PÂTISSIER CHEF CHARMING DELIGHT
Cooking-Nin who focus on becoming Pâtissier’s learn to Beginning at 9th level, whenever you would cook food
cook with a series of different soft and hard dough’s. using your cooking tools, you can choose to put your all
Creating a series of different. into it. When you do, your food breaks the ice and can
warm even the coldest of hearts. Creature who eat this
SWEET SMELL food, become a bit more open to you and your allies.
Whenever you or an allied creature would make a
When you choose this Focus beginning at 2nd level, your Charisma ability check against another creature who has
constant experimentation with sweet flavors, has left recently eaten your food, any ability check they make to
you with an overpowering and unique scent. Your scent contest the charisma ability check is made at
permeates in a 10-foot radius around you. Hostile disadvantage.
creatures have disadvantage on opportunity attacks
made against you and charisma checks made against SUGAR RUSH
neutral or friendly creatures are made at advantage.
Starting at 13th level, when a creature would gain the
FLUFFY SNACKS benefits of a Shinobi Snack granted by this subclass, they
gain a rush of energy.
Also, at 2nd level, you learn to cook with additional In addition to the snacks listed effects, the creature also
secret ingredients that can be used with your Shinobi gains an additional action on their next turn. This action
Snacks class feature. can be used to make one weapon attack, dash, disengage,
hide or use an object.
Strawberry Vanilla bean paste. Roll your Cooking die three A creature can only gain the benefit of this feature twice
times, record the results. This sweet sauce enhances per long rest.
your snacks flavor. The user can consume this snack
as a reaction when you would take damage. When you SWEET MIASMA
do, you reduce the triggering damage by the result.
Beginning at 17thh level, the radius of your Sweet Smell
Lemon Tart. This tangy sauce sours your snacks flavor. class feature increases to 15 feet.
The user can consume this snack as a reaction when
you take damage. The first time each turn you would Additionally, creatures who would make a melee
attack the triggering creature with a weapon attack attack against you while within your Sweet Smell radius,
within the next minute, you gain a +1 bonus to your you roll one cooking die. They suffer a penalty to the
critical threat range, and add 2 cooking die to your attack roll, equal to half of the result
weapons damage.
Passionfruit. Roll your cooking die twice, record the
results. The user can consume this snack as a reaction
when you would be reduced to 0 hit points, you are
instead reduced to 1, and then regain hit points equal
to the result of your cooking die.
Orange Salt. Roll your Cooking die three times. The user
then gains hit points equal to the result + your
Intelligence Modifier. You also gain hit points equal to
half the result.
ROTTEN FOOD
Beginning at 5th level, you learn to throw your failed snacks
and foods at your opponents and attempting to impose
negative effects to them. Regardless of the food chosen,
they have a range of 30 feet and if they require a saving
throw, they use your Ninjutsu save DC. When you would use
this feature, you spend one of your Shinobi Snacks currently
active.
Rotten Cake. You can throw a ball of poisoned and
rotten cake towards a hostile creature. Make a ranged
ninjutsu attack. On a hit, you strike them with this rotten
poisoned cake, poisoning them for the next minute.
Flour Bomb. You throw a ball of flour and dust. Select a
space you can see within range. You throw this ball of
flour at the select space creating a cloud of smoke that
fills a 20-foot cube. All creatures within the chosen
space, must succeed a Constitution saving throw, being
blinded until the end of their next turn on a failed save.
Syrup Bomb. You throw a ball of sticky syrup. Select a
space you can see within range. You throw this ball of
syrup at a space creating a field of sticky viscous
material that fills a 10-foot cube. All creatures within the
chosen space, must succeed a Strength saving throw,
being restrained on a failed save until the end of their
next turn.
150
SCIENCE-NIN CREATING A SCIENCE-NIN
A Nara waits in the shadows, usually their weakness.
However, as his targets let their guards down he throws a When creating a Science-Nin consider a few things
enhanced flash tag and binds them in the light, a light that about the character when they are on a team with others.
remains to shine past its usual expiration. What made them chose the path of creating the future?
Are they the protector of tomorrow, at the front with the
An Uchiha looks his victim in the eyes, their infamous newest weapons and armor or the guy in the chair, the
Dojutsu now upgraded to scan his enemies even further than one who builds the tools the fighter use?
before.
