they control their enemies' perceptions You can make a Genjutsu
and the way they think of and see the world. This power is Specialist quickly by
the power of Genjutsu. The ability to dominate one's following these
realities. No matter how small, the slightest change can alter suggestions. First, put
the entire flow of battle. your highest ability score
in Wisdom or Charisma
CHARACTER INSPIRATIONS (your choice), followed
by Dexterity or
When designing this class, it was built with the intent to Constitution. Second,
allow the player to use their chosen Genjutsu to the best choose the Yamanaka,
of their abilities and excel with that as your only tool and Uchiha or Non-Clan, Clans.
weapon. This class was designed following the concepts Third Focus on Genjutsu
that were shown by characters such as: Itachi Uchiha, Techniques exclusively.
Sasuke Uchiha (Shippuden), Orochimaru, Kurenai Yuhi,
Tayuya (Sound 5), and Jiraiya.

5

CLASS FEATURES ACTUALIZATION

As a Genjutsu Specialist, you gain the following class Also, at 1st level, your talent and skill in the art of Genjutsu
features. has granted you the ability to tap into a deep reserve of
creativity called Actualization Die that is represented as a D4.
HIT POINTS You begin with 3 Actualization die. You gain an additional die
at 4th, 7th, 10th, 13th, 16th, and 19th levels in this class.
Hit Dice: 1d6 per Genjutsu Specialist level
Hit Points at 1st Level: 6 + your constitution modifier When you cast a Genjutsu that affects hostile creature, you
Hit Points at Higher Levels: 1d6 (or 4) + your may spend your Actualization die to deal psychic damage to
the target creature equal to the result or increase the Save DC
Constitution modifier per Genjutsu Specialist level of your casted genjutsu by half of the result (Min 1). This die
after 1st. becomes at D6 at 7th level, and a d8 at 15th level. You regain
spent Actualization die when you complete a long rest.
CHAKRA POINTS
You also have advantage on checks to recall knowledge on
Chakra Dice: 1d12 per Genjutsu Specialist level Genjutsu using the Illusion skill. You can make an Illusion
Chakra Points at 1st Level: 12 + your constitution check with either Wisdom or Charisma.

modifier Additionally, the downtime you spend in order to create or
Chakra Points at Higher Levels: 1d12 (or 7) + your learn genjutsu is halved (rounded down)

Constitution modifier per Genjutsu Specialist level Finally, Genjutsu you cast may use Charisma instead of
after 1st. Wisdom for Attack and Damage rolls, as well as Save DC
calculation
PROFICIENCIES
GENJUTSU PLEDGE
Armor: Light armor
Weapons: Simple Weapons Starting at 2nd level, the Genjutsu Specialist makes a pledge
Ninja Tools: Trappers Kit towards the illusions & Genjutsu they intend to craft. The
Saving Throws: Constitution, Charisma pledge that you choose grants you features at 2nd, 6th, 10th
Skills: Illusions, Choose three from Chakra Control, & 14th Levels.

Deception, History, Insight, Intimidation, MALLEABLE MIRAGES
Investigation, Perception, Persuasion, Stealth
Starting at 2nd level, you have learned how to manipulate
EQUIPMENT fragments of reality itself imbuing you with unique
capabilities that some might even consider unnatural. At 2nd
You start with the following equipment, in addition to level you learn three Mirages of your choice, found at the end
the equipment granted by your background: of this Class. You learn one additional Mirage at 4th, 6th, 8th,
10th, 12th, 15th, and 18th levels. Additionally, when you gain
• 1 Simple weapon a level in this class, you can choose one of the Mirages you
• (a) One Kunai stack or (b) One Shuriken stack know and replace it with another Mirage that you could learn
• Padded Armor, trappers kit, and 1 smoke bombs at that level.

JUTSU CASTING A level prerequisite in a Malleable Mirage refers to
Genjutsu Specialist Level, not character level.
NINJUTSU
GENJUTSU INCEPTION
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier Starting at 3rd level, you have learned to create a conceptual
basis for how to manipulate the perception of reality for
Ninjutsu attack modifier = your proficiency bonus + anyone who stands in your way. You follow one of the
your Intelligence modifier following concepts of your choice.

GENJUTSU At 5th level, you gain a Malleable Mirage related to the
Genjutsu Inception you selected.
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier ELEMENTAL MANIFESTATION

Genjutsu attack modifier = your proficiency bonus + You learn to intertwine the force of Nature Releases into
your Wisdom modifier your Genjutsu. Select a nature release from the following:
Earth, Wind, Fire, Water or Lightning. You gain resistance
TAIJUTSU to damage from Jutsu with the chosen nature release
keyword. You can select a single ninjutsu of a rank you can
Taijutsu save DC = 8 + your proficiency bonus + your cast with this nature release keyword and add it to your
Strength modifier known jutsu list. Jutsu added this way does not count
against your jutsu’s known total.
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier When you cast a ninjutsu gained this way, the ninjutsu
loses the Ninjutsu keyword, and it is replaced with the
CHAKRA DISRUPTION Genjutsu, Tactile, and Visual keywords. The damage you
deal with this jutsu can be either its original damage type
Starting at 1st level, you have learned to restrain some of or psychic damage.
your enemies Chakra when they are affected by your
Genjutsu. When you affect a creature with a Genjutsu You learn one additional Ninjutsu with the chosen
that you cast, until the end of their next turn, they are Nature Release Keyword at 7th, 11th, 15th and 18th levels.
unable to cast Jutsu equal to or lower than the cost of the
Genjutsu you used. Once you’ve used this feature, you
must complete a short rest before you can use it again.
You gain an additional use of this feature at 7th level.

6

You can change the selected Nature Release of your REALITY MARBLE
Elemental Manifestation by spending a week to perform a
ritual of meditation. When you change your Elemental The chakra cost of concentrating on genjutsu is reduced by
Manifestation in this way, you lose the previously selected an amount equal to half of your proficiency bonus
jutsu and must select a new jutsu’s to your corresponding (rounded up).
element.
When you are concentrating on a genjutsu, as an action
At 5th level you gain the Illusionary Chronicle Malleable you can select a new target for that genjutsu. New targets
Mirage selected by this feature must make the original saving
throw as if they were the original target of the genjutsu
HALLUCINATORY INSTRUMENT when it was originally cast. This feature does not extend
the duration of the genjutsu you are concentrating on.
Your Illusions are the result of an instrument you have
an affinity for. Select an Instrument you like of your At 5th level, you gain the Persistent Genjutsu Malleable
description and design. You can, as a bonus action, when Mirage
casting a Genjutsu with the Auditory keyword, use your
instrument to change it range from whatever is listed, to TEMPORAL STOPWATCH
Self (15- Foot Cone). All creatures, excluding you, in the
radius, are affected so long as they are not deafened. At Your Illusions are the result of a stopwatch you have
5th level, you can change the radius to Self (15-Foot made a distinct bond with. This stopwatch is mundane
Radius Sphere). This radius increases to Self (30-Foot and can be in any form you choose, be it a wrist watch, a
Radius Sphere) or Self (30-foot cone) at 11th level. circular pocket watch a necklace etc. While you are
gaining the benefits of a Genjutsu that would increase
Beginning at 5th level, you gain the Song of the End your AC, reduce incoming damage, or provide you
Malleable Mirage. temporary HP by any means, the next time you would be
the target of or make a saving throw against an attack or
ILLUSIONARY WEAPON Jutsu, from a hostile creature you can both see and hear,
you may, as a reaction, spend 2 Actualization die, when
You begin to shape your illusions into a weapon of pure you do, the triggering creature must succeed an
psychosis. You can, as a Bonus action create an Illusionary Intelligence saving throw vs your Genjutsu Save DC. On a
Weapon in your empty hand. You can choose the form that failed save, they are teleported back to the space they
this weapon takes each time you create it. You are proficient were in at the beginning of their turn as they realize,
with it while you wield it and attacks made with the weapon they never actually moved. If the attack or Jutsu cast is
use your Genjutsu attack bonus. If you create a ranged no longer within range to target you or affect you, it is
weapon, the maximum range for your weapon is 30 feet. This still cast or the attack is still made affecting the closest
weapon deals Psychic damage and counts as a Genjutsu space to you as if there was a creature there to target.
attack for purpose of triggering other Malleable Mirage
effects. Your Illusionary weapon disappears if it is more than Beginning at 5th level, you gain the Pause Malleable
5 feet away from you for one minute or more. It also Mirage.
disappears if you use this feature again, if you dismiss the
weapon (no action required), your chakra point reach 0, you ABILITY SCORE IMPROVEMENT/FEAT
fall unconscious, or if you die.
When you reach 4th and again at 8th, 12th, 16th, and 19th,
At 5th level, you gain the Vicious Illusion Malleable Mirage. level, you can increase one ability score by +1 & a Feat of
your choice that they qualify for. As normal you can’t
PHANTASMAL FORCE increase an ability score above 20 using this feature.

You learn to solidify your illusions into gouts, beams, AS REAL AS IT GETS
daggers or any type of ranged attack you can envision of
your choice. In the process of doing this you learn the Starting at 5th level, you have learned to infuse your
Unique Genjutsu Phantasmal Force. Additionally, you gain creativity with enough chakra to make things beyond the
a Malleable Mirage with the Phantasmal Force Keyword. bounds happen. By tapping into your reserves of
Actualization die you are able to create a multitude of
At 5th level, you gain the Agonizing Thoughts Malleable different effects based on the needs of the moment.
Mirage
ACTUALIZED ALTERATION
PHANTASMAL FORCE
When you would cast a Genjutsu that requires an
Classification: Genjutsu Intelligence, Wisdom or Charisma saving throw, you
Rank: Special may spend 2 Actualization dice. When you do, you may
Casting Time: 1 Action change the saving throw to another of the three listed.
Range: 120 Feet You can do this once per jutsu, per rest.
Duration: Instant
Components: CM ACTUALIZED DUPLICITY
Cost: 1 Chakra (per beam)
Keywords: Genjutsu, Tactile You can spend 2 Actualization dice as an action to create an
Description: A beam of shifting Psychic energy of your illusory duplicate of yourself. This illusion is a perfect
design or description streaks towards a creature within clone of yourself that lasts for 1 minute or until you lose
range. Make a ranged genjutsu attack against the target. On your concentration (as if you were concentrating on a
hit, the target takes 1d10 Psychic damage. jutsu). The illusion appears in an unoccupied space that
you can see within 30 feet of you. As a bonus action on your
At Higher Levels: This genjutsu can create more than one turn, you can move the illusion up to 30 feet to a space you
beam when you reach higher levels. Up to two beams at 5th can see, but it must remain within 120 feet of you.
level, three beams at 11th level, four beams at 17th level.
You can direct the beams at the same target or different For the duration, you can cast genjutsu as through you
ones. Make a separate attack roll for each beam. were in the illusions space, but you must use your own
senses to fulfil any casting requirements. Additionally,
when both you and your illusion are within 5 feet of a

7

creature that can see the illusion, you have advantage on GENJUTSU PLEDGES
attack rolls against the creature, given how distracting the
illusion is to the target. Starting at 2nd level, the Genjutsu Specialist makes a
pledge towards the illusions & Genjutsu they intend to
ACTUALIZED PERCEPTION craft. The pledge that you choose grants you features at
2nd, 6th, 10th & 14th Levels.
When a creature that would fail a saving throw as a
result of a genjutsu you cast, you may spend 2 BEGUILER
Actualization die as a bonus action. When you do, roll the
die and record the result. The triggering creature The Genjutsu Specialist who chooses to become a Beguiler
becomes Slowed for a number of rounds equal to half the becomes a confusing adversary, misdirecting their foes
result. and changing their perceptions seemingly at a whim.

ACTUALIZED PERFECTION INSPIRED APPEARANCE

You can spend 1 Actualization die as a bonus action when When you choose this path at 2nd level, you gain the E-
you would cast a Genjutsu of at least C-Rank or lower. Rank Genjutsu Transform. If you already know this
When you do, if the Genjutsu requires you to roll dice in Genjutsu, you gain another E-Rank Genjutsu you qualify
any way, such as dealing damage, healing, damage for. When you are under the effects of transform, you
reduction, providing temporary hit points etc. You add the can make Charisma (Stealth) checks when you attempt
actualization die to the roll, interpreting the results as to hide from creatures if they did not see you cast the
normal. jutsu. Additionally, transform costs no chakra to cast.
Genjutsu you cast with the Visual keyword, has its DC
ACTUALIZED POWER increased by 1/3 of your Proficiency bonus rounded down
(Min 1.)
When you could cast a Genjutsu targeting a single
creature that would inflict a condition of any type, and BEGUILING PRESENCE
the target creature has immunity to the condition, you
may spend 2 Actualization die to ignore that immunity Also, at 2nd level when you affect a creature with a
for that jutsu’s casting. genjutsu with the Visual keyword, you vanish from their
sight. Until the end of your next turn, you become
KEEN AWARENESS invisible to any creature of your choice affected by your
genjutsu, as long as you aren't within 10 feet of it.
For a Genjutsu Specialist, details are the foundations of If you affect multiple creatures with the triggering
constructing proper Genjutsu. At 5th level when you gain genjutsu, you can become invisible to a number of
this feature, you gain the ability to accurately recall creatures equal to your Genjutsu ability modifier.
anything you’ve seen or heard within the last month. Once you use this feature, you can’t do so again until you
finish a short or long rest. You gain an additional use of
THE TURN this feature at 10th level.

Beginning at 13th level Once per long rest, when a creature BEYOND SIGHT
passes their saving throw for a Genjutsu you cast, you can
force them to reroll their saving throw. Beginning at 18th Starting at 6th level, your visual genjutsu is more potent
level you may use this ability once per short rest. than most, even penetrating through some defenses
against it. When you cast a genjutsu with the Visual
MASTER OF ILLUSION keyword, you can ignore any effect or ability that would
allow a creature to automatically succeed against the
You have mastered most forms of Genjutsu. At 17th level, genjutsu, like true sight or tremor sense.
you immediately gain one of the following features. You Once you use this feature, you can't do so again until you
gain a second one at 20th level. finish a short or long rest, or until you spend 5 chakra to
use it again.
• Greater Mastery: The Genjutsu Specialist increases the
saving throw DC of his Genjutsu by 2. TWISTED CASTING

• Subdued Illusion: The Genjutsu Specialists is able to Beginning at 10th level, select one genjutsu that you
increase the Genjutsu check DC made to identify his know. You may, as a reaction to using the selected
Genjutsu by 5. genjutsu, spend an additional 8 chakra to make the
genjutsu appear to originate from the location of
• Genjutsu Flow: The Genjutsu Specialist increases the another creature you can see within the jutsu's range.
range of his Genjutsu by double. Genjutsu with You can change the selected genjutsu for this feature
“Touch” range now have a range of 30 feet. whenever you finish a long rest.

THE PRESTIGE ILLUSORY SPACE

Starting at 20th level, you have achieved the pinnacle of Starting at 14th level when a creature you can see within
illusionary skill and potential. Once per long rest, when you 30 feet of you makes an attack roll against you, as a
cast a genjutsu on a creature that would force them to reaction, you can create a genjutsu to change their
make a saving throw of any type, they automatically fail perspective of space. The attack must make a Charisma
the save. saving throw against your Genjutsu save DC. On a failed
save, the attacker is teleported to a different space they
could have reasonably reached during their turn,
wasting their attack. On a successful save, you cannot
use this feature on the attacker again until you finish a
long rest.

8

CORRUPT THOUGHTS ILLUSIONIST

The Genjutsu Specialist who chooses to become a master of The Genjutsu Specialist who chooses to become an
Corrupt Thoughts, becomes a user capable of downing Illusionist, becomes a force able to bend reality and others
powerful enemies without even moving, breaking their perception of it to their whims.
enemies before they even realize what's going on.
SHAPING YOUR WORLD
Selecting this pledge grants you a Unique Genjutsu,
Vicious Mockery. When you choose this path at 2nd Level, you gain the E-
Rank Genjutsu, Minor Illusion. If you already know this
VICIOUS MOCKERY genjutsu, you learn a different E-Rank genjutsu of your
choice. The genjutsu you learn this way does not count
Classification: Genjutsu against your number of jutsu known. When you would cast
Rank: Special Minor Illusion, you can create both sound and an image
Casting Time: 1 Action with a single casting of the jutsu. Additionally, Minor
Range: 60 Feet Illusion costs no chakra to cast.
Duration: Instant
Components: CM Genjutsu you cast that do not deal damage increase their
Cost: 1 Chakra Genjutsu save DC’s by 1/3 of your Proficiency bonus (Round
Keywords: Genjutsu, Auditory down)
Description: You unleash a string of insults laced with
subtle genjutsu warping the mind of a creature. If the ILLUSIONARY ADEPT
target can hear you (Though it need not understand you), it
must succeed on Wisdom saving throw or take 2d4 psychic Also, at 2nd Level you gain the ability to passively detect
damage and have disadvantage on the next attack roll it genjutsu. Your passive Genjutsu detection is equal to 10 +
makes before the end of its next turn. your illusions skill.

At Higher Ranks: This Genjutsu increases in its potency. When you have noticed a genjutsu with your passive
At 5th level, this jutsu does 4d4 psychic damage. At 11th level genjutsu detection, you can make a saving throw to resist
6d4. At 17th level 8d4. the effect of the genjutsu at advantage. Once you use this
feature you cannot use it again until you complete a short
COLLAPSING YOUR WORLD rest. You again an additional use of this feature at 10th
level.
When you choose this path at 2nd Level, Genjutsu you cast,
that deal damage increases the damage dealt by your ILLUSIONARY FURY
Genjutsu Modifier.
Starting at 6th Level, when you cast a Genjutsu that has a
MIND SHATTER duration of 1 minute or longer, you can spend an
actualization die to change the keywords of that genjutsu
Also, at 2nd Level twice per long rest, when a creature (If the genjutsu has Auditory, Inhale, Tactile or visual, you
under the effects of a Genjutsu that you cast attempts to can switch one of them with any of the other listed
make a save to resist that Genjutsu effect, you may add 1d6 keywords).
to their roll, reducing their total by the amount rolled.
Additionally, while using this feature when you cast a
Beginning at 10th level, you regain all expended uses of Genjutsu you can double its duration. Once you use
this feature when you finish a short rest. Illusionary Fury in this way you cannot do so again until
you finish a long rest.
NIGHTMARE INCARNATES
ILLUSIONARY RAGE
Starting at 6th Level, once per short rest, you can perform
a Genjutsu as a bonus action. The Genjutsu cannot have a Starting at 10th Level, select one Genjutsu that you know.
casting time greater than 1 action or be greater than D- You may, as a reaction to using the selected Genjutsu,
rank. Genjutsu cast with this feature have their cost spend an additional 8 Chakra to either have the damage
reduced to 0. Once you use this feature you cannot do so you deal with your selected Genjutsu ignore Resistance, or
again until you finish a short rest. the saving throws of your selected Jutsu increases by Half
your Genjutsu Specialist Level rounded Down. You can
You gain an additional use of this feature at 10th level change the genjutsu you select with this feature when you
and beginning at 13th level you can cast a C-rank genjutsu finish a long rest.
using this feature.
Once you use this feature a number of times equal to
PSYCHE BREAKER your genjutsu ability modifier, you cannot do so again until
you complete a long rest.
Starting at 10th Level, select one Genjutsu that you know.
You may, as a reaction to using the selected Genjutsu, INSTINCTIVE GENJUTSU
spend an additional 8 Chakra to activate this Feature:
Damage you deal with your selected Genjutsu also makes Starting at 14th Level, when a creature you can see within
them vulnerable to one damage type of your choice until 30 feet of you makes an attack roll against you. As a
the end of your next turn. Reaction you can create a Genjutsu aura to divert the attack
to another creature within the attacks range. The attacker
VINDICTIVE THOUGHTS must make a Wisdom save against your Genjutsu Save DC.
On a Failed Save, the attacker must target a creature of
Starting at 14th Level, when a creature you can see your choice within range. On a successful save you cannot
within 30 feet of you makes an attack roll against you. As use this feature on the attacker again until you finish a
a Reaction you can create a Genjutsu aura to cause long rest.
intense pain to the activating creature. The attacker
must make a Charisma save against your Genjutsu Save
DC. On a Failed Save, the attacker's attack is stopped and
they also take 8d6 Psychic damage. On a successful save
you cannot use this feature on the attacker again until
you finish a long rest.

