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orochimaru's observations on shinobi classifications

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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

TACTICAL SCOUT Select one Maneuver from one of the Following Scout-
Nin Subclasses, learning it and adding it to your
Those Scout Ninja who choose to become Tactical Maneuvers known, not counting it against your known
Specialists employ martial techniques passed down maneuvers limit. If the Maneuver has the Specialized
through generations. To a Tactical Specialist, combat is an keyword, you cannot take it or gain the benefits of it. You
academic field, sometimes including subjects beyond can select one more Maneuver from the aforementioned
battle such as weaponsmith or armor craft. Not every scout subclasses at 14th and 20th levels
absorbs the lessons of history, theory, and artistry that are
reflected in the Tactical Specialty, but those who do are • Arbiter Scout
well-rounded fighters of great skill and knowledge. • Assault Scout
• Cloning Scout
SUPERIOR TACTICS [CHANGED] • Defensive Scout
• Pathfinder Scout
Beginning at 3rd Level you learn maneuvers that are fueled • Phantom Scout
by a special dice called Superiority Dice.
EXPERT OF ALL, JACK OF NONE [CHANGED]
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Tactical Maneuvers Section at the Starting at 9th Level, your knowledge and experience has
end of this class. You earn more at higher levels as shown provided you with amplified knowledge on how to handle
in the “Maneuvers Known” Column of the Superior Tactics difficult, if not impossible situations.
table. Many Maneuvers enhance you or your allies in some
way. You can only use one maneuver per attack. When you You can gain the benefit of two Generalizations of
take a short rest, you may switch any maneuver you know your choice at a time from the Jack of All, Master of None
for another you qualify for. class feature.

Superiority Dice: You have three superiority dice, which MASTERED SIGNATURE TECHNIQUE
are d10’s, you earn more at higher levels, as shown in the [CHANGED]
Superiority Dice column of the Superior Defense table. A
superiority die is expended when you use it. You regain all At 14th level, others wish they were of your caliber. You
of your expended superiority dice when you finish a short may gain the benefit of an additional feature, granted by
or long rest. the Signature Technique class feature.

Saving Throws: Some of your maneuvers require your MASTERED SIGNATURE JUTSU [CHANGED]
target to make a saving throw to resist the maneuver’s
effects. The saving throw for each maneuver is listed At 17th level, you can choose the final benefit granted by
within the maneuver itself. the Signature Jutsu class feature.

MASTER OF TACTICS [CHANGED] UNMATCHED TACTICS [CHANGED]

Starting at 3rd Level, Unlike other Shinobi, your ability to At 20th level, you can gain the benefit of any number of
control a combat comes from your masterful control of the maneuvers you would like per attack.
battlefield and tactical acumen. You can gain the benefit of
up to two Maneuvers per attack or jutsu cast. Additionally, you may gain the benefit of an additional
Generalization granted by the Jack of All, Master of None
Additionally, once per creature, per turn you can class feature.
choose to spend one superiority die. When you do select
either yourself or one allied creature within 30 feet of SUPERIOR TACTICS TABLE
you. The chosen creature gains a bonus to their next d20
roll, equal to the result. Scout-Nin Superiority Dice Maneuvers Known
Level 3 3
Beginning at 6th level, whenever you would score a 3rd 3 3
critical hit with an attack or roll a natural 20 on an ability 4th 3 3
check or Saving throw, you regain 1 Superiority die. 5th 4 4
6th 4 4
SIGNATURE MANEUVER [CHANGED] 7th 4 4
8th 5 5
Also at 3rd Level, you have learned to efficiently utilize 9th 5 5
your learned maneuvers’ far better than other Shinobi you 10th 5 5
consider your peers. Select one maneuver that you know 11th 6 6
with the Tactical keyword. Whenever you use that 12th 6 6
maneuver you can choose to roll a d4, and use it instead of 13th 7 7
expending a superiority die once per turn. You can select a 14th 7 7
second maneuver beginning at 9th level. 15th 8 8
16th 8 8
You can switch all selected Signature Maneuvers when 17th 9 9
you would complete a rest. 18th 9 9
19th 10 10
TACTICAL SUPERIORITY [CHANGED] 20th

Beginning at 6th level, your training has lead you down a
path unexplored by many. You have made it your job to
become the most well-prepared Shinobi in a room full of
shinobi some would consider superior to even you.

100

TACTICAL MANEUVERS TACTICAL BREAKTHROUGH [NEW]

SUPERIOR DISARMING TRIP [CHANGED] Scout-Nin Keyword: Tactical
When you would make an attack or cast a jutsu that would
Scout-Nin Keyword: Tactical deal damage to a creature their reactionary attempts were
When you hit a creature with a melee attack, you can already a part of your calculations. Spend one superiority
expend one superiority die to attempt to knock the target die, recording the result.
down and take away any advantage they may have had
over you physically. You add the superiority die to the If the target would reduce your damage or gain
attack’s damage roll, and if the target is large or smaller, temporary hit points as a result of a Reaction based jutsu,
it must make a Strength saving throw vs your attacks feature or trait, you reduce their damage reduction or
Save DC (If weapon or unarmed then Taijutsu Save DC). temporary hit point value by an amount equal to twice the
On a failed save, you knock the target prone, disarm and result of your superiority die until the end of the current
kick its weapon, if any 10 feet away and their movement turn.
speed is reduced by half until the end of their next turn.
TACTICAL ESCAPE [CHANGED]
SUPERIOR FEINT [CHANGED]
You can expend one superiority die. When you do, you gain
When you would make an attack of any type, you can the effects of the Disengage and Dash actions and you gain
Spend one superiority die to feint. When you do, your advantage on all Strength (Athletics) or Dexterity
attack is made in a way to completely overcome your (Acrobatics) checks until the end of your next turn.
targets defenses. Reduce the targets AC against the
attack by an amount equal to half the result of your TACTICAL OVERWRITE [NEW]
superiority die.
Scout-Nin Keyword: Tactical
SUPERIOR MANEUVERS [CHANGED] When you would make an attack targeting a creature their
reactionary attempts were already a part of your
When you hit a creature with an attack, you can expend calculations. Spend one superiority die, recording the
one superiority die to maneuver one of your comrades result.
into a more advantageous position. You add the
superiority die to the attack’s damage roll, and you If the target would gain a bonus to their AC as a result of
choose a friendly creature who can see or hear you. That a Reaction based jutsu, feature or trait, you reduce the
creature can move up to its full movement speed without bonus to their AC by an amount equal to the result, to a
provoking opportunity attacks, gaining a bonus to their minimum of their AC prior to the jutsu’s activation until
next attack roll equal to half the result of your the conclusion of your attack.
superiority die.
TACTICAL PARRY [CHANGED]
SUPERIOR PRECISION [CHANGED]
When another creature damages you with an attack, you
Scout-Nin Keyword: Tactical can use your reaction and expend one superiority die to
When you make an attack roll of any type against a reduce the damage by three times the result of your
creature, you are attempting to strike the most vital superiority die.
point open against the target, you can spend up to four
superiority die. When you do, increase your attacks If you would spend your reaction to cast a jutsu that
critical threat range by +1 for each spent superiority die. reduces damage or grants you temporary hit points, you
On a hit, you add all spent superiority die to the damage. can instead spend a superiority die, adding twice the result
to the damage reduced.
SUPERIOR RIPOSTE [CHANGED]
If this maneuver would help in causing an attack to miss
Scout-Nin Keyword: Tactical or reduce the damage you take to your normal hit points to
When a creature misses you with an attack, you can use 0, the attacking creature is caught off guard becoming
your reaction and expend one superiority die to make a vulnerable to the next instance of damage you inflict on it
melee or ranged weapon attack against the creature. If before the end of your next turn.
you hit, you add twice the superiority dies result to the
attack’s damage roll, and the creature gains 1 rank of TACTICAL STRIKE [CHANGED]
weakened.
When you take the Attack action on your turn, you can
SUPERIOR SUPPRESSION [CHANGED] forgo one of your attacks to direct one of your companions
to strike. When you do so, choose a friendly creature who
Scout-Nin Keyword: Tactical can see or hear you and expend one superiority die. That
When a Creatures currently under the effects of a jutsu creature can immediately use its reaction to take the attack
you cast would make a saving throw to resist its effects, action or cast one jutsu of C-Rank or lower, adding the
you impart a lasting weight on them regardless of their superiority die to their attack or Damage roll (their choice).
results. Spend one superiority die, reducing both their
next ability check and attack roll, by the result of your TACTICAL TECHNIQUE [CHANGED]
superiority die.
Scout-Nin Keyword: Specialized
When you would make a weapon attack with a weapon with
the Disarm, Grapple, Multiattack or Versatile properties
you can spend a superiority die enhancing their effects
until the end of your next turn;

• Disarm/ Grapple: The opposing creature makes their
ability check at disadvantage.

• Multiattack: You can make a two weapon attacks with
this weapon as a bonus action, adding your ability
modifier.

• Versatile: The Versatile Damage Die is doubled for the
first attack made with the weapon.

101

TRICKSTER SCOUT TRICKSTERS SOUL BINDING [CHANGED]

The Scout-Nin who choose to become a Trickster have Beginning at 6th level, you learn to fuse with your void soul
become true to themselves and those around them. By becoming your true, fully realized self for a short period of
accepting who they truly are, they have gained the ability time. As a bonus action, you can fuse with your Void Soul
to manifest the best version of themselves, albeit in the for up to 1 Minute. While fused, you are treated as if you
most romanticized way. Using this power to assist them have summoned your Void soul but you cannot summon
in life, both in and out of combat. them as a separate creature with the Void Soul Awakening
class feature. This form ends early if you are unconscious
SUPERIOR TRICKSTER or die. This fusion manifests itself as a helmet or mask of
your description. While fused you gain the following
Beginning at 3rd level you lean maneuvers that are benefits; You can use this feature once per short rest. If you
fueled by a special dice called Superiority Dice would attempt to gain this benefit again after using it once,
you may spend 1 Superiority Die to do so.
Maneuvers: You learn three maneuver of your choice,
which are detailed in the Trickster Maneuvers Section at • Tricksters Potential. When you score a critical hit, roll a
the end of this class. You earn more at higher levels as natural 20 or a hostile creature targeting you critically
shown in the “Maneuvers Known” Column of the fails, or rolls 10 or less total, against you or a jutsu you
Superior Trickster table. Many Maneuvers enhance an casts Save DC, you can roll 2 Hit die, regaining the result
attack in some way. You can only use one Maneuver per as hit points. (This does not spend the hit die.)
attack. When you take a long rest, you may switch one
maneuver you know for another you qualify for. • Tricksters Sight. You can see normally in darkness, both
normal and chakra based out to a distance of 120 feet.
Superiority Dice: You have three superiority dice, which
are d6’s, you earn more at higher levels, as shown in the • Tricksters Spirit. You have advantage on Wisdom and
Superiority Dice column of the Superior Movement table. Charisma Saving throws and ability Checks.
A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a • Tricksters Words. You can influence a creature in battle
short or long rest. once per turn. If influencing an allied creature, they add
1d6 to any one ability check, saving throw or attack roll
VOID SOUL AWAKENING they make. If influencing a hostile creature, they reduce
their next ability check, saving throw or attack roll by
Starting at 3rd level, you learn a special Fuinjutsu half of 1d6. (Your Choice) You can use Tricksters words in
technique to create a Chakra Construct known as a Void this way a number of times equal to your Charisma
Soul, a manifestation of your true self, that you can call Modifier per rest.
upon for support, both in and out of combat. You can
name it if you wish as it will always abide by your HEAT RISER [CHANGED]
command regardless of the title you give it.
Beginning at 9th level, your ability to drag down enemies
This chakra construct can be summoned or called upon or to enhance the hearts of your allies have strengthened.
for aid as a bonus action. When summoned it occupies When you use a Trickster Maneuver on a creature, you may
your space alongside you and becomes visible to everyone as a part of the same action, use another maneuver
who can manipulate chakra, also while summoned you targeting the same creature. The maneuver selected must
can calculate your AC using your Charisma instead of your either help or hinder the target based on the triggering
Dexterity for the duration. Maneuver or Tricksters Words Effect. You must spend a
Superiority die as normal.
Once summoned, you can command it as a free action.
When you do, it uses your Actions, Bonus Actions and • If the triggering effect would boost, increase or aid the
Reactions as needed to accomplish the given task. Your creature, the additional maneuver must boost, increase
Void soul uses the following Statistics found at the end of or aid the creature in some way.
this class section; Your Void soul has the following rules
• If the triggering effect would impose a penalty, reduce or
• Your Void Soul can cast any jutsu you know using its hinder the creature, the additional maneuver must
own statistics and can use any Scout-Nin class impose a penalty, reduce or hinder the creature in some
features or Maneuvers you can as if you used them. way.

• Has the same movement speed as you and can exist no WILLPOWER SURGE
further than 120 feet away from you before it
dismisses itself. Beginning at 14th level, your ability to call upon your Void
soul has reached a new level of control and prowess. When
• Shares your Chakra Points. casting a jutsu without your Void soul active, you may
• If you and your Void Soul would make a saving throw temporarily call upon your Void soul. When you do this,
your Void soul momentarily comes forth and casts the
against the same effect, you only make one save, using jutsu for you. When casted this way the jutsu ignores any
the higher bonus, instead of two saves and suffer the Hand Sign (HS) component it may have.
effects only once, not twice.
• The Void Soul Selects two Ability score in which it Additionally, the jutsu deals additional damage equal to
gains proficiency in its saving throws the first time it twice your charisma modifier or increases the dc of your
is summoned. Once selected it cannot be switched. The jutsu by half of your charisma modifier (Rounded Down).
void souls calculates its saving throws as normal.
Beginning at 14th level, you select a third ability score. Alternatively, if you are benefiting from Tricksters Soul
Binding when you use this feature, you both cast the jutsu
You can dismiss your Void soul as a bonus action on simultaneously enhancing it. You gain the previous benefit
your turn or when you fall unconscious. Finally, your Void allotted by this feature, in addition to a bonus to attack and
soul’s Ability Scores increase the stronger your damage rolls equal to your Charisma Modifier.
personality becomes. For every +1 bonus you have to your
Charisma Modifier, you can increase two of your Void Regardless, you may use this feature a number of times
soul’s ability scores by +2, up to a maximum of 20. equal to your charisma modifier per long rest. If you
attempt to use this feature when you have no more uses
left, you may spend a superiority die to use it once.

102

CHANGE OF HEART [CHANGED] Medium Construct, unaligned

Beginning at 17th level, your resolve has strengthened, Speed Equal to yours
and with it, your Void soul has strengthened as well. 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Your Void soul gains immunity to non-chakra enhanced Senses Darkvision 30 ft., passive Perception 10
attacks or resistance to two damage types of your choice. Immutable Form. The Void Soul is immune to any Jutsu or effect that would
(Pick one).
alter its form.
Alternatively, while you are gaining the benefit of your Inexhaustible. The Void Soul cannot cast jutsu or use effects that would
Tricksters Soul Binding class feature, you gain one of
following additional benefits. You must complete a long increase its own ranks of exhaustion.
rest to switch which benefit you gain; Chakra Construct. The Void Soul attacks are chakra enhanced.

• Messiah. When a creature within 60 feet of you would Credit: Persona 5 Royal
be reduced to 0 hit points or less, you can, as a
reaction spend 1 superiority die. When you do, they
instead fall to 1 hit point, then gain temporary hit
points equal to 5 times the result.

• Izanagi. When you would spend a superiority die
targeting an allied creature, if the combined total of
their d20 and your superiority die is 20 or greater, they
treat it as rolling a natural 20.

• Satanael. Your superiority die are now D8’s and the die
used for Tricksters words becomes a d8 as well.

MASTERY OF SELF

Beginning at 20th level, the resolve in your heart has
reached its apex. Your will cannot be faltered and you are
now able to stand against all your hardships in life with
steadfast determination.

While your Void soul is summoned, or you are gaining
the benefits of Tricksters Soul Binding you and your Void
soul gain immunity to the charmed, fear, berserk, dazed,
and weakened conditions.

SUPERIOR TRICKSTER TABLE

Scout-Nin Level Superiority Dice Maneuvers Known
3
3rd 3 3
3
4th 3 3
3
5th 3 4
4
6th 4 4
4
7th 4 4
5
8th 4 5
5
9th 5 5
5
10th 5 6
6
11th 5 6

12th 6

13th 6

14th 6

15th 7

16th 7

17th 7

18th 8

19th 8

20th 8

103

TRICKSTER MANEUVERS POWER UP: FOCUS [NEW]

DEBILITATE: RAKUNDA You spend a bonus action and expend a superiority to
strengthen the next Jutsu you cast. You roll your
When you would make an attack or cast a Ninjutsu or superiority die and record the result. The next time you
Genjutsu that affects a hostile creature, you can expend a deal damage with a Jutsu you cast, you increase the
superiority die to weaken a creature’s defensive damage die by 1 Step.
capabilities.
If this maneuver is used by your Void soul, or while you
One creature who would fail your Jutsu's saving throw are benefiting from Tricksters Soul Binding you instead,
takes additional damage equal to your level, the next increase the damage die by two steps and add twice the
time they take damage before the end of the current Superiority die to the damage rolled.
turn. If your attack does not trigger a saving throw then
affected creatures must make a Charisma Saving throw RAMP UP: RAKUKAJA
vs your Ninjutsu or Genjutsu save DC (Your choice.)
In place of one of your attacks made by the Attack action,
If this maneuver is used by your Void soul, or while you you spend a superiority to strengthen an allies defense.
are benefiting from Tricksters Soul Binding, they instead gain
vulnerability to the first instance of damage before the end Target an allied creature within 20 feet of you and roll
of your next turn. your die. The target’s AC is increased by the result against
the next attack made against it or it gains a bonus to its
DEBILITATE: TARUNDA next saving throw made equal to the result. Whichever
comes first.
When you would make an attack or cast a Ninjutsu or
Taijutsu that affects a hostile creature, you can expend a If this maneuver is used by your Void soul, or while you
superiority die to cripple a creature’s power. Record the are benefiting from Tricksters Soul Binding you also grant
result. the creature, resistance to one damage type of your choice
that lasts a number of its turns equal to the result.
Target creature must make a Strength saving throw vs
your Ninjutsu or Taijutsu Save DC. On a failed save, the RAMP UP: TARUKAJA
next attack or jutsu the target makes/casts has its
damage reduced by the result of twice your superiority In place of one of your attacks made by the Attack action,
die (Min 1.). you spend a superiority to strengthen an allies power.

If this maneuver is used by your Void soul, or while Target an allied creature within 20 feet of you and roll
you are benefiting from Tricksters Soul Binding you your die. The next attack the target makes is heightened.
instead reduce their Damage by three times result. Reroll Increase the attack and damage roll by the result or if they
1’s and 2’s, taking the second result. cast a jutsu that requires a saving throw, increase the Save
DC by half of the result. Whichever comes first.
DEBILITATE: SUKUNDA
If this maneuver is used by your Void soul, or while you
When you would make an attack or cast a Genjutsu or are benefiting from Tricksters Soul Binding, they also reroll
Taijutsu that affects a hostile creature, you can expend a all 1’s and 2’s when making their damage rolls, taking the
superiority die to cripple a creature’s power. Record the second result, or they increase the save DC by the total
result result instead of half. (Pick one)

Target creature must make a Wisdom saving throw vs RAMP UP: SUKUKAJA
your Taijutsu or Genjutsu Save DC. On a failed save, the
targets attack bonuses are reduced by an amount equal You spend a bonus action and a superiority die superiority
to the result, until the end of their next turn. to strengthen an allies speed. Target a willing allied
creature within 20 feet of you and roll your die.
If this maneuver is used by your Void soul, or while Immediately takes their turn. (This counts as them taking
you are benefiting from Tricksters Soul Binding you also their turn.) They gain a bonus to their speed equal to the
reduce their AC by an amount equal to half the result. result x 5.
(Min 1.) until the end of their next turn.
If this maneuver is used by your Void soul, or while you
POWER UP: CHARGE are benefiting from Tricksters Soul Binding you instead
grant the creature a bonus to movement speed equal to
You spend a bonus action and expend a superiority to the result x 10 and they gain advantage on the first attack
strengthen the next Taijutsu or Bukijutsu you cast. The roll, ability check, or saving throw they make during the
next time you deal damage with a Taijutsu or Bukijutsu, turn you just granted them. (Whichever one comes first).
you reroll all 1’s and 2’s.
ULTIMATE: REVOLUTION [NEW]
If this maneuver is used by your Void soul, or while
you are benefiting from Tricksters Soul Binding you You spend a bonus action and expend a superiority to
instead, deals double the damage rolled. introduce the highest stakes gamble you can make. Record
the superiority die result.
POWER UP: CONCENTRATE
All willing creatures within 60 feet of you gains a bonus
You spend a bonus action and expend a superiority to to their critical threat range equal to half the result of
strengthen the next Ninjutsu or Genjutsu you cast. The your superiority die, until the end of each of their turns,
next time you deal damage with a Ninjutsu or Genjutsu, but they also gain vulnerability to the next instance of
you reroll all 1’s and 2’s. damage they take before the end of your next turn.

If this maneuver is used by your Void soul, or while If this maneuver is used by your Void soul, or while you
you are benefiting from Tricksters Soul Binding you are benefiting from Tricksters Soul Binding you also,
instead, deals double the damage rolled. reduce the cost of each creatures next jutsu cast by the
result of your superiority die.

104

TAIJUTSU SPECIALIST CREATING A TAIJUTSU SPECIALIST

A Hyūga takes their fighting stance, ready for the assault When creating a Taijutsu Specialist consider a few things
from the surrounding undead summons from the Dark about the character on a personal level? Do they use
shinobi standing just on the other side of the ridge, the Taijutsu as a way to push pass their weaknesses and
Hyūga leaps from undead to undead, striking them each surpass their rivals? Do they use Taijutsu as a way to give
with unmatched precision taking them down one by one themselves discipline and teach themselves patience?
with 1 or two precise strikes.
What made the character so bound to learning so many
A clanless girl in the heat of battle creates an varied and useful Taijutsu techniques and
unorthodox stance, and readies for her training session. what drives them to learn more? Did
Her team assaults her as she parries, dodges and they train under another very skilled
counters each one with a graceful swing of her arms and Shinobi? Or did they become enamored
legs as she then follows each one with a powerful strike by the people around them and want to
knocking each training member back. emulate their skills and techniques?

These shinobi, different as they might be, are QUICK BUILD
connected by one common factor, they are masters in
the field of Taijutsu. While others are able to use Taijutsu You can make a Taijutsu Specialist
techniques they learn with some level of mastery, the quickly by following these
Taijutsu Specialists are the absolute masters of unarmed suggestions. First, put your
combat and technique. They are able to take the concepts highest ability score in Strength or
of the Taijutsu they have and accelerate it to new heights Dexterity, followed by Constitution.
and unmatched levels. Second, choose the Hyūga, Sarutobi,
Inuzuka, Uchiha or Non-Clan, Clans.
CHARACTER INSPIRATIONS

When designing this class, it was built with the intent to
allow players to utilize different types of Taijutsu and
stances, allowing for a variety of fighting styles as
shown in the Naruto series and other Manga series.
Players would be able to match or exceed their allies in
combat, close range and even close distance better than
most other classes are able. The characters this class is
pulling inspiration from are as follows: Rock Lee, Might
Guy, Neji Hyūga, Hinata Hyūga, and Killer B

105

CLASS FEATURES Unarmed Combat

As a Taijutsu Specialist, you gain the following class Also 1st level, your practice of martial arts gives you
features. mastery of combat styles that use unarmed strikes and
Taijutsu Specialist weapons, which are Tonfas,
HIT POINTS Nunchaku, Quarterstaffs, Combat bracers, and Iron
Claws.
Hit Dice: 1d12 per Taijutsu Specialist level
Hit Points at 1st Level: 12 + your constitution modifier You gain the following benefits while you are unarmed
Hit Points at Higher Levels: 1d12 (or 7) + your or wielding only Taijutsu Specialist weapons:

Constitution modifier per Taijutsu Specialist level • You can use Dexterity or Strength for the attack and
after 1st. damage rolls and Save DC calculation of your unarmed
strikes, Taijutsu Specialist weapons, Taijutsu and the
CHAKRA POINTS Martial Arts Skill

Chakra Dice: 1d6 per Taijutsu Specialist level • You can roll a d6 in place of the normal damage of
Chakra Points at 1st Level: 6 + your constitution your unarmed strike or Weapons that you are
proficient with. This die changes as you gain Taijutsu
modifier Specialist levels, as shown in the Unarmed Combat
Chakra Points at Higher Levels: 1d6 (or 4) + your column of the Taijutsu Specialist table.