QUICK BUILD
A Sarutobi, famous for their multitude of jutsu, shows off
a metal gauntlet. It spits out a scroll and suddenly, with no You can make a Science-Nin quickly by following these
signs, a Rasengan appears in her hand. suggestions. First, put your highest ability score in
Intelligence, followed by Constitution. Second, choose
These shinobi all share one common ideal, that with either the Nara, Sarutobi, or Uchiha.
technology they can improve their ninja prowess. While
other ninja master the blade or jutsu, they use their wits to
build tools that always will put them ahead..
CHARACTER INSPIRATIONS
When designing this class, It was designed with the
intent of using and creating the tools of the future. A
player would be the inventor of the party, always making
sure they had the tools for the mission. Characters whom
this class was designed after are as follows; Denki,
Kawaki, Ao, Boruto. This class was entirely designed by
@ Artemys#2642, also known as @ Lord First, Artemys
Yuki.
151
CLASS FEATURES SHINOBI OF SCIENCE
As a Science-Nin, you gain the following class features. Starting at Level 1, You dedicate yourself to always being
the smartest in the room. You have advantage on
HIT POINTS Intelligence Saves. You also have learned how to channel
your chakra through tools of war. When you would end a
Hit Dice: 1d8 per Science-Nin level Long rest you can designate one Weapon, Armor, or Kit
Hit Points at 1st Level: 8 + your constitution modifier your Tool of Science. It gains the following benefits. You
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution may only have one Tool of Science at a time. If you
change your current Tool, the previous Tool breaks
modifier per Science -Nin level after 1st. down as the science gets outdated.
CHAKRA POINTS • Weapon or Armor: It becomes a +1 Weapon or Armor
and increases its Quality by 1. You may also seal 1 E-
Chakra Dice: 1d10 per Science -Nin level Rank jutsu you know into the gear. You may cast this
Chakra Points at 1st Level: 10 + your constitution modifier jutsu a number of times per rest equal to your
Chakra Points at Higher Levels: 1d10 (or 6) + your Intelligence modifier ignoring chakra cost and
components.
Constitution modifier per Science -Nin level after 1st.
• Kit: It increases its charges by your Intelligence
PROFICIENCIES Modifer and its Quality by 1.
Armor: Light armor, Medium Armor At 5th Level you ain the ability you have two Tools of
Weapons: Simple Weapons, All Scientific Ninja Tools Science. This increases to three Tools at Level 15.
Ninja Tools: 3 of your choice
Saving Throws: Constitution, Intelligence SHINOBI ARMY DEVICE
Skills: Choose four from Ninshou, Insight, Investigation,
Also, at Level 1 you have a tool every Science Nin starts
Nature, Crafting, Athletics, History, Stealth, with, a Shinobi Army Device (Also known as a S.A.D).
Perception, Medicine, Chakra Control. When you first receive it you can Learn a number of E-
Rank Jutsu equal to your Intelligence Modifier. You can
EQUIPMENT cast them through the Device and they do not count
against your Jutsu Known. You can change these jutsu on
You start with the following equipment, in addition to a Short Rest.
the equipment granted by your background:
At 2nd Level you can pay their cost through your
● (a) Padded Armor or (b) Combat Jacket Chakra Containment Device.
● One Simple weapon
● (a) One Kunai stack or (b) One Shuriken stack At 3rd Level you can choose 1 Elemental Keyword or
● (a) 1 Paper Bomb or (b) 1 Flash Tag the Medical Keyword. You can learn jutsu with that
● Two Kits of your choice keyword and can cast them as long as your S.A.D is on
your person. If you already could learn jutsu of that
JUTSU CASTING Keyword, You can learn one additional jutsu of that
Keyword.
NINJUTSU
CHAKRA CONTAINMENT DEVICE
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier Starting at Level 2 You learn how to create a Chakra
Containment Device (Also known as a C.C.D). This device
Ninjutsu attack modifier = your proficiency bonus + your allows you to store chakra to power your Scientific Ninja
Intelligence modifier Tools. This Device can either be attached to a weapon or
your armor. If attached to a weapon the weapon becomes
GENJUTSU a +1 weapon. If attached to armor it becomes a +1 armor.