9

LAYERED REALITY casting time of 1 Action. An additional Genjutsu can only
be cast this way twice per long rest.
Genjutsu Specialist who pledge themselves to the art of
Layered Reality, weave many Genjutsu and place them Additionally, when a creature takes an action of any
upon a single person, as that person’s reality is what you kind while under the effects of at least 2 Genjutsu that
make of it. When they think they have escaped the you cast, while within 30 feet of you, you may, as a
illusion, that in of itself, was just another illusion. reaction, change the creatures perception of reality
vastly. The creature must succeed an Intelligence Saving
SYNCHRONOUS TECHNIQUE throw vs your Genjutsu Save DC. On a failed save, they
take 5d8 psychic damage and cannot take an Action until
When you choose this path at 2nd level, you gain the E- the end of this turn. A creature can only be affected by
Rank Genjutsu Doubt, if you already know this Genjutsu, this feature once per long rest.
you gain another E-Rank Genjutsu you qualify for.
The Genjutsu you learn this way does not count against MISTY DISTORTIONIST
your Jutsu known. When you would cast Doubt, a
creature becomes incapable of realizing you cast it upon Genjutsu Specialist who choose to become Misty
them if neither of you are hostile towards one another at Distortionists specialize in inhaled toxins, confusing the
the time of casting. mind and weakening the body through the use of
Also, if Doubt is cast on a creature currently under the poisonous inhalants. Their potent poisons even
effects of a Genjutsu you cast, its range increases to 60 penetrate barriers and can force even the strongest of
feet, and gains a special duration, which lasts as long as minds waver.
you are currently concentrating on a Genjutsu affecting
the same creature. While a creature is under the effect of ENHANCED INHALANT
the Doubt Genjutsu, they have disadvantage on Insight
Checks made against you, and once per turn, when they When you choose this path at 2nd level, you gain the E-
would make an Intelligence saving throw against a Rank Genjutsu Release, if you already know this
Genjutsu you cast, they reduce their result by 1d4. Genjutsu, you gain another E-Rank Genjutsu you qualify
for. The Genjutsu you learn this way does not count
FALSE SECURITY against your Jutsu known.
When you would cast Release, it gains the NT (Poison
Also, at 2nd level, when a creature escapes a Genjutsu Kit) Component, the Inhaled Keyword, and its range
you had cast upon them, they are lulled into a false sense becomes Self (5-foot radius). This radius increases in
of safety. size as your levels in this class grows., becoming a 10-
Once per turn, when a creature would succeed on a foot radius at 5th level, 15-foot radius at 11th level, and
saving throw against a Genjutsu that you cast, until the 20-foot radius at 17th level.
beginning of your next turn, other Genjutsu effects the Also, Genjutsu you cast that have the Inhaled Keyword
select creature is currently under cannot be ended by increase their Genjutsu Save DC by +1. This increases to
them, as a result of a jutsu or succeeded saving throw. +2 at 10th, and +3 at 19th.

SPLIT FOCUS PHYSICAL IMITATIONS

Beginning, at 6th level, you have learned to better Also, at 2nd level, you gain proficiency with the Poison
maintain and split your attention between your jutsu. Kit. If you already have this proficiency, instead gain
When you cast a Genjutsu with a Concentration duration, proficiency in another Kit of your choice. Once per turn,
you may choose to not have it count against your you can spend one use/charge of your Poison kit, giving
Concentration limit. You can only have one jutsu under the next Genjutsu you cast the Inhaled Keyword for its
this effect at a time. You may do this twice per short rest. duration.
Additionally, you may reduce the concentration cost to
maintain a Genjutsu by 1. (Min 1.) If you are Also, you learn to infuse a poison kit with your chakra,
concentrating on 3 Genjutsu, the cost to maintain spending at least 1 hour pouring your chakra into one,
Genjutsu is instead reduced by 2. (Min 1.) which can be done during a short or long rest. After
completing this process, your poison kit use/charge
CONCEALED UNEASE limit is replaced with a d10. Each time you would use this
poison kit, you instead roll this die. On a result of a 1 or 2,
Beginning, at 10th level, you have become the ruler of the die size is reduced by 1 step. When you use all
any Genjutsu you cast, and escape has become a fleeting use/charges of your Poison kit in this way, it is rendered
dream. A creature cannot have advantage on any saving empty and unusable, until you replace or refill its
throw or ability check made against a Genjutsu you cast. contents. Regardless, when you would purchase, find or
Additionally, when you cast a genjutsu that requires refill a poison kit, you must repeat the 1-hour chakra
concentration, while the target is already under the infusion process to gain this features benefits with the
effects of another Genjutsu you previously cast, you may new Poison Kit. (D10> D8>D6>D4> 1 > 0)
as a reaction, spend 8 chakra to cause the target of the Only 1 Poison Kit can benefit from this feature at a time.
Genjutsu to take psychic damage equal to your Genjutsu If you infuse another Poison Kit with this feature, the
Ability modifier at the start of each of its turns. previous one’s contents loses its potency, becoming
completely unusable by any means.
MASTER OF REALITY
PERMEATING INTOXICANT
Starting, at 14th level, when you use your action to cast a
Genjutsu that requires concentration, that affects Beginning, at 6th level, your inhalants can affects even
creatures other than yourself, you may immediately cast affect those who believe themselves to be immune,
another Genjutsu that requires concentration, that soaking through the skin and permeating through their
affects creatures other than yourself, as a part of the defenses. Once per turn, when you cast a genjutsu with
same action. The Genjutsu cast this way must have a the Inhaled Keyword on a creature who has resistance or

10

immunity to Poison due to a feature, ability, or jutsu, TIME SLIPPER
you can ignore that resistance or immunity.
Genjutsu Specialist who choose to become a Time
POISONED MISTS Slipper, dedicate themselves to manipulating other
creatures perception of time and space. Manipulating
Beginning, at 10th level, your genjutsu initiated from how they perceive a multitude of events and in which
substances are even more dangerous than before. When order their mind processes them.
you cast a Genjutsu with the Inhaled Keyword, you can
force any affected creature to make a Constitution saving TEMPORAL SHIFT
throw vs your Genjutsu save DC. On a failed save, a
creature is poisoned for the duration of the Jutsu cast. A When you choose this path at 2nd level, you gain the E-
creature poisoned this way cannot instead be Rank Genjutsu Feather Burst, if you already know this
envenomed. A creature poisoned this way also gains the Genjutsu, you gain another E-Rank Genjutsu you qualify
Weakened Condition. for. The Genjutsu you learn this way does not count
You can use this feature a number of times equal to your against your Jutsu known.
Genjutsu ability modifier, per long rest. When you would cast Feather Burst, increase the die
used to reduce damage to a d10, and after calculating
BLINDED BY VIOLENCE damage, you move 15 feet in any direction without
provoking attacks of opportunity. This movement
Starting, at 14th level, you can use your poisons more distances increases as you gain levels in this class,
reactively, protecting yourself by creating a violent becoming 20ft at 5th level, 25ft at 11th level and 30ft at
monster on the battlefield. When you are targeted by an 17th level.
attack you can see, you can expend a use of your poison
kit to force the triggering creature to make a Wisdom TEMPORAL TECHNIQUE
Saving throw vs your Genjutsu save DC. On a failed save,
the creature is blinded until the start of their next turn. Also, at 2nd level, you learn how to further manipulate
At the start of their next turn, they gain the berserk other creatures perception of momentum and velocity
condition. This condition lasts for 1 minute. On a without even weaving handseals. You gain an additional
successful save you cannot use this feature on the same Malleable Mirage with the Temporal Stopwatch
creature until you finish a long rest. Prerequisite, even if you do not have that Genjutsu
Inception.

A MOMENT IN TIME

Beginning, at 6th level, you learn to augment your own
movement, mobility, and speed by altering the
movement speeds of those around you. As a bonus action
you spend 1 Actualization Die. When you do you gain one
of the following benefits;

• You can take the Dash, Disengage or Hide Action as a
bonus action.

• Roll your spent Actualization Die. Your Armor Class
increases by an amount equal to half of the result.
(Concentration)

• You gain advantage on Saving throws made using an
Ability score you are not proficient in. (Concentration)

• You can immediately cast 1 Genjutsu that has a casting
time of 1 Action, but does not require Concentration.

If a benefit has (Concentration), you must concentrate
on it as if you were concentrating on a Jutsu, but it does
not cost chakra to maintain.

MISREAD CLOCKS

Beginning, at 10th level, your understanding of how the
mind perceives time has grown to extreme levels. When
you cast a Genjutsu that requires a Saving throw against
a single creature, you may, as a reaction, spend 8 chakra.
When you do affected creatures cannot gain take a
Reaction, in response to the Genjutsu’s castings or
effects. Additionally, they cannot make reactions for the
Genjutsu’s duration.

TEMPORAL MASTERY

Beginning, at 14th level, you have learned how to further
manipulate the flow of a creatures perception of time
using Actualization Die.

When you would gain the benefit of the A Moment in
Time feature, you can instead spend 2 Actualization die
to gain any of the listed benefits without spending a
bonus action

11

SIREN WORDS OF REPENTANCE

Genjutsu Specialist who choose to become a Siren Starting at 14th level, when a creature whom you can see,
dedicate themselves to changing the hearts and minds of and whom can hear you makes an attack roll against you.
their friends and adversaries alike. They specialize in As a Reaction, you create an auditory Genjutsu causing
talking their way out of situations, even ones that have the triggering creature to have thoughts of extreme self-
turned hostile with chakra infused words. harm. The attacker must succeed a Wisdom saving throw
vs your Genjutsu Save DC. On a failed save, the attacker
ALLURING WORDS attacks themselves as if they were the target of their own
attack, regardless of the attack used. On a successful save
When you choose this path at 2nd level, you gain the E- you cannot use this feature on the attacker again until
Rank Genjutsu Affection, if you already know this you finish a long rest.
Genjutsu, you gain another E-Rank Genjutsu you qualify
for.

The Genjutsu you learn this way does not count
against your Jutsu known. When you would cast
Affection, it loses the Hand Seal (HS) component
requirements. Also, the target creature does not notice
you used a Jutsu to influence their mood.
Genjutsu, you cast with the Auditory Keyword, has its DC
increased by 1/3 of your Proficiency bonus rounded down
(Min 1.)

VISCERAL LANGUAGE

Also, at 2nd level, you can speak a words of harm or
hostility to creatures you are influencing. As a Bonus
action, select one creature under the effects of a
Genjutsu you cast, with the Auditory Keyword. For the
duration of the Genjutsu you cast, the target takes 1d4
psychic damage at the start of each of their turns. This
psychic damage increases to a d6 at 6th level, d8 at 10th,
and d10 at 14th levels.

Additionally, you can speak words of mending to
assist creature you are influencing. As a bonus action,
select a one allied creature under the effects of a
Genjutsu you cast with the Auditory Keyword. They gain
1d4 temporary Hit Points at the beginning of your turn
for the duration of the Genjutsu cast on them. The die
increases to d6 at 6th, d8 at 10th, and d10 at 14th.

You can use this feature a number of times equal to
your Genjutsu Ability Modifier per long rest.

WORDS OF AFFIRMATION

Beginning at 6th level, you can spend 10 minutes
extending your chakra to all creatures within 10 feet of
you, who can hear you. Affected creatures gain
Temporary Hit Points equal to your level + your Genjutsu
ability Modifier, and gain advantage on the next Saving
throw made to resist a Genjutsu. Creatures cannot
benefit from this feature more than once every short
rest. You can use this feature twice per long rest.

WORDS OF DETRIMENT

Beginning at 10th level, a number of times equal to your
Genjutsu Modifier per long rest, when you would cast a
Genjutsu with any Sensory Keywords, it loses all sensory
keywords and gains the Auditory Keyword in their place.
A Genjutsu casted this way creates a distortion in the
minds of its targets. Affected creatures must succeed a
Wisdom Saving throw vs your Genjutsu save DC being
Weakened or Slowed on a failed save for the next Minute.
A Slowed or Weakened creature repeats their Wisdom
Saving throw at the beginning of each of their turns to
end this effect.

12

MALLEABLE MIRAGES BOOK OF STOLEN SECRETS

ACCELERATE Whenever you are in conversation, you can take a scroll,
book or anything similar in hand and ask a creature one
Prerequisite: Temporal Stopwatch question. The creature must make a Wisdom saving throw
As an action, you can choose up to 3 willing creatures vs your genjutsu save DC if it is unwilling to answer. If it
within 15 feet. For the next minute, each of the select fails or it decides to respond truthfully, the most accurate
creatures can use a bonus action to take the Dash Action. answer the creature could possibly give is immediately
Additionally, they gain advantage on the next Dexterity written in the book or scroll. Once you do this you can’t do
saving throw they make, immediately ending this so again until you finish a short or long rest.
features effect.
You can use this Malleable Mirage once per short rest. CHAINED MIND

AGNOSTIC MIND Prerequisite: 9th Level
You can cast Mind Spike as an action at half the cost as if
You can understand and communicate in any language, so you know the jutsu, once per short rest.
long as the creature you are communicating with speaks
the language you are trying to understand. CHAINS OF MADNESS

AGONIZING THOUGHTS Prerequisite: 9th Level
You can cast Tree Binding Death as an Action at half the
When you cast a Genjutsu that requires an attack roll, add cost as if you know the jutsu, once per long rest.
half your Proficiency bonus (Round down) to the damage
it deals on a hit. CLASH OF WILLS

ARMOR OF PSYCHOSIS Prerequisite: Illusionary Weapon
Whenever you would deal damage to an enemy creature
Add your Genjutsu Ability Modifier instead of your with a genjutsu or weapon attack, you can use your bonus
Dexterity when calculating your Armor Class. action to disrupt their chakra. The target must make a
Wisdom saving throw against your genjutsu save DC. If
ASCENDANT IMAGE they fail, their concentration saving throws are made at
disadvantage until the end of your next turn and if the
You can, as an action, cast the Haze Clone Genjutsu at half target is not maintaining concentration on a jutsu, it takes
the cost as if you know the jutsu once per short rest. 1d4 psychic damage.

BATTLE READY MINDS CLOAK OF CHAINS

You can, as an action, cast Bless twice per short rest at no Prerequisite: Reality Marble Genjutsu pledge
cost. As a bonus action, by spending 5 chakra you surround
yourself with a Genjutsu aura that looks like a suit of
BEAST SPEECH chains. The aura extends 5 feet from you in every direction,
but not through cover. It lasts until you’re incapacitated,
You can cast Animal Companion as a Bonus Action once you dismiss it as a bonus action or your chakra points
per short rest at no cost. reach 0.

BEGUILING INFLUENCE The aura grants you advantage on Charisma
(Intimidation) checks but disadvantage on all other
You gain proficiency in the Deception and Persuasion Charisma checks. Any other creature that starts its turn
Skills. If you have proficiency in both of the in the aura takes Psychic damage equal to your Genjutsu
aforementioned skills already, you instead gain expertise ability modifier (Minimum of 0 damage).
in one of the Skills.
Once you use this, you can’t use it again until you
BERSERK THOUGHTS finish a short or long rest.

Prerequisite: 9th level DECEITFUL DUPLICATE
You can cast Shadow Monsters as an action at half cost as if
you know the jutsu, once per rest. When you do a creature When you would cast a genjutsu, you can use your bonus
who would make their saving throw as a result of injuring action to become invisible until the start of your next turn,
one of their allies, suffers a 1d4 penalty to their check. leaving an illusion of yourself standing in your place. You
can do this a number of times equal to your Genjutsu
BEWITCHING WHISPERS ability modifier, and these uses recover when you finish a
long rest.
You can cast Charming Dissonance as an Action once per
long rest at no cost.

BLACK FANGS DECELERATE

You can cast Shadow Bite as an action at no cost as if you Prerequisite: Temporal Stopwatch
know the jutsu, at the highest rank you can cast, twice per As an action, you can choose 1 creature within 60 feet of
rest. you, forcing them to make a Wisdom saving throw vs your
Genjutsu save DC. On a failed save, for the next minute,
BLADE SONG they reduce their movement speed by half, cannot gain the
benefits of any bonuses to speed, and makes Dexterity
Prerequisite: 9th level saving throws at disadvantage. The creature can remake
You can cast Dancing Blades as an action at half cost as if the Wisdom saving throw as an action on their turn to end
you know the jutsu, once per rest. When you do, you this effect.
instead create 1d8 illusionary copies of a weapon you are
currently holding. You can use this Malleable Mirage once per short rest.

BLINDING LIGHTS DEMON SIGHT

You can cast Color Spray as an action at no cost as if you You can see normally in darkness and chakra-based
know the jutsu, once per rest. darkness, up to a distance of 120 feet.

13

DEVILISH VIGOR FAST FORWARD FATE

You can, as an action grant yourself 1d4+Genjutsu Ability Prerequisite: Temporal Stopwatch, 10th level
Modifier temporary hit points without expending any As an action, you can see a vision of a possible future as you
chakra. Your vigor increases at higher levels. The amount read the minds of an enemy. Select one creature you can see
of temporary hit points you gain increases by another d4 at within 60 feet of you, that creature must succeed a Wisdom
5th level (2d4), at 9th level (3d4), at 13th level (4d4), and at saving throw vs your Genjutsu save DC. On a failed save, the
17th level (5d4). This can only be done once every 10 DM must inform you what that creature will spend its next
minutes. Action doing based on what it plans to do in the moment
this malleable mirage is used.
DOUBLED WEAPON
You can use this Malleable Mirage twice per long rest.
Prerequisite: Illusionary Weapon
You can create a second illusionary weapon. Neither weapon FIGHTING MIRAGE
can have the two-handed property. You can create and
summon both illusionary weapons to your hands at the Prerequisite: Illusionary Weapon
same time. Choose one of the Fighting Styles located in Chapter 13:
Customization Options; You Can’t take a fighting style more
DREADFUL WORD than once, even if you get to choose again later.

Prerequisite: 9th Level GAZE OF TWO MINDS
You can cast Effortless Paralysis as an Action at half the cost
as if you know the jutsu, once per short rest. You can use your action to touch a willing humanoid and
perceive through its senses until the end of your next turn.
DREAMSCAPE As long as the creature is within one mile of you, you can use
your action on subsequent turns to maintain this
This ability shapes a creature’s dreams, as an Action choose connection, extending the duration until the end of your
a creature known to you as the target of this Mirage as if next turn. While perceiving through the other creature's
casting a Genjutsu. The target must be on the same plane of senses, you benefit from any special senses possessed by
existence as you. When you cast Dreamscape, you enter a that creature, and you are blinded and deafened to your own
trance state acting as a messenger. While in the trance, the surroundings.
messenger is aware of his or her surroundings, but can’t
take actions or move. GHASTLY MIST

If the target is asleep, the messenger appears in the Prerequisite: 9th level
target’s dreams and can converse with the target as long as You can cast Fog of War as an action at half cost as if you
it remains asleep. The messenger assumes control over the know the jutsu, once per rest. When you do, the cube is
dream and can shape the environment of the dream, instead increased to 45-feet in size.
creating landscapes, objects, and other images. The
messenger can emerge from the trance at any time, ending GRASP OF COURAGE
the effect of Dreamscape early. The target recalls the dream
perfectly upon waking. Once on each of your turns when you hit a creature with a
Genjutsu that requires an attack roll, you force the target
Alternatively, as an action you can choose to send a creature to move up to 10 feet in a straight line closer to
recording of up a 10-minute message to someone playing it yourself.
in their dreams.
ILLUSIONARY BUKIJUTSU
If the creature is awake when you target them with
Dreamscape, you know they are awake when you cast this Prerequisite: Supreme Illusionary Weapon
Mirage. The target creature must not view you as a hostile Bukijutsu you cast with your illusionary weapon use your
creature otherwise it makes a Wisdom saving throw vs your Genjutsu ability modifier. Bukijutsu cast this way cannot be
Genjutsu save DC to resist the dream. above C-Rank.

DULLED MIND ILLUSIONARY CHRONICLE

Prerequisite: 9th Level Prerequisite: Elemental Manifestation
You can cast Slow as an Action at half the cost as if you know You perform a meditative ritual during a short or long rest.
the jutsu, once per short rest. When you do so, choose either Dexterity or Strength saving
throws. When you make a saving throw of this type, you can
ELEMENTAL TENACITY use your reaction to gain advantage on that saving throw
and cast a D-rank Genjutsu, with a casting time of one
Prerequisite: Elemental Manifestation action. Once you use this mirage, you cannot do so again
Whenever you would take damage from a jutsu with your until you finish a short or long rest.
nature release keyword, you can use your reaction to absorb
the jutsu. The damage is negated, and instead you gain ILLUSIONARY SMITE
temporary hit points equal to half of the damage you would
have taken before resistances & immunities. Prerequisite: Illusionary Weapon
The amount of temporary hit points received at one time Once per turn when you hit a creature with your Illusionary
cannot exceed three times your genjutsu ability modifier. Weapon you can spend 5 Chakra to deal an extra 2d8
You can use this mirage twice per long rest. Psychic damage. You can spend an additional 3 chakra to
deal an additional 1d8. You can spend an additional 3
FADE INTO DARKNESS chakra to deal an additional 1d8 at 5th, 9th, 13th, and 17th
levels.
You can take the disengage or hide actions as a bonus action.
ILLUSIONARY VIGOR

You gain proficiency in the Athletics and Acrobatics Skills.
If you have proficiency in both of the aforementioned skills
already, you instead gain expertise in one of the Skills.