Constitution modifier per Taijutsu Specialist level • When you use the Attack action with an unarmed
after 1st. strike or a Taijutsu Specialist weapon on your turn,
you can make one unarmed strike as a bonus action.
PROFICIENCIES
TAIJUTSU STANCE
Armor: Light armor, medium armor
Weapons: All Simple and Martial Weapons Finally, beginning at 1st Level you adopt a particular
Ninja Tools: Disguise Kit, Trapper Kit Taijutsu Stance. Choose one of the Taijutsu Stances
Saving Throws: Strength, Dexterity located in Chapter 13: Customization Options; You Can’t
Skills: Martial Arts, Athletics Choose two from take a Taijutsu stance more than once.

Acrobatics, Chakra Control, History, Insight, COMBO STRING
Investigation, Nature, Stealth, Perception, Medicine
Starting at 2nd level, your training allows you to string
EQUIPMENT together different attacks that others could only hope to
achieve. This is represented by a number of Combo
You start with the following equipment, in addition to Points. Your Taijutsu Specialist Level Determines the
the equipment granted by your background: number of Points you have as shown in the Combo Points
Column of the Taijutsu Specialist Table. You can spend
• (a) No Armor or (b) Padded Armor or (c) Combat these points to fuel various Combo features listed below.
Jacket
When you spend a Combo point, it is unavailable until
• (a) 1 Tonfa or (b) 1 Nunchaku or (c) Combat Bracers or you finish a short rest. You must spend at least 1 hour of
(d) Iron Claw rest meditating to regain your Combo points.

• (a) One Kunai stack or (b) One Shuriken stack When you cast a Taijutsu that doesn’t have the
• (a) 2 Paper Bombs or (b) 2 Flash tags Bukijutsu Keyword and hit at least twice with a single
• 1 Smoke Bomb casting or at least 2 or more creatures fail their saving
throw against your Taijutsu, you recover one combo
JUTSU CASTING point per additional successful Taijutsu attack or failed
save after the first. You can recover up to three combo
NINJUTSU points this way per turn.

Ninjutsu save DC = 8 + your proficiency bonus + your Unarmed and Taijutsu Specialist Weapon Attacks you
Intelligence modifier make have a +1 bonus to attack and damage rolls. This
bonus becomes a +2 at 11th level and a +3 at 15th level.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier Additionally, you can spend Combo Points to fuel your
Taijutsu. For each Combo Point you Spend you treat that
GENJUTSU spent combo point as 1 Chakra. If you would spend
Combo Points this way to cast a Taijutsu with the Combo
Genjutsu save DC = 8 + your proficiency bonus + your or Finisher keywords, you may reduce its cost by -1.
Wisdom modifier
FLURRY OF BLOWS
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier After you take the Attack action on your turn, you can
spend 1 Combo point to make two unarmed strikes as a
TAIJUTSU bonus action.

Taijutsu save DC = 8 + your proficiency bonus + your PATIENT DEFENSE
Strength modifier
You can spend 1 Combo point to take the Dodge action as
Taijutsu attack modifier = your proficiency bonus + your a bonus action on your turn.
Strength modifier

UNARMORED DEFENSE

Beginning at 1st level, while you are wearing no armor,
your AC equals 10 + Half your Proficiency (rounded
down) + Dexterity Modifier + Wisdom Modifier.

106

EXTENDED TAIJUTSU PERFECT SELF

Immediately after you use an unarmed attack on your You’ve gained perfect control over your body. Beginning at
turn, you can spend 1 Combo point to use a Taijutsu, as a 20th level, your Strength or Dexterity (Choose one) and
Bonus Action that has a casting time of 1 Action. You can Wisdom increase by 2. Your maximum for those scores
gain this benefit once per turn. increases by 2. Additionally, when you roll for initiative and
have no Combo points remaining, you regain 3 Combo
STEP OF THE WIND points.

You can spend 1 Combo point to take the Disengage or Dash
action as a bonus action and your jump distance is doubled
until the end of your turn.

ENHANCED MOVEMENT

Also, at 2nd level, your speed increases by 10 feet while not
wearing Heavy Armor. This bonus increases when you reach
certain Taijutsu Specialist levels, as shown in the Taijutsu
Specialist table.

TAIJUTSU STYLE

At 3rd level you learn a Combat style that fits in with how
you view combat and encompasses your overall approach
towards Taijutsu. Your Style grants you feature at 3rd Level
and again at 6th, 10th, 14th & 17th Levels

ABILITY SCORE IMPROVEMENT/FEAT

When you reach 4th and again at 8th, 12th, 16th, and 19th,
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 ability score above 20 using this feature.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Attacks
you make with the Attack action count as chakra enhanced.

UNSHAKABLE WILL

At 7th Level, you can use your Action to end one effect on
yourself causing you to be charmed or frightened.

SUPREME EXTRA ATTACK

Beginning at 11th level, when you use the flurry of blows
feature, you instead make 3 unarmed strikes instead of 2.

MASTER OF EVASION

At 13th level, your Instinctive Agility lets you dodge out of
the way of certain area effects. When a Jutsu allows you to
make a Dexterity save to take only half damage, you instead
take no damage if you succeed on a saving throw, and
only half damage if you fail.

PERFECT BODY, PERFECT MIND

At 15th level, your intense training grants you
proficiency in two additional saving throws of
your choice. Additionally, whenever you make a
saving throw, add your Wisdom modifier to the
saving throws of ability scores you are not
proficient in. You may add half your Wisdom Ability
Modifier to saving throws you are proficient in
(Rounded down). Also, whenever you make a saving
throw and fail, you can spend 1 combo point to reroll
it and take the new result. You can reroll saving throws
in this way once per turn.

107

TAIJUTSU STYLE DISTURBING ENDURANCE

DISTURBANCE Beginning at 17th Level, you’ve learned how to recoup your
lost stamina and energy far more efficiently than before.
Taijutsu Specialists who Blend their style with the Art of When you would regain combo points as a result of casting a
Disturbance have a level of trickery mixed into their Taijutsu, you may instead regain up to 5, instead of up to 3.
fighting. They Focus on overwhelming their enemies with
a flurry of attacks from multiple angles at once using both
Armed and Unarmed options. You can break, even the most
perfect defense.

BLINDING SPEED

When you choose this Style, starting at 3rd Level, you focus
on overwhelming your enemies with more than they could
conceivably handle at one time. By Spending 2 Combo
Points, you are able to Gain an additional Bonus Action &
Increase your Movement speed by 10. This can only be done
once Per turn and costs no Action.

Beginning at 17th level, your martial speed eclipses
anyone who would consider themselves your rival. when
you would gain the benefit of the Extended Taijutsu
Flurry technique, you can spend 1 combo point to gain an
additional Bonus action which you can only use to cast a
Taijutsu Finisher.

DISTURBANCE FLURRY

Also, at 3rd Level, you learn to break your opponent's
combat Flow using your Mastery over Combos using 2 new
Techniques using your Flurry of Blows.

Additionally, while gaining the benefit of Unarmed
Defense or Perfect Body, Perfect Mind you may instead use
Charisma in place of Wisdom.

Shatter. You may spend 1 Combo Point to use your Flurry of
Blows as a Reaction to a Creature attempting to cast a
Jutsu within 15 Feet of you. You may move up to half
your movement speed and begin striking their Vital
points and open defenses with precision meant to
prevent their action. On a Hit, Target Creature Must
succeed a Constitution Saving throw or the jutsu effect
immediately ends. Chakra is still spent if the Jutsu ends
this way.

Unstable Core. After you use your action to cast a Taijutsu,
you may Spend 1 Combo point to use your Flurry of
Blows as a Bonus Action. On any hit of this Flurry of
Blows, target Creature must succeed a Strength
saving throw, or be knocked prone.

UNTOUCHABLE

Starting at 6th Level, you are able to spend 1 Combo
Point to prevent Attacks of opportunity against you
until the start of your next turn.

UNMATCHED REFLEXES

Starting at 10th Level you learn to react more
often preventing situations before they even start.
You may Spend 1 Combo Points, to gain the use of an
additional Reaction this round. This can only be done once
per round.

DEBILITATING BARRAGE

At 14th Level you’ve gained the knowledge to temporarily
inhibit a creatures Fortitude by striking a series of pressure
points. Whenever you hit a creature with two or more
attacks granted by a flurry of blows, you can spend 3 Combo
points to force the creature to make a Constitution saving
throw vs your Taijutsu Save DC. On a failed save you cause
the creature to become vulnerable to a damage type of your
choice. This effect lasts until the next instance of damage of
that type that affects them.

108

IRONCLAD IRON HEART

The Taijutsu specialist who prefer brute strength and Starting at 6th level, you've become comfortable
impenetrable defenses over ninjutsu or genjutsu are fighting behind your defenses, and have gained the skill
known as the Ironclad. These shinobi can be seen as and courage needed to use yourself as a shield for your
Knights or Warriors who rely on the fortitude of their allies.
armor, their bodies and most importantly, their
willpower to be an unbreakable wall in the forefront of As a Reaction, when a creature within 5 feet of you is
conflicts. hit by an attack that deals any type of damage other than
psychic, you may dive in front of them, using your armor
IRONCLAD and shield to take the brunt of the force. The damage is
first reduced by your Unarmed Combat die + half of your
When you choose this style starting at 3rd level, your Taijutsu Specialist level. Rather than the initial target,
passion for protection has borne fruit. You gain the attack hits you regardless of your AC or other
proficiency in Heavy Armor, and the Armor smith’s Kit. abilities.
While wearing heavy armor, you still gain the benefits of
Enhanced Movement. At 14th level, you may also target an ally who is no
further than your maximum movement speed. When you
Additionally, your research in metallurgy has allowed do you move towards them ending your movement
you to create an item no other shinobi could or would adjacent to them in a space that can hold you.
consider making; A Shield. Your Shield is a piece of
equipment that you gain proficiency in and requires a Additionally, you can now target an ally who is in the
minimum 14 Strength to gain the benefits of if you are area of effect of a jutsu like Fireball. When you do, your
proficient. Your Shield has 3 Enhancement slots but can ally automatically passes their save taking no further
only carry one Seal. If your shield is ever lost or effect, and you gain disadvantage on your save.
destroyed, you may craft an exact copy of the previous
one using 100 ryo and 1 week of downtime. You may only IRON WILL
benefit from one shield at a time.
Starting at 10th level, you have conditioned yourself to
This shield has the following statistics; allow nothing to distract you from your one purpose on
the field of battle: Protection.
IRON CLAD SHIELD
You may use your Unshakable Will class feature as a
Armor Name AC Bulk Properties bonus action, and you gain immunity to the Berserk
Iron Clad Shield +2 1 Bulk Blocking, Light condition.

IRON COMBAT Additionally, you gain a number of additional
reactions equal to half of your proficiency bonus, that
Also, at 3rd level, you learn to leverage your unique can only be used to use your Iron Heart feature.
method of protection in the heat of combat, gaining new
ways to use your Combo Points. While wielding your IRON FURY
Shield, you gain access to the following new Combo
String techniques. Starting at 14th level, you no longer stand idly by while
your allies are hurt. Once per Short rest, as an action, you
Interpose. When you use Patient Defense, you may may spend 7 combo points to enter a combat trance for 1
instead grant the benefits of the Patient Defense minute, devoting your mind, body, and soul to safeguard
Combo String, to no more than two creatures within 5 your friends, and show your enemies retribution. You
feet of you until the start of your next turn. They only gain the following benefits for the duration;
retain these benefits while they are within 5 feet of
you. • You have resistance to all Damage except Psychic
damage.
Shield Bash. When you hit a creature with one of the
attacks granted by your flurry of blows, you may • When you use your Iron Heart Feature, you may take
choose to shield bash. When you do, you perform the the attack action against the triggering creature as a
Shove Action making your Ability checks at advantage. part of the same action.
If you are successful, you deal your unarmed damage
and the target creature becomes dazed until the • Your Shield Provides you a +1 Bonus to AC while
beginning of their next turn. holding it.

Shield Throw. As a bonus action, you can spend 1 Combo IRON FLOW
Point. When you do, you make an unarmed attack
targeting a creature you can see within 60 feet of you Beginning at 17th level, you've mastered controlling
as you launch your shield at them. On a hit, you deal your stamina for important moments in a fight.
twice your unarmed damage. This attack counts as an Whenever you use your Iron Heart feature and you are at
Unarmed attack for the purpose of Features and Jutsu. or below half of your maximum combo points, you
Your shield returns to you, regardless if you hit or regain 2 combo points.
miss.

109

NIN-TAI Elemental Crush. When you would deal damage with a
Taijutsu cast using Extended Taijutsu, you may spend
The Taijutsu specialist who Blend their style with Ninjutsu 1 combo point to deal additional damage of your
open up a world of unpredictability and technique. They chosen element to the target creature. This damage is
have found ways to further augment their body beyond equal to 2 times your Constitution or Intelligence
simple Taijutsu, but instead coating their body in a given Modifier (Your choice)
Nature Releases and magnifying their strength and greatly
increasing their potential. ELEMENTAL CLOAK

NATURE ENHANCED COMBAT Starting at 6th level, you have learned to manifest your
Elemental chakra into a full-blown chakra cloak that
When you choose this style starting at 3rd level, you have erupts off of your body. When you would gain the
focused your effort on harnessing your innate Nature benefits of Nature Enhanced Combat you gain the
Release. Select one Nature Release (Earth, Wind, Fire, following boosts to each Nature Release;
Water, or Lightning Release). You gain the ability to cast
Ninjutsu with the corresponding Keyword. • Earth Release: Dust, gravel and other earthen
substances begin to form from the force of your
By spending 2 Combo Points as a bonus action, you chakra alone, as they spin around you harmlessly. You
enhance your body with the Chakra of the corresponding gain resistance to Earth, Bludgeoning, and piercing
Nature release granted by this feature. You benefit from Damage.
these effects for the next minute.
• Wind Release: Wind whips around you violently. You
• Earth Release: Your body becomes hardened similar to gain Resistance to Wind and Slashing Damage. Also,
that of stone. Your unarmed attacks deal earth damage. gas, mist, rain and smoke cannot be sustained while
You gain Temporary hit points equal to your Taijutsu within 10 feet of you
Specialist Level.
• Fire Release: Your body becomes wreathed in flames
• Wind Release: Your body becomes as light as a gentle of any color you desire. You become resistant to Fire
breeze. Your unarmed attacks deal wind damage. When Damage and once per turn, whom you touch by any
you successfully hit a creature twice in the same turn, the means takes fire damage equal to your Constitution
next time the target would make a Strength saving throw, modifier.
they make it at disadvantage.
• Water Release: Your body generates powerful gales of
• Fire Release: Your body becomes hot to the touch. Your water that spirals around you. You become resistant to
unarmed attacks deal fire damage. Your unarmed attacks Cold Damage and once per turn when you would make
deals additional damage equal to your Constitution a saving throw using Strength, Dexterity, or
Modifier. Constitution you may add your Unarmed combat die.

• Water Release: Your body becomes cool to the touch. Your • Lightning Release: Your body becomes clad in
unarmed attacks deal cold damage. Your unarmed attacks compressed lightning that oscillates around your body
gain the Reach 1 and Deadly properties. to violently that you can hear the lightning. You gain
resistance to lightning Damage and when you would
• Lightning Release: Your body gives off a soft static with take the dash action by any means, you instead
occasional jolts of harmless electricity. Your hair also quadruple your movement speed.
stands up when excited or upset. Your unarmed attacks
deal lightning damage. Your unarmed attacks gain the ELEMENTAL ARMOR
Critical and Blocking Properties.
Beginning at 10th level, you learn to modify your Taijutsu
ELEMENTAL COMBAT further using hyper compressed Ninjutsu. As a Reaction
on your turn, you may spend 2 combo points to cast a
Also, at 3rd level, you learn to harness your new Elemental Ninjutsu with the same Nature Release keyword that
Chakra to better enhance your combat potential when your Nature Enhanced Combat class feature is generating.
utilizing combo’s that work alongside your Extended When you do, instead of casting the jutsu normally, you
Taijutsu. store the jutsu into your body, read to be released into a
single strike. You can maintain this stored jutsu for up to
When using a Taijutsu while gaining the benefits of the 1 minute.
Nature Enhanced Combat class feature the taijutsu used While a Jutsu is stored into your body, you gain
gains the Nature Release Keyword you chose and deals that additional benefits based on the Nature Release.
nature release keywords corresponding damage type (Water
= Cold), from the Nature Enhanced Combat class feature. You • Earth Release: Reduce damage received by an amount
also gain further abilities by enhancing your assault with equal to half your Taijutsu Specialist Level.
flurry of blows, or defending yourself with patient defense.
• Wind Release: Attacks targeting you are made at
Elemental Recall. Whenever a creature misses you, while disadvantage.
gaining the benefit of Patient Defense and the Nature
Enhanced Combat class feature, you may as a reaction • Fire Release: Your unarmed attacks deals additional
immediately make an unarmed attack against the damage equal to your Intelligence Modifier (Min 1.)
triggering creature. On a successful hit, you regain 3
combo point. • Water Release: A Creature that makes a Saving throw
against a Taijutsu you cast makes their saving throw at
Elemental Rush. Whenever you hit a creature with one of the disadvantage.
attacks granted by your flurry of Blows, while gaining the
benefits of your Nature Enhanced Combat class feature, • Lightning Release: You gain a bonus to your AC equal
you may spend 1 combo points allowing you to use your to your Constitution or Intelligence Modifier (Pick
Flurry of Blows as a Reaction immediately after this use of one).
flurry of blows ends at no additional combo point cost.
As an Action make an unarmed attack, targeting a
creature withing 5 feet of you, on a successful hit, you
release your stored jutsu, creating a singular
compressed, controlled explosion of elemental chakra.

110

A jutsu released this way immediately deals its damage You gain additional benefits based on your chosen
and any additional effects the target makes the normal Nature Release;
saving throw at disadvantage vs your Taijutsu save DC.
A Jutsu stored that doesn’t deal damage as a part of its • Earth Release: Your durability and stamina become
initial activation or written effect, instead deals damage unmatched. As a Bonus Action, you can spend 1 Combo
equal to its Rank; Once a stored jutsu has been released, Point to restore all Temporary Hit Points granted by
you lose all the benefits this feature grants for storing it. your Nature Enhanced Combat class feature.
(D-Rank: 3d6, C-Rank: 5d6, B-Rank: 7d6, A-Rank: 9d6,
S-Rank: 11d6) • Wind Release: The wind chakra that surrounds you
cuts through all manners of defense. Taijutsu cast
ELEMENTAL RECHARGE with Extended Taijutsu ignores Resistance and treats
Immunity as Resistance.
Beginning at 14th level, you have learned to convert your
chakra into the energy needed to perform more combos • Fire Release: Your ferocity and explosive power
and keep the attacks flowing. You compress a massive matches the fire surrounding you. Once per turn, when
store of chakra revitalizing your stamina. As a Reaction, you would take the Attack Action, you can make two
you may spend 20 chakra. When you do, you regain all additional attacks.
spent Combo Points. You may do this once per short rest.
• Water Release: You’ve gained a deeper control of the
WRATH OF NATURE water both inside and outside your body as it
reinvigorates your muscles and protects them from
Starting at 17th level, you have mastered the art of outside forces. You gain immunity to the Slowed and
Blending Ninjutsu and Taijutsu. While you are gaining Weakened conditions.
the benefit of your Elemental Armor class feature you
gain the following benefits; • Lightning Release: Your speed comes much more
naturally to you as you follow the invisible static
• Taijutsu with your chosen Nature Release Keyword currents of electricity through the air. Step of the Wind
have their cost reduced by 2 and gains a bonus to no longer takes Combo Points to use and can be used
damage rolls equal to your Ninjutsu ability modifier. as a Reaction on your turn.

• The bonus to Unarmed and Taijutsu Specialist Weapon
Attacks from the Combo String feature applies to
Taijutsu with your chosen Nature Release Keyword.

• When a creature hits you with a melee attack, they
take damage equal to half your level of a type equal to
your chosen nature releases damage type (Water =
Cold).

111

PASSIONATE YOUTH 8 INNER GATES

Taijutsu Specialists who blend their style with the Passion Starting at 6th Level, you learn how to access the 8 inner
of Youth exude a level of charisma unmatched by most in gates. This is an extremely dangerous technique but the
the world of Taijutsu, but they also have a level of dedication benefits sure balance out with the risks. You gain the ability
that overshadows most. With the Conviction to master the 8 to unlock 3 gates of the 8 that exist. You learn to unlock
Gates, the Passion of Youth is never to be underestimated. more gates at 10th, 14th, and 17th Levels.

FISTS OF IRON Each Gate is released on its own, and provides its own
benefits and detriments. Each Inner gate has a maximum
When you choose this Style starting at 3rd level, you focus duration of 1 minute after which you immediately end the
all of your effort on mastering hardening your fists, elbows, gates activation and gain any detriments you would
and other parts of your body until they feel like Iron while in normally gain.
combat. Once per turn, your Unarmed Strike deal an
additional die of damage. This Damage increases as you gain While active you cannot cast or maintain concentration
levels in this class based on the Fists of Iron Strike damage on any Ninjutsu or Genjutsu.
chart. Please Refer to the 8 Inner Gate Chart to See which Gates are
unlocked at which levels and the benefits/detriments they
FIST OF IRON BONUS DAMAGE CHART bring with each gate.

Level Damage Die Benefits and detriments stack both while active and upon
3rd 1d8 ending the forms. You can end the activation of any gate but
6th 1d10 the 8th gate as a bonus action, taking on accumulated
10th 1d12 exhaustion from each previous gate all at once.
17th 2d6
When you would end the 8th gate of Death, you turn to
ENHANCED FLURRY ash, unable to be revived by any means.

Also, at 3rd level, you learn to break your opponent’s guard IRON HEART FORTITUDE
with overwhelming power and force using two new
techniques that work alongside your Flurry of Blows. Beginning at 10th Level, while gaining the benefits of your 8
Inner gates feature, and you are in the 3rd Gate of Life or
Open hand Technique. Whenever you hit a creature with one above, you are immune to the Effects of Exhaustion,
of the attacks granted by your flurry of blows, it must Weakened and Slowed. You suffer the effects whenever you
make a constitution saving throw or it can’t take are no longer gaining the benefits of the 8 Inner gates.
reactions until the end of your next turn.
Also, at 10th level, as a Full Turn Action, and by reducing
Chakra Enhanced Blows. You channel chakra into your hands your movement speed to 0, you can immediately assume up
enhancing your blows even further. You can spend 1 to the 5th gate, gaining all previous gates benefits and
Combo Point to deal an additional 1d6 damage for each detriments as well. You can do this twice per long rest.
strike that hits with your flurry of blows.
PASSIONATE NAPS

Beginning at 14th Level, when you would take a short rest,
you recover 1 rank of exhaustion, Weakened and Slowed.
You gain the benefit of this feature twice, before you need a
long rest.