14

IMPROVED ILLUSIONARY WEAPON ONE WITH SHADOWS

Prerequisite: Illusionary Weapon Prerequisite: Reality Marble Genjutsu pledge
Your Illusionary Weapon gains a +1 bonus to its attack and When you are in an area with Dim light or Darkness, you can
damage rolls. If you create a ranged weapon, the maximum use your action to become invisible. While Invisible in this
range of the weapon is now 60 feet and illusionary way you do not make sounds when you move. You lose the
weapons you create lose the Heavy weapon quality. benefit of this mirage when you move more than half your
movement speed in a single round, attack, or cast a jutsu.
MADDENING PAIN
PAUSE
Prerequisite: Pain, Doubled Pain or Unlimited Pain
Genjutsu, Phantasmal Force Prerequisite: Temporal Stopwatch
As a bonus action, you can spend 5 Chakra, doing so can You can cast False Pain as an action at half the cost twice
cause a crippling amount of mental pain to a creature per short rest. Additionally, creatures who would take
affected with the Pain, Doubled Pain or Unlimited Pain Psychic damage as a result of this jutsu ending, instead
Genjutsu. takes half of the recorded damage.
Additionally, this jutsu’s range is increased to 60 feet
When you do, you deal the maximum damage with the when cast using this malleable Mirage.
aforementioned Genjutsu affecting them. Additionally,
their effects can trigger from any attack, not just yours PERSISTENT GENJUTSU
until the end of your turn.
Prerequisite: Reality Marble
MAGNUM OPUS When an enemy under the effects of a genjutsu you casts,
attempts to cast a jutsu of D-rank or higher, the cost of that
Prerequisite: 13th level, Reality marble jutsu is increased by 3. This cost increases by 2 for each rank
As an action, you can cast Bringer of Darkness and Geas at of the jutsu cast, above D-rank.
no cost. You can cast one of these genjutsu once. After you
do so you can’t do so again until you finish the long rest. PSYCHE DRINKER

MENTAL PLACEBO Prerequisite: Phantasmal Force Genjutsu pledge
Once on each of your turns, when you deal damage with a
Prerequisite: Reality Marble Genjutsu, as a Bonus action, you can gain the damage dealt
Whenever you regain hit points, you gain temporary hit as Temporary Hit points until the end of your next turn.
points equal to half of the hit points you regained. As
normal this does not stack with itself. Temporary hit RELENTLESS PAIN
points gained this way last for 1 minute.
Prerequisite: Pain, Doubled Pain or Unlimited Pain
MISTY THOUGHTS Genjutsu, Phantasmal Force
You create a link of agonizing pain between you and the
As an action, you can cast the Cajolery of Glamour Genjutsu target creature affected with the Pain, Doubled Pain or
at no cost as if you know the jutsu, once per long rest. Unlimited Pain Genjutsu. Whenever you take damage and are
within 60 feet of the target and they can see you, as a
MISTY VISIONS Reaction, you can spend 5 Chakra to deal Psychic damage
equal to the Damage you just took.
Prerequisite: 9th level
You can cast Innocuous Aspect as an action at half cost as if REPELLING ILLUSIONS
you know the jutsu, once per rest. When you do, this jutsu
cannot be broken as a result of Movement or Sound, and When you hit a creature with a Genjutsu that requires an
instead only physical inspection. attack roll, you can push the target creature up to 10 feet
away from you in a straight line.
MUDDLED MOVEMENTS
RESILIENT GENJUTSU
When you hit a creature with a Genjutsu that requires an
attack roll, you reduce the target creatures speed by 10 feet Prerequisite: 9th Level
until the end of your next turn. This effect stacks up to When a creature attempts to use Chakra Shatter or Genjutsu
twice. break on a Genjutsu you cast, or are maintaining
concentration on, as a reaction you can spend 5 Chakra, if
MYRIAD FORMS you do, they must roll regardless of the rank they upcast
their jutsu to, and they gain disadvantage on this roll.
You can cast the Transform Genjutsu at no cost. When using
the Transform Genjutsu you can now transform into small, SHAKEN UP
medium or large objects. When you transform into a large
object your weight does not change and you still only You can cast Startle as an action at no cost as if you know
occupy your normal Space and you only look like you the jutsu, once per rest.
occupy a larger space, an Intelligence (Investigation) or
Wisdom (Illusion) Ability check will reveal it’s a disguise. SHROUD OF SHADOWS
When you transform into a smaller object you can occupy
smaller spaces while transformed but you cannot move Prerequisite: 13th Level
from the place you transformed from, instead another You can as an action, cast the Darkness ninjutsu. A jutsu cast
creature who can lift your normal weight can move you if in this way loses its Ninjutsu keyword, instead being
you are willing. replaced with the Genjutsu & Visual keywords. You can use
this Mirage up to twice as if you know the Jutsu, before you
NO LIGHT AT THE END need a long rest.

Prerequisite: 13th level
You can cast Word of The Lost as an action at half cost as if
you know the jutsu, once per rest. When you do, reduce the
number of fractures a creature requires to suffer any effect
this jutsu imposes, by 1.

15

SIGNATURE WORK TIME JAUNT

Prerequisite: 9th Level Prerequisite: Temporal Stopwatch, 14th level
You can, as an action, cast Programmed Illusions, at half cost. As an action, you can select up to 2 willing creatures
When you cast this genjutsu, you can choose a D-Rank or within 30 feet of you. Select creatures gain one of the
lower genjutsu that you know, the illusion can cast the following benefits of your choice;
genjutsu once per minute as a part of its programming. It
uses your Genjutsu ability for attack rolls and saving throw • Adjusted Fate (Combat): The next attack the creature
DC’s and treats your character level as your own. makes, it scores a critical hit on a D20 roll of 1~5, in
If you grant a genjutsu to the illusion and the illusion would addition to whatever their normal Critical threat range
suffer damage as if it were real, it is immediately dispelled. is.
Once you cast this genjutsu using this mirage, you can’t do
so again until you finish a long rest. • Adjusted Fate (Protection): The next instance of
damage the creature takes is the minimal or lowest
SONG OF THE END possible damage possible.

Prerequisite: Hallucinatory Instrument • Adjusted Fate (Mobility): The next time the willing
You can cast Ringing Bell distortion as an action at half creature moves, they instead appear to teleport to
the cost twice per short rest, with only the Ninja Tool their chosen location, not triggering attacks of
(NT) and Weapon (W) components. If you cast this jutsu opportunities or reactions.
while maintaining one instance of the Ringing Bell
distortion genjutsu already, the previous casting does not You can use this Malleable Mirage once per long rest.
end. You maintain both jutsu as if maintaining only one
Jutsu. You do not spend chakra to maintain this jutsu ULTIMATE ILLUSIONARY WEAPON
cast in this way.
Prerequisite: Supreme Illusionary Weapon, 13th level
SUPREME ILLUSIONARY WEAPON Your Illusionary Weapon gains a +3 bonus to its attack and
damage rolls. You can cast Genjutsu from your Illusionary
Prerequisite: Improved Illusionary Weapon, 9th level weapon as if it is casting the Genjutsu.
Your Illusionary Weapon gains a +2 bonus to its attack and As a reaction to an opponent missing, you with a melee
damage rolls. Your Illusionary Weapon can now be up to 30 attack, you may quickly make an attack with your
Feet from you without dispersing. If you create a ranged Illusionary Weapon.
Weapon, the Maximum range of the weapon is its normal
weapon range. VAMPIRIC PAIN

When you cast a Genjutsu you can infuse it into your Prerequisite: Pain, Doubled Pain or Unlimited Pain Genjutsu
Illusionary weapon, and instead make a Melee Genjutsu When a creature under the effects of any of the prerequisite
attack with it. On a hit, target creature suffers the effects of genjutsu takes damage, they lose chakra equal to the result
the Illusionary weapon as normal, while also being affected of the roll of the aforementioned jutsu.
by the Genjutsu you previously infused into it. If they have
to make a Saving throw from the effects of the infused VICIOUS ILLUSION
Genjutsu, they roll an additional 1d4 subtracting it from the
result of their save. Prerequisite: Illusionary Weapon
You can attack with your Illusionary Weapon twice, instead
TENTATIVE ESCAPE of once, whenever you take the attack action on your turn.

As a Reaction to failing a saving throw, you can cast Release VOICE OF AN OLD FRIEND
using your Illusion Skill instead of Chakra control.
You can communicate telepathically with a willing creature
THIEVING CONFIDENCE up to 1 Mile away from you. You must know the creature’s
general location, and the target creature can resist this
As an action, you can cast Ineptitude at no cost as if you effect if they choose.
know the jutsu, twice per short rest.

TIME IN A BOTTLE

Prerequisite: Temporal Stopwatch, 17th level
As an action, you can select a space you can see within 90
feet. All creatures within a 5-foot radius sphere
centering on the selected space must succeed a Wisdom
saving throw. A creature can willingly fail this saving
throw. On a failed save, you can make them perform one
of the following;

• Reverse: On the affected creatures next turn, they
repeat the last set of actions they completed,
regardless of what it was, even targeting the same
space, even if no creatures are occupying it.

• Pause: Creatures are stunned until the end of their
next turn.

• Fast Forward: Creatures immediately perform their
turn as if it was their turn in the initiative order.

You can use this Malleable Mirage once per long rest.

16

HUNTER-NIN Hatake, Zabuza Momochi, Haku, Sai, Shisui Uchiha and
A Uzumaki crawls beneath the floorboards of a despot’s Minato Namikaze
fortress making his way into the despot’s private chambers.
Slyly and gracefully entering unseen and she raises from CREATING A HUNTER-NIN
the floor counting the seconds in her head as she
approaches the warlord and places a kunai to the man's When creating a Hunter-Nin consider a
neck and slides it from side to side. A Few moments later few things about the characters ideals,
his concubines enter shocked and stunned as the man and how they approach their
they came to see is now dead and they have been set free targets and allies respectively.
and the rebellion has ended. Do they have a rougher past than
others? How are their
With a focused eye on the wanted criminal who fled the relationships with their allies? Do
village. A Masked Hyūga activates his Byakugan and you use your jutsu to end fights
stalks his prey from over a mile away. As the sun sets and immediately or do you wait and
the wanted man turns into camp for the night, The see what exactly your target can
Hyūga silently enters his tent and presses a hand to the do before you approach? What set you
man's chest stopping his heart in his sleep and the down this path? Did you train under
masked Hyūga is gone again before the camp fire even another very skilled hunter and you
goes out. picked up this path from them? Do you
take pity on your enemies or do you
These shinobi, different as they might be are connected engage in conflicts with no emotion?
by one common factor, they are masters of infiltrations,
stalking and assassination. Once they have their target, QUICK BUILD
they never let them escape without first finishing the
job. You can make a Hunter-Nin quickly by
following these suggestions. First, put
CHARACTER INSPIRATIONS your highest ability score in Dexterity,
followed by Intelligence or Wisdom.
When designing this class, it was built with the intent to Second, choose the Uchiha, Hyūga or
allow the player to follow the examples set by characters Non-Clan, Clans.
who do their best in regards to identifying a threat,
analyzing it and executing them in as few attacks as
possible. This also allows players to take the same
characteristics of a Rogue or other stealthy class and
garner some of their mechanics. Characters whom I
based the core concept of this class off of are: Kakashi

17

CLASS FEATURES LETHAL ATTACK [CHANGED]

As a Hunter-Nin, you gain the following class features. Finally, at 1st level, you know how to exploit a foes
distraction, drop in guard, and moment of hesitation.
HIT POINTS Once per turn, you can deal an extra 1d8 damage to one
creature you hit with an attack if you have advantage on
Hit Dice: 1d10 per Hunter-Nin level the attack roll or if another enemy of the target is within
Hit Points at 1st Level: 10 + your constitution modifier 5 feet of it, that enemy isn’t incapacitated, and you don’t
Hit Points at Higher Levels: 1d10 (or 6) + your have disadvantage on the attack roll.

Constitution modifier per Hunter-Nin level after 1st. The amount of extra damage increases as you gain
levels in this class, as shown in the lethal attack column
CHAKRA POINTS of the Hunter-Nin Table.

Chakra Dice: 1d8 per Hunter-Nin level CUNNING ACTION
Chakra Points at 1st Level: 8 + your constitution
Beginning, at 2nd level, your quick thinking and agility allow
modifier you to move and act quickly. When you would attempt to
Chakra Points at Higher Levels: 1d8 (or 5) + your Conceal an object, Hide or Sneak you gain a +1d4 bonus to your
Dexterity (Stealth) check made to accomplish those tasks.
Constitution modifier per Hunter-Nin level after 1st.
Also, while sneaking you can move your full movement
PROFICIENCIES [CHANGED] speed and you can choose to use your Dexterity (Stealth) check
result from your Hide attempt instead of making another
Armor: Light armor check each time you would sneak.
Weapons: All Simple Weapons, Broadsword, Iron Claw,
Additionally, as a bonus action, you can take the Dash,
Jitte, Katana, Odachi, Scythe, Battle Wire, Knuckle Disengage, or Hide action.
Blades, Chakram, Longbow, Fuma-Shuriken
Ninja Tools: Disguise Kit, Forensics Kit, Forgery Kit HUNTERS PATTERNS [NEW]
Saving Throws: Dexterity, Intelligence
Skills: Stealth, Choose four other skills of your choice. Also, at 2nd level you have begun to develop patterns from
your mentors, heroes, enemies or even allies. These patterns
EQUIPMENT [CHANGED] manifest themselves in a multitude of ways. You begin with a
single learned pattern. You develop an additional Pattern at
You start with the following equipment, in addition to 9th and 15th levels.
the equipment granted by your background:
PRIMARY TARGET [CHANGED V2]
• Padded Armor
• (a) 2 Simple Weapons or (b) 1 Martial Weapon Finally, at 2nd level, you have experience researching,
• (a) One Kunai stack or (b) One Shuriken stack tracking, and hunting. You can effectively read and track
• (a) 1 Flash tags or (b) 1 Paper Bomb any creature you come across. Once when rolling
• 2 Kits of your Choice initiative, you can select any creature you can see within
120 feet and mark it as your Primary Target at no action
JUTSU CASTING cost. You can then spend a bonus action to mark another
creature you can see within range.
NINJUTSU
You can only have one creature marked as your
Ninjutsu save DC = 8 + your proficiency bonus + your Primary Target at a time. Creatures remain marked until
Intelligence modifier they reach 0 Hp, or you mark another creature. While
marked, you gain the following benefits;
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier • You become aware of one of the following in regards to
a marked creatures;
GENJUTSU o Damage immunities they have and if it is the
result of a feature, jutsu or trait.
Genjutsu save DC = 8 + your proficiency bonus + your o Damage resistances they have and if it is the
Wisdom modifier result of a feature, jutsu or trait.

Genjutsu attack modifier = your proficiency bonus + • For every condition of a different name a creature has
your Wisdom modifier as a result of a Jutsu or Feature you or a creature allied
to you has inflicted, the target suffers a -1 penalty to
TAIJUTSU its AC against attacks you make against it. This penalty
can be no larger than -5.
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier • You have Advantage on Wisdom checks made to track
or search for your Primary Target so long as they are
Taijutsu attack modifier = your proficiency bonus + your within the same countries borders as you.
Strength modifier
HUNTER CREED [CHANGED]
SWIFT RESPONSE
Beginning at 3rd level you begin to follow a Creed of the
Beginning at 1st level, you learn to react with swift and Hunt, enabling you to shape your skillset further. Your Creed
decisive action in combat. You ignore difficult terrain grants you features at 3rd, 7th, 10th, 14th and 17th levels.
and you add your full proficiency bonus to initiative rolls
instead of half.

LETHAL PRECISION [NEW]

Also, at 1st level, Select one between Taijutsu &
Bukijutsu. You can cast the chosen Jutsu type using
Dexterity in place of Strength for all calculations. You
cannot switch this choice later.

18

HUNTERS EXPLOITS [CHANGED] DEFENSIVE TACTICS [CHANGED]

Also, at 3rd level you learn to exploit your skills to the Also beginning at 6th Level, you learn how to fight
betterment of your hunt. You learn two exploits, as detailed defensively against your targets, leading them into a false
at the end of this class description. You learn an additional sense of security in confrontations against you. You gain
exploit at 10th and 17th level in this class. You can switch a one of the following features of your choice You gain a
learned exploit when you would complete a long rest. second choice at 11th level and a third choice at 17th level.

ABILITY SCORE IMPROVEMENT/FEAT • Escaping Danger: Attacks of opportunity and attacks
made as a result of a creatures reaction, against you are
When you reach 4th and again at 8th, 12th, 16th, and 19th, made at disadvantage.
level, you can increase one ability score by +1 & a Feat of your
choice that they qualify for. As normal you can’t increase an • Unbroken will: You have advantage on saving throws to
ability score above 20 using this feature. resist any Mental or Sensory Condition.

UNCANNY DODGE • Hunter's Revenge: When you are hit by a creature's
attack. The next time you deal damage to that creature
Starting at 5th level, when a creature that you can see you can Lethal Attack regardless of circumstance.
would deal damage to you, you can use your reaction to
halve the triggering attack, jutsu or effect, damage • Evasion: When you are subjected to an effect, that allows
against you. you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on a
EXPERTISE [NEW] saving throw, and only half damage if you fail.

Also at 5th level, choose any one skill or tool kit that you ELUSIVE
have proficiency in. You gain expertise in the chosen
skill or tool kit. Beginning at 13th Level, you are so evasive that attackers
rarely gain the upper hand against you. No Attack roll has
When you would reach 15th level, you can select two advantage against you while you aren’t incapacitated
more proficiencies (in skills or tools) to gain this benefit.
ASSASSINATE
HUNTED TARGET [NEW]
At 20th level, you have mastered the art of Hunting,
Beginning at 6th level, a creature marked as your tracking, and assassinating targets. When you hit a
Primary Target, who has 50% or less Hit points, is creature marked as a Primary Target and would trigger your
counted as Hunted against you. A creature counted as Lethal Attack, they take triple damage.
Hunted in this way counts as having at least one
condition for the purposes of interacting with Primary
Target. While a creature is counted as Hunted, when they
would regain hit points by any means, even from
another creature targeting them was a jutsu that
recovers their hit points, the hunted creature triggers an
Attack of opportunity.

Beginning at 11th level, a hunted creature who would
attempt to disengage, cast a jutsu or dodge also triggers
an Attack of opportunity from you. Additionally, you
gain one additional reaction per turn, which can only
be used to make an attack of opportunity against a
hunted creature.

19

HUNTERS CREEDS place. Additionally, a creature who’s charisma modifier is
equal to or lower than yours suffers a 1d6 penalty to all
BLADE WARDEN Wisdom and Charisma based ability checks interacting with
you or any creature allied with you.
Some Hunter-Nin seek to master weapons to better remove
their foe from the equation. Followers of this Creed learn When you would roll initiative at the beginning of combat,
specialized fighting techniques for use against the direst you can choose to use your Intimidation Bonus as your
threats, from an onslaught of enemies to towering Brutes Initiative bonus. (You cannot gain the benefit of expertise with
this check.)
WARDEN’S PROFICIENCY
If you do have expertise in Intimidation you roll your
Beginning at 3rd Level, you gain proficiency in the Athletics initiative at advantage and can make Intimidation ability
and Intimidation Skills. You can make any checks with the checks as a Bonus action if you would spend your action to
aforementioned skill using Strength or Dexterity. make an attack. On a successful Intimidation check a
creature gains 1 rank of Fear against you for the next
Also, you have learned to fully invest into a singular minute.
weapon designed to best capitalize on your free-flowing
form of combat. Select one simple weapon type that you BLADE’S AGGRESSION
have proficiency in, that does not have the Two-Handed or
Heavy properties. This weapon is hereby treated as your Beginning at 1oth level, your Wardens Weapon’s damage die
Warden Weapon. A Warden Weapon gains a new weapon is increased by 1 step.
property unique to it, that other shinobi wish they knew
how to utilize. Select one Warden Weapon Property from the Also, if you have advantage on an attack against a target
following granting the weapon the listed property effects. on your turn, that was not made as a part of a bonus action,
You can switch your Warden Weapon Technique when you you can immediately make an additional weapon attack
complete a rest of any type. You can select a second using your Warden Weapon after the attack at advantage is
property when you reach 10th level.; made.

WARDEN WEAPON PROPERTY TABLE I WOULDN’T DO THAT

Weapon Also, starting at 10th level, when engaging a creature who
Property Effect would become hostile as a result of a failed Charisma based
interaction. You being present make them rethink their life
Flurry A weapon with the Flurry Attack property can be used to choices in the moment.
Attack make two weapon attacks as a bonus action, if your
action was used to make a Single Attack of any type, once When you or an allied creature would fail a Charisma
per turn. Bonus action attacks made in this way do not based ability check against a creature, if they would become
add your ability modifier to damage, but does add bonus hostile, you give a look of your description meant to cause
damage from other Hunter-Nin Class features. them hesitation. The affected creature must
make a Wisdom ability Check vs your
Lethal A Weapon with the Lethal property ignores Temporary hit passive Intimidation [Intimidation Bonus
points and damage reduction-based effects, instead + 10], you do not calculate expertise into
dealing damage directly to a creatures hit points once per your passive intimidation for this check.
turn. On a failed check, they choose to not
engage in combat instead finding
Fatal A Weapon with the Fatal property cannot have its damage another way to resolve the
reacted to when used as a part of your first weapon attack situation. If another creature
or Bukijutsu attack, per turn. would become hostile or initiate
combat, a creature who hesitated as
BLADE’S PREY a result of this feature does not roll
initiative, instead acting last in the
Also at 3rd Level, your tenacity can wear down the most initiative.
fortuitous foes. When you hit a creature with a weapon
attack using your Warden Weapon, the creature takes an A creature who is immune to the Fear
extra 1d6 damage if it’s below its hit point maximum. condition is immune to this feature.

Additionally, you gain exclusive access to the Wardens WARDENS RETALIATION
Assault, Hunter Exploit. This does not count against your
Exploit Limit. Beginning at 14th level, you gain the ability to
counterattack when your target tries to sabotage you. If your
AGGRESSIVE ATTACK [CHANGED] Primary Target forces you to make a saving throw, you can
use your reaction to make one weapon attack against them.
Starting at 7th level, when you make a weapon attack, with a You make this attack immediately before making the saving
Warden Weapon you can add your Strength and Dexterity throw. If the attack hits, you gain advantage on the saving
Modifier to your Damage rolls instead of one or the other. If throw.
you do attack aggressively in this way, you forgo any
additional attacks granted by the Attack action if any, unless SUPERIOR OFFENSE
granted by a Hunter-Nin Class feature.
At 17th level, you are so accurate that attacks rarely rely
WARDEN’S PRESENCE on sight, if at all and cannot be diverted. You gain 30 feet
of blindsight and attacks you make cannot be made at
Starting at 7th level, your presence has become passively disadvantage nor have their damage reduced in any way.
intimidating to all creatures who you are not allied with, and
even your allies respect your intimidating aura.

While you are not in combat, whenever you would interact
with a creature and make a Deception or Persuasion check,
you can choose to instead make an Intimidation check in its

20

NECROTIC HAND [CHANGED] MEDICINAL BLADE [CHANGED]

Some Hunters follow an offensive Medical teaching, Also, at 3rd level, you learn to putrefy a weapon your
using the art of necrosis to fight off enemies. These using making it sickening to the touch for a creature you
Hunters are trained in taking their twisted Medical arts harm with it. Select one weapon you are proficient in,
and putting powerful enemies down with unmoving and coating it in a venomous and horrific black mist
cold eyes, fit for a surgeon. These Hunters are known as designed to harm a creatures cellular structure on
the Necrotic Hand. contact. Your weapon now deals necrotic damage and
when you would deal at least 10 damage with a single
MEDICAL PROFICIENCY [CHANGED V2] weapon attack using this putrefied weapon, the target
becomes envenomed until the end of their next turn. A
At 3rd level, you gain proficiency in Medicine and creature can never gain more than 1 rank of envenomed
Medicine Kits. You can make any checks using the per turn from this feature.
aforementioned skills with Intelligence or Wisdom.
Additionally, you gain exclusive access to the Festering
Also, you have learned to take the teachings of the Siphonage Hunter Exploit. This does not count against
medical core of your village or from your direct master your Exploit Limit.
and blend it into your assassination techniques. You
learn the Necrosis Ninjutsu. When you do, it loses the ANATOMICAL STUDIES [CHANGED]
Medical Keyword. Your teachings have also taught you
have to take this Jutsu and blend in the following Beginning at 7th level, you can assess a foe’s anatomy
techniques making it more apt for assassinations. Select with great insight and precision, identifying key points
one of the following techniques augmenting the Necrosis of weakness.
jutsu when cast. A Jutsu with any of the following
techniques cannot be taught to another creature and As an Action, you can make a Medicine check targeting
cannot be customized, modified or augmented using the a creature you can see within 90 feet vs a DC equal to 10 +
Jutsu customization options or any Non-Hunter-Nin the creatures Level. On a success on this check, you know
class features. You can switch your Medical the targets current Hit points, if it is affected by any
Assassination Technique when you complete a rest of diseases or poisons and if it has consumed a potion, pill
any type. You can select a second technique when you or any other ingestible substance that would grant it any
reach 10th level; additional benefits or penalties if any.

MEDICAL ASSASSINATION TECHNIQUE TABLE Additionally, you can make a Medicine check vs a DC
15 +Rank of Jutsu cast or trap used, targeting an allied
Assassination creature who has one of the following Conditions;
Technique Effect Bruised, Bleeding, Blinded, Dazzled, Deafened and
Weakened as a result of said trap or jutsu. On a success
Cell Failure A creature who fails their constitution saving you end one of the following conditions. (You cannot gain
throw instead gains one rank of the Weakened the benefit of expertise with this check.) (D-Rank: 1, C-
condition, in place of Envenomed, for the next Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
minute.
If you do have expertise in Medicine you roll your
Overdose A creature who fails their constitution saving medicine checks using this feature at advantage and can
throw instead becomes Maddened, in place of make Medicine ability checks as a Bonus action.
Envenomed.
NECROTIC TOUCH [NEW]
Sedative A creature who fails their constitution saving
throw instead gains one rank of the slowed Also, at 7th level, when you would deal Necrotic damage
condition in place of Envenomed, for the next to a creature using a jutsu, feature or weapon you force
minute. the target to make a Constitution saving throw vs your
Ninjutsu save DC. On a failed save they experience rapid
Sepsis A creature who fails their constitution saving cellular degradation. A creature who experiences this
throw instead becomes poisoned and they gain reduces their Constitution score by 1 for the next hour. A
one rank of Laceration, in place of being creature who’s constitution modifier was be reduced as a
Envenomed. result of their score being affected, has their maximum
and current hit points reduced by an amount equal to its
Viral A creature who fails their constitution saving level.
throw treats the envenomed condition as a
jutsu cast at one rank higher than what this Alternatively, you can spend a use of this feature to
jutsu was originally cast. cast the Necrosis Ninjutsu targeting an allied creature,
restoring hit points equal to the damage rolled.
Undiagnosed This jutsu’s DC is increased by +1.
You can only use this feature a number of times equal
to your Intelligence modifier per long rest.

Destructive This jutsu’s base Damage is increased to 3d12.

Surgical This jutsu adds your Casting ability modifier to
the damage rolls.

Narcotic This jutsu reduces its upcast cost by 1.

Salutary This jutsu reduces its base cost by 2.

21

SWIFT RESUSCITATION [CHANGED] MORTAL WOUND [NEW]

Beginning at 10th level, you learn to make use of the Also, at 14th level, A creature who has 25% or less hit
Medical tools you have access to, in order to better points becomes exceedingly obvious to you. They begin
utilize them to help an injured ally. Your skill with the to glow a soft red color that only you can see, making it
Medicine Kit has accelerated to compensate for your lack difficult for them to hide or maintain invisibility.
of Medical Ninjutsu. Your new found skills are expressed
in the following ways; You can see a creature with 25% or lower hit points
through Darkness, cover and up to 5 feet of material. You
• Medical Check Up: You reduce the time spent down to are treated as having True sight against this creature for
1 minute. the purposes of always being able to see them at all
times, in an attempt to finish them off.
• Light Patch up: You increase the die size to a d6.
• Condition Treatment: The die used is changed from a DR. DEATH

d6 into 2d4. Beginning at 17th level, your talents at life taking
• Blood Pill Creation: You can create two pills per kit medical assassination have become effortless and
legendary. Casting Necrosis at C-Rank or less costs 0
before spending any charges. Chakra. You also increase the upcasting damage bonus
from 1d12, to 2d12 at each rank.
FATAL SURGEON [NEW]

Also, at 10th level, you learn to make use of your
signature Jutsu Necrosis beyond your base Assassination
Techniques. When you would trigger your Lethal Attack
class feature while casting Necrosis you can choose to
activate any one of the following effects;

• The target makes any saving throw against Necrosis,
at disadvantage.

• The target loses concentration on one jutsu it is
concentrating on at random.

• The target has its movement speed reduced to 0 until
the beginning of its next turn.

22

GRAVE STALKER SHADOW STALKER [CHANGED]

Some Hunter-Nin become consumed by the thrill of the Also at 3rd level, you gain Blindsight out to 20 feet. When you
hunt. Only heard and never seen, they revel in the violence would make an attack while in an area counted as total
of a silent battle. Followers of this Creed hone their abilities darkness until the end of that same turn, you produce no
to track others utilizing a variety of techniques: camouflage, sound or vibrations rendering you unable to be seen, noticed
infiltration, surveillance, and target acquisition. Once done, or tracked by creatures with Tremor sense or blind sight.
they work to ensure that they are always striking from the
shadows and always have the upper hand in combat. Additionally, while you are out of combat and
following a creature marked as your Primary target
STALKERS PROFICIENCY [NEW] while you are Sneaking in Dim light or Darkness, you can
dash without breaking stealth as you can, once per round
Beginning at 3rd level, you gain proficiency in the Sleight of remake a Stealth Check if another creature would
Hand and Illusion skill. Additionally, whenever you make a succeed on their Wisdom (Perception) check vs your
Stealth or Sleight of Hand Check, you make that check at previous Dexterity (Stealth).
advantage. Additionally, you can make any checks using the
aforementioned skills with Dexterity or Wisdom. Finally, you gain exclusive access to the Shadow Step
Hunter Exploit. This does not count against your Exploit
Also, you have learned to take the teachings of the Anbu Limit.
Black-Ops, Root and Corpse Hunters and attack with the
Shadows as your weapon. You learn the Weapons of Darkness MARKED FOR DEATH [CHANGED]
Genjutsu. When you do, it gains the Bukijutsu Keyword and
loses the Visual Keyword. Your teachings have also taught Beginning, at 7th level, while you are hidden from a creature
you how to take this Jutsu and blend in the following marked by your Primary Target feature, you gain a +1 bonus
techniques making it more thrilling hunts. Select one of the to your critical threat range. This bonus ignores Critical
following Shadow assassination techniques augmenting the threat range limits. Additionally, while you have a Shadow
Weapons of Darkness jutsu when cast. A Jutsu with any of Weapon you can make a single attack with it as a bonus
the following techniques cannot be taught to another action.
creature and cannot be customized, modified or augmented
using the Jutsu customization options or any Non-Hunter- MASTER AMBUSHER [CHANGED]
Nin class features. When you cast this jutsu, while
maintaining concentration on it, the weapon summoned Starting at 7th level, you excel at leading ambushes, both
counts as a Shadow Weapon. A Shadow Weapon cannot be socially and in combat. You can use Smoke Bomb’s as a bonus
broken, can use your attack action to make a Genjutsu or action.
Taijutsu attack against a creature in range, as described in
the jutsu text and cannot be used as a component for a When you and other allied creatures would begin combat
Bukijutsu. You can switch your Shadow Assassination while hidden or unseen, you can choose to use your Stealth
Technique when you complete a rest of any type. bonus in place of your own and each allied creatures
initiative. If you begin combat while out of stealth, you have
You can select a second technique when you reach 10th advantage on initiative rolls.
level;
When you or an allied creature within 30 feet of you are
SHADOW ASSASSINATION TECHNIQUE TABLE engaged in a social encounter and would fail a Charisma
based ability check, you can choose to interject, creating a
Assassination new circumstance, situation, lie or otherwise throwing the
person you are speaking to off. Make a Deception check vs a
Technique Effect DC (10 + targets level). On a success, you shift the
conversation, rendering the previous failure as if it never
Shadow This jutsu can take on the shape of a shuriken of your occurred as the target immediately forgets as they are
Shuriken description at will. Ranged attacks with this shadow overwhelmed with new information. You can attempt to
weapon have a range of 60 feet. interject socially in this way, once every 10 minutes.

Shadow Tanto This jutsu can take on the shape of a Tanto of your
description at will. Melee attacks made with this
Shadow weapon adds your Taijutsu or Genjutsu ability
modifier to the damage rolled.

Shadow Battle This jutsu can take on the shape of Battle Wires of your
Wire description at will. You can attempt a grapple check
from up to 30 feet away, using Dexterity or Wisdom
(illusion) in place of Athletics contested by the targets
Wisdom (Insight)

Shadow This jutsu can take on the shape of a Broadsword of
Broadsword your description at will. This weapon gains the
Disarming and blocking weapon properties.

Shadow Iron This jutsu can take on the shape of Battle Wires of your
Claw description at will. This weapon has the critical and
deadly weapon properties

Dark Blood If you would deal 15 damage with this weapon in a
single attack, the target suffers a rank of Bleeding.

Dark Lethality Increase this jutsu’s critical threat range by 1.

Dark Focus This jutsu’s concentration cost is reduced by 1.

Dark Efficiency This jutsu’s base cost is reduced by 2.

23

ONE WITH THE DARKNESS [CHANGED]

Beginning at 10th level, you’ve become adept at evading
creatures that rely on their senses, regardless of what they
are. Your blindsight increases to 40 feet. While you are
lightly or heavily obscured, creatures that rely on any form
of vision or special senses such as; Chakra sight, Dark
vision, blind sight, true sight, tremor sense or jutsu with the
Sensory keyword cannot see or sense you by any means so
long as you don’t spend more than half of your base
movement on each of your turns. If you would move more
than half of your base movement or take damage while
gaining the benefit of this feature you lose this features
benefit until the end of your next turn.

FANG OF THE NIGHT [NEW]

Also at 10th level, you’ve become adept acting as the
passenger in the dark. The stalker in the night. The one who
silences screams before they even echo from your targets
lungs, all under the cover of the night, before anyone even
knows you are there. When you would score a Lethal attack
against a creature marked as your Primary Target, using
your Weapons of Darkness jutsu, while you are in Dim light or
Darkness or they are blinded, you increase your Weapons of
Darkness Damage die by 1 step.

A WALKING SHADOW [NEW]

Starting at 14th level, whenever you are heavily obscured
and you would take damage, you can spend your reaction
to blend into the very ether of shadows avoiding all
damage from the triggering effect or attack. You can
avoid damage in this way up to twice per rest.

SHADOW ASSASSINATION [NEW]

Starting at 17th level, if you would make an attack
against a creature marked as your Primary Target while
you are lightly or heavily obscured, double your attacks
damage die.

24

ARSENALIST [CHANGED] Arsenal Weapons: Increase the weapons damage die by
1 Step and they gain the Hidden Weapon property. The
Some Hunters treat their hunt like a game, one which Weapon also gains a +2 bonus to damage from weapon
they come more than prepared to. They set traps, attacks. This bonus increase to +4 at 10th and +6 at 17th
waiting for their prey to fall victim to them, capturing level.
them and going in for the kill. They use Explosives, with
the intent to take out as many enemies as possible with a TOOLS OF THE TRADE [CHANGED]
single explosion. These Hunters are Known as
Arsenalist’s Also, at 3rd level, you become able to make use of a
series of items and Ninja tools that go rarely used,
ARSENAL’S PROFICIENCY [NEW] catching enemies off guard or using tools much faster
than what they would expect. Select one of the following
At 3rd level, you gain proficiency in Crafting and one of when you complete a rest of any type. You can use any of
the following; Alchemists, Demolitions or Trappers kits. the below a number of times equal to your Proficiency
Additionally, you can make checks using the bonus per rest.
aforementioned kits with Dexterity or Wisdom.
Finally, you gain exclusive access to the Sharp Rain
Also, you have learned to take the teachings of your Hunter Exploit. This does not count against your Exploit
villages quartermaster or weapon master. You become Limit.
very in tuned with a series of different weapons and
tools. Select four of the following. You can select two • Caltrops. As a bonus action, you can select a space you
more at 10th level; can see within 30 feet of you. You throw caltrops
covering the ground equal to a 10 -foot cube. Any
• Manipulated Tools: Blade Kick creature that enters the area of your caltrops while
• Manipulated Tools: Blade Rain they remain, are treated as if you have marked them
• Manipulated Tools: Blade Wall with your Primary Target feature while they remain
• Paper Bombs within your target space. Also, the creature who enters
• Explosive Tag Ball’s the space takes piercing damage equal to 1d6 + your
• Fire Bomb’s Dexterity Modifier, and gain 1 rank of bleeding. Once a
• Flash Tag’s creature exits your caltrops space, after being affected
• Ice Bomb’s by them the caltrops remain, unless a creature spends
• Poison Tag’s an action scattering them. Beginning at 10th level the
• Shock Bomb’s space you can fill, becomes a 20-foot cube.
• Weapons with the Thrown Keyword
• Weapons with the Multiattack Keyword. • Ball Bearings. As a bonus action, you can select a space
• Weapons with the Light Keyword. you can see within 30 feet of you. You throw ball
• Weapons with the Finesse Keyword bearings covering the ground equal to a 10 -foot cube.
That space is treated as difficult terrain for anyone
If you select a jutsu, you learn it. Regardless of what other than yourself. A creature who is currently
you select, the chosen jutsu, items or weapons become a gaining the benefit of any bonus to speed such as from
part of your Arsenal. Weapons, items or jutsu that are a a jutsu or the Dash action, they immediately slip,
part of your Arsenal can be used in far superior ways falling prone. Beginning at 10th level the space you can
compared to other creatures. A Jutsu learned this way fill, becomes a 20-foot cube.
cannot be taught to another creature and cannot be
customized, modified or augmented using the Jutsu • Johyo: As a bonus action, you can swing this whip dart
customization options or any Non-Hunter-Nin class targeting a creature up to 60 feet away. Make a ranged
features. weapon attack as if you were proficient in this weapon.
On a hit, they are snared and can be pulled up to 20
Arsenal Jutsu: Reduce their cost to cast by -1. This cost feet in a straight line closer to you. This forced
reduction increases to -2 at 10th, and -3 at 17th. movement can trigger attacks of opportunities.
Additionally, if the jutsu would deal damage, it can Beginning at 10th level the distance you can pull a
trigger Lethal Attack even if it doesn’t require an attack creature increases to 40 feet.
roll. The trigger for Lethal Attack instead becomes failing
the saving throw. • Hidden Weapon Launcher. Select one weapon you
have that has the Hidden property. As a bonus action
Arsenal Tools: At the end of a rest of any type, roll 1d4 + you can call upon this weapon instantly. As a part of
1. You gain a number of your Arsenal Tools equal to the this bonus action, you can make one weapon attack at
result. The items can only be used by you, they are of advantage. You must reset the launcher with a bonus
base quality and last until your next rest. Increase the action before you can use it again. Beginning at 10th
dice size by 1 step at 10th and 17th levels. Additionally, if level it no longer requires a bonus action to reset the
the item would deal damage, it can trigger Lethal Attack Launcher, instead costing your object interact action
even if it doesn’t require an attack roll. The Lethal attack and you can make two weapon attacks instead of one.
triggering in this way, only affects one creature of your
choice. LETHAL WEAPONS [CHANGED]

o Paper Bombs/ Explosive Tag Balls: Increase Beginning at 7th level, a creature who would take
damage die by 1 Step. (This affects tools not damage from a trap you set, can trigger your Lethal
created by this feature as well.) Attack Class Feature. Lethal attack can only be triggered
once using this feature. This does not spend your normal
o Fire/Ice/Shock Bomb’s: Increase the base once per turn limitation of Lethal attack.
range to 60 feet, instead of 30. (This affects
tools not created by this feature as well.) Additionally, you can use any Arsenal Tool as an Action
or bonus action.
o Flash/Poison Tag’s: Increase the DC +2. (This
affects tools not created by this feature as well.)

25

HIDDEN TRAPS [NEW]

Also at 7th level, you learn the secrets of hiding and
detecting traps of all kinds, even social ones. You have
advantage on Wisdom or Intelligence based ability
checks to detect hidden doors, mechanisms, and traps.
Also, a creature attempting to make an ability check to
find Traps you set makes their checks at disadvantage to
detect them.

CRITICAL ARSENAL [CHANGED]

Beginning at 10th level, when a creature would fail any
of the following save DC’s by 5 or more, they take double
damage from it;
• A trap you set.
• A jutsu you cast that is a part of your Arsenal.
• A Ninja tool that is a part of your Arsenal.

ARSENAL BUILDER [NEW]

Also at 10th level, you learn to make use of the tools you
have access to, in order to better utilize them to take
down an enemy. You have developed new found skills
using your tools in the following ways;

ALCHEMISTS KIT

• Create Chemical Bombs: You reduce the time spent
down to 1 minute, no short rest needed. Items created
are 1 use and can only be used by you.