TRIED AND TRUE RESTS

Beginning at 17th level, when you would gain the benefit of
a long rest, you recover up to two ranks of exhaustion,
Slowed, and Weakened instead of one.

8 INNER GATES

Level Gates Casting Time Benefit Detriment
-
6th 1st Gate of Opening Action STR +2, Speed +10 -
Exhaustion +1, Weakened 1 Hour
6th 2nd Gate of Healing Bonus Action STR +2, Heal 2 Hit Die Exhaustion +1, Slowed 1 Hour
Exhaustion +1, 1d12+1 Damage each round while active
6th 3rd Gate of Life Action STR +4, Speed +10, AC +1 Exhaustion +1. 1d12+3 Damage end of turn while active
Exhaustion +1, 1d12+5 Damage end of turn while active.
10th 4th Gate of Pain Action CON +2, Speed +10 Exhaustion +1, 1d12+7 Damage end of turn while active.
Remains in form a Number of rounds Equal to Con Modifier
10th 5th Gate of Limit Bonus Action STR +4, Speed +10, AC+1, Extra Action

14th 6th Gate of View Action STR +6, Con +2

14th 7th Gate of Wonder Bonus Action STR +6, AC +1

17th 8th Gate of Death Action STR +6, Con +2, Double Speed, AC +2, Extra
Action.

112

RIGHTEOUS FURY UNSTOPPABLE FURY

Taijutsu Specialists who blend their style with Righteous Beginning at 14th level, your Chakra Frenzy is so fierce
Fury tend to be brutal with their strikes. Though they that it ends early only if you fall unconscious or if you
traditionally protected large monasteries, they have sense choose to end it.
passed their techniques on to the next generation of
shinobi. Their training has instilled them with a burning Additionally, when you roll a 1 or 2 on an Unarmed
passion that makes them extremely powerful in short Combat damage die, you can reroll the die and must use
bursts. the new roll, even if the new roll is a 1 or 2.

CHAKRA FRENZY FURY OF THE RIGHTEOUS

When you choose this style starting at 3rd level, you gain Beginning at 17th level, your passionate anger has
the ability to focus your chakra into a frenzy of berserker reached a zenith so pure, that others who follow this
energy, provided that you aren't wearing heavy armor. It path can only ponder how it is you attained this level of
empowers you with supernatural combat skills. wrath.

You can spend 2 combo points and use a bonus action While you are gaining the benefits of your Chakra
to enter a Chakra Frenzy for 1 minute, gaining the Frenzy class feature, you have become unstoppable. For
following benefits: the duration of the Chakra Frenzy your speed cannot be
reduced, and you are immune to the Berserk, Charmed
• You have advantage on Strength Ability checks and and frightened, paralyzed, and stunned conditions.
Saving throws. If you are frightened, paralyzed, or stunned, you can still
take your bonus action to enter your Chakra Frenzy,
• When you make melee weapon attacks using Strength or immediately ending the aforementioned effects.
Dexterity, you gain a bonus to damage rolls equal to
1/3rd of your Taijutsu Specialist level (Rounded up). You
choose which ability score when you enter your chakra
frenzy.

• You have resistance to bludgeoning, piercing and
slashing damage.

While your Chakra Frenzy is active, you can only
maintain concentration on Jutsu with a range of Self.

Your Chakra Frenzy ends early if you are knocked
unconscious or if your turn ends and you have not
attacked a hostile creature or forced one to make a
saving throw or you have not taken damage since then.
You can also, end your Chakra Frenzy on your turn as a
bonus action.

FORCE OF RAGE

Starting at 6th level, you have imbued your frenzy
with your own chakra to add additional effects to it.
Choose a jutsu you know with a casting time of 1
action or 1 bonus action, a range of self, and that lasts
for at least 1 minute, with or without concentration.
When you activate your Chakra Frenzy, you can
spend additional combo points to cast your chosen
jutsu as part of the same bonus action based on the
rank of the jutsu casted.

(D-Rank: 1 Combo Point, C-Rank: 2 Combo Points,
B-Rank: 3 Combo Points, A-Rank: 4 Combo Points,
S-Rank: 5 Combo Points.)

When cast in this way, you do not need to pay any
chakra cost to maintain your concentration on it, and
you can concentrate on it while your Chakra Frenzy is
active. You can switch this jutsu when you gain a level
in this class.

RELENTLESS FURY

Starting at 10th level, your fury can keep you fighting
despite grievous wounds. If you drop to 0 hit points
while your Chakra Frenzy is active, you do not die or
fall unconscious immediately. Instead, you make a
DC 10 Constitution saving throw. If you succeed, you
drop to 1 hit point instead. Each time you use this
feature after the first, the DC increases by 5. When
you finish a short or long rest, the DC resets to 10.
When you reach 17th level, each time you succeed on
this saving throw, your fury further invigorates you,
granting you advantage on any attacks you make
until the end of your next turn

113

RUIN PUSH THROUGH IT

Taijutsu Specialists who take shinobi prosthetics, tech, Starting at 10th level, by spending 1 Combo point, you
or augments and use them to enhance their martial gain resistance to the damage type corresponding to
prowess are known as “Ruin”. They incorporate devices your chosen nature release for 1 minute. If you have
to harness their chakra for them, allowing them to fight resistance from another source, such as another feature
with one less thing to focus on and worry about. or a jutsu, you reduce damage taken by the chosen
damage type by 3. (This damage reduction occurs after
BATTLE READY resistance has been applied.)

When you choose this style starting at 3rd level, through Additionally, whenever you use a Taijutsu with the
intensive research, trial and error, or sheer dumb luck, finisher keyword, you may spend 1 combo point to
you have discovered a way to enhance your Taijutsu, change the damage type to one corresponding to your
through a Catalyst for your chakra, which you wear on chosen nature release.
your person either on your armor, or as a part of your
daily attire. This Catalyst’s design is one of your DEADPOOL
description. They can be vented boots, or special gloves.
With this catalyst, you can weave it into your clothing Beginning at 14th level, you've perfected your ruin
over the course of 1 hour. Once complete, you gain the taijutsu to continuously rock your enemies to their
following benefits; cores, even in the midst of direct assault. Whenever you
are subject to an attack or effect that would deal damage
• +1 Bonus to AC, if integrated into Light or Medium to you, you may use your reaction spend combo points to
Armor. reduce the amount of damage taken by an amount equal
to 5 x the number of combo points spent. Record the
• When making Constitution (Chakra Control) Ability damage reduced, adding all damage reduced using this
checks, you may add your unarmed combat die to the feature, up to a maximum amount equal to 3 times your
roll. Taijutsu Specialist level. This recorded value is called the
“Deadpool”.
• When you would take Chakra Damage, or have your
chakra reduced by a hostile effect or creature, you While you have a value recorded in the Deadpool, you
reduce the amount of chakra lost, by 1. This protection gain access to 2 special actions. You may use either of
increases as you gain levels in this class, becomes 2 at these actions once before you must complete a short or
9th, 3 at 14th, and 4 at 20th. long rest. If 1 Minute passes, you are incapacitated, or
knocked unconscious you take force damage equal to the
• You gain the benefits of the Enhanced Movement Class total value of your Deadpool. Damage taken this way
feature even if wearing Light or medium armor. cannot be reduced by any means as the stored chakra
explodes with you at the epicenter.
ELEMENTAL SPECIALIZATION
At 17th level, you may instead use these actions a
Also, at 3rd level, Choose a Nature Release Keyword. You number of times equal to your Taijutsu Ability Modifier
gain a Jutsu with the chosen keyword that you qualify per long rest.
for. This jutsu is sealed into your Catalyst, meaning you
cannot cast this jutsu without having access to it. You AMASS
may select another Jutsu with the same keyword at 6th,
9th, 13th, and 17th levels. Jutsu gained this way do not As a Reaction, to being hit with an attack or forced to
count against your known jutsu limit as they are all make a saving throw that would deal damage as a result
sealed inside and cast from, your catalyst. of a jutsu, you may spend all of the Deadpool. When you
do, you gain temporary hit points equal to the Deadpool.
Additionally, Ninjutsu cast from your catalyst ignore If you have left over Temporary hit points after the
the Hand Seal (HS) and Chakra Molding (CM) conclusion of the attack or jutsu, you release a surge of
components when casting them. chakra. All creatures within 15 feet of you, of your choice
must succeed a Strength Saving throw vs your Taijutsu
Finally, when you cast a Ninjutsu from your Catalyst, save DC. On a failed save, they take twice the remaining
you may spend a number of Combo Points equal to the temporary hit points as damage of a type that
rank of the ninjutsu cast. When you do, you may use your corresponds with the Nature Release chosen in your
Taijutsu Attack bonus, Save DC and Ability modifier for Elemental Specialization., or half as much on a success.
all of the jutsu’s calculations. All remaining temporary hit points vanish afterwards.

(D-Rank: 1 Combo Point, C-Rank: 2 Combo Points, B- UNLEASH
Rank: 3 Combo Points, A-Rank: 4 Combo Points, S-
Rank: 5 Combo Points.) When you hit a creature with a Taijutsu attack, you may
spend your Deadpool. When you do, you deal additional
UNRELENTING ASSAULT damage equal to your Deadpool of a type that
corresponds with the Nature Release chosen in your
Starting at 6th level, you've honed your relentless Elemental Specialization class feature.
combat style to a point where you can easily follow
through with your attacks, even when your enemies try UNBREAKABLE
their best to resist.
Beginning at 17th level, you've honed your body into an
Once per turn, when you miss with an attack, the unstoppable force for your foes to break upon. Increase
target takes damage equal to your unarmed combat die + your Constitution Score by 2, your maximum for this
your Taijutsu ability modifier. score also increases by 2.

114

STANCER STANCE BLENDING

Taijutsu Specialists who take specialize in multiple Starting at 10th level, you may select one Taijutsu Stance
stances, are known as “Stancers” able to jump back and that you do not know. Additionally, by spending 2 Combo
forth between multiple stances, mixing and matching Points, you can gain the benefit of up to 3 Taijutsu
them to maximize their martial effectiveness and stances Simultaneously for the next minute.
potential.
Additionally, while gaining the benefit of two or more
MIXED MARTIAL ARTS Stances, you add both your Strength and Dexterity
modifier to the damage of unarmed attacks.
When you choose this style starting at 3rd level, you may
learn one Taijutsu Stance found in Chapter 13: STANCED COMBAT
Customization Options that you do not know. While in
any Taijutsu stance, you may spend 1 Combo Point to Beginning at 14th level, you've perfected fighting with
gain the benefit of a Second Taijutsu Stance that you multiple stances at once.
know, simultaneously for the next minute.
If you are gaining the benefit of a stance that has a
COMBO BREAKER special ability, that you can use as a Bonus action such as
the Serpent Fist’s bonus action ability, or the Dragon
Also, at 3rd level, you learn to combo your attacks Fist’s bonus action ability, you can instead spend 1
together into a flurry of attacks, strikes, dodges, and Combo point to perform it as a part of your Attack
feints, never letting up and never giving them any form action, at no additional cost.
of reprieve. This takes shape in the form of four new
Combo’s listed below; If a stance you are benefiting from has a special ability
that requires An Action, or Full Turn Action, you can
ALPHA COUNTER instead spend 1 combo point to perform it as a Bonus
action, once per turn.
While you are gaining the benefits of Patient Defense,
when a creature misses you with an attack, you may as a THE STANCER
reaction spend 1 Combo point. When you do, you may
immediately perform a Flurry of Blows. If you do, you Beginning at 17th level, you have become an absolute
immediately lose the benefit of Patient Defense. master at combining stances into a blended mix. Your
Unarmed Strikes also gain the Critical, Deadly, and
DODGE CANCEL Blocking property.

When you hit a creature with at least two unarmed The cost of Stance Blending is reduced by 1 Combo
attacks, or weapon attacks using Taijutsu Specialist Point.
weapons, the same turn you use Flurry of Blows you can
spend 1 Combo point to use Patient Defense. Additionally, while gaining the benefit of your Stance
Blending feature, you may add your Wisdom modifier to
WAVE DASH the damage of Taijutsu Attacks that add your Taijutsu
Ability Modifier.
While you are gaining the benefits of Step of the Wind, if
your movement would provoke an attack of opportunity, Credit: Granblue Fantasy
you can spend 1 Combo point. When you do, you may
immediately perform a Flurry of Blows targeting the same
creature that is performing an attack of opportunity.

VANISH

While you are gaining the benefits of Step of the Wind, if a
creature would perform a reaction, you can spend 1
Combo point. When you do, you teleport to a space within
5 feet of the triggering creature that can hold you.

MUSCLE MEMORY

Starting at 6th level, your study of martial arts and their
respective stances have become all encompassing,
allowing you to make use of the knowledge mid combat.

By spending 1 Combo points, select one hostile creature
you can see, and make a Martial Arts Ability Check, using
either Strength or Dexterity (Your choice.) vs a DC (8 +
The target creatures Level). On a success, your next melee
attack that hits that creature, adds 1 additional damage
die.

If the result of your Martial Arts Ability Check is 5 or
higher, for every 5 you get over the DC, you increase the
Bonus damage die by +1. You may use this feature a twice
per creature, per short rest.

Beginning at 10th level, when you would use this
feature, you can choose to spend additional combo points
after the first. For every combo point spent this way, you
gain a 1d4 bonus to your Martial arts check.
Beginning at 14th level, this bonus increases to 1d8.

115

TALENT & FOCUS TALENTED ADAPTATION

Taijutsu Specialists who Blend their style with Talent and Beginning at 10th level, when you would complete a rest of
Focus have a level of perfection about them. Their Talent any type, choose one of the following damage types;
comes from hard work, dedication, and a never-ending Bludgeoning, piercing, slashing, force, fire, lightning or cold.
supply of determination to always be better than the You mold and manifest your chakra imitating a small
previous day. With this blend of ideologies and innate skill selection of nature release or weapon shape, enhancing a
You are able to achieve and break limits others thought single attack. On your turn, you can spend 2 combo points.
impossible. When you do, the first melee weapon attack you make
against a creature is treated as the selected damage type
UNNATURAL TALENT and increases the damage dealt by 1 die on a hit. This bonus
lasts until the end of your turn.
When you choose this Style starting at 3rd level, you focus
all of your effort on surpassing the limits of your body, If this feature is used in the same attack with Focused
allowing you to perform more Combos than normally Strike if the target fails by 5 or more, they instead become
possible. You Increase Your Combo points by 3. You Gain paralyzed until the end of their next turn.
more Combo Points than normal as you gain levels in this
class based on the Unnatural Talent Combo Point Chart. UNMATCHED TALENT & FOCUS

Additionally, unarmed attacks you make are treated as if Starting, at 14th Level your patient and reactionary
they have the Critical and Deadly Weapon Properties. fighting style has become stuff of legend. Whenever a
Additionally, you can spend 1 Combo Points to grant creature misses you with an attack, you may spend 1 combo
yourself advantage on all Strength and Dexterity Ability point to use your flurry of blows feature as a reaction.
Checks until the end of your turn
TALENTED BLOW
ENHANCED PATIENCE
Starting, at 17th Level you have learned to take full
Also, at 3rd level, you learn to control the flow of combat advantage of your Focused Strike. When a creature would
when you act defensively and anticipate your enemies suffer the effects of your Focused Strike, you may spend an
attacks You learn 1 of the following combo string features. additional 5 Combo points, dealing 8d10 necrotic damage
At 10th, 14th, and 17th levels you add 1 more. to the stunned creature. You may spend additional combo
points, dealing an additional 2d10 for each additional
Redirected Aggression. When a Hostile creature makes a combo point spent.
melee attack and misses, you may as a reaction,
immediately spend one Combo Point to redirect the Alternatively, if you used both Focused Strike and
missed attack back towards them. Make an Unarmed Talented Adaptation and a creature becomes paralyzed as a
Attack roll. On a hit, the creature suffers their own result, you can spend an additional 5 combo points. When
damage as if they attacked themselves. you do, you deal 8d12 necrotic damage to the paralyzed
creature. You may spend additional combo points, dealing
Shatterpoint. When you use Patient Defense and then make an additional 2d12 for each additional combo point spent.
an unarmed attack after, the target creature must succeed
a Constitution Saving throw, Losing 1 Damage Resistance UNNATURAL TALENT, COMBO POINT CHART
until the end of your next turn.
Level Combo Points
Fractured Stance. When a Hostile creature makes a melee 3rd 6
attack and misses after you used Patient Defense, you 4th 7
may make a single unarmed attack against the creature, 5th 8
this does not cost a reaction. If it Reduces the target 6th 11
creatures HP to 0, You regain 2 Combo points. 7th 12
8th 13
Impatient Defense. When you take the Patient Defense 9th 14
Action, you may Instead grant yourself Advantage on your 10th 16
next Unarmed or Taijutsu attack. 11th 17
12th 18
Deflect Missiles. When you would take damage from a ranged 13th 19
weapon attack, you can reduce the damage dealt by your 14th 21
Unarmed combat die + Your Taijutsu Modifier + Your 15th 22
Taijutsu Specialist Level as a reaction. If you reduce the 16th 23
damage to 0, you can spend 1 combo point to deflect the 17th 24
ranged attack back at the target if they are within 60 feet 18th 25
of you. You make the attack as a Ranged Taijutsu attack, 19th 26
regardless of the attack’s properties. 20th 27

FOCUSED STRIKE

Beginning at 6th level, you can interfere with the chakra
flow in one’s body with a single strike in your opponent’s
open defenses. When you hit another creature with a melee
weapon attack, you can spend 5 combo points to attempt a
Focused Strike. The target must succeed a constitution
saving throw vs your Taijutsu save DC, or be stunned until
the end of their next turn.

116

WEAPON SPECIALIST CREATING A WEAPON SPECIALIST

An Inuzuka draws their twin hand scythes as they then When creating a Weapon Specialist consider
drop a smoke bomb at their feet, and begin to swing a few things about the character in regards
their weapons through the smoke using their artificially to their stance on fighting and how they
created environmental advantage to their benefit. Slicing view ninja tools. Do they use their
and dicing their enemies when they cannot see through weapons as a tool of war or peace? Do
the smoke while the Inuzuka can smell them. they use their weapons as a way to
share their ideals while in combat
A Sarutobi draws their longbow, as they coat it in or is it an extension of themselves?
lightning, firing it off into the sky, creating lightning Do they use their weapons as a way
strikes where the arrow lands striking down their foes to give themselves discipline and
with extreme prejudice. teach themselves patience? Did
they train under another very
These shinobi, different as they might be, are connected skilled Shinobi? Or did they become
by one common factor, they are masters Swordsman, enamored by the people around
bowman and many other tools of the trade in the shinobi them and want to emulate their
world. These weapons define the user, allowing them to skills and techniques?
shift the tides of battle with the edge of a blade of the
knock of a bow, the song of a flying shuriken or the QUICK BUILD
lethality of a flying kunai.
You can make a Weapon Specialist
CHARACTER INSPIRATIONS quickly by following these suggestions.
First, put your highest ability score in
When designing this class, it was built with the intent to Strength or Dexterity, followed by
allow players to utilize different types of Weapons, ninja Constitution. Second, choose the Hyūga,
tools and be able to use that exclusively in a world of Sarutobi, Inuzuka, Uchiha or Non-Clan,
Jutsu and seemingly ranged superiority. This Class Clans.
allows for a variety of fighting styles as shown in the
Naruto series and other Manga series that specialize in
martial weapon dominance. Players would be able to
match or exceed their allies in combat, close- & Long-
range sustained combat by being more effective at using
Weapons and Ninja tools than the other classes. The
characters this class is pulling inspiration from are as
follows: Asuma Sarutobi, TenTen, Zabuza Momochi,
Kisame Hoshigaki, Temari, Kankuro, Killer B, Mifune,
Darui, and Sasuke Uchiha

117

CLASS FEATURES WEAPON FOCUS

As a Weapon Specialist, you gain the following class Starting at 1st Level, the Weapon Specialist chooses a
features. weapon type (Such as Katana’s) that they will specialize
into. This weapon becomes known as your Weapon
HIT POINTS Focus. Weapons of that selected type gains a +1 Bonus to
Attack & Damage rolls and gain one trait from the
Hit Dice: 1d10 per Weapon Specialist level following list. Bonuses to attack and damage gained
Hit Points at 1st Level: 10 + your constitution modifier from this feature also apply to Bukijutsu cast using this
Hit Points at Higher Levels: 1d10 (or 6) + your weapon type. Once selected you cannot go back and
change your selection.
Constitution modifier per Weapon Specialist level
after 1st. Additionally, when using a weapon, you are proficient
in, as a component in a bukijutsu or when using the
CHAKRA POINTS Martial Arts skill, you may instead use your Dexterity
Modifier in place of your Strength for your Attack &
Chakra Dice: 1d8 per Weapon Specialist level damage rolls and Save DC and you may always use
Chakra Points at 1st Level: 8 + your constitution Bukijutsu that, the weapon originally qualified for
regardless of its current damage type if under the effects
modifier of jutsu, weapon seals or features.
Chakra Points at Higher Levels: 1d8 (or 5) + your
At the 9th level of Weapon Specialist, you choose
Constitution modifier per Weapon Specialist level between the following;
after 1st.
• Select another weapon type to specialize in, granting
PROFICIENCIES the newly selected weapon a +1 Bonus to Attack &
Damage rolls and a trait.
Armor: Light armor, medium armor, Heavy Armor
Weapons: All Simple and Martial Weapons • Grant your current Weapon Focus an additional +1
Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit, Bonus to attack & Damage rolls and another trait.

Armorsmith Kit At 15th level, you choose between the following;
Saving Throws: Strength, Constitution
Skills: Martial Arts, Choose three from Acrobatics, • Select another weapon type to specialize in, granting
the newly selected weapon a +1 Bonus to Attack &
Athletics, Crafting, History, Intimidation, Perception, Damage rolls and a trait.
Sleight of Hand, Stealth, Survival
• Select one of your current Weapon Focuses granting
EQUIPMENT them an additional +1 Bonus to attack & Damage rolls.

You start with the following equipment, in addition to Trait Requirement Trait Requirement
the equipment granted by your background:
Blocking - Multiattack -
• (a) Padded Armor or (b) Combat Jacket or (c) Flak
Jacket. Critical - Reach (Can be Melee
taken twice)
• (a) 1 Simple Weapon or (b) 1 Martial Weapon
• (a) 1 Simple Weapon or (b) 1 Martial Weapon Deadly - Returning Ranged or
• (a) One Kunai stack or (b) One Shuriken stack thrown
• 2 Paper Bombs
Disarm Melee Thrown (30/60) -
JUTSU CASTING
Finesse Not-Two Handed Trip Melee
NINJUTSU (Excluding bows)

Ninjutsu save DC = 8 + your proficiency bonus + your Grapple Melee Versatile Melee, Not Light
Intelligence modifier or Heavy

Ninjutsu attack modifier = your proficiency bonus + Hidden Light -
your Intelligence modifier
And a trait.
GENJUTSU
WEAPON FLURRY
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier Also, at 2nd Level, you are an unrelenting flurry of
weapon attacks. You can perform a series of different
Genjutsu attack modifier = your proficiency bonus + techniques called Flurry Techniques. These Flurry
your Wisdom modifier Techniques are fueled by Flurry Die. This die changes as
you gain Weapon Specialist levels, as shown in the Flurry
TAIJUTSU Die Column of the Weapon Specialist Class table.