DEMOLITIONS KIT

• Craft Paper Bombs, Explosive Tag balls and Fire
Bombs: You reduce the time spent down to 1 minute,
no short rest needed. Items created are 1 use and can
only be used by you.

TRAPPERS KIT

• Create Traps: You divide the time spent to build the
trap by 10, to a minimum of 1 minute. If you spend an
additional charge per trap, you reduce the time needed
to create it to a Full-Turn-Action.

LETHAL ARSENAL [NEW]

Also, at 14th level, traps you make, and tools you use
that have a predefined DC that is lower than your
Highest Save DC, has it raised to a value equal to your
Highest Save DC. Also, traps that trigger your Lethal
attack class feature, can trigger it any number of times
per turn.

UNLIMITED BLADE WORKS [NEW]

At 17th level, when you would deal damage with any
weapon, jutsu or tool that is a part of your Arsenal,
you trigger the Lethal Attack feature. You can
trigger the Lethal Attack feature in this way,
twice per turn.

26

UNDERTAKER [CHANGED] TOXIC ASSASSINATION TECHNIQUE TABLE

Some Hunter-Nin focus on making those who stand in Assassination
their way suffer a long, slow and painful demise. Those Technique Effect
who adhere to this creed are born killers, poison experts
and above all, Shinobi. Poison, Disguises and subterfuge Aconite On a hit or failed saving throw, once per turn, the target
help you eliminate your foes with deadly efficiency. loses the ability to speak or communicate effectively.
They also find it difficult to breathe suffering a -2 to
TOXIC PROFICIENCY [NEW] Constitution ability checks and saving throws until the
end of its next turn.
At 3rd level, you gain proficiency in Deception and
Disguise & Poison Kits. Additionally, you can make Akee On a hit or failed saving throw, once per turn, the target
checks using the aforementioned kits with Dexterity or gains the weakened condition until the end of its next
Intelligence. turn. If the target takes a reaction before the end of its
next turn, the weakened condition does not end, instead
Also, you have learned to take the teachings of the lasting for 1 minute.
Black Medics, the Bloody Devils and the Hebi Clan and
apply them to your unique form of Combat. You learn to Belladonna On a hit or failed saving throw, once per turn, the target
apply a unique poisonous chakra of your creation to both loses the ability to discern allies from hostiles. If a jutsu or
your weapons and ninjutsu. This poison comes from Area of effect would allow them to choose targets, they
combining a series of different poisonous substances cannot exclude their allies at will until the end of their
within yourself and then exhaling it or infusing it into next turn.
the attacking weapon or ninjutsu of your choice. Select
one of the following Toxic Assassination techniques Daphne On a hit or failed saving throw, the target gains the
augmenting your attacks with a vicious combination of bruised condition.
toxins. As a bonus action on your turn, you can choose to Fire
activate this toxic chakra. When you do, select one Salamander On a hit or failed saving throw, once per turn, the target
ninjutsu you know or one weapon you are holding. For gains one rank of the corroded condition.
the next minute that jutsu or weapon is infused with
your Toxic chakra, changing its damage type to Poison Foxglove On a hit or failed saving throw, once per turn, the target
and gaining additional effects based on the Toxic Frost Frog gains two ranks of the bleeding condition.
Assassination technique(s) chosen.
Hemlock On a hit or failed saving throw, once per turn, the target
If a ninjutsu chosen would only trigger its effects with Seizing Viper gains the chilled condition until the end of its next turn. If
a damage type other than Poison, it instead triggers said the target takes a bonus action on its turn, the chilled
effects with poison damage. Once you infused a weapon condition does not end, instead lasting for its listed
or ninjutsu with your Toxic chakra, you cannot infuse duration.
another weapon or jutsu until 1 minute has passed.
Bukijutsu cast using your infused weapon do not gain On a hit or failed saving throw, once per turn, the target
your Toxic Assassination techniques effects, as these gains the envenomed condition.
effects can only trigger with weapon attacks. You can
switch your Toxic Assassination Technique when you On a hit or failed saving throw, once per turn, the target
complete a rest of any type. gains the shocked condition until the end of its next turn.
If the target moves more than half its movement before
You can select a second technique when you reach 10th the end of its next turn, the shocked condition does not
level; end, instead lasting for its listed duration.

POISONOUS EMBRACE [CHANGED] FALSE FACES [CHANGED]

Also, at 3rd level your skill with Poisons are better than Beginning at 7th level, you have learned a much more
most. When you would complete a short rest, while you advanced Transformation technique, allowing you to
have access to a Poison Kit, you create 2 vials of Assassins physically imitate any humanoid creature who you have met
Blood. This Poison is a special variation, but becomes inert before. This allows you to physically duplicate them. This
when you would take a rest of any type. This Poison is duplication cannot be discerned with physical identification
much more potent than a normal. The DC of this poison alone as you have even adopted their finger prints and blood
becomes equal to your Ninjutsu save DC and the base type. This transformation requires at least 1 hour and can be
damage it deals becomes 3d6. dismissed at will, at no action cost.

You can apply this poison to your weapon as a part of Also, with additional time you can learn to unerringly
the action used to make the attack. The number of Vials mimic that same person's speech, writing, and behavior.
you can create and the damage the poison deals You must spend at least one hour studying the person's
increases to 3 vials and 4d6 at 7th level, 4 vials and 5d6 at behavior, listening to them and examining handwriting.
11th level and 6 vials and 6d6 at 17th level. Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
Finally, you gain exclusive access to the Incurable advantage on any Deception check you make to avoid
Affliction Hunter Exploit. This does not count against detection.
your Exploit Limit.
Once you have maintained a creatures physical
appearance, speech, writing and behavior for at least 1
week straight, you no longer require 1 hour to assume
their appearance or mimic them, instead being able to
manifest this likeness as a Bonus action.

27

VENOMOUS ASSAULT [NEW] THE PERFECT POISON [NEW]

Also at 7th level, you have learned how to extend your Toxic Also at 14th level, when you would create vials of assassins
Assassination technique to your Bukijutsu. Select one blood, you can choose to instead half the amount of vials
Bukijutsu you know. This Bukijutsu can now be infused with you create. If you do, you instead create Kamizuru Venom.
your toxic chakra, and gain the benefits of your Toxic This venom’s DC becomes equal to your Ninjutsu save DC.
Proficiency class feature when you would activate it.
KISS OF DEATH [CHANGED]
LICK OF VENOM [CHANGED]
Beginning at 17th level, when you would trigger the Lethal
Beginning at 10th level, you have closely adapted to the art of Attack class feature against a creature marked as your primary
poisonous combat. When a creature is poisoned by you, you target who has two or more conditions inflicted by you, treat
may choose to apply one of the additional effects: all damage die rolled a part of your Lethal Attack that are 4 or
lower, as 5.
• The creature cannot regain hit points until the end of their
next turn. Additionally, a creature who fails a saving throw
against a Poison of your creation, they take double the
• The creatures speed is reduced by half, for the duration of Poisons damage.
their poisoned condition.

• If the creature is reduced to 0 hit points, it becomes stable.
• The creature gains a rank of weakened for the duration of

their poisoned condition.
• The creature is deafened for the duration of their poisoned

condition.

DECEPTIVE EXCHANGE [NEW]

Beginning at 10th level, you have closely adapted to the art
of poisonous conversation and deceptive tactics. When you
are engaged in a social exchange with a creature and they
would attempt to deceive you, they suffer a -5 penalty to
their deception check. You can choose to also make
contested Deception check vs their result. On a success you
gleam one piece of truthful information based on the lie or
deception they tried to pass off to you.

Additionally, when you would make a Deception ability
check against a creature in an attempt to lie or deceive them,
you make your check at advantage. On a success they believe
in your deception so much that unless given irrefutable
evidence they take your statement as the infallible truth, so
long as the deception being made is within reason and does
not interfere with events that the target creature has
experienced themselves in the past.

28

VICE AGENT [CHANGED] VICE ASSASSINATION TECHNIQUE TABLE

Some Hunters fall under a grey area in their dealings and Assassination Effect
morals than most shinobi, but some choose to go even Technique
further than that, learning to use some of man’s cardinal This jutsu injects a feeling of malice and aggression
Sin’s and Vices as a weapon against them. These Hunters Anger into the target. Until the end of the targets next turn,
are known as Agents of Vice, or Vice Agents for short. if they would make an attack or cast a jutsu that
Arrogance targets a creature, they must target the creature
SIN’S PROFICIENCY [NEW] closest to them. If two or more creatures are an
equal distance, their target is chosen at random.
When you choose this Creed at 3rd level, you gain
proficiency in Persuasion and Insight. Additionally, you This jutsu injects feelings of pride into the target.
can make an ability check using either of the skills using Until the end of the targets next turn, they cannot
Wisdom or Charisma. take a reaction that would reduce damage or grant
themselves temporary hit points.
Also, you have learned to take the teachings of the
greatest interrogators, silver tongues and Beguilers, Envy This jutsu injects feelings of jealously into its target.
blending them into your vile and sinful form of combat Until the end of the targets next turn, when they
allowing you to learn to pray on your enemies vices and Gluttony would see an allied creature attempt to aid a
take advantage of them. You learn the Shadow Bite creature other than themselves, then they must
Genjutsu. When you do, it gains the Ninjutsu Keyword, Greed attempt to counter, negate or dispel the aiding
loses the Visual Keyword. If this jutsu would be cast Lust effect.
using your Ninjutsu attack bonus, when you would deal Sloth
damage, you instead add your Ninjutsu ability modifier, This jutsu injects feelings of excess into its target.
in place of your Genjutsu ability modifier for damage. If Until the end of the targets next turn, when they
this jutsu would be cast using your Genjutsu attack would cast a jutsu that would aid themselves, they
bonus, you can choose to instead use your Charisma must recast the same jutsu targeting themselves if
instead of wisdom to calculate this. Finally, your able, losing their ability to attack or cast a jutsu that
teachings have also taught you how to blend in the sins would target or affect another creature.
of man into this jutsu, making it far more deadly to be
struck by it. Select one of the following Vice Assassination This jutsu injects feelings of greed into its target.
techniques augmenting the Shadow Bite jutsu when cast. Until the end of the targets turn, when they would
A Jutsu with any of the following techniques cannot be cast a jutsu that would allow them to aid their allies,
taught to another creature and cannot be customized, they instead can only aid themselves.
modified or augmented using the Jutsu customization
options or any Non-Hunter-Nin class features. You can This jutsu injects feelings of desire into its target.
switch your Vice Assassination Technique when you Until the end of the targets next turn, they gain 2
complete a rest of any type. You can select a second ranks of Charmed.
technique when you reach 10th level;
This jutsu injects feelings of inactivity into its target.
GREED’S SHELL [CHANGED] Until the end of the targets next turn, they gain 1
rank of Slow.
Also, at 3rd level, you can surround your skin in a sleek
metallic looking coat of chakra, that is a color and design ARROGANCE’S INFLUENCE [NEW]
of your choice. This chakra like armor lasts for 1 minute.
Beginning, at 7th level, you have a constant aura of
When you would activate this armor your skin hardens influence around you designed to affect those of your
granting you protection from a limited amount of choice with an arrogant mindset. Creatures of your
damage and making you far harder to harm. You can choice within 30 feet of you, who would attempt to make
activate this protective armor a number of times equal to a Charisma based check may add 1d6 to their check as
your Genjutsu ability modifier per rest. their self-confidence aids them.

First, for the duration, while you are not wearing Additionally, whenever a creature who is engaged in a
armor, your Armor Class (AC) is calculated as follows; social encounter with you and who is not your ally,
would doubt your ability to accomplish a task no matter
10 + Dexterity Modifier + Genjutsu ability modifier + Half how simple or mundane, you gain a +5 bonus to any
Proficiency bonus (rounded down). skill-based ability check made in attempt to accomplish
the task.
Second, you gain a pool of temporary hit points equal
to your level in this class + twice your Genjutsu ability
modifier.

Also, you gain exclusive access to the Fox’s Sin, Hunter
Exploit. This does not count against your Exploit Limit.

WRATH’S FOCUS [CHANGED]

Beginning, at 7th level, when a creature marked as your
Primary Target deals damage to you, the next time you
deal damage with Shadow Bite, you deal additional
damage equal to your level, once per turn.

If you would gain the benefit of this feature when you
would trigger Lethal Attack, increase Shadow Bites
damage die by 1 step.

29

ENVIOUS THEFT [CHANGED] EPITOME OF SIN

Beginning at 10th level, when a creature within 60 feet of At 17th level, you have begun to embody the very essence
your casts a jutsu you are eligible to learn or cast, you of man’s sin. You find it hard to be bested or challenged.
may use your reaction to try and steal it, for immediate You want more than you need. Your anger is unmatched
use soon after. Make an ability check using the relevant and you have tones of jealousy that has no rival and all
ability modifier for the jutsu type. The DC is: other hostile combatants deserve to be looked at with
pity and not respect.
12 + the rank of the jutsu (D-Rank: 1, C-Rank: 2, B-Rank:
3, A-Rank: 4, S-Rank: 5). Select a one effect from the Vice Assassination table.
You gain that effects when casting any Genjutsu.
On a success, you steal the jutsu right before it is cast,
storing it inside yourself. A jutsu stolen in this way is not
cast but the target spends its chakra as if it was. This
counts as jutsu negation or countering for the purposes
of interacting with features, jutsu or traits.

A jutsu stored within you in this way can be cast as if
you know it, ignoring all keyword limitations. A jutsu
cast this way uses your ability scores to calculate attack,
damage, save DC and any other effects dictated by the
casters statistics. You can store a number of jutsu this
way equal to your Charisma modifier. A jutsu stored
inside of you remains until your next rest, before
harmlessly dissipating.

LUSTFUL ASSUMPTIONS [NEW]

Also at 10th level, when you are engaged in a social
encounter with a creature who does not have a negative
or hostile disposition towards you, and you would
succeed on a persuasion check, you can choose to make
them gain 1 rank of charmed against you, for the
next hour.

GLUTTONOUS AMBITION [NEW]

Also at 14th level, you have attained an ambitious
level of gluttonous intentions. When you would cast a
Genjutsu that would give you a boost, benefit or
boon, you can gain the benefit of that Genjutsu twice
if ever recast, such as with Bless or Confidence. When
you would gain the benefit of a genjutsu twice in this
way, if the genjutsu would require an action, bonus
action or reaction in order to maintain their effects, and
they both require the same action to maintain, you can
spend that action and it would count towards the
requirements to maintain both.

Genjutsu that you are gaining the benefit twice from
are still counted as separate jutsu when rolling to
maintain concentration or chakra cost to maintain
concentration.

30

VOID WALKER [CHANGED] BLINK [CHANGED]

Some Hunters utilize Time & Space Ninjutsu, to get in Also, at 3rd level, you learn to use your chakra to slip
and out of combat as easily as blinking. These Shinobi between points in space, teleporting short distances in
specialize in hit and run tactics. the blink of an eye. As a part of your movement, you can
spend half of your movement to teleport a distance equal
STALKER PROFICIENCY [CHANGED] to half of your movement to an unoccupied space you
can see.
At 3rd level, you gain proficiency in the Ninshou and
Survival skills. Additionally, you can make an ability If you teleport within 5 feet of a creature marked by
check using either of the skills using Intelligence or the Chakra Mark ninjutsu or Primary Target class feature,
Wisdom. using this feature or a Void Assassination technique, you
gain one of the following of your choice. You can only
Also, you have learned to take the teachings of the choose one;
greatest strikers, Fuin-crafters, and Ninjutsu specialist,
blending them into your high speed and fast paced form • +1 bonus to critical threat range on your next attack
of combat allowing you to outwit, out speed and out play against them until the end of the current turn.
your targets. You learn the Chakra Mark Ninjutsu. This
jutsu can be cast as a part of activating the Primary • +1d4 to your AC until the beginning of your next turn.
Target class feature. If cast in this way, Chakra Mark’s • +1d6 to your next saving throw until the beginning of
cost is reduced by 1, it’s range instead becomes 120 feet,
and requires no attack roll to mark a creature. A creature your next turn.
marked by your Chakra Mark in this way, is instead • +1d10 bonus to damage on your next attacks, damage
marked until you score an attack that activates your
Lethal Attack class feature, or mark another creature with roll made against them until the end of the current
Chakra Mark in this way after which the jutsu ends. turn. This increases to 2d10 at 10th level, and 3d10 at
17th level.
Finally, your teachings have also taught you how to
blend in different Fuinjutsu seals into your Chakra Mark Also, you gain exclusive access to the Void Assault,
making it significantly more potent for your assaults. Hunter Exploit. This does not count against your Exploit
Select one of the following Void Assassination techniques Limit.
augmenting the Chakra Mark jutsu when cast. A Jutsu
with any of the following techniques cannot be taught to VORPAL STRIKE [NEW]
another creature and cannot be customized, modified or
augmented using the Jutsu customization options or any Beginning at 7th level, you manifest a limited pool of vorpal
Non-Hunter-Nin class features. You can switch your seals that you can use to infuse your next attack with a
Void Assassination Technique when you complete a rest Fuinjutsu meant to divide space. You manifest a number of
of any type. You can select a second technique when you these vorpal seals equal to your Ninjutsu ability modifier.
reach 10th level; When you would make an attack you can spend a use of your
Vorpal seals. When you do, the attack penetrates through all
forms of defense, ignoring temporary hit points, damage
reduction and passing through structures or constructs that
would normally intercept your attack.

Alternatively, you can spend a use of this feature infuse a
vorpal seal into a weapon for a more potent striking
potential for the next minute. When you do the weapon
infused gains a +1 bonus to its critical threat range and
increases its damage by 1 die.

You regain all charges of your Vorpal seals when you
would complete a rest of any type.

VOID ASSASSINATION TECHNIQUE TABLE

Assassination
Technique Effect

Aether A creature marked with this jutsu who would make a saving throw against a jutsu with the Fuinjutsu keyword suffers a 1d4 penalty, once
per turn. This penalty increases to 1d6 at 10th and 1d8 at 17th.

Arcane You can mark a construct, structure or surface of your choice (at no action cost). When you do, you can you teleport to a spa ce within 5
feet of the marked construct, structure or surface as a reaction to taking damage. When you do, the seal breaks, needing to be reapplied.
You can only have 1 seal active in this way at a time.

Enigma A creature marked with this jutsu who would take damage from a Genjutsu, suffers a -1 Penalty to all of their attack rolls until the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.

Mystic A creature marked with this jutsu who would take damage from a Ninjutsu without a Nature Release Keyword that takes additional
damage equal to two damage die, once per turn. This damage increases by an additional die at 10th and 17th levels.

Natural A creature marked with this jutsu who would take damage from a Taijutsu, suffers a -1 penalty to all of their Saving throws until the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.

Rune You can mark a weapon or weapon stack with the thrown property (at no action cost). When you deal weapon damage with a ranged
weapon attack using the marked weapon, you can spend 10 feet of movement to teleport to a space within 5 feet of the damaged
creature.

31

VOID STEP SPATIAL DISPLACEMENT [NEW]

Also at 7th level, when you take the Dash action, you can At 17th level, you are able to effortlessly move between
teleport whenever you move until the end of your turn. You space, even using this offensively or defensively.
can split up this teleportation just like you can with regular As an action, you can target one creature you can see
movement. If you end your movement within 5 feet of a marked as your Primary Target class feature or by your
hostile creature, you gain the benefits of the dodge action Chakra Mark ninjutsu. When you do, you teleport to
against that hostile creature. them, ignoring distance, cover or no space that can hold
you as if a space is occupied by another creature that you
SEALING ARTS [NEW] would end your teleportation in they are forcibly
teleported into your previous space. When your
Beginning at 10th level, you learn of a variety of techniques teleportation’s movement ends, you can make a weapon
that people use to seal, conceal or even hide the residual attack as a part of this teleportation targeting the select
effects of a chakra-based effect. creature. On a hit you automatically score a critical hit.
You can perform this action twice per rest.
When you are within 60 feet of a chakra-based effect
created by a Ninjutsu you become aware of its existence. By Additionally, whenever you would be targeted by an
spending an action to make a Ninshou check vs the Ninjutsu attack, you may as a reaction, spend two vorpal seals to
save DC of the caster. If there is no caster and this instead is do one of the following;
a natural phenomenon then the DC is calculated as; 10 + The
Rank of the Mission this effect is taking place in or an • Melee Attack: Teleport up to your Movement speed
equivalent jutsu rank effect; (D-Rank: 5, C-Rank: 9, B-Rank: away to an unoccupied space dodging the attack.
13, A-Rank: 17, S-Rank: 21)
• Ranged Attack: Teleport the attack away, redirecting it
On a successful check, you are able to seal away this to target another creature of your choice, making a
effect, effectively ending it temporarily for a duration of Ninjutsu attack against the selected creature, on a
your choice for no longer than 10 minutes. You can only success, the target takes the attack as if they were the
target a creature gaining the benefit of a chakra-based original target.
effect twice per rest in this way.

FUIN-FIELD [NEW]

Also at 10th level, You learn to cast Chakra Mark as a bonus
action. When you do, you must spend a use of your Vorpal
Strike’s vorpal seals. When you do the Chakra Mark jutsu is
modified in a number of ways as follows;

• The range of this jutsu becomes 60 feet (10-foot cube).
• It does not require a successful attack roll to mark a

creature instead automatically marking all creatures in
the jutsu’s range at the casters choice.
• This jutsu cannot be upcast, if cast in this way.

VORPAL CASTING [NEW]

Beginning at 14th level, You learn to infuse your Ninjutsu
with Vorpal seals as they are being cast. When you would
cast a jutsu that requires an attack roll targeting a creature
marked with either your Primary Target class feature or
Chakra Mark Ninjutsu. When you do, you can spend a Vorpal
seal. A jutsu infused with your vorpal seals range becomes
irrelevant as it is instantly teleported to its target. You still
require a successful attack roll in order to deal damage as
normal.

SEALING AURA [MOVED]
-

32

WOLVES LEGACY [CHANGED] Additionally, Ability checks or jutsu cast against you in
an attempt to grapple, trip or push you are made at
Some Hunters find that hesitation is defeat. So, they forget disadvantage and on a failed attempt, the triggering
what hesitation means. They train their body to a point creature triggers an attack of opportunity from you that
where it breaks down, so they can build it back better and does not spend your reaction.
stronger. These Hunters are known as Wolves.
Violently efficient, Aggressively driven, and unhindered by Also, you gain exclusive access to the Deflection,
Fear. Hunter Exploit. This does not count against your Exploit
Limit.
WOLF’S PROFICIENCY [NEW/CHANGED]
POSTURE BREAK [CHANGED]
At 3rd level, you have learned to patiently wait for an
opponent to slip up and capitalize on it with unforgiving Beginning at 7th level, a creature marked as your
accuracy. You gain proficiency in the Martial Arts and Primary Target, who has 3 or more total ranks of any
Insight skill. Additionally, you can make an ability check condition(s), cannot take reactions in response to an
using either of the skills using Dexterity or Wisdom. attack you make or damage you deal. Additionally, if the
marked creature has 5 or more total ranks of any
Also, you have willingly chosen to replace your condition(s) your Lethal Attack damage die increases to a
organic arm with that of a shinobi prosthetic. An arm d10.
made of wood, metal and other synthetic martials that
you control using your chakra, that sits in place of your EYES OF A SHINOBI [NEW]
original arm. This prosthetic is able to be fitted with a
tool that can aid you in combat. Select two of the Also at 7th level, you have tapped into a latent skill that
following Prosthetic Attachments. You can select two has been lost to most shinobi. The ability to sense a
more at 10th level. If a tool would require a creature to creatures presence, strengths and weaknesses. As a
make a Saving throw, you would use your Taijutsu Save bonus action you can activate your shinobi sense,
DC. You can use any of your Prosthetic Attachments a allowing you to sense the presence of all living creatures
number of times equal to your proficiency bonus per within 30 feet of you, with or without chakra until the
rest. end of your next turn. All living creatures glow a soft
blue hue allowing you to even sense a creature through
You can switch your chosen Prosthetic Attachments walls no more than 5 feet thick. While sensing a creature
when you complete a rest of any type. in this way, you also become aware of the gaps in their
defenses if any, allowing you to become aware of the AC
SHINOBI’S KARMA: BODY [NEW] of all creatures of your level or lower.

Also, at 3rd level, your strength of body has reached new You can tap into this well of preternatural sensory
levels compared to other Hunters of your caliber. You ability a number of times equal to your Wisdom ability
gain proficiency in Strength saving throws. modifier per rest.

PROSTHETIC ATTACHMENTS TABLE

Assassination

Technique Effect

Divine Your arm is outfitted with a fan you can quickly pull out to gain a boost to stealth. As an action you cloak yourself in divine winds,
Abduction giving yourself advantage on your next stealth check.

Elemental Vent In your arm you have equipped a small cannon that unleashes a blast of fire on your foes. As an action you can force every creature
15-foot cone make a dexterity saving throw, taking 4d6 fire damage on a failed save and half as much on a success. If you have a ccess
to another nature release, you can instead use that elements corresponding damage type (Water = Cold). This damage increase by
2d6 at 10th and 17th levels.

Loaded Your arm is fitted with exceedingly sharp shuriken, launched from a wheel bound with extreme tension. As a bonus action you may
Shuriken select a creature you can see and make a ranged weapon attack as if using shuriken, with double its normal range. On a hit, you deal
4d4 slashing damage and inflict 1 ranks of bleed. The damage die and ranks of bleed increase by 2 at 10th and 17th levels.

Loaded Your arm is outfitted with an indestructible, iron ribbed umbrella made to absorb damage and disperse it harmlessly around you. As
Umbrella a reaction when you would take damage, you open this umbrella intercepting it and all other damage until the end of the current
turn and reducing each instance of damage you take by 4d8. The damage you reduce is increased by 3d8 at 10th and 17th levels.

Mist Raven Your arm is fitted with a special feather that gives you the ability to teleport in a cloud of mist to avoid damage. As a reaction when
you would take damage, you teleport up to 30 feet away, while reducing the triggering damage you would take by 3d6. The damag e
you reduce is increased by 3d6 at 10th and 17th levels.

Sabimaru Your arm is equipped with a secret poison, with which you can coat your weapon to quickly poison your foes when you make a melee
attack with a weapon or make a melee Taijutsu attack as part of casting a Bukijutsu. As a part of the same action used to attack, you
can spend a use of your Prosthetic attachments. On a hit you deal an additional 3d6 poison damage. The target must make a
constitution saving throw. On a failed save, they gain the envenomed condition for 1 minute. If you score a critical hit with this attack,
the target instead gains 3 ranks of the Envenomed condition.

Shinobi Your arm is equipped with a firecracker that is made for disorienting your foes. As a bonus action you can force every creature in a 10-
Firecracker foot cube originating from you to make a Wisdom saving throw. On a failed save, they become dazed and blinded until the begin ning
of their next turn.

Shinobi Rope Your arm is equipped with a 60-foot rope with a kunai and weight on one end, that is launched from a spring engine. As a bonus
action you can fire this rope towards a creature you can see within 60 feet of you. The target must make a Dexterity saving t hrow,
being restrained by you on a failed save. A Restrained creature makes a Strength save to escape at the end of each of their turns.

33

WOLF TECHNIQUES [NEW] DEVOTION TO THE CREED [NEW]

Beginning at 10th level, you have learned both to value Also at 14th level, your devotion to your creed has
patience, but at the same time that hesitation leads to exceeded all others. When you would complete a rest,
defeat. You have become privy to a series of elite select one Adversary Class (Caster, Controller, Defender,
techniques taught only to members of your creed who Lurker, Generalist, Striker or Supporter). You become
have survived as long as you have. Select 1 of the aware whenever an adversary with that class is within
following jutsu. The selected jutsu are now counted as 120 feet of you and where they are.
your Wolf Techniques. The jutsu selected are added to
your Jutsu known and also gain their listed effects. You If you would engage them socially, your training has
can cast a jutsu counted as your Wolf Technique, by led to you researching as much as possible in regards to
spending two uses of your Prosthetic Attachment instead interacting with them. You can choose to use your
of spending chakra. A jutsu cast in this way ignores its Wisdom in place of Charisma when making a Charisma
Component requirement, instead being able to be cast based ability check. Additionally, you gain a 1d6 bonus to
using any weapon and is always cast as if it were B-Rank. all such checks made to interact with them.

• Kunai Assault: X always equals 8. KAGES DIE TWICE [CHANGED V2]
• Weapon Deflect: Bonus damage increases to a d10.
• Weapon Break: Your weapon is treated as a B-Rank or a At 17th level, your sheer spirit and resolve to keep
fighting allows you to defy even death itself. Once per
+2, whichever is higher in the given scenario. long rest, when your hit points are reduced to 0, you can
• Earth Breaker: Increase the saving throw damage die to choose to slowly stand back up, regaining hit points
equal to twice your hunter-nin level, and gaining
a d10, and instead make two melee taijutsu attacks resistance to all damage until the end of your next turn.
against a prone target.
• Reapers Swing: The Jutsu’s casting cannot be reacted Additionally, when you are revived this way, you
to. immediately gain 2 failed death saving throws, which
• Triple Windmill Blades: The jutsu’s range is increased cannot be removed by any means until you complete a
to 90 feet. long rest.
• Ichimonji: Make one additional attack.
• Judgement Cut: Reduce the additional cost to target the Alternatively, if you would die, prior to using this
same space to 4 chakra. ability, once per full rest, you can choose to rise from the
ether, ignoring effects that would prevent you from
OWLS TEACHINGS [NEW] being revived rising with half of your maximum hit
points. If you do, you gain 5 failed death saves, which
Also at 10th level, you have begun to also learn from cannot be removed by any means until you complete a
another creed of Hunters, known as the Owls. Their full rest.
teachings guide you down the road of a shinobi, deeper
than most others would dare travel.

While observing a creature, you can as an action, make
an Insight check vs the targets Passive Deception (10 +
Charisma (Deception) Bonus). On a success, you can see
through them, almost as if looking into their spirits
directly. You can select one of the following, granting
you this boon for the next minute. You cannot use this
feature on the same creature no more than once, every
hour.

• A creature who would even attempt to lie, makes you
instantly aware of their trickery.

• A creature who would have hostile intentions towards
you or anyone near them, makes you instantly aware
of their malice.

• A creature who would have romantic or admiration-
based feelings towards you or anyone near them,
makes you instantly aware of their feelings.

SHINOBI’S KARMA: WILL [NEW]

Beginning at 14th level, your strength of will has reached
levels incomparable to other Hunters of your caliber. You
gain proficiency in Charisma saving throws.
Additionally, saving throws you make against a Genjutsu
that would Restrain, incapacitate, slow or stun you are
made at advantage.

34

HUNTERS EXPLOITS CHAKRA RECOIL

Choose from the following exploits. In order to choose Skill: Chakra Control
an exploit, you must be proficient in the associated You attempt to recover chakra for yourself after
skill. You can use these features a combined number casting a jutsu. When you would cast a jutsu, Make a
of times equal to your Proficiency bonus per short rest. Chakra Control check vs a DC 8 + Rank of jutsu cast
(D-Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank:
AIM 21). If you have expertise in chakra control, you
instead add a +1d4 bonus in place of expertise. On a
Skill: Perception success, you reduce the cost of the jutsu by 1d6, down
When you make an attack, you attempt to line it up to a minimum of 0. If you beat the DC by 5 or more,
against a creature you can see. Make a Perception you instead reduce the cost by 2d6.
check vs the targets AC. If you have expertise in
perception, you instead add a +1d4 bonus in place of CHARMIN
expertise. On a success, attacks attack made against
the target creature is made at advantage. If multiple Skill: Persuasion
attacks are made as a part of the same action or as the As an action, you attempt to influence one creature you
result of a jutsu cast, the first attack made is at can see within 30 feet that can hear and understand you.
advantage. Additionally, if your check beats the Make a Persuasion check contested by the target’s
opposing creatures by 10 or more, you also increase Wisdom saving throw. If you have expertise in
your first attack made after using this exploits, critical persuasion, you instead add a +1d4 bonus in place of
threat range by +2. expertise. If you have dealt damage to the creature in the
last hour, it has advantage on its save. On a success, the
ANALYZE target gains 1 rank of the charmed condition in regards
to you, until combat would begin.
Skill: Investigation
As a bonus action, you attempt to figure out who your CONFUSE BEAS
enemy is and what they are about. Make an Investigation
check contested by the target’s Charisma Saving throw If Skill: Animal Handling
you have expertise in investigation, you instead add a You attempt to confuse one beast on the battlefield.
+1d4 bonus in place of expertise. On a success, you Make an Animal Handling check contested by the
become aware of the targets Adversary role or Clan (your target’s Wisdom saving throw. If you have expertise in
choice). animal handling, you instead add a +1d4 bonus in place
of expertise. If your check succeeds, the beast cannot
ANGLE take actions or reactions until the end of your next turn.

Skill: Perception DEFLECTION
You attempt to predict the behavior of a creature you
can see within 30 feet of you. Make a Perception check Skill: Martial Arts
contested by the target’s Dexterity saving throw. If Requirements: Wolves Legacy
you have expertise in perception, you instead add a When you would take damage from a melee attack you
+1d4 bonus in place of expertise. If your check can deflect the attack weakening the posture of your
succeeds, the first attack roll the target makes before assailant, weakening their stance to allow you to strike
the start of your next turn has disadvantage, and the them in response. Until the end of the current turn
first saving throw the creature makes before the start each time a creature would target you with an attack or
of your next turn has disadvantage. deal damage to you as a result of an attack, you make a
Martial arts check contested by the targets attacking
BATTLE CRY ability scores, saving throw. If you have expertise in
Martial Arts, you instead add a +1d4 bonus in place of
Skill: Intimidation expertise. On a success, roll your Lethal Attack dice,
You attempt to demoralize one creature you can see reducing damage by the result. If the deflected attack
within 30 feet of you that can see and hear you. Make was a melee one, reduce the triggering creatures AC by
an Intimidation check contested by the target’s 1d4, until the end of your next turn. If a creatures AC
Charisma saving throw. If you have expertise in would be reduced by 10 or more as a result of this
intimidation, you instead add a +1d4 bonus in place of exploit, the next attack targeting them automatically
expertise. On a success, the target becomes scores a critical hit.
demoralized, suffering a -2 penalty to all attack rolls,
ability checks, saving throws and even their AC. A DIPLOMACY
creature immune to fear cannot be affected by this
exploit. A demoralized creature can attempt to repeat Skill: Persuasion
their saving throw vs your Highest save DC at the end As an action, you attempt to convince one creature you
of each of their turns, ending the demoralized effect can see within 30 feet that can hear and understand you.
on a success. A creature who is demoralized, can be Make a Persuasion check contested by the target’s
demoralized no more than twice at any single time. Charisma saving throw. If you have expertise in
persuasion, you instead add a +1d4 bonus in place of
BRUTE expertise. If you have dealt damage to the creature in the
last hour, it has advantage on its save. On a success, you
Skill: Athletics are able to convince them to increase their disposition
When you would score a hit with a melee attack, you towards you. They may feel more willing to assist you
attempt to overwhelm them. Make an Athletics check and your allies towards accomplishing a goal against
contested by the target’s Strength saving throw. If you their better judgement.
have expertise in athletics, you instead add a +1d4
bonus in place of expertise. On a success, the target
gains 1 rank of weakened.

35

DISTRACTION FOX’S SIN

Skill: Deception Skill: Persuasion
As a Bonus action or a Reaction when an allied creature Requirements: Vice Agent Subclass
would make an attack targeting a creature range, you When you would deal damage with your Shadow Bite
attempt to distract one creature you can see within 30 jutsu, you can entice the target to give you any
feet of you that can see and hear you. Make a Deception bonuses, boosts, or boons they are benefiting from.
check contested by the target’s Wisdom saving throw. If Make a Persuasion check contested by the targets
you have expertise in deception, you instead add a +1d4 Wisdom saving throw. If you have expertise in
bonus in place of expertise. On a success, the target Persuasion, you instead add a +1d4 bonus in place of
becomes surprised until the end of the current turn expertise. On a success, any one jutsu, feature or trait
against the chosen allied creature. that are granting the target a bonus, boost or boon,
you steal it, gaining its benefit for the remaining
EMULATE PREDATOR duration. If the jutsu stolen required concentration,
you begin to maintain concentration in place of the
Skill: Nature original target spending 0 chakra at the beginning of
You attempt to emulate the sounds of a natural predator each of your turns. The target loses the jutsu as if it
of a creature you can see within 30 feet, that cannot see were dispelled. If the benefit stolen was from an
you. Make a nature check contested by the target’s Adversary trait, they lose the traits benefit until the
Wisdom saving throw. If you have expertise in end of your next turn as you gain its benefit for the
persuasion, you instead add a +1d4 bonus in place of same duration. If you are not aware of all of the jutsu,
expertise. On a success, the target is spooked and must features or traits currents affecting a creature you
take the Dash action and move away from you, using the randomly steal one, becoming aware of its effects. (Ex.
safest available route on its turn, unless there is nowhere Bless, Wind Release: Wind Friction Shatter, or even
to move. Crushing thoughts)

FEINT HINDER

Skill: Deception Skill: Sleight of Hand
As a bonus action, you attempt to divert the attention of As a reaction to a creature attempting to make an attack
a target you can see within 30 feet. Make a Deception or cast a jutsu, you attempt to blind it, if it is within 30
check contested by the target’s Wisdom saving throw. If feet of you. Make a Sleight of Hand check contested by
you have expertise in deception, you instead add a +1d4 the target’s Constitution saving throw. If you have
bonus in place of expertise. On a success, the target is expertise in Sleight of Hand, you instead add a +1d4
incapacitated until the end of your current turn. bonus in place of expertise. On a success, the target is
blinded until the start of its next turn.
FESTERING SIPHONAGE
INCURABLE AFFLICTION
Skill: Medicine
Requirements: Necrotic Hand Subclass Skill: Deception
When you would deal damage with the Necrosis Requirements: Undertaker Subclass
ninjutsu, you are able to siphon off a portion of your When a creature would take poison damage as a result
targets strength. Select one ability score between; of an attack you make, jutsu you cast, or envenomed
Strength, Dexterity, Intelligence or Wisdom. condition you inflicted, you are able to reveal that the
poison isn’t any normal poison. It is virtually
Make a Medicine check contested by the targets incurable. Make a Deception check contested by the
Constitution saving throw. If you have targets Constitution saving throw. If you have
expertise in medicine, you instead add a expertise in Deception, you instead add a +1d4 bonus
+1d4 bonus in place of expertise. On a in place of expertise. On a success, the target gains 1
success, you reduce the targets chosen rank of envenomed for the next minute and cannot
ability score by 1d6+1. You gain a bonus to have any ranks of the envenomed condition removed
the same ability score equal to by any means until the end of your next turn.
the value they lost. This
drain lasts until the end of INSTRUCT
your next turn or until they die,
whichever comes first. Skill: Investigation
As an action, you attempt to find a weakness in your
target. Make an Investigation check contested by the
target’s Wisdom saving throw. If you have expertise in
investigation, you instead add a +1d4 bonus in place of
expertise. If your check succeeds, all friendly creatures
next attack roll against the target is made at advantage.

INTUIT

Skill: Insight
You attempt to determine the motivations of one
creature you can see within 30 feet. As an action, make
an Insight check contested by the target’s Charisma
saving throw. If you have expertise in insight, you
instead add a +1d4 bonus in place of expertise. On a
success, the target cannot gain any bonuses to their next
ability checks made against you or an allied creature.

36

SHADOW STEP VANISH

Skill: Stealth Skill: Stealth
Requirements: Grave Stalker Subclass You attempt to make your presence disappear. While
When you are in a space counted as Dim, Light, you are being observed by creatures. You can as an
Darkness or gaining the benefit of being Lightly or action, make a Stealth check contested by the creature
Heavily obscured, you can use this exploit. Select with the highest wisdom ability score, Wisdom saving
another space that would grant you any of the throw. If you have expertise, you instead add a +1d4
aforementioned environmental circumstances. You bonus in place of expertise. On a success, you are able
teleport to that space. to move up to your movement speed into a space that
would grant you partial or total concealment. When
When you do teleport, make a Stealth check contested you do, you treat your stealth check as if you
by all hostile creatures passive perception. If you have attempted to Hide. The image the observing
expertise in stealth, you instead add a +1d4 bonus in creature(s) were seeing begins to vanish into thin air
place of expertise. On a success, you becomes revealing that you were never there in the first place.
undetectable by jutsu with the sensory keyword until the
end of your next turn, and your first attack with Weapons VOID ASSAULT
of Darkness from stealth, automatically hits a creature.
Skill: Ninshou
SHARP RAIN Requirements: Void Hunter
When you would trigger Lethal Attack on a creature
Skill: Crafting marked as your Primary Target or marked by your
Requirements: Arsenalist Subclass Chakra Mark ninjutsu you begin to blink around
When you would deal damage using a weapon, jutsu or targeting all other creatures marked by your Chakra
tool that is a part of your Arsenal, you are able to Mark dealing significant damage to everyone. Make a
manifest a storm of needle like chakra in an attempt to Ninshou check and record the result. If you have
hinder the target. Make a Crafting check contested by expertise in Ninshou, you instead add a +1d4 bonus in
the targets Strength Saving throw. If you have place of expertise. Compare the result of your check to
expertise in crafting, you instead add a +1d4 bonus in the AC of all other creatures marked by your Chakra
place of expertise. On a success, you aggressively Mark. You quickly teleport and strike each of them in
restrict the mobility of the target creature, reducing the blink of an eye dealing half of the triggering
their movement speed to 10 feet, preventing them attacks damage to all marked creatures. This does end
from forming handseals or taking the Dash, Disengage the Chakra Mark jutsu on all affected creatures.
or Dodge actions until the end of your next turn. Regardless, choose a space within 5 feet of a marked
creature that can hold you, as you teleport to that
STUDY space after this exploits use.