Taijutsu save DC = 8 + your proficiency bonus + your Once per Turn, you can use one of the following Flurry
Strength modifier Techniques. Some Flurry Techniques require your
Opponent to make a Saving throw. The Save DC for these
Taijutsu attack modifier = your proficiency bonus + your Effects are calculated using your Taijutsu Save DC. You
Strength modifier gain additional Effects from your Weapon Form as you
gain levels in this class. You can only use Flurry
Techniques with weapons you have marked as your
Weapon Focus;

118

ENHANCED DEFLECTION SUPERIOR ATTACK

As a reaction you can roll a Flurry Die and add it to your Beginning at 11th level, you can attack three times,
AC against one attack before the start of your next Turn. instead of twice, whenever you take the Attack action on
your turn.
CHAKRA STRIKE

When you hit a creature with a weapon attack, you
spend 5 Chakra to deal additional damage to the target.
The Extra Damage is 2 Flurry Die. For every additional 5
Chakra you spend, increase the flurry Die by 1, up to a
maximum of 8 Flurry Die.

PERCEPTIVE AUGMENTATION

Your Speed increases by an amount equal to 5 x your
Flurry Die until the end of your turn.

FOCUSED EFFICIENCY

When you cast a Bukijutsu you may reduce the cost of
that jutsu by an amount equal to half your Flurry Die
(Min 1.). You cannot reduce a jutsu cost below 1 using
this feature.

WEAPON STANCE

Beginning at 2nd Level you adopt a particular Weapon
Stance as your specialty. Choose one of the Weapon
Stances located in Chapter 13: Customization Options;
You can’t take a Weapon Stance more than once.

WEAPON FORM

When you reach 3rd Level, you begin to focus your
studies on a specific fighting form with your weapons.
Your Form grants you Features at 3rd level, and again at
6th, 13th, & 20th Levels. Alongside these Forms, you also
learn a Style to help compliment the form you’ve chosen.
You start with 1 style from your chosen weapon Form,
and gain more as you level up as a Weapon Specialist.

ABILITY SCORE
IMPROVEMENT/FEAT

When you reach 4th and again at 8th, 12th, 16th,
and 19th, 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
ability score above 20 using this feature.

EXTRA ATTACK

Beginning at 5th level, you can
attack twice, instead of once,
whenever you take the Attack
action on your turn.

CRITICAL FOCUS

Starting at 7th Level, your
critical threat range with weapon
attacks and Bukijutsu attacks increased by +1. This
increases to +2 at 14th level. At 18th level, when you
score a critical hit with these types of attacks, you deal
an additional die of damage.

BATTLE READINESS

Starting at 10th level, you have fully learned how to meld
your physical self with the Spiritual. You have advantage
on Initiative Checks.

119

WEAPON FORMS RELENTLESS

BATTLE DANCER FORM Starting at 6th Level, add your Strength or Constitution
modifier (Your choice) to your initiative. Additionally,
Weapon Specialist who focuses on the Battle Dancer your speed increased by +10.
Form, utilizing their ruthless efficiency to decimate and
defeat unprepared opponents with powerful and deadly WHIRLWIND SWEEP
melee attacks.
At 13th Level, you can use your action to make a melee
BATTLE TECHNIQUES weapon attack against any number of creatures within
range of your melee weapon, making a separate attack
Starting at 3rd level, you learn additional Flurry roll for each target. You can use any of your Flurry
Techniques that supplement your Battle Dancer Form. Techniques once for each target.

Disastrous Strike. When you would use the Chakra Strike Additionally, all creatures within 15 of you, excluding
Flurry Technique, you can spend an additional 3 those who you scored a hit against, must succeed a
chakra, when you do, increase the number of Flurry Dexterity saving throw vs your Taijutsu Save DC. On a
die rolled by +1. You also reroll all 1’s and 2’s, taking failed save they fall prone and are Dazed until the end of
the second result. their next turn.

Forced Regression. When you hit a creature with a Melee You can use this feature twice per rest.
weapon attack, you can spend 5 Chakra, to cure one
condition you are currently under the effect of except MASTER OF AGGRESSION
Exhaustion.
At 20th level, your presence on the battlefield is a
BATTLE DANCER STYLES graceful blur of deadly blades, crippling hammers and
daring acrobatics. Your Strength and Dexterity scores
Also, at 3rd level, you get to choose a Style that supports increase by 2. Your maximum for those scores increases
your combat ability. You know 1 Style from the following by 2.
List, and gain more as gain levels in this class based on
the Styles Known Table of the Weapon Specialist. Additionally, as an Action, by spending 10 Chakra, you
select one creature you can see within 90 feet of you. You
Destructive Dance. Select one creature as a Bonus action spend your movement moving at unreal speeds in a
that you can see within 30 Feet of you. You add half of straight line towards the target, ending your movement
your Weapon Specialist Level to the next Bukijutsu you within 5 feet of them, ignoring all difficult terrain or
casts Damage rolls. The target creature gains obstructions in your path. This movement does not
advantage on attacks against you until the end of their provoke attacks of opportunity. Make a melee weapon
next turn. If you score a critical hit during the turn you attack for each creature within 10 feet of the path you
use this feature, you instead add your total Weapon took. You can use any of your Flurry Techniques effects
Specialist level to the critical hits damage roll, and the twice on each target at half the cost (rounded down). You
target does not gain advantage against you. You can can use this feature once per rest.
use this feature twice per short rest.

Disaster Dance. Once per turn, when you use your Action
to Dash, if you end your movement within range to
make a melee weapon attack, you may cast a Bukijutsu
against the target, gaining the benefit of the Focused
Efficiency flurry technique. Once you use this feature
you must spend an Action recovering from the strain
before you can use it again.

Exploitive Dance. Once per turn, when you hit a creature
two times using a Bukijutsu or weapon attack, you
may deal additional damage equal to two flurry die.

Mobility Dance. Once per Turn, when a creature deals
damage to you with a Ranged attack, as a reaction,
move up to your full movement towards the triggering
creature. This movement does not provoke attacks of
opportunity. You may gain the benefit of the Perceptive
Augmentation flurry technique when you use this
feature.

Savage Dance. Select One creature as a Bonus Action that
you can see within 30 Feet of you. You have advantage
on the first Attack roll you make using a Bukijutsu
each turn for the next minute. Additionally, you have
disadvantage on all attacks made against all other
creatures for the duration. This stance ends early if the
creature of your hit points drop to 0, either of you fall
unconscious or you end it as a bonus action. You can
use this feature twice per short rest.

Storming Dance. When you score a critical hit with a
Bukijutsu or Melee weapon attack, you can make one
additional melee weapon attack against the same
creature. You may gain the benefits of this feature no
more than once per turn.

120

GUNGNIR PIERCER FORM SIGURD’S HEROISM

The Weapon specialist who focuses on the Gungnir Beginning, at 6th level, your form of combat has
Piercer Form, trains in the art of the ultimate spear. A instilled you with a sense of heroism, that fills you with a
fighting style designed to pierce through all manner of sense of both pride, and hope, while also making it
defense, and completely deconstruct an enemy’s difficult for you to look the other way when someone is
weaknesses on a surgical level. While utilizing this form being hurt, if you can prevent it.
you make use of a series of techniques made to strike
swiftly and accurately. When you see a creature within your movement
speeds range, about to take damage, you may as a
GUNGNIR PIERCER TECHNIQUES reaction, interposing redirecting the attack towards you
as if you were the original target of the attack, moving
Starting at 3rd level, you learn additional Flurry yourself up to the target creature, ending your
Techniques that supplement your Gungnir Piercer Form. movement within 5 feet of them.

Fenrir’s Claw. When you target a creature with a melee FAFNIR’S FANG
weapon that deals piercing damage, you can spend 5
chakra, rolling 1 flurry die, reducing the target Starting, at 13th level, you have learned to lace your
creature’s AC by half the result. (Min 1.) until the end weapons with a layer of chakra, sharpening it to a point
of the current turn. where even the slightest movement causes the wind to
sing as your edge cuts through the air.
Heimdallr Vision. When you target a creature with a
melee weapon that deals piercing damage, you can When you score a critical hit with a melee weapon
spend 5 Chakra, rolling 1 flurry die, adding the result attack that deals piercing damage, the target creature
to your attack rolls against the selected creature until gains 3 ranks of bleeding.
the end of current turn.
RAGNARÖK
GUNGNIR PIERCER STYLES
Starting, at 20th level, your skill with piercing weapons
Also, at 3rd level, you get to choose a Style that supports have reached a point of legend.
your combat ability. You know 1 Style from the following
List, and gain more as gain levels in this class based on As a bonus action, by spending 20 chakra, you seal all
the Styles Known Table of the Weapon Specialist. your chakra within your body, locking it within yourself,
while also creating a shell of chakra around your melee
Mímir’s Wisdom. As a bonus action, select one creature weapon that deals Piercing damage.
whom you can see, within 60 feet of you. For the next
minute, they do not add their Dexterity Modifier to For the next minute, you cannot cast or maintain
their AC against Melee Weapon attacks you make with Ninjutsu or Genjutsu.
a weapon that deals Piercing damage. You cannot use
this effect more than once per short rest. Additionally, For the next minute when you deal
piercing damage with a weapon attack, you deal
Hœnir’s Silence. As a bonus action, by spending 5 chakra, additional damage equal to twice your flurry die.
you coat, a weapon you are holding, that deals Creatures who are bleeding take twice as much damage.
piercing damage, in a muting chakra. The next time After 1 minute, this feature ends, you gain one rank of
you would deal piercing damage with this weapon exhaustion, and you cannot use this feature again until
before the end of your turn, you force the target of you finish a long rest.
your attack to make a Wisdom or Constitution Saving
throw (your choice), being unable to mold chakra until
the end of your next turn.

Freya’s Golden Tears. As a bonus action, until the end of
your turn, when you deal 10 or more piercing damage
with a melee weapon or bukijutsu, the target gain 1
rank of bleeding. For every 10 additional
damage beyond 10, they gain 1
additional rank of bleeding
up to a maximum of 5
ranks.

Thor’s Wrath. When you take the Attack action, using a
melee weapon that deals piercing damage, you may
cast a Bukijutsu that deals damage as a Reaction,
gaining the benefits of the Focused Efficiency flurry
technique.

Vitharr’s Vengeance. As a reaction when you would take
damage from any source, each instance of damage you
take until the beginning of your turn grants your next
melee weapon attack with a piercing weapon one
additional flurry die to damage.

121

OBSIDIAN HAMMER FORM Provoke. As a bonus action you may take an open stance
while also screaming at the opposition to not avert
The Weapon specialist who focuses on the Obsidian their eyes. Creatures who could see and hear you,
Hammer Form, trains in the art of brutality focused within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form, that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
This fighting style specializes in crippling attacks that Defiance. When you would make a Strength or
break your opponents with powerful strikes that quake Constitution saving throw, while wielding a weapon
the earth. that deals bludgeoning damage, you may, as a
reaction, grant yourself advantage on the saving
OBSIDIAN HAMMER TECHNIQUES throw and temporary hit points equal to the result of 2
flurry die. Temporary hit points gained this way
Starting at 3rd level, you learn additional Flurry vanish at the beginning of your next turn.
Techniques that supplement your Obsidian Hammer
Form. OBSIDIAN BODY

Crippling Darkness. When you target a creature with a Beginning, at 6th level, if you would use a Flurry
melee weapon attack that deals bludgeoning damage, Technique granted by Obsidian Hammer Techniques, as a
you can spend 5 chakra, adding 2 flurry die to the bonus action you may use a second Obsidian Hammer
damage roll. On a successful hit, the target must Techniques increasing its cost by +5. If you do, you may
succeed a Strength saving throw being weakened on a double the gained benefit or inflicted effect of that
failed save, as their bones become cracked and brittle second technique, if applicable. If that technique would
after impact. force a saving throw, the target makes their saving
throw with a 1d6 penalty.
Syphon Strike. When you hit a creature with a weapon
attack that deals bludgeoning damage, you can spend OBSIDIAN MIND
5 chakra, rolling 2 flurry die, regaining Hit points
equal to the result of the flurry die. Starting, at 13th level, your mind has been reinforced
with Obsidian thoughts. When you would make a
Unmend. When you hit a creature with a melee weapon Wisdom or Intelligence saving throw to resist a
attack that deals bludgeoning damage, you can spend Genjutsu, you may roll your flurry die, adding the result
3 chakra. The next time the target would regain hit to your roll. You may do this twice per long rest.
points by any means, they reduce the amount healed
by an amount equal to three flurry die. OBSIDIAN SOUL

OBSIDIAN HAMMER STYLES Starting, at 20th level, your soul has been conjoined with
Obsidian spirits. Your loyalty to the Obsidian Hammer
Also, at 3rd level, you get to choose a Style that supports form has begun to pay off in spades. As a Full-Turn
your combat ability. You know 1 style from the following action, by spending 20 chakra, you release a jet stream of
list, and gain more as you gain levels in this class based obsidian colored chakra from every pore of your body,
on the Styles Known Table of the Weapon Specialist. for the next minute.

Shadow Wall. As a Reaction on your turn, you release For the duration of this feature, all hostile creatures
chakra creating a spectral shield of obsidian colored within 30 feet of you have disadvantage on checks made
chakra in front of you. Roll 2 flurry die, and record the to maintain concentration on Jutsu they cast, and you
result. Until the start of your next turn, you take add your flurry die to all Weapon and Bukijutsu damage
reduced damage equal to the result from all sources. rolls, Strength and Constitution saving throws, and
Strength Ability Checks. You can use
Unleashed! As a Bonus action on your turn, you release a this feature once per long rest.
well of obsidian colored chakra from within yourself,
magnifying your power ten-fold. Until the end of your
turn, when you deal damage with a weapon attack that
deals bludgeoning damage, you deal additional
damage equal to 2 flurry die. You can use this feature
twice per long rest.

Gritty End. When you would reduce a creatures hit points
to 0, using a weapon that deals bludgeoning damage,
you gain an additional action, which you can use to
make a single weapon attack. This additional attack
deals additional damage equal to 2 flurry die. If you
trigger this effect more than once, you continue to add
additional flurry die with each trigger. You can use this
feature a number of times equal to your Taijutsu
Ability Modifier per long rest.

Reprisal. When you would deal damage to a creature
maintaining a jutsu or with a jutsu currently active,
with a weapon that deal bludgeoning damage, you
may, as a bonus action, spend 5 chakra, immediately
break their concentration, ending one of their jutsu’s
effects, with no need for them to make a
concentration check.

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PHANTOM BLADE FORM Oppressive Revenant. When you would cast a Bukijutsu
with a melee weapon that deals slashing damage, you
The Weapon specialist who focuses on the Phantom may as a Bonus Acton release a surge of phantasmal
Blade Form, trains in the art of a blade style long hidden, chakra. All creatures within 15 feet of you must
and closely guarded. This form, teaches the practician to succeed a Constitution Saving throw, being unable to
both attack like a phantom, and to train your phantom to Mold Chakra or make a reaction against you until the
attack as well. This fighting style specializes in Delayed end of your next turn. Creatures affected by this
attacks that strike it’s targets long after the attack was feature, takes additional damage equal to your Flurry
ever made. die once per turn when they would take damage. You
can use this feature twice per long rest.
PHANTOM BLADE TECHNIQUES
Delayed Etherealness. When you hit a creature with a
Starting at 3rd level, you learn additional Flurry Taijutsu with the Bukijutsu Keyword that deals
Techniques that supplement your Phantom Blade Form. slashing damage, the damage you deal is delayed until
you release the delayed effect to deal damage equal to
Phantom’s Edge. When you hit a creature with a melee the delayed damage. If you deal any additional
weapon attack, with a weapon that deals slashing Slashing damage, this is added to the delayed damage
damage, you spend 5 chakra to delay all of your total. At the end of each of your turns, you add
attacks damage for each successful attack that hits the additional damage to the delayed damage equal to one
target creature. At the beginning of the targets next flurry die. Maintaining this delayed damage from this
turn, they take all of the damage they would have style counts as concentrating on a Jutsu. You may
taken this turn from all of your weapons delayed release the delayed damage from this style as an
damage at once + additional damage equal to twice action on your turn. If you lose concentration, while
your flurry die. maintaining this effect, the delayed damage is lost.

Phantoms Eclipse. When you are targeted with a melee FIRST STEP: A SINGLE DROP
attack, while wielding a weapon that deals slashing
damage, you may as a reaction, roll 3-flurry die. At the Starting at 6th Level, you have learned that delaying
end of the triggering creatures turn, they take delayed attacks can grow stronger, the longer they are delayed.
damage equal to the result. When you would delay damage using any Weapon
Specialist Class Feature, you may extend the delayed
PHANTOM BLADE STYLES damage up to the end of your next turn (This delay
extension does not cost any additional action).
Also, at 3rd level, you get to choose a Style that supports When you do, the delayed damage dealt increased by an
your combat ability. You know 1 style from the following amount equal to 3 flurry die. You may use this feature
list, and gain more as you gain levels in this class based Twice per short rest.
on the Styles Known Table of the Weapon Specialist.
Additionally, when you would use a Flurry Technique
Ghostly Blade. Once per round, when you target a granted by the Phantom blade subclass, that rolls a
creature with a melee weapon attack or Bukijutsu, flurry die, you roll one additional Flurry die, adding it to
with a weapon that deals slashing damage, you may, the results of any effect used.
as a bonus action cause your blade to gain the
properties of a ghost, moving through all defenses at SECOND STEP: OVERFLOWING MALICE
once. Roll 1 Flurry Die. Reduce the targes Armor Class
by the result, until the end of your current turn, Starting at 13th Level, you can use your action to take the
against only your attacks. You may use this stance Overflowing Malice stance, so long as you have a melee
twice per rest. weapon that deals slashing damage.
When you do, until the beginning of your next turn, you
Specters Dance. Select one creature you can see or hear as gain a number of additional reactions equal to your
a bonus action. While wielding a melee weapon that Proficiency bonuses.
deals slashing damage, you gain Blindsight against the
selected creature for 1 minute, until you or the target For the duration, creatures within 15 feet of you
drops to 0 hit points, or you fall unconscious. You may provoke attacks of opportunity when they take any
use this stance twice per long rest. action. Your Melee Weapon attacks gain the reach 3
quality while you are in the Overflowing Malice Drawing
Haunting Siphon. When you would reduce a creatures hit Stance. Attacks of opportunity that score a successful hit
points using a melee weapon that does slashing on a target can trigger up to two Flurry Techniques
damage, until the end of your next turn, the target instead of 1.
cannot regain hit points by any means.
LAST STEP: PHANTASM STANCE
Ghastly Execution. When you would reduce a creatures hit
points to 0 using a melee weapon that does slashing At 20th level, your presence on the battlefield is a
damage, the damage is delayed until the beginning of ghastly visage of ghoulish attacks, and dastardly blades.
their next turn. You gain an additional Action, which Your Strength or Dexterity (your choice) and Wisdom or
can be used to take the attack action using a melee Intelligence scores (your choice) increase by 2. Your
weapon attack that deals slashing damage, targeting maximum for those scores increases by 2.
another creature you can reach with your remaining
movement. If you would reduce another creatures hit Additionally, when you would roll flurry die you roll an
points to 0 using this new attack, delay the damage as additional flurry die. This is in addition to First Step: A
you did prior, gaining a new action with the same Single Drop.
limitation as before. You can gain a number of When you would roll a flurry die, if the result of the roll
additional actions this way three times per rest. on the roll is less than 4, The result becomes 4.

123

PRIMAL WEAPON FORM the damage type to that of the damage type of your
Nature Release. (Water Release = Cold).
The Weapon specialist who trains in the art of the Primal Provocation. As an action, you select one creature you can
Weapon, infuses their attacks with their natural born Nature see within 30 feet of you. You mark them with a special
Release, releasing powerful elemental strikes with each nature release seal. For the next minute, the first attack
attack. you make using an attack that deals the damage type of
your Nature Release, it is made at advantage.
PRIMAL WEAPON TECHNIQUES Primal Penetration. As a Bonus action, you magnify your
nature releases power. For the next minute, you ignore
Starting at 3rd level, Select one Nature Release. (Earth, resistance to your Nature Releases corresponding damage
Wind, Fire, Water, or Lightning Release). You gain the type. You can only use this feature twice per rest.
ability to learn Ninjutsu with the select Nature Release. If
you select a Nature Release you already have, you can PRIMAL BLADE
instead learn one Jutsu of the chosen Nature Release that
you Qualify For. Beginning, at 6th level, you learn to manifest a weapon
made of pure chakra. As a Free action, once per turn, you
You also learn additional Flurry Techniques that can manifest or unsummon your primal weapon. The
supplement your Primal Weapon Form. weapon manifested must be one you have as a Weapon
Focus. This weapon is a Chakra Enhanced Weapon, its
Primal Reverb. When you hit a creature with a weapon damage counts as both its original weapons damage type,
attack, you can spend a bonus action and 5 chakra. When and as your Nature Releases corresponding Damage type for
you do, all creatures within 5ft of the target, excluding the purpose of Jutsu and Weapon Specialist class feature
you, take an amount of damage equal to your flurry die + interactions.
Your Ninjutsu Ability Modifier of your chosen nature
release’s corresponding damage type. Also, this Primal Weapon gains all weapon seals and
properties from any weapons you currently have as your
Primal Strike. When you hit a creature with a weapon attack, Weapon Focus. This Primal Weapon can have a copy of
you can spend 5 chakra to force them to make a all seals from any one weapon.
constitution saving throw. On a failed save, they suffer 1
Rank of your Chosen Nature Releases Primal Effect found Additionally, if you would use a Flurry Technique granted
on the Primal Effect table at the end of this class by Primal Weapon Techniques while using your Primal
description. Weapon, you can use a second Flurry Technique granted by
your Primal Weapon Technique. (This does not ignore action
Primal Pulse. When you are hit by a creature, while you can requirements.)
mold chakra, you can, as a reaction, spend 5 chakra. When
you do, roll 1 Flurry Die, and record the result. You gain Finally, your Primal Weapons damage die is equal to your
temporary Hit points equal to 3 x the result of the flurry flurry die or one of your Weapon focus weapons damage die,
die until the end of the current turn. your choice.