Skill: History WARDENS ASSAULT
You attempt to anticipate your target’s action. As a
reaction to a creature attempting to cast a jutsu or make Skill: Athletics
an attack against you, make an History check contested Requirements: Blade Warden Subclass
by the target’s Charisma saving throw. If you have As a part of the same action used to make a weapon
expertise in history, you instead add a +1d4 bonus in attack or taijutsu attack, You attempt a flurry of
place of expertise. On a success, you have advantage on strikes that are impossible to track with your Warden
the first or each, your ability check, attack roll and Weapon. Make an Athletics check vs the targets AC. If
saving throw you make against that creature before the you have expertise in Athletics, you instead add a
end of your next turn. +1d4, in place of the expertise bonus. On a success, you
strike fast enough and with enough force to manifest
SUNDER multiple afterimages of the same attack. You can
trigger Lethal Attack twice on the target creature the
Skill: Craft turn you use this Exploit.
You attempt to make a creatures armor virtually
pointless. As a bonus action, make a Craft check TERRIFYING
contested by Strength saving throw. If you have
expertise in the craft skill, you instead add a +1d4 bonus Skill: Intimidation
in place of expertise. On a success, you ignore the bonus You attempt to demoralize a creature, so as to give you
its armor grants to its AC until the end of the current a feeling of superiority over them. The reaction is
turn. instant, and the effects positive. Make an Intimidation
check contested by the target’s Charisma saving
TUMBLE throw. If you have expertise in intimidation, you
instead add a +1d4 bonus in place of expertise. On a
Skill: Acrobatics success, the target gain 1 rank of fear against you for
As a part of your movement, you attempt to make a quick the next minute. Additionally, until the end of your
tumble. Make an Acrobatics check and record the result. next turn, you gain a +1 bonus to all saving throws for
If you have expertise in the acrobatics skill, you instead each rank of fear the target has against you.
add a +1d4 bonus in place of expertise. Your AC becomes
the result of your check. This only lasts against the first
attack made against you before the beginning of your
next turn, after which your AC goes back to normal.

37

HUNTERS PATTERNS ILLICIT LITERATURE

Patterns are the fully realized manifestations of the You have become an avid reader of illicit and inappropriate
multitude of trainers, teachers, peers and even rivals. texts meant for only the most refined of tastes. While reading
These manifestations take shape in the form of you learn to deal with your desires unlike most of the
patterns you have picked up. These patterns are things uncultured swine who are ignorant to your holy texts. You
you do throughout your day, when you are resting or gain Immunity to the Charmed condition and charm-based
even when fighting. effects.

BACK-UP PLANS, BACK-UP KLEPTOMANIAC [CHANGED]

Your teacher, master or rival seems to always have a plan A, The shiny things in life were always too much to just
B, C, D and E. You will never be caught without an answer ignore. Plus, they’d shine better with you. Years of petty
again. Once per rest, you can select one tool, kit, or weapon of theft has taught you how to do it correctly. You gain
greater quality, that you are able to pull from a Back-up proficiency in Sleight of Hand or Security Kits. When you
scroll that you always had this entire time. would make a check to pickpocket or pick a lock, You can
mark the lock as your Primary Target, reducing the DC 2.
The tool, Kit or weapon can only be used once, Doing this keeps the lock as your Target until you open it
regardless of the circumstance. Once used the Tool, kit or an hour has passed.
or weapon breaks or becomes inert.
MARTIAL STUDENT
BOTANY [CHANGED]
Ninjutsu or Genjutsu could fail you, but your own limbs
You have taken to caring for plants of any or all types. It or weapons could not. You can use Dexterity as the
calms you and grants you a deeper understanding of the casting modifier the jutsu type you did not pick with the
biomes the plants come from. Select two of the following Lethal Precision class feature.
locations; Land of Fire, Land of Earth, Land of Lightning, Land
of Water, Land of Wind, Land of Snow, Minor Lands (any 3). You NINJA INFO CARD ADDICT
gain a +1d6 bonus to all Nature and Survival checks made
within the chosen lands. You read Ninja info cards to bed every night and while
bathing. You have an unhealthy obsession with memorizing
You can select this Pattern multiple times, selecting what an enemy might be able to do. Select one of the
different locations. following Adversary types; Caster, Controller, Defender, Lurker,
Generalist, Striker or Supporter. When you would become
DRINKER [CHANGED] aware of an adversaries type, you become aware of all Role
traits they have.
You have taken up the unhealthy pastime of drinking alcohol.
The drink burns your throat and has a bitter aftertaste, but You can select this Pattern multiple times, selecting a
you find it oddly liberating. This drinking habit has granted different adversary type.
you the ability to convert your Hit die into additional uses of
any Hunter-Nin class feature that has a use limit. OVERPREPARED

For every 2 Hit dice spent, you gain 1 additional use of You always over prepare. So much so that you over pack,
any one Hunter-Nin class feature. bring too much of the same thing, or are always more
prepared than the next person. When you would
HABITUAL RESEARCHER [CHANGED] complete a rest of any type. Roll one d20. Record the
results. Whenever you or another creature would make
You research the most remedial things. The number of an Ability check using Dexterity, Wisdom or Charisma
useless facts and tidbits of knowledge has become you can replace their original d20 result with the d20 you
unbearable. But you never stop learning, no matter how previously rolled, spending that roll.
much time it takes out of your personal life. Select two skills.
You gain proficiency in the given skills. PARANOID MUTTERINGS

You can select this Pattern multiple times, selecting You have seen the benefits of discussing every possible
different skills. scenario with yourself. Who else knows your skillset as well
as you? Select one Saving throw you do not have proficiency
HORROR FILMS in. You add half of your proficiency bonus to this saving
throw.
After your first fright film, you have become absurdly
addicted to them, finding ways to watch or read horror You can select this Pattern multiple times, selecting a
related content. This gives you a multitude of ways to deal different ability score.
with the fear of being afraid. You gain immunity to the Fear
condition and Fear based effects. PRACTICED COMBATANT [CHANGED]

HYPER CRITICAL EYE You have practiced the martial arts all of your life,
studying new forms, techniques and skills. Even when
You have always been super critical of the quality of the others would ask you to be a bit more social, you focused
tools you are working with. Whenever you see weapons, on the practical applications of your martial prowess.
armors or tools within 60 feet of you, you can, as an You gain one Taijutsu or Weapon stance from Chapter 13.
object interact action, inspect them more closely when
you do, you become aware of the quality, special effects,
features, or even seals placed upon them and what they
can do.

38

PRE-PLANNED ROUTE

You have learned the value of always knowing how to, and
when to escape or run. You practice your escape routes the
night before and in your dreams in order to avoid wasting
time. When you would take the dash action, you instead are
able to increase your movement speed by twice your base
speed. Once you do this, you cannot gain the benefit of this
pattern again until you choose to reduce your speed to 0 at
the beginning of your turn or finish a rest.

REVIEWING TACTICS

You have taken up the teachings of the Samurai in how they
surround their enemies in combat. When you and an allied
creature are on opposite sides of a hostile creature, the
hostile creature suffers a -2 penalty to their AC against your
attack.

SMOKER

You have taken up the unhealthy pastime of smoking Tabaco
sticks. The taste is horrible and the smoke chokes your lungs,
but you find it oddly calming. This smoking habit has granted
you the ability to convert your chakra die into bonuses to
ability checks once per turn. You can spend 1 chakra die in
this way adding the result to a given check.

STALKER [CHANGED]

Your experience hunting things from the shadows has
gone and become a valuable asset in your combat
toolbelt. You when you would attack a creature who is
marked as your Primary Target, you gain a +1 bonus to
your critical threat range.

39

INTELLIGENCE OPERATIVE CREATING AN INTELLIGENCE
OPERATIVE
An Aburame directs his allies to take very specific positions
and tells them how to win this upcoming battle. After they When creating an Intelligence
take a position, they act according to his plans, each Operative consider a few things about
event happening in sequence like he planned, all how the character thinks and acts. Do
culminating into the confrontation with the Warlord. they plan ahead or do they plan in the
With a trained eye for detail, Sarutobi looks over the moment? How are their relationships
room he and his allies are trapped in. After a few seconds with their allies and how do they
he figures it out. He walks directly through the wall after interact with them both on and off of
figuring out that they were trapped within a Genjutsu missions? Do they actively take charge or do they only
and noticing the smallest off-center details. These act when it's a last resort? What made the character so
shinobi, different as they might be, are connected by one bound to strategy? Did they train under another very
common factor, they are geniuses in their own right, skilled tactician and never beat them in a game of chess
able to read the room, see the way it's built and figure (Shogi)? Or did you never lose a game and followed this
out that the room isn’t a room, but a cage or trap. The path in order to get a real challenge?
Intelligence operatives are the team leaders, planners,
and the brains behind the greatest teams in the shinobi QUICK BUILD
world.
You can make an Intelligence Operative quickly by
CHARACTER INSPIRATIONS following these suggestions. First, put your highest
ability score in Intelligence, followed by Dexterity or
When designing this class, it was built with the intent to Charisma. Second, choose the Nara, Yamanaka or Non-
allow players to harness and feel like masters of strategy Clan, Clans.
through the use of the mechanics presented in this class.
The Mechanics presented in this class were made to
imitate the tactical plans of characters such as:
Shimamura Nara, Kakashi Hatake, Tobirama Senju,
Itachi Uchiha, Kabuto Yakushi & Orochimaru.

40

CLASS FEATURES EXPLOIT WEAKNESS

As an Intelligence Operative, you gain the following class Also 1st level, you are able to analyze a target, develop a
features. plan on how to best overcome any potential obstacles
and execute that plan with ruthless efficiency. As a
HIT POINTS bonus action on your turn, you can analyze a target you
can see within 60 feet of you. For the next minute, or
Hit Dice: 1d8 per Intelligence Operative level until you analyze another target, when you analyze a
Hit Points at 1st Level: 8 + your constitution modifier hostile creature, your attack and damage rolls made with
Hit Points at Higher Levels: 1d8 (or 5) + your weapons with the finesse property against that target
may use your Intelligence modifier instead of Strength
Constitution modifier per Intelligence Operative level or Dexterity.
after 1st.
Also, when you analyze a friendly creature, the target
CHAKRA POINTS can end your Exploit Weakness on them (no action
required) to add your Intelligence modifier to one attack
Chakra Dice: 1d10 per Intelligence Operative level roll, ability check, or saving throw they make. Once a
Chakra Points at 1st Level: 10 + your constitution friendly creature has benefited from this ability, they
cannot do so again until they complete a short or long
modifier rest. You can use this feature a number of times equal to
Chakra Points at Higher Levels: 1d10 (or 6) + your your Intelligence Modifier before you need a long rest.

Constitution modifier per Intelligence Operative level MASTER PLANNER
after 1st.
Starting at 2nd Level, you have become adept at
PROFICIENCIES planning and learn Plans that can be used freely but are
also enhanced by a special resource called Brave Orders.
Armor: Light armor, medium armor
Weapons: Simple Weapons, Fuma Shuriken, Knuckle Plans: You learn two plans of your choice, which are
detailed in the plans Section at the end of this class. You
Blades earn more at higher levels as shown in the “Plans
Ninja Tools: Trappers Kit, Poison Kit, Disguise Kit, Known” Column of the Intelligence Operative Class
table. Many Plans may enhance attacks in some way,
Forensics Kit, Alchemy Kit provide you with a unique action or reaction and each
Saving Throws: Dexterity, Intelligence has a duration, listed in the Plans effect text. You may
Skills: Investigation, Choose three from Chakra Control, activate a plan by spending one Brave Order as an action,
bonus action or reaction. If you would activate a plan
Crafting, Ninshou, Persuasion, Illusions, Insight, while another plan is currently active, the previously
Intimidation, History, Perception, Martial Arts active plan immediately ends. You may enhance an
active plan by spending a Brave order (no additional
EQUIPMENT action needed). You can end an active plan at any time in
the same manner you could end concentration on a
You start with the following equipment, in addition to Jutsu. When you would gain the benefits of a long rest
the equipment granted by your background: you may switch the plans you know with another plan.
You can only have one plan active at a time, unless
• (a) Padded Armor or (b) Combat Jacket otherwise stated.
• (a) 1 Simple weapon or (b) 2 Knuckle Blades
• (a) One Kunai Stack or (b) 1 Fuma Shuriken Brave Orders: You can spend up to two brave orders per
• One Tool Kit of your choice. turn. You gain more brave orders at later levels, as
• 1 Paper Bomb shown in the Brave Order column of the Intelligence
Operative class table. A Brave Order is expended when
JUTSU CASTING you use it. You regain all of your Brave Orders when you
finish a short or long rest.
NINJUTSU
JACK OF ALL TRADES
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that
Ninjutsu attack modifier = your proficiency bonus + doesn’t already include your proficiency bonus.
your Intelligence modifier
MASTER STRATEGIST
GENJUTSU
Also, at 3rd Level you dedicate your tactics towards a
Genjutsu save DC = 8 + your proficiency bonus + your Type of Strategy which is detailed in the following
Wisdom modifier section. The Strategy you choose grants you features at
3rd, 6th, 9th, 13th and 17th levels.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier ABILITY SCORE IMPROVEMENT/FEAT

TAIJUTSU When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
Taijutsu save DC = 8 + your proficiency bonus + your Feat of your choice that they qualify for. As normal you
Strength modifier can’t increase an ability score above 20 using this
feature.
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier

STRATEGIC TIMING

Starting at 1st Level, the Intelligence operative may use
his Intelligence modifier in place of his Dexterity
modifier to roll Initiative.

41

TACTICAL FOCUS

Starting at 5th Level, the Intelligence Operative selects 1
Skill. When using the selected skill, you treat any d20 roll
of a 9 or lower as a 10. At 10th and 15th levels you may
select one additional skill for this feature to benefit
from.

Also, beginning at 10th level, if you would perform
the help action with an ally, you may do so even if you
are not proficient in the skill.

HELPFUL OPERATIVE

Also, at 5th Level, the Intelligence Operative can use the
help action as a bonus action. Additionally, when you use
the Help action to aid an ally in attacking a creature, the
target of that attack can be within 30 feet of you, rather
than 5 feet of you, if the target can see or hear you.

Additionally, when you would roll initiative, you can
choose to activate a Plan by spending a brave order, as a
part of the initiative roll.

DECLARATION OF WAR

Starting at 11th Level you may select 1 hostile creature you
can see or hear. While you are within 60 feet of the
target, you may, spend one Brave Order to give that
creature disadvantage on any single Ability Check,
Attack Roll or Saving throw. At 18th Level you may select
a number of creatures equal to your Intelligence
Modifier.

CHECKMATE

Starting at 20th level, after many battles and conflicts,
you have mastered when to, and when not to reveal your
hand. As a bonus action once per round, you may add
your proficiency bonus to the damage roll of all attacks
or jutsu you and allies makes against the target of your
Exploit Weakness until the start of your next turn. You
may use this feature twice before needing a long rest.

42

MASTER STRATEGIES SAPPHIRE INSIGHTS

AZURE ANALYST Starting at 9th level, you learn how to see through the
tactics an enemy has prepared or acted on.
Some Intelligence Operatives find that knowing what
your enemies know and use is far more critical than When a hostile creature would gain the benefits of a
having any high-powered techniques of your own. They named feature and they are not currently being analyzed
believe that using your enemies strengths against them with your Exploit Weakness class feature, you can spend 1
is a far less dangerous path than fighting fire with fire. Brave order as a reaction. When you do, you immediately
These Intelligence Operatives are known as Azure activate one named feature as if you have activated a
Analyst’s Plan. A named feature activated this way affects all allies
until the end of your next turn.
AZURE RESEARCH
SAPPHIRE THEORY
When you choose this Strategy at 3rd level, you learn to
use your incredible insight to learn your enemies skills, Beginning at 13th level, when you would become aware
jutsu and abilities. You gain proficiency in Insight, if you of an Adversaries named features, you can instead
weren’t previously. If you already proficient, you instead choose to become aware of all Jutsu of a single Category
gain Proficiency in another Wisdom based Skill. that they have on their known Jutsu list; Ninjutsu,
Genjutsu, Taijutsu, Bukijutsu.
Once per turn, as an action, you can select one hostile When you do, you can then choose to bind a select rank
creature currently analyzed with Exploit Weakness. When and Jutsu Category or jutsu no higher than B-Rank. (For
you do, make an Intelligence (Insight) Check vs a DC (8 + example. B-Rank Taijutsu, or C-Rank Genjutsu)
Creatures Level.) On a success, you become aware of all Jutsu bound this way, cannot be cast for the duration of
named feature an Adversary has and their effects within the binding. While binding jutsu in this way, you must
one of the following categories; Role Talents, Adversary maintain concentration on the binding as if
Trait, Clan Abilities. You can use this feature on the concentrating on a jutsu of the corresponding type.
same hostile creature twice per long rest.
Beginning at 13th level, you can use this feature on the Additionally, when you bind a select rank and jutsu
same hostile creature twice per short rest. category, you also become aware of one random jutsu of
the select rank and type of the DM’s choice, unless you
AZURE HYPOTHESIS can name the jutsu in which you want specifically.
Regardless, the jutsu named in this way is sealed into
Also, at 3rd level, you learn how to take the knowledge your Azure Scroll. A jutsu sealed into your Azure scroll
you’ve gained and record it into a special Scroll, named this way does not occupy any of its slots, and can be cast
the Azure Scroll. When you successfully become aware of as if you are casting it, using your appropriate Save DC’s,
a creatures named feature from the Role Talents attack bonuses and ability modifiers. If you cast a Jutsu
category, as a result of your Azure Research class feature, sealed into your Azure scroll this way, you unbind the
you can choose to seal one of them into your Azure adversaries jutsu of the select rank and category.
Scroll. When you do, it occupies the Scroll in one of the Otherwise, a jutsu bound this way vanishes from your
Azure Scrolls slots. You begin with one slot. You gain an Azure Scroll when you complete a rest of any type.
additional Slot that you can store a named feature into at
6th, 13th and 17th levels. When you would attempt to AZURE CONCLUSION
seal a named feature into your Azure scroll while you
have all of your slots filled, select one named feature Beginning at 17th level, you have learned to take what
currently sealed within your Azure Scroll and replace it you’ve learned and apply it with intriguing results and
with the newly sealed named feature. potency.
When you would use your Exploit Weakness feature to
When you would use your Exploit Weakness on a target an allied creature, you can select an additional
friendly creature, for the duration that the creature is allied creature to target or when you would use your
being analyzed, select one named feature you have Exploit weakness on a hostile creature, you can select an
sealed within your Azure Scroll. They gain the benefits additional hostile creature.
of the select feature as if they had it. Also, when an allied creature would gain the benefits of a
named feature sealed into your Azure Scroll, they now
AZURE LOCKOUT can gain the benefit of up to two named features.

Starting at 6th level, you learn to lock your enemies out Finally, when you would become aware of an
of their special traits and tactics. Adversaries, Adversary Traits, you can choose to seal
one of the select named features from this category into
While a creature is being analyzed with your Exploit your Azure scroll, Adversary Traits copied this way
Weakness feature, and you are aware of the named occupy two Slots in your Azure Scroll, additionally, when
features it has access to, if you have a named feature you would grant an allied creature the benefits of a
sealed in your Azure Scroll that they also have, you can named feature from the Adversary Trait category, you
as an action bind the named feature for the next minute. must maintain concentration on it as if you are
For the duration of this binding, while a creature concentrating on a jutsu.
currently being analyzed by your Exploit Weakness has
the same named feature, they cannot gain its benefits.
You can only have one named feature bound this way at a
time.
This binding ability increases in strength as you grow in
knowledge. Beginning at 13th level, you can bind a single
named feature that you are aware of, even if you do not
have it sealed into your Azure Scroll, and starting at 17th
level, you can bind up to two named features at a time
using this feature.