PRIMAL WEAPON STYLES PRIMAL POWER

Also, at 3rd level, you get to choose a Style that supports Starting, at 13th level, the first time each turn, you would
your combat ability. You know 1 style from the following inflict your chosen Nature Releases Primal Effect Condition,
list, and gain more as you gain levels in this class based on that condition is magnified.
the Styles Known Table of the Weapon Specialist.
If the condition can gain ranks, you instead roll your
Primal Riposte. As a Reaction, when you see a creature within flurry die, as they gain that many ranks up to the maximum
60 feet of you cast a Ninjutsu, Taijutsu, or Bukijutsu that of their conditions allotment until the end of your next turn.
would deal damage, you can cast a Bukijutsu you know
with a casting time of 1 Action. This Bukijutsu gains the If the condition cannot gain ranks, they also gain the
Clash Keyword if it didn’t prior, and you immediately weakened condition until the end of your next turn.
initiate a clash. If the triggering Ninjutsu does not have
the Clash keyword, they make their Clash Check at Additionally, when a target within range of your weapon
disadvantage. You may use this feature twice per short fails a saving throw for a jutsu you cast that deals your
rest. Nature Releases Corresponding Damage type (Water Release
= Cold), you can cast a bukijutsu finisher as a bonus action
Primal Edge! As a Bonus action on your turn, you bathe your that turn, gaining its finisher effects.
weapon in your chosen Nature Release. For the next
minute, your weapons damage counts as both its original MASTER OF THE PRIMAL
damage type, and your chosen nature release’s
corresponding damage type (Water Release = Cold) for Starting, at 20th level, your presence on the battlefield is an
the purpose of triggering features or other jutsu you cast. explosion of the elements and weapons. Your Strength or
Additionally, when you deal damage with your weapon, Dexterity (your choice) and Intelligence scores increase by
you deal additional damage equal to 1 Flurry die for the 2. Your maximum for those scores also increases by 2.
next minute. You can use this feature twice per rest.
Additionally, you can use your Action and 10 chakra to
Primal Cloak. As a Bonus Action on your turn, you spend 10 gain the following benefits for 1 minute. These effects end
chakra, and coat your body in your chosen Nature Release. early if you are incapacitated or hit 0 Hit points. Once you’ve
For the next minute, you speed is increased by 10 feet, you used this feature, you can’t use it again until you finish a
gain resistance to your chosen nature releases long rest:
corresponding damage type (Water Release = Cold), and
when you deal damage of your nature releases • You gain Resistance to Slashing, Piercing and
corresponding damage type, you add 1 flurry die to the Bludgeoning Damage.
damage dealt.
• Once per turn, when an ally takes the attack action
Primal Shift. When you would deal damage to a creature with within 30 feet of you, you may add 2 Flurry die to their
a bukijutsu you cast, you can, as a bonus action change damage roll, of your chosen elements damage type.

• When you cast a Jutsu of your chosen Nature Release,
you can take the Attack Action, as a bonus action.

124

PRIMAL EFFECT TABLE

Nature Release Condition
Earth Release Dazed
Wind Release Bleeding
Fire Release Burned
Water Release Chilled
Lightning Release Shocked

125

RANGER FORM CURVED SHOT

Weapon Specialist who focuses on the Ranger form, Starting at 6th level, you learn how to work all the angles
exploiting the superiority of ranged combat. Ensuring they of a battlefield to your advantage. Once per turn, when
keep distance from their targets and overwhelm them with you would miss a ranged Taijutsu attack with a
Pinpoint Attacks from a safe distance. Bukijutsu, you may add one Flurry Die to the attack roll,
increasing the attack roll total by the result, potentially
RANGER TECHNIQUES turning a miss into a hit.

Starting at 3rd level, you learn additional Flurry Techniques QUICK DRAW
that supplement your Ranger Form.
Beginning at 13th Level, you learn to perform miracles
Blinding Shot. When you target a creature with a ranged with your ranged weapons. On your first turn in combat,
Weapon attack, you can spend 5 chakra, adding your if you are not surprised, you can use your attack action to
flurry die to the attack roll. On a hit, you attempt to blind attack creatures that have not acted yet. Choose up to 6
them, striking them in the eyes. The target must make a creatures that you can see within 90 feet of you. Make a
constitution saving throw, being blinded until the ranged weapon attack targeting each creature. On a hit,
beginning of your next turn on a failed save. you deal your weapons damage and can apply a Flurry
Technique to each attack made this way at half the cost.
Brutal Shot. When you would hit a creature with a ranged Once you’ve used this feature you must complete a short
weapon attack, you can spend 5 chakra, adding 2 flurry or long rest before you can use it again.
die to the damage roll. The target must then make a
Strength saving throw being Dazed on a failed save until UNMATCHED EFFICIENCY
the end of their next turn.
At 20th Level, you have an unmated efficiency for your
Crippling Shot. When you would hit a Creature with a Ranged agility. Your Dexterity and Wisdom scores increase by 2.
Weapon attack, you can spend 5 chakra, adding your Your maximum for those scores increases by 2.
flurry die to the damage roll. When you do, the Target
must make a Dexterity Saving throw. On a failed save the Additionally, if a Ranged Attack you make, misses a
targets movement is reduced by half, are knocked prone target creature you can treat the miss as a hit.
and makes their next Dexterity saving throw at Alternatively, if you fail a Dexterity or Wisdom saving
disadvantage. throw, you may treat it as a success. You can use each of
these effects twice per rest.
RANGER STYLES

Also, at 3rd level, you get to choose a Style that supports
your combat style. You know 1 Style from the following List,
and gain more as you gain levels in this class based on the
Styles Known Table of the Weapon Specialist.

Shuriken Slinger. Ranged Taijutsu you cast with the
Bukijutsu Keyword, that uses Kunai, Shuriken or Senbon
as Components deal an additional Flurry Die in damage
on a successful hit. Additionally, when you would roll an
Ammunition die you roll an additional ammunition
die taking the higher result.

Dead-eye Stance. You gain a Bonus to Damage rolls
made with Ranged Taijutsu Attacks using a
Bukijutsu, equal to 1 Flurry die while attacking a
creature within 30 feet of you. Additionally,
attacking a creature within 5 feet of you does not
impose disadvantage on your ranged attacks.

Double Jeopardy. When you cast a Bukijutsu, that uses a
Ranged Weapon or a weapon with the Thrown Property,
that would force a creature to make a Saving throw, a
creature that fails the saving throw takes additional
damage equal to 1 Flurry Die. If they fail by 5 or more,
they take additional damage equal to 3 flurry die. If they
fail by 10 or more, they take additional damage equal to 5
flurry die.

Creating Distance. Once per turn, when you make a ranged
Taijutsu Attack using a Bukijutsu, your movement speed
increases by 15 feet while you are moving away from the
target creature, until the end of your next turn. Your
movement until the end of your turn does not provoke
attacks of opportunity.

Keen Eyed Stance. Once per turn, when you score a critical hit
with a ranged Taijutsu attack using a Bukijutsu, you may
add 2 additional damage die to the damage roll.

Rangers Aim. Once per turn, you can as a Bonus action
take aim at a creature you can see within range. The
next Ranged Taijutsu attack you make with a
Bukijutsu is made at advantage.

126

SAMURAI FORM feature, the next attack you make that deals damage to a
creature deals additional damage equal to 3 Flurry die.
Weapon Specialists who focuses on the Samurai form, learn Defensive Draw. As a Bonus action, you enter a defensive
the unique fighting style of the Samurai, allowing a blend of stance. Roll 1 flurry die and record the result. Until the
both Ranged and Melee combat from using the Katana, the start of your next turn you gain one of the following
Naginata to the Bow & arrow, they are specialists in both benefits and can use the selected effect a number of
forms of combat able to adapt to the situation at hand and times equal to your flurry die result;
pull victory through Skill and unmatched talent.
• Melee attacks that target you trigger an attack of
KENJUTSU TECHNIQUE opportunity that does not cost your reaction. You may
use any Flurry Technique in addition to this attack.
Starting at 3rd level, you learn additional Flurry Techniques
that supplement your Samurai Form. • When a Ranged attack would target you, make an
attack roll. If the result of your attack roll is more than
Fighting Spirit. As a bonus action on your turn, you can the triggering creatures attack, you negate their
spend 10 chakra to give yourself advantage on all weapon attack.
attack rolls until the end of the current turn. When you do
so, you also gain 10 temporary hit points. You can spend Iatsu Draw. By spending your Bonus Action and Reaction
additional chakra in multiples of 5. For every 5 extra on your turn, you can enter a quick strike stance. Your
chakra you spend you increase the number of temporary next melee weapon or taijutsu attack before the end of
hit points gained from this feature by 10. You can gain no your turn, you add your Weapon specialist level to
more than 30 Temporary hit points from this feature. your next attack and damage rolls. The taijutsu cast
Temporary hit points gained from this feature last for 1 must have the bukijutsu keyword.
minute.
CIRCLE OF PROTECTION
Riposte. When another creature damages you with a melee
or Ranged attack, you can as a reaction, use your Flurry At 6th Level, you learn to fend off attacks directed at
Die to attempt to deflect the attack. When you do so, the you, your allies or other creatures nearby. If you or a
damage you take is reduced by two Flurry Die + Your creature you can see within 10 feet of you is hit by an
Weapon Specialist level. If You reduce the damage to 0 attack, you can spend your reaction to ward both the
you can immediately take the attack action against the creature and yourself. Roll 2 flurry die and add the result
triggering creature as part of the reaction. You can spend to both yours and the target allies AC until the beginning
Chakra to increase your Ripostes potency. For every 5 of your next turn. They must be within 10 feet of you to
chakra you spend, you roll 1 additional Flurry die, gain the benefit.
reducing damage further, by the result. You can only
increase the number of Flurry die this Technique uses to a You can use this feature a number of times equal half
maximum of 8. your proficiency bonus per long rest.

Frenetic Draw. Once per turn, when you would hit a ENHANCED STRIKES
creature with a weapon attack, you can spend 5
chakra. When you do, they must make a Strength Starting at 13th Level, your weapon is constantly being
saving throw vs your Taijutsu Save DC. On a failed save fed your chakra, enhancing its offensive potential.
they gain disadvantage on all attacks and Ability Whenever you hit a creature with a weapon attack using
checks they make until the end of their next turn. a weapon you have as your Weapon Focus, the creature
takes extra force damage equal to your flurry die.
SAMURAI STYLES
MASTER OF FOCUS
Also, at 3rd level, you get to choose a Style that supports
your combat ability. You know 1 Style from the following At 20th level, you might overwhelm even the most
List, and gain more as gain levels in this class based on the implacable of foes. Your Strength and Constitution
Styles Known Table of the Weapon Specialist. scores increase by 2. Your maximum for these scores
increases by 2.
Aggressive Draw. As a Reaction on your turn, you can take an
aggressive stance. Until the end of your turn, double your Additionally, as an action, you can spend 10 chakra to
speed and jump distance. You gain an additional bonus gain the following benefits for 1 minute:
action, which you can only use to Dash. Additionally,
when you Dash or Jump, you have advantage on the first • You have resistance to Slashing, Bludgeoning or
taijutsu attack or weapon attack you make against each piercing damage.
creature within range of your weapon where you land or
end your movement. • When an ally within 30 feet of you takes the
Attack action, they can make one
Blade Draw. As a reaction to a creature missing, you with an additional attack as a part of that
attack, you may spend 5 chakra. When you do, you gain same action.
temporary hit points equal to your Weapon Specialist
level for the next minute, and make a weapon attack • Your attack rolls can’t suffer from
against the triggering creature if they are within range. disadvantage.
On a hit, they gain disadvantage against you for the
remainder of their turn. You can use two Flurry • Whenever a creature hits you with
Techniques in addition to this attack. a melee attack, it takes force
damage equal to half of the
Crashing Wave. As a Bonus action, you may spend 5 chakra. damage you take from the
When you do, until the end of your turn, you reroll 1’s and attack.
2’s for; Attack rolls, Ability checks, and Saving throws.
You must use the new results. (This can be done before any • Enhanced Strikes now
jutsu or feature would force you to remake a saving throw or counts for Bukijutsu that
ability check.). If you roll a Natural 20 as a result of this use chosen weapon.

127

SLAYER FORM Cooperative Strike. Once per turn, when you score a hit
against a creature within 30 feet of you, that an allied
The Weapon specialist who practices the art of Slaying, creature also within 30 feet of you, has hit with an
become consummate hunters, who live for the chase and attack within the last round, you ignore all resistance
the deadly stroke that brings it to a close. Slayers spend and damage reduction the affected creature may have.
most of their time honing their weapon skills, studying
the habits and anatomy of foes, and practicing unique Lethal Range. As a Bonus Action the range of melee
combat maneuvers. taijutsu or weapon attacks you make until the end of
your turn, increase by 10 feet, and deal additional
SLAYER TECHNIQUES damage equal to your flurry die. Alternatively, the
range of ranged taijutsu or weapon attacks, increase
Starting at 3rd level, you learn additional Flurry by 20 feet and on a hit can benefit from two flurry
Techniques that supplement your Slayer Weapon Form. techniques this turn.

These Chakra Sealed Weapon effects all refer to a Poisonous Slay. You gain proficiency with a Poisoners kit.
unique ability which allows them to Study a creature. A When making a poison, reduce the DC to make the
creatures studied by any of these Chakra sealed Weapon poison by 2. When dealing damage to a creature with a
effects are hereby known as a Studied Target for the weapon coated in a poison you’ve created, increase
purpose of Class features that refer to it. You can only your critical threat range by 1. When a creature must
have one Studied Target at a time. succeed on a saving throw to resist a poison you’ve
made, you may use your Taijutsu save DC or the
Studied Defense. As a bonus action, you may spend 5 Poisons DC, whichever is higher.
Chakra. When you do, you may select and study one
creature within 30 feet of you. For the duration, you Reaping Stalker. Once per turn, when you would deal
gain a bonus to your AC, Strength and Dexterity saves damage to a creature marked as your Studied Target,
and Ability checks equal to half of your Flurry Die who is either Surprised, Adjacent to an allied creature
result against the studied creature and any Jutsu, who is not unconscious, incapacitated or dead, or
features, traits or attacks it may use against you. You whom you have advantage against; Increase your
can maintain the benefits of this Technique until the critical threat range by 2. You can use this feature once
beginning of your next turn. If you use this effect per short rest.
while currently gaining the benefits of another Slayer
Flurry Technique, you immediately end that other Vicious Technique. Once per turn, when you score a
Flurry Technique. critical hit with a bukijutsu, you may at half the Jutsu’s
original cost, recast the Jutsu as a bonus action, if able.
Studied Tracking. As a bonus action, you may spend 5 If you score a critical hit with the jutsu a second time
Chakra. When you do, you study one creature within using this feature, treat all 1’s and 2’s as 3, when
30 feet of you, gaining a bonus to your Deception, calculating damage.
History, Insight, Investigation, Perception, and
Survival Ability checks made against that creature, STALKING PREDATOR
equal to your Flurry Die result. You can maintain the
benefits of this technique for 10 minutes. If you use Beginning, at 6th level you have become a hunter
this effect while currently gaining the benefits of unmatched by most. Once per turn, when you would deal
another Slayer Flurry Technique, you immediately damage to a creature when you have advantage on the
end that other Flurry Technique. attack roll, an ally who is not unconscious, incapacitated
or dead is adjacent to the target creature or the target of
Studied Strike. When you hit a creature with a melee or the attack is surprised, you deal additional damage. This
ranged weapon attack, you may spend 8 Chakra. When damage is 2d6 of the triggering damage type and
you do, you may study the target. If you do, you gain a increases by 1d4 at 9th (3d6), 12th (4d6), 15th (5d6), and
bonus to weapon damage, against the studied target 18th (6d6) levels. If you score a critical hit, you do not
equal to 1 Flurry Die + 1/4th your weapon specialist double the damage die, you instead treat all 1's as 2 when
level (Rounded down, Min 1). This bonus damage only calculating damage.
triggers when you make weapon attacks as a result of
the Attack Action. You can maintain the benefits of Additionally, when you would make an ability check
this Technique until the end of your next turn. If you using; Deception, Intimidation, or Stealth. You may add
use this effect while currently gaining the benefits of one Flurry Die to the check.
another Slayer Flurry Technique, you immediately
end that other Flurry Technique. QUARRY

SLAYER STYLES Starting, at 13th level, you can Study up to two creatures at
once. Also, as an action, you can select one creature you
Also, at 3rd level, you get to choose a Style that supports can see that is currently your Studied Target to instead,
your combat ability. You know 1 style from the following become your Quarry. A Quarry counts as a Studied Target
list, and gain more as you gain levels in this class based for the purposes of interacting with Flurry Techniques &
on the Styles Known Table of the Weapon Specialist. Slayer Styles, that requires a Studied Target. If a Flurry
Techniques requires you to roll a Flurry die, you roll them
Blood Reader. As a bonus action, select one creature you as normal and apply the listed effects.
can see, within 60 feet of you, who does not have
maximum Hit points and is a Studied Target. Make a Whenever you are following the tracks of, hiding
Survival Check using either Wisdom or Intelligence vs from, or interacting with, your Quarry, you may choose
a DC (8 + The creatures Level.) On a success, you to add the maximum flurry Die bonus to any Ability
become aware of the creatures current Hit Point total. check made to achieve those goals. In addition to when
You can use this feature once per creature, per short moving closer to your Quarry, you ignore difficult terrain
rest. If you use this feature against another creature, and your movement speed cannot be reduced by any
you lose awareness on the previous creatures hit means.
points regardless if you pass or fail.

128

Additionally, you gain a +2 bonus to attack and • Cripple: Roll 2 Flurry Die. The target reduces their
damage rolls against your Quarry. You can have no more movement speed by 5 x the result of the roll for the
than one quarry at a time, and you can end this feature at next hour. If all of their movement speed types are
no additional action, but you cannot use it again until reduced to 0, they are instead restrained and grappled
you complete a long rest. If you find proof that your for a number of minutes equal to the result of your
Quarry has been killed or is dead, you instead cannot use flurry die
this feature again until you complete a short rest.

MASTER SLAYER

Starting, at 20th level, you become a master at killing or
capturing your foes. When you take the attack action,
against a creature currently marked as your Studied
Target or Quarry, you can declare one of the following;
Kill, Knockout, Paralyze, Bleed or Cripple

On a hit, you choose if you want to deal your weapons
damage as normal, and the target must succeed a
Constitution Saving throw vs your Taijutsu Save DC. On a
failed save, they suffer one of the following effects,
based on the declaration. You can only use this feature
once per long rest, regardless if you hit or miss.

• Kill: Treat the attack as a critical hit. Additionally, you
roll 14 Flurry die, refilling all 1's and 2's.

• Knockout: Roll 3 Flurry Die. The Target is knocked
unconscious for a number of hours, equal to the result
of the roll.

• Paralyze: Roll 1 Flurry Die. The target is paralyzed, a
number of their turns, equal to the result of the roll.

• Bleed: Roll 4 Flurry Die. The target gains a number of
bleed stacks, equal to the result.

129

PUPPET MASTER CREATING A PUPPET MASTER

A Ryu sits in a tree, watching over her target as they When creating a Puppet Master, think about your
approach. A smile spreads across her face as she open up the characters background and drive to be a shinobi. Does
giant box, she carried with her, removing the giant the character have a rival? What drove your character
mechanical scorpion and dropping it onto her target, down the path of ninja puppetry? Is it about curiosity
enclosing them inside it. and invention, or about the power their puppets bring?
Did your character learn from another puppet crafter, or
With a loud explosion, a figure lands in the middle of the receive a vision or flash of inspiration to learn their
battlefield. As the dust clears, a hulking presence stands craft?
amidst the war-torn battlefield, a giant humanoid of wood Consider how your character interacts with the world,
and steel. The creaking head swivels to inspect the wreckage. and what they represent. Consult your DM regarding
It raises one of its 4 arms, and a beam of chakra lances out brigades, guilds, or societies your character might
towards an enemy. belong to.

These shinobi, different as they might be, are connected QUICK BUILD
by one common factor: they are masters of the art of ninja
puppetry. This fighting form was created in Sunagakure, You can make a Puppet Master quickly by following
utilizing chakra threads to control specialized ninja tools. these suggestions. For Puppeteer Specialization, make
The puppets that these ninja use are hand-crafted, and your highest ability Intelligence, followed by
special to each puppeteer. They are equipped with weapons, Constitution or Dexterity; For Juggernaut or Soul
traps, poisons, and various other mechanisms. These Container, choose either Strength or Intelligence as your
puppets are incredibly difficult to use, and are only usable by highest, with constitution as your second highest ability
those who have dedicated their lives to the art. score. Second choose Hatake, Nara, or Non-Clan.

CHARACTER INSPIRATIONS

When designing this class, it was built with the intent to
allow players to utilize ninja puppets of different types,
specializing in one or two. Players would be able to
create and utilize puppets for stealth or combat, while
keeping themselves a little safer than others, or use
them to gain new abilities for themselves. The characters
this class is pulling inspiration from are as follows:
Kankuro, Sasori, and Chiyo.

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CLASS FEATURES SPECIALIZATION UPGRADE

As a Puppet Master, you gain the following class Also, at 1st level, choose an upgrade for which you
features. qualify from the list at the end of your specialization,
and gain the benefits listed in the description of the
HIT POINTS upgrade.

Hit Dice: 1d8 per Puppet Master level You select additional upgrades at 3rd, 5th, 7th, 9th,
Hit Points at 1st Level: 8 + your constitution modifier 11th, 13th, 15th, 17th, 19th, and 20th level, as shown in
Hit Points at Higher Levels: 1d8 (or 5) + your the Upgrades column of the Puppet Master table. You
cannot select an upgrade more than once, unless the
Constitution modifier per Puppet Master level after upgrade's description says otherwise.
1st.
You can exchange any of your existing upgrades for
CHAKRA POINTS any other upgrade of the same level requirement as the
replaced upgrade after finishing a week of downtime
Chakra Dice: 1d10 per Puppet Master level replacing the upgrades. Whenever an existing upgrade is
Chakra Points at 1st Level: 10 + your constitution swapped out for a replacement upgrade (either by a
specialization feature or on level up), the new upgrade is
modifier selected as if the Puppet Master is the level, they were
Chakra Points at Higher Levels: 1d10 (or 6) + your when they got that upgrade slot.

Constitution modifier per Puppet Master level after (For example, if you replace your Puppet Tool and reselect
1st. all of your upgrades as a 5th level Puppet Master, you could
select three 1st level upgrades and two 5th level upgrades, or
PROFICIENCIES five 1st level upgrades, or four first level upgrades and one
5th level upgrade, but you would not be able to select more
Armor: Light armor, Medium Armor than two 5th level upgrades.)
Weapons: Simple Weapons, Battle Wires, Hand
CHAKRA ENHANCED RETROFIT
Crossbows, Heavy Crossbows, Fuma-Shuriken
Ninja Tools: Armorsmith Kit, Weaponsmith Kit. Beginning, At 2nd level, your study of chakra enhanced
Saving Throws: Constitution, Intelligence items and crafting has allowed you to retrofit chakra
Skills: Crafting, Choose three from Chakra Control, enhanced gear. During a long rest, you can perform a
ritual using any +1/2/3 weapon or armor (excluding S+
Deception, History, Insight, Intimidation, and sentient items) to transfer the chakra imbued within
Investigation, Ninshou, Perception, Nature, Sleight of it into a puppeteer weapon or armor (a weapon or armor
Hand, Stealth created by a subclass feature or upgrade). This includes
weapon-like upgrades that make attack and damage
EQUIPMENT rolls (like the Juggernaut's Chakra Blast).

You start with the following equipment, in addition to For example, if your Puppet Tool has Hidden Blades,
the equipment granted by your background: you could make them +1 by transferring the property of a
+1 katana to it. You cannot transfer any properties from a
• (a) a Hand Crossbow and one stack of bolts or (b) any chakra enhanced weapon or armor besides a bonus to
two simple weapons attack and damage rolls or a bonus to AC, respectively,
and the original weapon or armor is destroyed.
• (a) One Kunai stack or (b) One Shuriken stack
• Padded Armor, Crafters kit, and 1 paper bomb Additionally, you can convert a set of armor with a
chakra enhanced bonus to AC to a lighter armor type. To
JUTSU CASTING wear this armor, a creature must attune to it.

NINJUTSU ABILITY SCORE IMPROVEMENT/FEAT

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

GENJUTSU BROAD KNOWLEDGE

Genjutsu save DC = 8 + your proficiency bonus + your Also at 6th level, you can expand your knowledge of
Wisdom modifier (your choice) puppet- craft, learning from another discipline if you
choose. You can gain the 1st level features from one
Genjutsu attack modifier = your proficiency bonus + other Specialization of your choice. You also gain one 1st
your Wisdom modifier (your choice) Level upgrade from that Specialization, and it doesn't
count against your total number of Upgrades. You can
TAIJUTSU replace this upgrade with another 1st Level upgrade from
the same Specialization whenever you gain a level in this
Taijutsu save DC = 8 + your proficiency bonus + your class.
Strength modifier
Alternatively, you can further specialize in your own
Taijutsu attack modifier = your proficiency bonus + your discipline You gain one tool kit proficiency of your
Strength modifier choice, and you gain two additional 1st Level upgrades
from your Specialization. These do not count against
PUPPET SPECIALIZATION your total number of upgrades.

At 1st level, you focus on a specialized craft of puppetry;
Puppeteer, Juggernaut, or Soul Container, each of which
are detailed at the end of the class description. Your
choices grant you features at 1stt, 3rd, 5th, and 14th
level.

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CHAKRA RECONSTRUCTION PEERLESS

Beginning at 7th level, you have mastered the knowledge Beginning, At 20th level, your mind is always thinking of
of using your chakra to repair things. You learn the new options and clever solutions. After a short, long, or
Mending ninjutsu, and can cast it without spending any full rest, you can select and create a temporary version of
chakra. Additionally, you learn the healing hands an upgrade from your Specialization you are qualified to
ninjutsu. A Jutsu learned this way loses the medical take but do not have. This upgrade must have a level
keyword. requirement of 11th level or lower. You have this upgrade
until you complete a short or long rest, during which you
You can only cast these jutsu on constructs, and they can select a temporary upgrade with this feature again.
only affect constructs, structures, or items.
PUPPET SPECIALIZATIONS
TOOL EXPERTISE
Puppet Masters pursue different disciplines. Beginning at
Starting, at 7th level, your proficiency bonus is doubled 1stt level you can choose which discipline to specialize in;
for any Crafting Ability check you make that uses tools Puppeteer, Juggernaut, or Soul Container. Once you
you are proficient in. choose, you cannot go back to switch this choice.

IMPROVED CHAKRA CRAFTING PUPPETEER

At 10th level, your experience in creating your own A Puppeteer is a Puppet Master that has committed
wondrous invention makes you more adept at crafting a themselves to creating a true, pure work of puppetry. A
chakra enhanced item than a normal ninja. Creating a
chakra enhanced item takes you half the time it would painstaking life ambition, they plan and design
normally take. meticulously, even if in practice sometimes compromises
on materials must be made.
Additionally, you can make 1 day of progress toward
crafting a chakra enhanced item, scroll, or pill during a Why a Puppeteer embarks on the quest to create this
long rest. artistic construct can vary. For many, it is the pure pursuit
of crafting the perfect creation, while for others, it is
PUPPETRY SAVANT simply so they do not have to carry around their loot, or to
have a loyal companion to count on at all times.
Starting, At 11th level, your broad knowledge of the
puppetry arts has been further heightened. You can gain PUPPETEER PROFICIENCY
the 1st level features of one other Specialization of your
choice. You also gain a 1st Level upgrade from that When you choose this specialization at 1st level, you gain
Specialization, and it doesn't count against your total proficiency in chakra control, and with the poison kit.
number of upgrades. You can replace this upgrade with
another 1st Level upgrade from this same Specialization PUPPET TOOL
whenever you gain a level in this class. If you chose to
gain the 1st level features from another Specialization Beginning at 1stt level, you craft a Puppet Tool, to carry out
with the Broad Knowledge feature, you can only replace your orders and protect you. This puppet is under your
one of your extra Specializations' upgrades when you control and connected to you via chakra threads.
gain a level in this class, not both.
The puppet tool acts by your command via these chakra
Alternatively, you can learn more about your previous threads. On your turn, you can manipulate them to move
research. If you chose to gain the 1st level features from (no action required).
another Specialization with the Broad Knowledge
feature, you can choose to gain the 3rd level feature of As an Action or Bonus Action on your turn, you can
that Specialization. You can also select another upgrade command them to take an action.
for which you qualify from that Specialization, counting
your Puppet Master level for any level prerequisites of Additionally, you can use your reaction, to command the
the upgrade. You can only replace one of your extra puppet tool to take a reaction.
Specialization's upgrades when you gain a level in this
class, not both. Your puppet tools proficiency is equal to your
proficiency bonus. When you would gain an Ability, score
Alternatively, you gain proficiency with one additional increase from this class, you increase one of its ability
tool kit of your choice, and you gain one additional scores by 2, and two other scores by 1; You cannot increase
upgrade for which you qualify from your own an ability score of your puppets by more than 20 this way.
Specialization. This doesn't count against your total
number of upgrades. If your puppet is forced to make a saving throw, add your
proficiency bonus to the roll, and treat any negative
RIGHT TOOL FOR THE JOB modifiers as +0 for the saving throw.

Starting, at 18th level, you always come prepared for If your Puppet tool is damaged, it can be healed using
whatever mission you take. When you finish a full rest, either mending on it as an action, recovering 1d6 + Your
you can replace one of your upgrades from your Ninjutsu Ability Modifier hit points.
Specialization with another upgrade of the same level
requirement as the replace upgrade. Alternatively, you can use a full turn action with your
weaponsmiths kit to repair it. Provided you are within 5
feet of it and expend 6 chakra. When you start the repair,
the puppet tool regains half of its maximum hit points. If it
isn’t destroyed after 1 minute, your chakra pulls it
together, completely repairing it with all its hit points
restored. Otherwise, you must restart the repair process.

At the end of a long rest, you can create a new puppet
tool if you have a weapon smiths kit with you. If you
already have a puppet tool from this feature, the first one is
scavenged to create a new one. The base statistics of your
puppet tool are as follows;

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Medium Construct select 2 free 1st level Augments to start with that do not
count against your upgrade total.
Hit Points Your Intelligence Modifier + Five times your puppet master
level + your Puppet tools constitution modifier times your puppet Its natural weapon is: Slam: your Ninjutsu or Taijutsu
master level. (The puppet has a number of hit die [d8] equal to your attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
puppet master level. Strength modifier + your proficiency bonus in bludgeoning
damage.
Speed 30 ft.
INTELLIGENT OVERSIGHT
14 (+2) 12 (+1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)
Starting at 3rd level, you can take the Help action as a
bonus action when assisting your Puppet Tool.
Additionally, when you take the Help action to aid an ally
(Including your puppet tool) in attacking a creature, the
target of that attack can be within 30 feet of you, rather
than 5ft of you, if the allied creature can see or hear you.

Senses passive Perception 7 MASTERFUL MANIPULATION

Bound. The Puppet is bound to its user via chakra strings. Your puppet Starting at 5th level, you no longer need to spend your
cannot be more than 500 feet from you. If the strings are not bound to reaction to manipulate your puppet tool to use its
the puppet, it cannot move or take any actions of any kind. If a reaction.
creature other than its creator uses chakra threads to manipulate the
puppet, it cannot use any Augments, as the user would be unaware of Additionally, you can use your action and/or bonus
its full capabilities. action to manipulate your Puppet tool to use its action.
If the Puppet tool is not manipulated to take any action,
you automatically manipulate it to take the Dodge action
in combat.

PUPPET CHASSIS PERFECTED DESIGN

When you create your Puppet tool, you can add one prefix Starting at 14th level, your puppet tool can add your
to its type in the form of which basic chassis you use for Intelligence Modifier to all of its attack rolls, ability
your puppet. For example, if you select Warframe, your checks and saving throws.
puppet becomes a Warframe Puppet, and gains the
Warframe modifications to its base statistics.

WARFRAME

Your puppet Tool is roughly humanoid, and comes with the
robust flexibility and options that this form provides. Its
base Strength Ability score becomes 16 (+3) and it gains
proficiency in simple and martial weapons.

Its natural weapon is: Slam: Your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d4 +
Strength Modifier + Your Proficiency bonus in
bludgeoning damage.

QUADRUPEDAL

Your Puppet Tool takes on a quadrupedal design.
Larger and sturdier, it is more suitable to launch into the
fray or carry its creator. Its base size becomes Large, its base
Strength and Constitution become 16 (+3), its natural armor
becomes 14 + your proficiency bonus, and its speed becomes
35ft.

Its natural weapon is: Bite: your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d10 +
Strength modifier + your proficiency bonus in piercing
damage.

WINGED

Your Puppet Tool is modeled off a flying creature. Smaller
and lighter than most golems, it is kept aloft by intricate
wings. Its base size becomes Small and it gains a flying
speed of 30ft.

Its natural weapon is: Talon: your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
Strength modifier + your proficiency bonus in slashing
damage.

SPECIALIZED

Your Puppet Tool defies all expectations, its design fueled
by your own rampant creativity. A little less robust and
stable, it is far more extensible to your visionary plans. Your
Puppet Tool starts with the basic statistics, but you can

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JUGGERNAUT can only change which one you are attuned to during a
long rest.
A Juggernaut is a Puppet Master that has turned their
wondrous talent of invention to a singular goal: making If you create a new set of puppet armor, you can apply
themselves an unstoppable force. Some Juggernauts seek a new set of upgrades equal to the value on the class
to turn their puppet into a machine of death and terror; table, applying each at the level you get it on the class
others become the arbiter of justice and order, while table.
others still perhaps merely seek to refine their craft in
the pursuit of pure innovation. When you create your juggernaut armor, you can
create a heavily plated steel puppet, or a specially
JUGGERNAUT PROFICIENCY enhanced set of puppet armor known as an iron shell.

When you choose this specialization at 1st level, you gain If your puppet armor is a steel puppet, you gain the
proficiency in heavy armor and the Disguise Kit. Powerful Build trait.

CHAKRA-INFUSED GAUNTLET If your puppet armor is an iron shell, you can forgo the
increase to your Strength and Maximum strength to
Beginning at 1st level, when you take this specialization, instead gain an augment that you qualify for, at no cost.
you construct a chakra-infused gauntlet as a prototype
for the larger form to come. This is a specialized chakra Power Build: You count as one size category larger,
enhanced item that only you can attune to. When you also granting you an additional 10 bulk maximum
create a chakra infused gauntlet you can add one of the
following augments to it; Power Fist, Chakra Blade or EXTRA ATTACK
Martial Grip. You can make multiple gauntlets with
different upgrades, but can only be attuned to one at a Beginning at 5th level, you can attack twice, instead of
time. once, whenever you take the attack action on your turn.

If you lose your Chakra-Infused gauntlet, you can FULLY CUSTOMIZED GEAR
remake it during a long rest with 50 ryo worth of
materials, or can scavenger for materials and forge it Beginning at 14th level, you’ve mastered the
over two days of work, without material expense. customization of your puppet armor. You can add one
While wearing a Chakra-Infused gauntlet, you can additional upgrade to your armor that that you qualify
engage Artificial Strength. for. You can add another of these free upgrades at 18th
Artificial Strength and 20th level

When you don your Chakra-Infused gauntlet or as an
action while wearing it, you can dedicate some of your
intelligence to fully controlling the power of the
gauntlet. You can reduce your current and maximum
Intelligence score to increase your current Strength
score, up to what your Intelligence score was before
engaging Artificial Strength. You can stop using Artificial
strength any time, and it automatically ends if your
gauntlet is removed.

(Example; If you have an Intelligence of 16 and a
Strength score of 12, you can decease your Intelligence
score to 12, while increasing your strength up to 16 in its
place.

JUGGERNAUT ARMOR

Beginning at 3rd level, you have attained the knowledge
of crafting and crafting chakra enhanced items
sufficiently enough to create a set of puppet armor that
only you can wear and attune to from a standard, non-
chakra enhanced set of heavy armor using resources
you’ve gathered.

This process takes 8 hours to complete, as well as a
place to craft. This armor can incorporate a Chakra-
Infused Gauntlet (They do not require separate
attunement). While attuned to your armor, your
Strength score increases by 2, and your maximum
strength score becomes 22.

You can create a new set of puppet armor by crafting
it from a set of gather and purchased materials in a
process that takes 4000 ryo and 1 week.

You can create multi sets of puppet armor, but you can
only be attuned to one of them at a given time, and you

JUGGERNAUT ARMOR

Armor Name AC Dex Bonus Bulk Stealth Properties
Steel Puppet +8 - 10 Bulk Disadvantage Heavy Armor, Powerful Build
Iron Shell +5 Dex Modifier (Max 2) 7 Bulk - Medium Armor

134

SOUL CRAFTER Additionally, you no longer need to eat or sleep,
instead opting to tinker with your body for 30 minutes to
A Soul Crafter is the sort of person that makes people gain the benefit of a short rest, or for 4 hours to gain the
uncomfortable. Even when encountered in the most benefits of a long rest. You can only gain the benefit of a
ideal circumstances, they simply have the sort of gaze short rest tinkering with yourself this way, once per long
that makes one think they may be thinking "how could I rest.
improve that" as they look at you.
This particular specialization of Puppet Master is one Also, you regain hit dice equal to your constitution
that has turned their creative talent...inward. They seek modifier when you finish a short or long rest (In
to understand and improve the limitations of flesh. All additional to any hit die recovered when you finish a
too frequently, they place a slightly different value on long rest). If you are missing any limbs at the start of a
aesthetics than others might, tending to find beauty long rest, you can use your crafting skills to remake your
primarily in efficiency. missing limb by the end of your rest.

SOUL CRAFTER PROFICIENCY Finally, your body has been changed beyond
recognition. You are a construct in addition to a
When you choose this specialization at 1stt level, you gain Humanoid. You are no longer counted as a living
proficiency in the Medicine Skill, as well as the ability to organism, and instead a living construct. You no longer
use Ninjutsu with the Medical Keyword. need to breathe, and have become immune to
suffocation and poison. You cannot be killed by being
PERFECT SELF beheaded as your head is just a replicant of your previous
one. Your consciousness and Soul are contained in a Soul
Beginning at 1st level, you have utilized forbidden Core located where your heart used to be. You cannot be
techniques to augment your own body. Select one of the revived by normal means, instead requiring your Soul
following options; Core to be repaired with a DC 30 Crafting check. A
creature who fails this check 3 times shatters your soul
PERFECTION OF BODY core, killing you permanently.

Nature had its chance to make your form by its design, and You no longer benefit from medical jutsu that recovers
you have deemed it inefficient. Now it’s your turn to show hit points cast from other creatures. You can still heal
nature perfection incarnate. When you take this path, you yourself with such jutsu though.
gain the Puppet Augmentation upgrade and it does not
count against your upgrade total. A creature who casts Mending on you instead heals you
2d8 hit points.
When you take the Attack action using this upgrade, you
can make an additional attack with it as part of the same If you cast mending on yourself, Mending recovers
action. You can make up to two of these additional attacks 2d10 hit points. Beginning at 5th level, the healing
each turn, and you can make a total number of these increases by 1d10 (3d10), and again at 11th level (4d10)
additional attacks equal to half your Puppet Master level and 17th level (5d10)
(rounded down, minimum of 2) regaining all uses when
you finish a short or long rest. CHAKRA ENHANCED BIOENGINEERING

PERFECTION OF MIND Additionally, at 3rd level, you can use Chakra Enhanced
Retrofit to transfer a bonus to attack or damage rolls on
You know that perfection is an aspect of knowledge, a a weapon to natural weapons gained from the subclass.
perfect understanding of the mechanics of the body, inside
and out. But particularly inside. You gain the Doctor EXTRA ATTACK
upgrade and it does not count against your upgrade total.
Beginning at 5th level, you can attack twice, instead of
You have a pool of d8s equal to half your Puppet Master once, whenever you take the attack action on your turn.
level (rounded up, minimum of 2). When you restore hit
points to a creature or use an Intelligence (Medicine) check PERFECTION OF PUPPETRY
to deal damage to a creature, you can spend these d8s to
restore additional health or deal additional damage. You Beginning at 14th level, your level of understanding of
regain half this pool of d8s when you finish a short or long your puppet self grows: you regain uses of the resources
rest. it provides equal to your Intelligence modifier on short
rest.
PUPPET’S VITALITY Additionally, you are immune to abilities and affects that
would put you to sleep.
Beginning at 3rd level, you have augmented your body in
such a way that it is easily modifiable with each step you
take towards greatness. But in the process, you have taken
on a slew of different compromises due to this change.

While you have at least 1 hit point at the start of your
turn, you can spend a hit die and regain hit points equal to
the result + your constitution modifier. If you have 0 hit
points, you can use this feature at the end of your turn.

135

PUPPETEER AUGMENTS TELESCOPIC REACH

The following are augments available to the Puppeteer You augment your puppet to have limbs that retract and
Specialization. The Augments are listed in alphabetical extend at will. Your puppet tools natural and weapon
order for each group. Unless otherwise stated, you attacks have their reach increases by 5 feet when it takes
cannot take the same Augment multiple times. the attack action. You can acquire this upgrade up to 3
times, increase your puppets reach by 5 feet each time.
1ST LEVEL UPGRADES
WARFARE AUGMENTATION
BULKY BUILD
You figure out how to better utilize your puppets
You can take this augment three times. Your additional weapons. You give your puppet one fighting style of your
bulk to your puppets frame, increases its AC by +2. choice from Dueling Mastery, Great Weapon Fighting, or
Sharpshooting.
CHAKRA RESONANCE
5TH LEVEL UPGRADES
You craft an enhanced chakra connector and install it
into your puppets core, allowing you and it to share CHAKRA DRAINING TRAP
certain jutsu effects. You can make any jutsu you cast
that targets only you, also target your Puppet tool. Your puppet is equipped with an absorbing seal, meant
to drain chakra from its enemies. When your puppet
CHAKRA SHIELD takes the Attack action against a creature it has
grappled, it can forgo one of its attacks drain the
You build a manipulation shortcut into your puppet to creature’s chakra. The creature must succeed a
defend your allies. When a creature you can see, attacks a constitution saving throw, losing 2d12 Chakra on a failed
target other than you, or your puppet, that is within 5 save. You regain chakra equal to the amount of chakra
feet of you or the puppet, you can use its reaction to that the creature lost.
impose disadvantage on the attack roll.
CHAKRA SEALING TRAP
ENTRAPMENT MECHANISM
Your puppet is equipped with a blocking seal, meant to
You install a mechanism to restrain its targets. When block the chakra of its enemies. When a creature
your puppet attempts to grapple a creature, it applies grappled by your puppet attempts to cast a Ninjutsu or
your proficiency bonus to the roll. When you Genjutsu, they must make a constitution saving throw,
successfully, grapple a creature with this upgrade, the increasing the cost of the jutsu by half on a failed save.
target creature is restrained, and your puppet still has
the rest of its appendages for other uses. Additionally, it EXPLOSIVE LAUNCHER
can move its restrained target without any reduction of
its movement speed. You craft a launching mechanism within your puppet.
This launcher can be loaded as an action with up to 6 of
GHILLIE COATING the following items; Chili pepper bombs, Fire Bombs, Ice
Bombs, and shock bombs. When your puppet takes the
You augment your puppet with a special coating to make attack action, it can instead launch up to three loaded
it harder to detect. Your puppet gains proficiency in the items from the launcher at a time.
Stealth skill. Additionally, it can take the hide action for
free before or after using its action. HOOK SHOT

HIDDEN BLADES You craft a hook that fires a reeling shot that sinks into a
target, and pulls them closer. Your Puppet tool gains the
You install blades within your puppet that aren’t following attack; Hook shot: your Ninjutsu or Taijutsu
immediate visible to the eye. When your puppet takes the attack modifier to hit, range 40/120ft., one target. Hit:
attack action, it can make an additional melee weapon 1d10 + your proficiency bonus in piercing damage, and
attack using its hidden blade, with the following the hook is lodged into the creature’s body. Once lodged
statistics; Hidden Blade: Your ninjutsu or Taijutsu Attack into a creature, the hook cannot be shot again until
Bonus to hit, reach 5ft., Hit: 1d6 + your proficiency bonus dislodged. While the hook is in a creature, that creature
in piercing damage. has its speed halved.
You cannot use this upgrade in conjunction with any Additionally, when your puppet takes the Attack action,
upgrades that replace your puppets attacks when taking it can instead reel in any target hooked by it, bringing
the attack action. the target 15 feet closer to the puppet’s location. A
creature can use its action to dislodge the hook, dealing
NINJUTSU CHANNELER 1d6 piercing damage to the creature that had the hook
inside it.
You utilize your chakra threads to displace your jutsu.
When you cast a Ninjutsu, you can do so as though you IRON FORTRESS
were in your puppet Tools space, but you must use your
own senses. Requirements: Puppet Tool Constitution score of 16+
You extend your puppets shielding and stationary
SPRING LAUNCH MECHANISM stability. Your puppet tool now counts as 3 quarters
cover for medium or smaller creatures within 5 feet of it,
You craft improved gears for your puppet. Your puppet while between them and the attacker or while riding it.
gains proficiency in the Acrobatics Skill and its Additionally, it cannot be moved against its will, while in
movement speed increases by 10 feet. contact with the ground.

136

JUTSU SPECIALIZATION POISON FOUNTAIN

You modify your puppet tool to utilize special kinds of You fit your puppet with a tank fill of Poison. The tank
attack based jutsu. When you craft this augmentation holds up to 10 doses of poison gas. Your puppet tool can
select two D-Rank Ninjutsu or Taijutsu that you are use its action to spend 1 dose of poison to unleash a 10-
familiar with and have a casting time of 1 action and a foot radius cloud of toxic gas within 30 feet of it, that
duration of instant. Your Puppet Tool now knows these lasts for 1 minute or until a wind of moderate or greater
jutsu. When your puppet takes the Attack action, it can speed (at least 10 miles per hour) disperses it. This
instead use one of its jutsu, using your chakra. Ninjutsu poison functions as it normally would but now simply
its casts uses your ninjutsu attack modifier and save DC, has its area of effect increases.
while Taijutsu its casts uses the puppets abilities and
save DC calculated as shown in the Jutsu casting feature. A creature who enters the poison gas for the first time,
begins its turn inside the poison gas, or ends its turn in
You can select this upgrade multiple times, increasing the poison gas, must succeed a constitution saving
the number of jutsu your Puppet tool knows each time it throw being poisoned on a failed save.
is selected. If you select this upgrade at higher levels,
you can increase the rank of the jutsu your puppet tool SECONDARY PUPPET
knows: up to C-Rank jutsu at 9th level, B-Rank jutsu at
11th level, and A-Rank jutsu at 15th level. You craft an additional Puppet tool. Your Puppet tools
share a single reaction, but each has its own action.
9TH LEVEL UPGRADES When you craft this new puppet tool, you must
redistribute your upgrades and Ability score
AUTONOMOUS ACTION improvements between both of your puppets.

You no longer need to spend your action or bonus action If you have more than one Jutsu specialization
to manipulate your puppet tool to use its action. augment, you must split the jutsu types between your
puppet tools; one learns ninjutsu, and one learns
DEAFENING SPEAKER taijutsu. If you have more than two puppet tools, only
two can learn jutsu.
You craft a chakra fueled speaker into your puppet tool.
Your puppet can use its action to spend 6 chakra and let You can select this upgrade multiple times, crafting an
out a 15-foot radius pulse of deafening sound. Each additional puppet tool each time its selected.
creature in the radius must attempt a constitution
saving throw, taking 6d8 force damage and becoming 11TH LEVEL UPGRADES
deafened on a failure, or taking half as much damage and
keeping their hearing on a success. CHAKRA CANNON

Creatures deafened by this augment can attempt the You craft a cannon into a part of your puppet, meant to
saving throw again at the end of each of their turns, channel your chakra into a single blast of destructive
ending the deafened condition on a success. power.