43

CALCULATED STRATEGIST ACCORDING TO PLAN

Some Intelligence Operatives are much more calculated Also, at 9th Level, you are able to enable an ally to push
than others. Their Plans are made both before and the plan you’ve put together to success. As a bonus
during combat. But requires much more information action, you are able to spend one Brave Order to give one
than others to make much more fool proof plans making ally, who can see & hear you, within 60 feet an additional
use of Ninja Info cards to figure out the full capabilities action on their turn, which they can use to take the
of an enemy before they take direct action. Attack, cast a Jutsu, Dodge, Dash, Disengage, Help or
Hide Actions.
CONFLICT BOOK
NOTHING IS A SURPRISE
Starting at 3rd Level, you have created your own version
of the Bingo Book. Within the pages of this book, you Beginning at 13th Level, you have truly planned for just
have created specialized Ninja info cards, etching details about every eventual outcome. While you are conscious,
you surmise from those you analyze. As an action Select 1 you cannot be surprised, creatures cannot gain
creature you can see within 60 feet and make a Wisdom advantage against you as a result of being hidden and
(Insight) or Intelligence (Investigation) ability check creatures that would gain a bonus to hit or damage
against that creature's Passive Deception (10 + Charisma against you as a result of being adjacent to their allies or
(Deception) skill bonus). On a success you learn one of having advantage against you do not gain such bonuses.
the following stats as it is etched on a new page on a new
Ninja info card. Starting at 9th Level, you may learn up 4-D CHESS
to two stats and three stats at 17th.
Also, at 17th Level, you are already looking 20 moves
• AC ahead while planning for the next battle two weeks from
• Hit Points now. As an Action, by expending one Brave Order you
• Chakra Nature gain, one of the following effects:
• Attack Bonus
• Strength • Shift the Field: Up to 5 allied creatures that can see or
• Dexterity hear you can move up to half their movement speed
• Constitution without provoking attacks of opportunities.
• Intelligence
• Wisdom • Bloody Victory: When you or an ally would reduce a
• Initiative hostile creature to 0 hit points before the end of your
next turn, you and the allied creature gains Temporary
CALCULATED INSIGHT Hit Points equal to the dead creatures Level.

Also, at 3rd level, your calculated assessments allow you • No One Left Behind: Allies within 90 feet of you, who
to see through a creature’s option’s. As a bonus action, would make a Death saving throw on their turn, or who
Make an Intelligence (Investigation) check contested by have already died within the last minute, are instead
a creatures Charisma (Deception) check, that you can see immediately stabilized at 1 Hit Point. Creatures who
within 60 feet. On a Success, you can see through their gain this features benefits cannot benefit from it again
Tactics, granting you one of the following effects: for 24 Hours.

• Determine Attack: You can cause them to have • Absolution: All allied creatures within 60 feet of you
disadvantage on their next attack against a creature gain the benefits of the Bless genjutsu as if you had cast
that can see or hear you. it at A-Rank. Creatures who benefit from this feature
retain the effects until the end of your next turn.
• Predict Movement: You deduce where they are
planning to move on their next turn. In response they
chose to change their plans, reducing their Movement
speed by half as they scrambled to adapt.

• Outwit Response: You find an opening in their
defenses negating their ability to use reactions until
the end of their next turn.

• Expose Weakness (Melee): The target does not add
Dexterity to the AC Calculation against Melee Attacks,
until the start of their next turn.

• Expose Weakness (Ranged): The target does not add
Dexterity to the AC Calculation against Ranged
Attacks, until the start of their next turn

CALCULATED FEINT

Starting at 6th Level, you are able to issue commands to
your allies that they understand without clear verbal
communication, only needing either a grunt or yell. As
an action, you give your allies a command they can
choose to follow or not. Those that do spend their
reaction to move up to half their movement and make
one, Non Jutsu, melee attack on a creature of your
choice. At 13th Level, they are able to move their full
movement and use a single Jutsu of C-Rank or Lower.
You are able to use this feature a number of times equal
to your intelligence modifier (Min 1) per long rest.

44

GRAVE CONTROLLER CORPSE COLLECTOR

Some Intelligence Operatives seek mastery over each Starting at 6th level, you learn how to store artificial
creature on the battlefield. Their plans seek to corpses with you at all times. You a have a number of
manipulate the bodies of their foes using Forbidden artificial corpses sealed into your Dead Soul Scroll equal
Techniques, while also demoralizing and breaking the to 1/3 of your Intelligence Operative Level (Rounded
morale of their opponents. Down). When an Artificial Corpse is killed, you recreate it
when you gain the benefits of a long rest. You command
TWISTED ANATOMY an Artificial Corpse as a bonus action, it can perform a
movement and 1 Action
When you choose this Strategy at 3rdd level, you gain
proficiency in both Medicine and Intimidation. If you Additionally, you gain the ability to learn Jutsu with
have proficiency in both of the aforementioned skills, the Medical Keyword, that does not restore Hit points.
you instead gain proficiency in one Wisdom or Charisma
based skill. Artificial Corpses have the following Statistics;
Additionally, you leverage your knowledge of the body to
your advantage, allowing you to use your Intelligence Medium Undead
Modifier for Medicine or Intimidation Checks.
Speed 30 ft.
DEAD SOUL TECHNIQUE
14 (+2) 14 (+2) 14 (+2) 1 (-5) 1 (-5) 1 (-5)
Also, at 3rd level, you begin to walk down a dark path,
paved in failure and regret. When a creature you are Damage Immunity Psychic
currently analyzing with your Exploit Weakness class Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
feature, dies within 60 feet of you, and are of a level Senses passive Perception 5
equal to or less than your Intelligence Operative Class
levels, you can use your reaction to bind their essence to UNDEAD FORTITUDE
yourself in the form of a blackened scroll named the
Dead Soul Scroll. Starting at 9th level, when you summon a Bound Corpse
using the Dead Soul Technique class feature, you can
While you have at least one creatures essence bound to spend 1 Brave Order to manipulate the bodies of foes
you in this way, as an Action you can spend 10 Chakra to near your Bound Corpse. All creatures of your choice
summon that creatures corpse within 60 feet of you for within 30 feet of your Bound Corpse must make a
the next minute called a Bound Corpse. While you Wisdom Saving throw vs your Ninjutsu save DC. On a
control a Bound Corpse as a result of this feature you can failure, each creature gains 2 Ranks of Fear against the
only concentrate on one jutsu at a time. You can only Bound Corpse.
have one creatures essence bound to you in this way. You
gain additional slots for creatures essences to be bound Additionally, when the Bound corpse reaches 0
at 9th and 17th levels. temporary hit points, you can spend 1 Brave order. When
The corpse has the following statistics; you do it instead falls to 1 Hit Point, and regains
Temporary HP equal to your Intelligence Operative Level
• 5 Temporary Hit Points at the start of your next turn. You can use this feature
• 10 Temporary Chakra Points once per long rest.
• Its original Physical Ability Scores (Strength,

Dexterity, Constitution).
• Its Mental Ability Scores (Intelligence, Wisdom,

Charisma) All becomes 1 (-5).
• Immunity to Genjutsu, Psychic Damage, Fear and

Charmed conditions.

Corpses summoned this way, gain one of the following
Undead Clan Ability features; Ghoul, Grim, Husk, Zombie,
and Blight.
Corpses summoned this way can be commanded as a
bonus action, with them having a 1 Movement and 1
Action. Corpses do not have their original Clan or Class
features (if any) and can only use jutsu you are aware
that they know. All corpses currently summoned this
way follow the same command and turn to dust when;
The cannot mold chakra, run out of hit points or chakra
points. Corpses cannot be healed or regain chakra in any
way unless its temporary. Corpses turned to dust are
immediately unbound from you. Jutsu your corpse casts
uses your Ninjutsu attack bonus or Save DC for their rolls
and Save DC calculation.
Finally, for every additional 10 Chakra you spend when
summoning a corpse, increase its statistics by the
following;

• +10 Temporary Hit Points
• +10 Temporary Chakra Points

45

DARK MODIFICATION

Beginning at 13th level, you learn to enhance your
Artificial and Bound corpses to better interact with your
Plans. When you would complete a long rest, you can
begin modifying a Bound corpse in your possession.
Make an Intelligence (Medicine) check vs a DC 20. On a
success, you find out what proficiencies the corpse had,
up to 3 jutsu it knew in life, and it gains two of the
following effects the next time it is summoned;
• Increased Temporary Hit Points Equal to your

Intelligence Operative Level.
• Increased Temporary Chakra Points Equal to your

Intelligence Operative Level.
• It can cast one C-Rank or lower jutsu that you know.
• The corpse gains an additional attack when it makes a

melee weapon attack.
• The corpse gains a bonus action, and can benefit from

your Exploit Weakness class feature.
• Select one ability score the Corpse has. The Corpse

becomes proficient in that saving throw using your
proficiency, and that ability score is increased to 20.

IMPURE REANIMATION

Beginning at 17th level, you have learned to make your
Undead Corpses act more independently. All Bound
Corpses take their turns immediately after you, and no
long require a bonus action to command, as you learn to
command them mentally (no action required).
Additionally, when you summon a Bound Corpse using
the Dead Soul Technique Class feature, you reduce the
cost to increases its statistics by half.

46

INTERROGATIONIST UNERRING EYE

Some Intelligence Operatives seek to gain all knowledge Beginning at 13th level, your sense are impossible to foil.
available to them by any means. Their plans seek to You gain advantage on any ability check or saving throw
capture and extract information from their targets, made against Genjutsu with the Visual and/or Auditory
while also demoralizing and breaking the morale of their Keyword(s).
opponents.
Additionally, as an action, you can sense the presence
INFO WARS of Genjutsu within 60 feet of you, if you are not blinded
or deafened. If the Genjutsu is of a Rank you can cost or
When you choose this Strategy at 3rd level, your words lower, you learn what it is and where the caster is, if they
become a viable weapon in the heat of battle. You gain are within range. If you have the Genjutsu sensed this
two of the following proficiencies; Deception, Insight, way on your Known jutsu list, you can as a reaction,
Intimidation, Persuasion. If you have proficiency in all of spend one Brave Order to Cast Genjutsu Break without
the aforementioned skills, you instead gain expertise in expending Chakra, as if you know it.
intimidation or Persuasion.
Additionally, you leverage your words to hold higher PERFECT MIND
influence over those in distress. You gain advantage on
Charisma or Wisdom ability checks against a creature Beginning at 17th level, your mind becomes an
with any condition. impregnable fortress. You gain proficiency in Wisdom or
Charisma Saving throws (Pick one). If you already have
CAPTURE TARGET proficiency in both, choose one. You gain expertise in the
chosen Saving throw.
Also, at 3rd level, Genjutsu you cast targeting a creature
marked by your Exploit Weakness, can use your Additionally, when a creature you can see within 60
Charisma Modifier instead of Wisdom. feet of you would be targeted by a Genjutsu, you can, as a
Additionally, you gain proficiency with Chained Spears, reaction, spend one Brave Order to cast Chakra Shatter
Sasumata, Battle Wire and Nets. When you would and automatically mark the triggering creature with
attempt to grapple a creature analyzed by your Exploit your Exploit Weakness class feature.
Weakness class feature, you can use Intelligence
(Investigation) or Charisma (Intimidation) in place of
Strength (Athletics) or any grapple checks. A creature
grappled this way is also restrained.

CRYPTIC DECIPHER

Starting at 6th level, your pursuit of information
broadens your horizons. You learn 2 additional dialects,
can read lips so long as you can see them and understand
the language spoken, and can create written ciphers.
Creatures other than you cannot decipher a code you
create unless you tell them the code to the cipher over a
10-minute period, or they succeed an Intelligence Check
vs your Ninjutsu (or Genjutsu) save DC. (Your choice)

Finally, you learn the Animal Companion jutsu, if you
do not know it already. If you already know Animal
Companion then you instead add another jutsu of equal
rank for which you qualify for. When casting Animal
Companion, the jutsu gains a new effect, which now has
a duration of 1 Day, and increases by 1 Day for each rank
above D-Rank. If the target of this jutsu is a Summoned
Creature, you can spend 1 Brave Order to allow the
summon to remain for the entire duration.

MORALE BURST

Starting at 9th level, your words and plans can make or
break any situation. When you enhance a plan, you can
add your words to hinder your enemies or buffer your
allies. Make a Charisma (Persuasion) check to affect
allies, or a Charisma (Intimidation) check to affect
hostiles vs a DC 12 + 1 for each creature affected by the
plan you choose.

On a success, each creature affected is treated as
being analyzed by Exploit Weakness. A hostile
creature already under the effects of Exploit
Weakness gains 3 ranks of Fear against you for 1
minute.

47

MASTERMIND STRATEGIST attempt to cast a Jutsu to heal or aid themselves or their
allies they must roll a d10. On a result of 1-7, they are
Some Intelligence Operatives are masterminds in their own afraid of the source of their fear retaliating against
right focusing on themselves as the key parts of their them, causing them to fail to cast the jutsu or use the
strategies. When they are prepared, they focus on singling effect. On a result of 8-10, they cast the jutsu or use the
out a single target and controlling all aspects of the effect as normal.
conflict. • Shocked: The target takes twice the lightning damage
they would normally take and suffer a penalty to their
CORE STRATEGY Dexterity saving throws for each rank of this condition.
• Weakened: The target suffers an additional 1d4 penalty
When you choose this Strategy at 3rd level, you decide that to attack and damage rolls that use their Strength or
you, yourself are the most important part of all of your Dexterity ability scores..
plans, and you focus on one target at a time to whittle
down the opposition. All Attacks you make or Jutsu you CENTER OF ATTENTION
cast that would deal damage to a creature marked by your
exploit weakness, deals additional damage equal to your Starting at 6th Level, you learn how to master the art of
Intelligence Modifier. misdirection. As a reaction to an ally being targeted by an
attack, you may spend a Brave Order to make all hostile
Additionally, by Spending 1 Brave Order the next Jutsu creatures attacks targeting creatures other than you, be
you cast that has a range of self, that only affects you made at disadvantage until the start of your next turn.
and grants you any bonuses or boosts to your ability
scores, attack bonus or damage rolls, is automatically CONTROL THE FLOW
upcast to the next appropriate rank where there would
be a change to the jutsu’s effect, damage, range or Starting at 9th level, you learn how to manipulate an
otherwise (Advantage counts as such a bonus). enemy’s reactions preventing them from interrupting
your master plan. Whenever you hit a creature with a
WEAKNESS ABUSE Jutsu. You can spend a Brave Order to force the creature to
make a Wisdom save vs the attacks Save DC (Taijutsu,
Also, at 3rd level, you are able to further capitalize on the Ninjutsu, Genjutsu) On a failure, they cannot make any
weakness an enemy shows. By spending 1 Brave order reactions until the end of their next turn.
when you would force a creature to make a saving throw, to
resist a jutsu you cast that inflicts a condition, you force WAR CRY
one affected creature to make their saving throw at
disadvantage. Starting at 13th Level, you become far more embroiled
into the conflicts you are a part of. When you would spend
At 9th level your fixation on abusing one’s weakness a Brave order to activate or enhance a plan you can choose
grows. When you would cast a Jutsu that causes one of the to do one of the following;
following conditions, the condition gains additional
effects. • You gain a number of Temporary hit points equal to
the Highest Ranked hostile creature within 60 feet of
• Bleeding: The target takes twice the necrotic damage you using the following; (E-Rank: 10, D-Rank: 20, C-
they would take and The DC to end the bleeding is Rank: 30, B-Rank: 40, A-Rank: 50, S-Rank: 75).
increase to 20. Temporary hit points gained this way last for 1 minute.

• Blinded: The targets blindness leads to them panicking • You gain the benefits of the Weakness Abuse 3rd level
and being unsure of the handseals they are making due Class feature, but instead you force all hostile
to their inability to see. They lose the ability to form creatures affected by your jutsu to make their saving
handseals (HS) for the duration of their blindness. throw against it at disadvantage.

• Burned: The target takes twice the fire damage they Regardless of the choice, you can only use this feature
would take and this fire cannot be extinguished by twice per long rest.
anything less than being fully submerged in water.
SELF-DECLARATION
• Charmed: The targets infatuations begin to force them
to make irrational decisions. When the affected creature Starting at 17th Level you have arisen to become
would attempt to cast a jutsu or use an effect to heal, aid legendary in planning for the defeat of your enemies. So
or support themselves or allies, they must roll a d10. On a much so that when you declare a victory others rarely see
result of 1-7, they choose to heal or aid the source of you suffer any wounds. When you activate a plan by
their infatuations. On a result of 8-10, they cast the jutsu spending a Brave Order, you may spend an additional
or use the effect as normal. Brave Order. When you do, the first time you would take
damage you instead gain Immunity to the triggering
• Chilled: The target takes twice the cold damage they Damage type for a number of
would take and the cold that lines their body cannot be rounds equal to your Intelligence
thawed by anything less than taking 10 Fire damage. Modifier.

• Corroded: The target suffers a -1 Penalty to AC for each
rank of corroded they have.

• Dazed: The targets Daze now lasts for 1d4 turns, or until
removed with an appropriate jutsu or effect.

• Deafened: The targets deafness leads to a constant
ringing in their ears, making it difficult to focus. The
target can only concentrate on one jutsu for the duration
of this condition.

• Envenomed: The target takes twice the poison damage
they would take; the envenomed condition lasts until
they can remove the poisoned condition and there isn’t a
maximum rank of Envenomed any longer.

• Fear: The targets fear begins to force them to make
irrational decisions. When the affected creature would

48

PRECOGNITIVE EXPECTED ASSAULT

Some Intelligence Operatives are of keener mind than Starting at 9th level, you have become an expert at
most, able to plan and strategize in the heat of battle. reading a creature's next movement. You and allied
Able to predict the movement of both friend and foe creatures within 20 feet of you that can hear you cannot
without much difficulty, some might even say they can lose their reaction due to a jutsu or feature and when a
see glimpses into the future. creature within 20 feet of you makes an attack, you may
use your reaction and spend 1 Brave Order to give them
PRECOGNITION advantage or disadvantage on all attacks for this turn.

When you choose this Strategy at 3rd level, you have DAY AHEAD
learned to use your chakra to see brief glimpses into the
future. You and allied creatures within 30 feet of you are Beginning at 13th level, when you finish a long rest, roll
immune to being Surprised. two d20s and record the numbers rolled. You can replace
any attack roll, saving throw, or ability check made by
Additionally, as an action you may spend 1 Brave Order you or a creature that you can see with one of these
while looking at a creature within 60 feet of you. You precognitive rolls. You must choose to do so before the
gain far more detailed glimpse into their own future. For roll, and you can replace a roll in this way only once per
the next hour, you have advantage on Investigation, turn.
Insight, and History checks made to track them or learn
about them. You may use your Intelligence modifier for Each precognitive roll can be used only once. When
Insight checks made against them. you finish a long rest, you lose any unused precognitive
rolls.
You also ignore bonuses to AC from jutsu or features,
but not a change in calculation such as from Unarmored OMNISCIENT CLAIRVOYANCE
Defense.
Beginning at 17th level, you may expend 1 Brave Order
MOMENTARY PAUSE and 10 chakra to enter into a trance of sorts, calling upon
all of your chakra to see into the future of the battle
Also, at 3rd level, as a Bonus Action, by spending 1 Brave currently playing out.
Order, you may use your ability to perceive possible
futures into a manifestation and manipulation of time. All attacks, ability checks, and saving throws you
At the end of your turn, you may take another turn. make are at advantage. Attacks against you are made at
disadvantage. This lasts for 1 minute, but requires
Beginning at 9thh level, you may instead use this concentration as if you were concentrating on a jutsu.
feature on an allied creature analyzed by your Exploit You may only do this once per long rest.
Weakness class feature. This feature can be used once
per long rest.

CONVERGING TIMELINES

Starting at 6th level, you can perceive multiple possible
outcomes and futures in a but a moment, and make a
gamble on which is the most likely. At the start of your
turn, you may roll 1d6, gaining a benefit and/or
detriment depending on the result (as shown below).
The effects last until the start of your next turn.

You may expend 1 Brave order when you use this
feature to give an allied creature within 30 feet of you the
effect of this feature as well. You can use this feature a
number of times per long rest, equal to your Intelligence
modifier.

CONVERGING TIMELINES TABLE

Result Effects
1
You perceive the worst possible outcome, and unfortunately, it seems likely. However, you prepare for it. You gain 2 Ranks of
2 Fear and attacks against you have advantage.

You glimpse momentarily into the future, seeing an assault upcoming. Truthfully, if you looked but a moment farther, you'd
have seen jutsu tossed around the battlefield. You have disadvantage on saving throws, and when you fail a saving throw
against a jutsu, you take an additional die of damage

3 In the upcoming moments, you see a future where your opponent’s strike with renewed power and vigor, but are desperate to
strike. Attacks against you have disadvantage, but attacks deal an additional dice of damage

4 Your sight is full of a chakra filled future, and so you prepare to stop it. Once, if a creature within range is casting a jutsu, you
may cast Chakra Shatter at C-Rank using your Intelligence Modifier without spending a reaction.

5 The future you perceive is one of domination. Once per turn, you gain a bonus to the damage of attacks equal to your levels i n
this class.

6 You perceive a future of greatness, and you know just how to make it happen. You gain advantage on all attack rolls and ability
check

49


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