EXPANDED FRAME When your puppet takes the attack action, it spends 15
of your chakra to unleash a 60-foot line, 5-foot-wide
You enlarge your puppet increases its size category by beam of pure chakra in a direction of your choice. Each
one, if possible, up to a maximum size of large. If your creature caught in the line must make a Dexterity saving
puppet tool is large after taking this upgrade, it gains throw vs your Ninjutsu save DC, taking 12d12 force
disadvantage on Dexterity (Stealth) checks and Dexterity damage and being knocked prone on a failed save. Or no
saving throws. Its weapons gain an additional damage damage on a successful save.
die, and its maximum hit points increase by an amount
equal to three times your Puppet Master level when you HOVER MECHANISM
select this augment. As long as your puppet tool has this
upgrade, whenever you gain a level in this class, its You add a mechanism designed to allow your puppet to
maximum hit points increase by an additional 3. avoid needing to touch the ground at all. If your puppet
tool is medium or smaller, it gains a fly speed equal to 30
EXPLODING PUPPET MECHANISM feet, if your puppet tool is large or larger, its fly speed is
20 feet. If your puppet tool already has a flying speed, it
You rig your puppet to explode when you decide dealing is increased by 20 feet.
significant damage. When your puppet tool is reduced to
0 hit points, the tags attached to it explodes. Each MULTIATTACK FORM
creature within 20 feet of the puppet tool must make a
Dexterity saving throw, taking 15d4 fire damage on a When your puppet tool takes the attack action, it can
failed save, or half as much on a successful one. Once attack twice instead of once.
this happens the puppet and all its parts are destroyed
beyond repair. THUNDERING STOMP

OVERDRIVE Your puppet can leverage its increased size and chakra
infused nature to unleash a crushing stomp of chakra,
You build special motors in your puppet to handle more when it brings it weight down. Your puppet tool can
demanding manipulations. As your action you can replace any attack made with its attack action with the
overcharge your puppet with chakra. For the next Chakra Pulse ninjutsu using your level and save DC.
minute, its speed is doubled, it gains a +2 bonus to AC, it
has advantage on Dexterity saving throws and it gain an TRANSFORMING PUPPET
additional action on each of its turns. That action can be
used only to take the attack action to make one weapon You install clever multifunctional components allowing
attack, Dash, Disengage, Hide, or use an object. You can your puppet tool to reduce its size. Your puppet can
use this augment once per long rest. collapse its mass one size category smaller, but while in
the collapsed mode, any movement speed it has is
reduced by 10 feet. The process takes 1 minute to invoke
or revert.

137

15TH LEVEL UPGRADES ELEMENTAL ENGINE

NESTING PUPPETS You can take this upgrade multiple times, each time
selecting a different type of engine.
Your puppet is equipped with enough space within it to
store another puppet entirely. This puppet can hold a Earth Engine
puppet of one size lower than it within this mechanism.
When this puppet is reduced to 0 hit points, the chakra You gain the ability to mimic Earth release chakra. You
threads attached, immediately affix to the puppet inside. do not need to have the earth nature affinity to use this
This counts as a single puppet, effectively reviving your upgrade. While wearing your Chakra-Infused gauntlet,
puppet one size smaller. You can restore your puppets you gain access to the following jutsu at the following
size after spending 8 hours working on it, which can be Puppet master Levels;
done during a full rest.
Puppet Master Level Earth Engine Jutsu
SHARED POWER 3 Earth Release: Earthen Grasp
5 Earth Release: Turning Palm
You use your chakra threads to tap into your puppet’s 9 Earth Release: Earth-Style Wall
chakra infused nature. You gain the following options: 13 Earth Release: Stone Needle

• As an action, you can drain a number of hit points Wind Engine
from your puppet tool, up to twice your puppet master
level, either gaining the result as temporary hit points, You gain the ability to mimic Wind release chakra. You
or recovering that much chakra. do not need to have the wind nature affinity to use this
upgrade. While wearing your Chakra-Infused gauntlet,
• Once per round, either you or your puppet can give up you gain access to the following jutsu at the following
your action to allow the other to take an additional
action. This additional action can only be used to Puppet Master Level Wind Engine Jutsu
Attack (one weapon attack only), Dash, Disengage, 3 Wind Release: Passing Typhoon
Hide, or Use an object. If you have multiple puppets 5 Wind Release: Wall of Wind
having one give up its action makes all of them lose
their action, and if you give up your action, only one of 9 Wind Release: 10,000 Slicing Blades
them gets an extra action.
13 Wind Release: Drilling Wind Bullet
JUGGERNAUT AUGMENTS
Fire Engine
The following are augments available to the Juggernaut
Specialization. The Augments are listed in alphabetical You gain the ability to mimic Fire release chakra. You do
order for each group. Unless otherwise stated, you not need to have the fire nature affinity to use this
cannot take the same Augment multiple times. upgrade. While wearing your Chakra-Infused gauntlet,
you gain access to the following jutsu at the following
1ST LEVEL UPGRADES Puppet master Levels;

ACCELERATED MOVEMENT Puppet Master Level Fire Engine Jutsu
3 Fire Release: Fox Fire
You can apply this upgrade twice. You reduce the weight 5 Fire Release: Fire Dragon bullet
of your armor significantly. While wearing your armor,
your speed increases by 10 feet. This applies to all 9 Fire Release: Fire Wall
movement speeds you have while wearing your puppet
armor. 13 Fire Release: Great Fire Absorption

CHAKRA BLAST Water Engine

You upgrade your Chakra infused gauntlet to deliver a You gain the ability to mimic Water release chakra. You
special ranged attack. This attack is a Ranged Ninjutsu do not need to have the water nature affinity to use this
attack, that deals 1d8 + Your Ninjutsu Ability modifier upgrade. While wearing your Chakra-Infused gauntlet,
force damage, and has a range of 60 feet. you gain access to the following jutsu at the following
You are proficient in this weapon, when you take the Puppet master Levels;
attack action, you can forgo one of your attacks to use
this ranged ninjutsu attack in place of the attack. Puppet Master Level Water Engine Jutsu
3 Water Release: Water Whip
CHAKRA INFUSED VISOR 5 Water Release: Wall of Water
9 Water Release: Water Fang
You can take this upgrade multiple times. You enhance 13 Water Release: Falling Rain Needles
your visor with chakra, while wearing your puppet
armor, you gain Darkvision to a range of 30 feet. If you
already have Darkvision the range is increased by an
additional 30 feet.

138

Lightning Engine POWER FIST

You gain the ability to mimic Lightning release chakra. You can take this upgrade twice. You upgrade your
You do not need to have the lightning nature affinity to gauntlet to better punch things. Your gauntlet now acts
use this upgrade. While wearing your Chakra-Infused as Combat bracers, that you have proficiency in, dealing
gauntlet, you gain access to the following jutsu at the 1d8 bludgeoning damage and gains the light and special
following Puppet master Levels; Fist properties.
With the Power Fist applied twice, you have a Power Fist
Puppet Master Level Lightning Engine Jutsu for each hand that can be used for two weapon fighting.

3 Lightning Release: Thunder Tempest Special Fist: When you make an attack roll, you can
choose to forgo adding your proficiency bonus to the
5 Lightning Release: Lightning Kings attack roll, if the attack hits, you can add double your
Mantle proficiency bonus to the damage roll.

9 Lightning Release: Lightning Spear PUPPET CONSTITUTION

13 Lightning Release: Lightning Shield While wearing your puppet armor, you gain resistance to
poison damage and advantage against the poisoned and
EXTENDABLE ARMS envenomed conditions.

As a bonus action, you can extend your puppets arms’ REINFORCED ARMOR
reach. Your melee weapon attacks have their reach
increased by 5 feet until the start of your next turn. You can take this upgrade up to 3 times. You reinforce
the structure and materials that make up your
FARADAY FACEPLATE Juggernaut armor. Your Juggernaut armors AC increases
by +1.
After casting a Jutsu of D-Rank or higher, you have
advantage on saving throws against being charmed, 5TH LEVEL UPGRADES
mind controlled, stunned, or dazed by Genjutsu, until
the start of your next turn. ACTIVE CAMOUFLAGE

GRAPPLING REEL As an action, you can cover your puppet armor in chakra,
blending into your surroundings, similar to the body
You integrate a grappling eel into your gauntlet. As 1 camouflage ninjutsu. This lasts until you deactivate it.
attack or 1 action, you may target a surface, object, or While active, you are considered lightly obscured, and
creature within 30 feet of you. If the target is Large or can hide from a creature even when they have a clear line
smaller, you can attempt to grapple the creature, pulling of sight to you. Wisdom (Perception) checks to find you
it to you and grappling the creature on a success. that rely on vision are made with disadvantage.
Alternatively, if the target is huge or larger, you can
choose to be pulled to it; this does not grapple the target. CHAKRA ACCUMULATOR

INTEGRATED WEAPON Prerequisite: Chakra Blast Augment
Every time you cast a jutsu of D-Rank or Higher, you
You can take this upgrade multiple times, each time accumulate charges to your Chakra Blast augment equal
selecting a different type of weapon. You install a to the rank of the jutsu, up to a maximum number of
weapon into your puppet armor, with varying abilities. charges equal to your Intelligence Modifier. When you
You may use your selected weapon when you take the deal damage with Chakra Blast, you can expend the
attack action, or with a Bukijutsu they qualify for. Select accumulated charges to deal an additional 1d6 damage,
one of the following weapons; or to move the target 5 feet directly away from you for
each charge spent.
Weapon Description Charges not expended within 1 minute of being
Name accumulate are lost.

Scorpion Tail You fit your puppet armor with a long-serrated tail, COLLAPSIBLE
with a lethal point. It deals 1d8 + Strength Modifier
Piercing Damage on a hit. Your Juggernaut armor can collapse into a small case for
If a creature you can see within 10 feet of you hits easy storage when you aren’t wearing it. When
you with an attack roll, you can use your reaction to transformed this way, the armor is indistinguishable
swipe this tail and roll 1d8, applying the result to from a normal case and weighs 1/3 its normal weight. As
your AC, potentially causing the attack to miss you. an action you can don and doff the armor allow it to
transform as needed.
Mantis Blades You fit your puppet armor with blades mounted to
the arms. These blades deal 1d6 + Strength modifier PUPPET EMPOWERMENT
slashing damage on a hit.
Once per turn, when you attack with a Mantis blade, You use your puppet armor to improve your own abilities
you can make one additional mantis blade attack as ever so slightly. You gain an additional 5 feet of
a part of the same action. movement, one additional hit point per puppet master
level, and +1 to Strength, Dexterity, and Constitution
MARTIAL GRIP saving throws.

Your chakra infused Gantlet grants the ability to wield a
wide variety of weapons. You gain proficiency with
martial weapons while wearing your chakra infused
gauntlet.

139

REACTIVE PLATING 11TH LEVEL UPGRADES

Prerequisite: Steel Puppet CLOAKING DEVICE
Your armor partially deflects incoming blows. You can
use your reaction when hit by an attack that deals Prerequisite: Active Camouflage Augment
bludgeoning, piercing, or slashing damage to reduce the If you do not move during your turn with active
damage of that attack by an amount equal to your camouflage engaged, you can use your reaction to take
proficiency bonus. the Hide action use an Intelligence (Stealth) check. You
make this check with disadvantage if you are within 5
RESISTANT PLATING feet of another creature or if you attacked during your
turn.
You can take this upgrade multiple times, selecting a You can overload your camouflage to cast invisibility
different option each time. You attune the chakra coating without expending concentration costs. Once you do
your puppet armor against certain forms of damage. this, you cannot do this again until you complete a long
Choose acid, cold, earth, fire, lightning, necrotic, or rest.
wind damage. While wearing your puppet armor, you
have resistance to that type of damage. FLASH CAPACITOR

SEALED SUIT You cannot use this with other Augments that are also
Capacitors. You can store chakra, releasing it in a torrent
Prerequisite: Steel Puppet of destructive lightning. As an action, you can cast
As a bonus action on your turn, you can environmentally Lightning Release: Banquet of Thunder without spending
seal your puppet armor, giving you an air supply for up chakra or charges. You do not need the lightning release
to 1 hour making you immune to inhaled poisons (but nature affinity to cast this jutsu in this way. The affected
not curing you of existing poisoned conditions) area becomes difficult terrain for the next minute.
Once you use this augment, you cannot use it again until
9TH LEVEL UPGRADES you complete a long rest.

BRUTE FORCE FLIGHT

The strength imparted by your puppet armor give the You create a system that allows your juggernaut armor
force of blows the devastating power of a more skilled to fly. While wearing your armor, you gain a 30-feet
combatant. You can select a fighting style from Dueling flying speed.
Master, Great Weapon Fighting, or two-Weapon fighting
and gain the effects of that fighting style while wearing GALE CAPACITOR
your puppet armor.
You cannot use this with other Augments that are also
CHAKRA REACTOR Capacitors. You can store chakra, releasing it in
controlled blasts of gale force winds. As an action, you
You construct a chakra reactor that feeds your armor, can cast Wind Release: Vacuum Great Sphere without
powering its upgrades with external chakra. The chakra spending chakra or charges. You do not need the wind
reactor has 6 charges, and can be used to power release nature affinity to cast this jutsu in this way.
upgrades that cast jutsu, even upgrades that would Once you use this augment, you cannot use it again until
normally only recharge after a rest. You can cast these you complete a long rest.
jutsu using charges, spending 1 charge per rank of the
jutsu you are casting. You can cast jutsu at a higher rank IRON MUSCLE
expending more charges. The reactor regains half of its
maximum charges at the end of a long rest, and all of its You reinforce the structure of your puppet armor, giving
charges at the end of a full rest. it the strength of giants. While wearing your puppet
If your chakra Reactor has no charges left, you can armor, your current strength ability score is increased by
overdraw your chakra reactor for one last burst of power, 2, and your maximum strength ability score becomes 24.
but your armor is temporarily immobilized and your
speed while wearing your armor becomes 0 for a number POWER SLAM CAPACITOR
of rounds equal to the rank of the jutsu cast. Once you do
this, you cannot do this until you complete a long rest. You cannot use this with other Augments that are also
Capacitors. You can store chakra, unleashing it in a
PHASE SUIT mighty show of force. As an action, you jump up to your
entire movement speed and cast Earth Release: Stone
Prerequisite: Iron Shell Forest without spending chakra or charges. You do not
You gain the ability to cast Lightning Release: Lightning need the Earth release nature affinity to cast this jutsu in
Step while wearing your Iron Shell; you do not need he this way.
Lightning Release nature affinity to cast this ninjutsu Once you use this augment, you cannot use it again until
from this augment. Additionally, as an action you can you complete a long rest
become intangible, and move through creature or
objects until the end of your turn. If you end your turn 15TH LEVEL UPGRADES
inside a creature or object, you are forced to the nearest
unoccupied location, taking 10 force damage for each HEAVY PLATING
foot you are forced to move. You cannot use this
Augment again until you complete a short or long rest. Prerequisite: Steel Puppet
You install special heavy plating, giving you resistance to
bludgeoning, piercing, and slashing damage from non-
chakra enhanced sources, which wearing your Steel
Puppet Armor.

140

PHASE STATE As a doctor, you specialize not just in the repair or
creatures, but in the dissection of them. If you are
Prerequisite: Iron Shell holding a melee finesse weapon, you have proficiency
When you are attacked, you can use your reaction to with, as an action, you can make an Intelligence
become intangible, causing the attack to miss if it’s a (Medicine) ability check against a creature within reach
non-chakra enhanced attack. You can use this reaction a with a DC equal to its armor class (This action cannot
number of times equal to your Intelligence modifier, benefit from Expertise). If you succeed on the check, you
regaining any expended uses after you complete a long can deal damage to that creature equal to your weapons
rest. This upgrade regains one use every time you damage + your intelligence modifier. On a roll of 20, the
teleport, or enter another dimension. weapons damage dice is doubled. If you have Extra
attack, you deal twice the weapons damage dice.
RECALL
EXTRA EYES
You place a special seal within your armor. When not
being worn, you can hide your Juggernaut armor in a You add an extra set of eyes to your body. You gain
pocket dimension. As an action you can summon the proficiency in the Perception skill. If you already have
armor and don it. You can use a bonus action to return proficiency in Perception, you add double your
the armor to the pocket dimension. proficiency bonus to your Wisdom (Perception) checks.
While in the pocket dimension, the armor cannot be Also, you have advantage on Wisdom (Perception checks
affected by other abilities and cannot be interacted with that contest a creatures Dexterity (Stealth) check.
in any way.
FIELD SURGERY
SUN CANNON
As an action, you can repair a body to its natural limits
You install a solar cannon into your Juggernaut armor, far more quickly than its natural limits. You can repair a
allowing you to unleash devastating solar energy blasts. willing creature within 5 feet, allowing them to expend
As an action, you can cast Fire Release: Sunbeam without hit dice up to half your puppet master level (rounded up).
spending chakra. You do not need to spend chakra to Each hit dice spent is rolled as normal, but you can add
maintain concentration on this jutsu either. You do not the higher value of their Constitution modifier or your
need the fire release nature affinity to cast this jutsu in Intelligence modifier.
this way. This does not require the Doctor to Augment, but
Once you use this upgrade, you cannot use it again until probably should. If taken without the Doctor Augment,
you complete a long rest. any odd number rolled on the hit die is taken as damage
by the target creature.
SOUL CRAFTER AUGMENTS
FIX FLESH
The following are augments available to the Soul Crafter
Specialization. The Augments are listed in alphabetical Your expertise in the working of flesh makes you an
order for each group. Unless otherwise stated, you artesian of fixing broken creatures. When you cast
cannot take the same Augment multiple times. Healing Hands you restore an additional amount of
health equal to your Intelligence modifier.
1ST LEVEL UPGRADES
HOOK REEL
BETTER EYES
You install a grappling hook into your body. As 1 attack
You can take this augment multiple times, each time or 1 action, you can target a surface, object or creature
taking a different enhancement within 30 feet. Make a ranged weapon attack; you are
Your eyes did not see everything you wanted them to, so, proficient with this weapon. On a hit, you deal 1d6 +
you replaced them with eyes that do. You gain a benefit Strength or Dexterity Modifier piercing damage.
to your vision, selecting one of the following Additionally, if the creature is large or smaller, they can
enhancements; make a Strength (Athletics) or Dexterity (Acrobatics)
check against the attack roll. On a failure, they are
• Blindsight for 10 feet. grappled by you. While grappled in this way, you can use
• Darkvision for 60 feet. a bonus action to pull them 15 feet closer to you.
• Double normal Sight Range. Alternatively, if the target is Huge or larger, you can
• Proficiency in Perception skill. choose to be pulled closer to it.
While you have a creature pierced by your grappling
CRUSHING GRIP hook, you cannot use this upgrade to target another
creature. You or a creature within 5 feet of the grappled
You don’t let things go once you have them in your grip. creature (including the creature) can use an action to
Creatures that are grappled or restrained by you have remove your grappling hook from them, dealing an
disadvantage on attempting to escape the condition. additional 1d4 piercing damage to the creature.
Additionally, you can choose to apply damage equal to
twice your Strength Modifier to any creature that starts HORRIFYING ABOMINATION
its turn grappled or restrained by you.
The perfect form you have crafted intimidates inferior
DOCTOR beings. You gain proficiency in the Intimidation skill. If
you are already proficient in intimidation, you can add
You master the knowledge of mechanical properties of twice your Proficiency bonus to your Charisma
the human body. You can make all Medicine checks as (Intimidation) checks.
Intelligence (Medicine) checks and can add double your
proficiency bonus to Intelligence (Medicine) checks in
relation to the Human body. When you make an
Intelligence (Medicine)check to stabilize a creature, the
regain 1 hit point.

141

MASSIVE FORM SUBDERMAL PLATING

You install a method to rapidly increase in size. As an Exoskeletons are bulker, and endoskeletons just don’t
action, you can become a Large-sized creature. Any offer enough protection, so you compromise. You gain
creature that witnesses this must make a Wisdom saving natural armor, granting you a base AC of 16, You still add
throw against your Ninjutsu save DC or become your Dexterity modifier (Maximum of 3) and half your
frightened of you until the end of their next turn. proficiency bonus (rounded down) to this AC calculation.
While enlarged by this upgrade, you deal an additional You do not benefit from this AC calculation if you are
1d4 damage with your natural weapons and weapons wearing armor.
sized for medium creatures, and you have advantage on
Strength (Athletics) checks. You can revert to normal TOXICITY
size as a bonus action.
You can spend a number of rounds equal to your As a defensive measure, you imbue your blood with
constitution modifier + your Intelligence modifier as a chakra, making it poisonous. Once per turn, when a
large creature before you must revert. These rounds do creature with you with piercing or slashing damage,
not need to be consecutive, and you regain any rounds while within 5 feet of you, they take poison damage
that you spent enlarged when you finish a long rest. equal to your constitution modifier. If damaged from a
biting attack, they take twice as much damage.
PUPPET AUGMENTATION
PUPPET HEALTH
You can take this augment multiple times.
You enhance your body by crafting a new part onto it. You’re a shining beacon of vitality. You an additional 1
maximum hit point for each level of Puppet master you
Augmentation Description have.
Additionally, when you roll a 1 or 2 or a hit die for
Puppet Arm This arm is capable of doing things an arm recovering hit points, you can reroll the die and must use
can do, like holding and hitting things. the new roll, even if it is a 1 or 2.

Puppet Claws You gain a natural weapon that deals 1d8 5TH LEVEL UPGRADES
slashing damage and counts as a finesse
weapon. You are proficient with these claws. BRIMSTONE BLADDER

Puppet Fangs Your mouth becomes a natura weapon that You install a gas chamber and flame nozzle that allows
deals 1d10 piercing damage. You are you to exhale gouts of flame. You gain a pool of d12’s
proficient using these fangs as weapons. equal to your Puppet master level. As an action, you can
exhale a 30-foot cone of fire, spending d12s from this
Puppet You a tentacle appendage that is a natural pools. Creatures in the cones range, must make a
Dexterity saving throw vs your Ninjutsu save DC, taking
Tentacle weapon that deals 1d6 bludgeoning damage damage equal to the spent d12’s on a failed save or half
as much on a successful save. You regain any expended
with the reach property. You are proficient die when you finish a long rest.

with this natural weapon. Using this tentacle, POISON GLAND

you can make a Strength (Athletics) checks or You install a poison canister within your body, exuding
acid poison. You gain a pool of d4’s equal to your Puppet
objects interaction with a reach of 10 feet. master level. As a bonus action, you can expend an
amount of these d4’s up to your constitution modifier,
Select one of the following augments; adding them as poison damage to the next damage roll
you make with a natural weapon before the end of your
PUPPETEERS PERSISTENCE turn. You regain any expended die when you finish a long
rest.
Crafting Point Cost: 3
Your ideological conviction in your idea of perfection is POISON SPIT
such that you gain an additional 2 uses of perfection of
Body or an additional two d8’s for Perfection of Mind. Requirement: Poison Gland Augment
Fully integrating the poison gland, you learn to spit
SECONDARY LIFE ORGANS acidic poison. You learn the Acid Spray ninjutsu, and you
can add your constitution modifier to damage rolls made
Realizing the fragility of mortal life, you modify yourself with it. You can expend the d4s granted by Poison gland
with additional necessary functions. When you make a to increase the damage of acid spray, following the same
death saving throw, you can replace the results of that restrictions as natural weapons.
roll with a 20.
Once you use this upgrade, you cannot use it again until PRESSURE POINTS
you complete a long rest.
Requirement: Doctor Augment
SPIKED EXTERIOR Your extensive knowledge of anatomy allows you to
target critical spots. When you deal damage to a target
You augment your puppet body wit protruding spikes. with a melee weapon, as a bonus action you can force
When you are attacked by a melee attack or are the target them to roll a constitution saving throw against your
of a grapple attempt, you can use your reaction to deal Taijutsu save DC.
1d6 piercing damage to the attacking creature. You can
do this a number of times equal to your proficiency If the they fail, they are slowed until the end of your
bonus, and recraft all expended spikes (regaining all next turn. If the target is already slowed, they become
uses of the ability) after you complete a long rest. restrained until the end of your next turn. If their already
Alternatively, you can expend a use of your spikes as a restrained, they become stunned until the end your next
ranged weapon attack with a range of 20/60, dealing 1d8
piercing damage on a hit.

142

turn. If they’re already stunned, they become paralyzed them like any naturally functional wings, such as a bird,
until the end of your next turn. bat, or insect though this is purely cosmetic; you use
chakra threads to manipulate them and fly.
If the target becomes paralyzed from this upgrade or
passes a constitution saving throw against, they become You gain a flying speed equal to your movement
immune to this upgrade for 24 hours. speed, so long as you are not wearing heavy armor.

REFLEXIVE TWITCH UNCANNY STRENGTH

Requirement: Puppet Arm Prerequisite: 18 Strength
When you take damage from a target within 5 feet of You can take this augment twice. You don’t see what the
you, you can use your reaction to reflexively attack them big deal is with two handed weapons. After some small
with your puppet arm. This attack does not add your improvements, you can hold a two-handed weapon in
Strength or Dexterity modifier to damage dealt, unless the upgraded hand. This does not give the weapons the
that modifier is negative. Light property.

9TH LEVEL UPGRADES VIVISECTION

CHAKRA CANNON Requirement: Doctor Augment
When you attack a creature using an Intelligence
You instill a cannon into your body, concentrating (Medicine) check, if the creatures remaining hit points
chakra, and then firing it out in a long line. As an action, are lower than the result of the check, you can choose to
you can spend 12 chakra to fire your chakra cannon, vivisect the creature, immediately killing it, instead of
unleashing a 60-foot long, 5-foot-wide line of pure dealing damage.
chakra in a direction of your choice. Each creature
caught in the line must make a Dexterity saving throw 15TH LEVEL UPGRADES
against your Ninjutsu save DC, taking 8d10 force damage
and being pushed back 10 feet directly away from you on ADAPTIVE RESPONSE
a failed save. Creatures that succeed on this saving throw
take half damage and are not pushed. You attain full mastery of your body and its
functionality, able to detect when it malfunctions. As a
LIFE MERCHANT reaction to failing a saving throw against a condition,
you can choose to succeed instead, even if the condition
You can share your considerable vitality with other would normally not allow a reaction.
creatures. You are generous person, after all. You learn
the Life transference ninjutsu, without spending chakra. Once you use this upgrade, you cannot do this again
Once you cast this jutsu using this Augment, you cannot until you finish a short or long rest.
do so again until you complete a short or long rest.
BEST EYES
LIFE VOID
Requirement: Better Eyes Augment, Creature with
Requirement: Life Merchant enhanced visual senses.
You hunger for missing vitality. After casting Life Despite your high-quality eyes, you’ve noticed some
Transference, he first time you damage a living creature things still see better than you. So, you take their eyes
within the next minute, you deal an additional 3d8 and use them instead. You gain truesight to a range of 30
necrotic damage, and regain hit points equal to necrotic feet in addition to your other vision enhancements.
damage dealt.
BODY REPLACEMENT
MASSIVE HULK
You gain the ability to cast Mental Clone without
Requirement: Massive Form expending chakra. You still require the components to
You no longer have a limit to how long you can stay in cast this genjutsu, however, the body can be a puppet
your enlarged form. created by you instead of a living replacement body. If
you use a puppet body, it can be augmented with any of
SAFE REVIVAL TECHNIQUES the augments you currently have, and it cannot be
awakened until the jutsu is complete; Not offering it
Requirement: Doctor Augment chakra only delays the jutsu’s completion, not stopping
You can cast revival without spending chakra. For some it.
reason, the target gains a level of exhaustion, and is
frighted of you for 1 minute upon reviving. You cannot If you use a living replacement body, the jutsu
use this augmentation until you complete a long rest. functions exactly as described.

11TH LEVEL UPGRADES Once you cast this genjutsu in this way, you lose the
crafting points spent permanently and must repurchase
DARK MIRACLE this augment again.

Requirement: Doctor Augment UNDYING FORM
When you use an action that restores health to another
creature, you can expend up to 4d4 of your own hit When you drop to 0 hit points, rather than falling
points to increase the amount of restored hit points by unconscious, you make a constitution saving throw with
that amount. Creatures that receive this strange surge of a DC equal to the amount of damage remaining after
vitality have advantage on their next attack roll or saving hitting 0 hit points. On a success, you can only drop to 1
throw. hit point, remaining conscious.

METAL WINGS

You decide that wings would be useful so you make
some, and install them on your back. You can shape

143

COOKING-NIN CREATING A COOKING-NIN

An Akimichi at a fireplace, watching over his stew as it boils When creating a Cooking-Nin, think about your
and bubbles. A smile spreads across his face as he pulls out characters background and drive to be a shinobi. Does
an empty bowl, and pours some food inside. the character have a rival? What drove your character
down the path of cooking? Is it about curiosity and
His allies look at him in utter confusion. “It took you all of experimentation? Did you have a master or is it a family
10 minutes to make that, are you sure it’s done?”, the female tradition?
asks. “Trust me” the cook says with a smile. She drinks it Consider how your character interacts with the world,
down and remarks “I guess it was fine…Wait, do you hear and what they represent. Consult your DM regarding
that?”. Weapons and attacks of all types come flying from brigades, guilds, or societies your character might
the surrounding area. The female team mate is able to belong to.
dodge or deflect the litany of attacks while saying “I have
never moved this fast before.”, the cook draws his blade with QUICK BUILD
a grin and says “It’s the salt, added a bit of pep to your step.”
You can make a Cooking-Nin quickly by following these
These shinobi, different as they might be, are connected suggestions. Make your highest ability Intelligence,
by one common factor: Cooking. While not a form of combat followed by Constitution or Dexterity. Second choose
or even defense, Cooking-Ninja’s have a special place within Akimichi, Uzumaki, Nara, or Non-Clan.
the ranks of the shinobi world, they occupy a special role on
teams and within squads as the teams primary support and
secondary healer in some cases.

CHARACTER INSPIRATIONS

When designing this class, it was built with the intent to
allow players to utilize food and other edible items to
allow them to support and protect them team in a variety
of unique ways. This class was almost entirely designed
by @Have a nice day Please#2982, also known as
@Habdu.

144

CLASS FEATURES Regardless of the cooking tool chosen you gain proficiency
with all cooking tools and the damage die used is 1d6.
As a Cooking-Nin, you gain the following class features.
While wielding a cooking tool as your chosen weapon,
HIT POINTS you may use Intelligence in place of Strength when
determining your attack and damage rolls.
Hit Dice: 1d10 per Cooking-Nin level
Hit Points at 1st Level: 10 + your constitution modifier Starting at 6th level, your cooking tool damage die
Hit Points at Higher Levels: 1d10 (or 6) + your becomes a d8 and each cooking tool gains additional
weapon properties;
Constitution modifier per Cooking-Nin level after 1st.
• Cooking Knife: Light, Deadly
CHAKRA POINTS • Skewer: Light, Thrown (45/90)
• Pot or Pan: Light, Blocking
Chakra Dice: 1d8 per Cooking-Nin level
Chakra Points at 1st Level: 8 + your constitution modifier Beginning at 11th level, your cooking tools damage die
Chakra Points at Higher Levels: 1d8 (or 5) + your becomes a d10 and each cooking tool gains one additional
weapon property;
Constitution modifier per Cooking-Nin level after 1st.
• Cooking Knife: Thrown (30/60)
PROFICIENCIES • Skewer: Critical
• Pot or Pan: Disarm
Armor: Light armor, Medium Armor
Weapons: Simple Weapons SHINOBI SNACKS
Ninja Tools: Cooking Tools, Poison Kit
Saving Throws: Constitution, Charisma Starting at 1st level, when you would take a short or long
Skills: Survival, Choose three from Athletics, Crafting, rest, you can create a number of snacks equal to your
proficiency bonus. These snacks are of any design of your
Deception, History, Insight, Intimidation, choice, but they contain secret ingredients that bestow a
Investigation, Medicine, Nature, Perception, Sleight of multitude of different effects.
Hand
When you create a snack it contains the special
EQUIPMENT properties of one secret ingredient and maintains it
potency for 8 hours or until your next rest, which causes it
You start with the following equipment, in addition to to spoil losing its ability to impart its special effects. You
the equipment granted by your background: can never have more than your proficiency bonus in snacks
currently active at once. Most snacks will utilize a special
• (a) Padded Armor or (b) Combat Jacket die called a cooking die which is a d4. This die grows in size
• One Simple weapon as you gain levels in this class, which can be found on the
• (a) One Kunai stack or (b) One Shuriken stack cooking-nin class table, in the cooking die column.
• Cooking Tools, Flash Tag, Paper Bomb
Regardless, snacks can only have one secret ingredient
JUTSU CASTING at a time, meaning that a single snack cannot have two or
more secret ingredients. You can then choose to distribute
NINJUTSU them each to willing and allied creatures, or keep them for
yourself. To consume such a snack a creature must spend
Ninjutsu save DC = 8 + your proficiency bonus + your their bonus action to eat or to feed a snack to another
Intelligence modifier creature.

Ninjutsu attack modifier = your proficiency bonus + your Finally, a creature cannot gain the benefit of more than
Intelligence modifier one snack at a time. If a snack has a duration of any type, a
creature cannot gain the benefits of a second snack with a
GENJUTSU duration, unless otherwise specified.

Genjutsu save DC = 8 + your proficiency bonus + your CHAKRA FLOWING CRÈME
Wisdom modifier (your choice)
Roll your Cooking die twice, recording the results. The user
Genjutsu attack modifier = your proficiency bonus + your gains temporary chakra equal to the result.
Wisdom modifier (your choice)
HEARTY SAUCE
TAIJUTSU
Roll your Cooking die twice, recording the results. The user
Taijutsu save DC = 8 + your proficiency bonus + your regains hit points equal to the result.
Strength modifier
SODIUM ROCKS
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier Roll your Cooking die, recording the results. The user adds
the result to their next saving throw.
COOKING TOOL INFUSION
SPICY CURRY
Beginning at 1st level, you learn to infuse a myriad of
cooking tools with chakra, allowing them to be used in Roll your Cooking die, recording the results. The user adds
combat beyond their normal implementations. the result to their next attack and damage rolls.
Select one cooking tool from the following list, and the
chosen utensil has the associated Damage type. You can UN-WHIPPED CREAM
change this cooking tool with an object interact action;
Roll your Cooking die, recording the results. The user adds
• Cooking Knife: Slashing damage the result to their next ability check.
• Skewer: Piercing damage
• Pot or Pan: Bludgeoning damage.

145

SUSHI RICE WAR AND FOOD

Roll your Cooking die, recording the results. The user gains Beginning at 7th level, you have mastered the ability to
a bonus to their swim speed, and movement speed while manifest dishes in the middle of battle, while under
running on water, equal to 5 x the result for the next stress and duress.
minute.
As an action, you may spend a use of your Cooking Kit.
GUAVA JUICE When you do you gain the benefit of the Shinobi Snacks
class feature as if you had completed a rest. When
Roll your Cooking die, recording the results. If used within creating snacks using this feature, you can make a
4 hour of taking a short or long rest, the user can remain number of them equal to f your intelligence modifier. All
awake, energized and still gain the benefits of the short or willing creatures of your choice within 30 feet of you can
long rest without requiring sleep. be given a snack as if you had thrown it to them.
You can use this feature once per long rest. Beginning at
A creature who attempts to gain the ingredients benefit 15th level, you can use this feature twice times per long
twice within a 24-hour period, immediately fall asleep and rest.
remain so for 16 hours, unable to be awoken until they
complete the 16-hour sleep. IRON STOMACH

ANGRY PEPPERS Beginning at 10th level, you have dealt with your fair
share of rotten or out of date food. You can identify
Roll your Cooking die twice, recording the results. This poisonous food or drink from a glance along.
ingredient is hot to the touch. The user immediately takes You also gain advantage on saving throws made to resist
damage equal to the results of your cooking die and lose the poisoned or envenomed conditions.
the ability to taste or smell for the next hour. Beginning at 14th level, your allies have also experienced
a series of different dishes of your make and have
For the next minute, the first time each time the affected developed a refined pallet. Whenever an allied creature
creature deals damage with a melee attack, they deal would complete a rest of any type while within 30 feet of
additional damage equal to your cooking die. you, they gain advantage on saving throws made to
resist the poisoned or envenomed conditions for the
BLACK PEPPER next 8 hours.

Roll your Cooking die, recording the results. The user gains PEERLESS TASTE
a bonus to speed equal 5 x the result for the next minute.
Beginning at 20th level, you have learned to create
VEGGIE PASTE perfect dishes and unmatched flavors. When you would
gain the benefits of Shinobi Snacks as a result of a rest,
Roll your Cooking die, recording the results. The user the first time a creature would gain the benefit of a snack
select two damage types, gaining resistance to one and per rest, they gain the following bonus effects.
vulnerability to the other one for a number of their turns
equal to the result. • User regains hit points equal to twice the result.
• User gains temporary chakra points equal to twice the
SALTY PESTO
result.
Roll your Cooking die, recording the results. The user may • User gain a +2 bonus to AC for the next minute.
consume this snack as a part of rolling initiative. They gain • User gains advantage to all saving throws they do not
a bonus to their initiative equal to the result.
have proficiency in for the next minute.
COOKING FOCUS • User gains an additional bonus action

Beginning at 2nd level, you select a Focus of cooking that’s on each of its turns for the next
fits your niche. You try to emulate this style of cooking to minute.
better assist your allies or yourself. Your focus grants you
features at 2nd level and again at 5th, 9th, 13th and 17th
levels. Alongside this style, you learn additional secret
ingredients which can be infused into your Shinobi Snacks.

FOOD FOR THE SOUL

Starting at 2nd level, you have learned to nourish both the
body and soul. Whenever you would complete a short or
long rest, select one ability score of your choice. All willing
allied creatures gain advantage on their first ability check
and saving throw that uses the chosen ability score.

TOOL EXPERTISE

Beginning at 3rd level, select one skill and one Ninja Tool
in which you are proficient. You gain expertise in the
chosen skills and tools.

ABILITY SCORE IMPROVEMENT/FEAT

When you reach 4th and again at 8th, 12th, 16th, and
19th, 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 ability score above 20 using this
feature.

146

COOKING FOCUS CHAKRA INFUSED WEAPONRY

BATTLE COOK Beginning at 13th level, you know how to pump far more
chakra into your weapons. Once per turn, when you
Cooking-Nin who focus on becoming battle cooks learn would strike a creature with your weapon, you can roll
to fight in the middle of battle fields with their cooking one cooking die, adding the result to your damage.
tools while supporting their allies in the fray,
overwhelming their adversaries with a flurry of attacks SUPERIOR CRITICAL
and boosting their allies with boosting snacks.
Beginning at 17th level, you now know how to strike
BONUS PROFICIENCIES perfectly with your cooking tools. When you would score
a critical hit with your cooking tool, you instead triple
When you select this focus at 2nd level, you gain your weapons damage die, instead of double.
proficiency with Martial Weapons.

FIGHTING STANCE

Starting at 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the Fighting
Stances located in Chapter 13: Customization Options,
between Taijutsu Stance and Weapon Stance. You can’t
take a Stance more than once, even if you get to choose
again later.

COMBAT SNACKS

Also, at 2nd level, you learn to cook with additional
secret ingredients that can be used with your Shinobi
Snacks class feature.

Fireball Zip Sauce. This spicy sauce forces your chakra to
take on a similar nature to that of Fire release. You
gain the ability to cast the Fire Release: Fireball
Ninjutsu at C-Rank, for the next minute, ignoring the
nature release keyword requirements and the hand
sign (HS) and Chakra Molding (CM) components. If
you have not cast this jutsu at least once during the
minute in which you have access it you take 6d6 fire
damage, which ignore resistance. Alternatively, you
can attempt to force a creature to eat this snack. As an
action, make a melee ninjutsu attack against a
creature within 5 feet of you. On a success, they are
force fed this snack. The fireball zip sauce begins to
activate and react, dealing 6d6 fire damage that
cannot be resisted by or reacted to.

Croque Madame. Roll your Cooking die, recording the
results. The user gains a bonus to their AC equal to half
the result for the next minute or until they would fail a
saving throw from a hostile effect or they would take
damage from a hostile creature.

Red Velvet. The user gains immunity to either the
Charmed, Feared or Berserk Condition, their choice.
They must pick one when eating the snack.

Crème Brulé. Roll your Cooking die. You can consume this
snack as a reaction when you would roll for damage.
When you do, you can select a number of damage die
equal to your cooking die result and treat those die as
if you had rolled the maximum possible value for the
die.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

COOKING STANCE

Beginning at 9th level, you can take a readied stance as a
reaction. When you do, roll your cooking die gaining a
bonus to your AC equal to the result until the end of the
current turn. If any attacks would miss you while you are
gaining the benefit of this feature, you can attempt to
make a weapon attack using your cooking tool against
the triggering creature.

147

ENTREMETIER CHEF user instead gains temporary hit and chakra points
equal to the result.
Cooking-Nin who focus on becoming entremetier learn Hot Cocoa. Roll your Cooking die three times, record the
to cook with a series of different soft and hard dough’s. result. If used as a part of initiative the user gains body
Creating a series of different. becomes hot to the touch, granting them a form of
unnatural body heat. For the next minute, the affected
SWIFT SNACKS creature gains resistance to fire and wind damage. If
used at any other time, the user instead gains twice
When you choose this Focus beginning at 2nd level, the result as hit points.
you learn to cook with additional secret ingredients that
can be used with your Shinobi Snacks class feature. All FIRST IN LINE
Snacks granted by this subclass can be taken as both a
bonus action or as a part of initiative, when you would Beginning at 5th level, you learn to become ready at a
make an Initiative roll. moment’s notice. Whenever you and a hostile creature
would roll initiative add a +2 to your result. Starting at
Prosciutto Bushetta. Roll your Cooking die, record the 11th level, this becomes a +5.
results. If used as a part of initiative, the user can add
the result to their initiative check, and gain a bonus to SALT IN THE WOUND
speed equal to 5 x the result until the end of their first
turn in combat. If used at any other time, the user Beginning at 9th level, you learn encrust your cooking
increases their current initiative by the result moving tools in salt prior to scoring a hit. Your chefs tools deal
up in the initiative if it would surpass another an additional 1d4 necrotic damage on a hit. Additionally,
creatures initiative. if a creature is concentrating on a jutsu when you would
score a hit with your chefs tools, they must make their
Juicy Dumpling. Roll your cooking die, record the results. concentration check at disadvantage.
If used as a part of initiative, the user selects one
hostile creature they can see. They gain a bonus to SET THE TABLE
their AC and saving throws equal to half the result
against the selected creature, until the end of the users Beginning at 13th level, you’ve mastered the art of
creatures first turn in combat. If used at any other preparation. You can take a ready action, by only
time, the user instead gains a bonus to their ability spending a bonus action.
checks equal to the result until the end of their first
turn in combat. BEFORE ALL

Spicy Bocconcini. Roll your cooking die twice, record the Beginning at 17th level, Regardless of your initiative
results. If used as a part of initiative the user gains one results or being surprised. You always act first in combat.
additional reaction which can be used as normal You then act again following the normal initiative count.
within the next minute. If used at any other time, the (This does count as gaining 2 turns, in the first round of
combat.)

148

HERBALIST Relaxation. As an Action on your turn, you can ignite this
spice and mix it with other chemical creating a volatile
Cooking-Nin who focus on becoming an Herbalist learns haze of smoke. All hostile creatures within 45 feet of you
about the wonders of certain herbs and plants to enhance must make a Constitution saving throw vs your Genjutsu
their foods with the power of natural ingredients. save DC. On a failed save, they become incapacitated for
the next 1d4+1 rounds or until the take damage or are
GASEOUS HAZE forced to make a Saving throw from a hostile effect. If a
creature can see its ally being attacked or affected by a
When you would take this focus at 2nd level, you may use hostile effect, this effect ends on them as well. You can
Charisma in place of Wisdom for calculating your Genjutsu use this feature twice per long rest.
attack bonus and Saving throws.
INEBRIATED WILL
Additionally, you gain a new Cooking Tool weapon in the
form of a corn pipe of your design. This pipe replaces your Beginning at 9th level you learn to use your corn pipe as
Pot or Pan when used in Combat. the material catalyst for Genjutsu with the Inhaled
Keyword. When you use your corn pipe in this way, the DC
HERBAL SNACKS for the Genjutsu cast is increased by +1.

When you choose this Focus beginning at 2nd level, Additionally, when you would cast a Genjutsu that
you learn to cook with additional secret ingredients that affects a single target, you can choose to instead convert
can be used with your Shinobi Snacks class feature. it into a 10ft cube originating from you, affecting all
creatures of your choice within range. You can alter a
Indica Butter. When a user consumes this snack, they gain genjutsu range in this way twice per rest.
the ability to release generate and release a thick cloud of
smoke as an Action on their turn. When they do, they VIBE KILLER
release the cloud in a 30-foot cone, originating from
themselves. All creatures in the cones range must make a Beginning at 13th level your herbal strains are far more
constitution saving throw vs your Genjutsu save DC. On a potent. When a creature would attempt to make a saving
failed save the targets become intoxicated. An intoxicated throw or ability check to end a genjutsu currently affecting
creature is poisoned, slowed, and dazed for the next them, you can spend your reaction to make them reroll the
minute. When a user uses this ability they cannot do so save or check, taking the lower result.
again until they consume another snack using this You can force a reroll in this way twice per long rest.
ingredient.
UNMATCHED BOTANIST
Sativa Juice. When a user consumes this snack, they
immediately end the Berserked, Charmed, Feared, Dazed Beginning at 17th level you have found the best strains
and Weakened conditions. from the best herbs. When a creature would make a saving
throw to resist a Genjutsu you cast with the Inhaled
Hybrid Liquor. Roll your Cooking die four times. Record the keyword, you roll your cooking die, recording the result.
result. When a user consumes this snack their body The target creature reduces their save by half the result of
experiences a sudden euphoria, as they gain the result as your cooking die. A creature can only have their saving
Temporary hit points for the next minute. While a throw reduced in this way once, per jutsu cast, per rest.
creature has temporary hit points granted by this feature,
they also cannot be slowed or have their movement speed
reduced by any means.

Conicoid Salt. A user can only take this snack when they
would complete a short rest. When they do, they instead
gain the benefits of a Long rest. A user can only gain the
benefit of this snack once per Week.

REST AND RELAXATION

Beginning at 5th level you have found a special strain of an
herbal spice, that can calm the aggressive tendencies of
another creature if needed, by simply burning it.

Alternatively, you can choose to burn it during a rest of
any type, after which you and all creatures who participated
in the same rest gain additional benefits for the next hour.

These two abilities are named Rest and Relaxation
respectively.

Rest. When you and other creatures near you would finish a
rest while under the haze of this spice, you and all select
creatures increase your maximum hit points and current
hit points by an amount equal to two cooking die. This
increase lasts for 8 hours, or until your next rest. A
creature can only gain the benefit of this feature once
per day.

149


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