When you take a short rest and spend Chakra Dice, you
Genjutsu save DC = 8 + your proficiency bonus + your can choose to seal the rolled amount into the CCD. The
Wisdom modifier (your choice) CCD can hold a number of chakra equal to your Science-
Nin Level x 10. This chakra can only be used to power a
Genjutsu attack modifier = your proficiency bonus + your Scientific Ninja Tool. This device charges half way
Wisdom modifier (your choice) during a Long rest and full on a Full Rest.
TAIJUTSU At Level 13 the bonus increases to a +2 and you can
also spend chakra die to store into your C.C.D as an
Taijutsu save DC = 8 + your proficiency bonus + your Action.
Strength modifier
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier
152
SCIENTIFIC NINJA TOOLS SCIENTIFIC INQUIRY
Also, at 2nd Level you gain the knowledge on how to CHEMIST
build Scientific Ninja Tools. These tools are a step above
what a normal ninja can create, and as such take a lot of The Science-Nin who follow the path of the Chemist
mental prowess to accomplish. You gain a number of specialize in Scientific Potions as their main tool in
Creation Points as shown in the Science-Nin Table. combat. They focus on improving the standard tools
Scientific Ninja Tools can be created, upgraded, and such as the Smoke Bomb, Blood Pills and Poisons to
replaced during a Long Rest. Each has a Creation Point make them deadly tools of the trade or saviors of the
cost, if you go over this amount you lose the oldest battlefield.
Scientific Ninja Tools until you are no longer over this
amount. Each uses chakra from the Chakra Containment NEGREDO
Device and cannot use chakra from any other source.
When you chose this Inquiry at 3rd Level you can gain
SCIENTIFIC INQUIRY proficiency in both the Alchemist and Medicine Kits. If
you are already Proficient in one of them, you can choose
Starting at 3rd level, choose an Inquiry that you pour another Kit. The Alchemist and Medicine Kits gain
your hours of study into to use in combat. The Scientific additional charges equal to your Intelligence Modifier.
Inquiry you choose grants you features at 3rd, 6th, 9th, When you craft pills using a kit These are considered
14th, 17th and 20th Levels. Enhanced Pills and when eaten you increase the die step
by 1. This increases to 2 steps at level 9. These Pills stay
EXTRA ATTACK enhanced for 24 hours.
Also, at 5th Level, you can attack twice, instead of once, E.C.H.OS
whenever you take the Attack action on your turn.
Also, at 3rd Level you can create Enhanced Chakra-
KIT EXPERTISE Heavy Ordnances or E.C.H.Os. They consume the used
material and replaces them with the created item. These
At 5th Level You gain expertise in any Kit proficiencies E.C.H.Os keep the same range and duration of their
you gain from this class. original tools, and can be created during a rest and
require a DC13 Intelligence check to make. You can
CALCULATED RESPONSE attempt this check 2 times during a short rest, 4 times
during a long rest, and 8 times during a full rest. These
Starting at 7th level, you've gained the ability to come up items use your Ninjutsu Save DC.
with solutions under pressure. When you or another
creature you can see within 30 feet of you makes an ability Smoke Bomb: You can infuse extra chemicals into
check or a saving throw, you can use your reaction to add these bombs when thrown. You can use a charge of your
your Intelligence modifier to the roll. Alchemist Kit and turn them into Sulfuric Bombs. If a
creature breathes in the air from this bomb they must
At Level 15, you also use this feature to subtract your make a Constitution Saving Throw. On a fail they gain 1
Intelligence Modifier from an enemy creature's ability rank of Corroded. If a creature ends their turn in the
check or saving throw. cloud they immediately gain a rank of Corroded. If you
instead spend a charge of your Medicine Kit you can turn
You can use this feature a number of times equal to your it into a Aloe Vera Bomb, made of Aerolite Aloe Vera.
Intelligence modifier (minimum of once). You regain all When creature ends their turn inside this cloud they can
expended uses when you finish a short rest. spend a hit die and heal that amount, however instead of
adding their Constitution Modifier they add your
LEFTOVER GENIUS Intelligence Modifier.
Starting at 10th level, you can use Creation Points that Ice or Shock Bomb: You have made the chill and
aren’t in a Scientific Ninja Tool to quickly craft a trinket to electricity of these bombs sting even more. The damage
assist you in combat. As a bonus action, you can use 1 Point die of these Ordnance increases by two steps and The Ice
to gain advantage on an attack roll or ability check. You Bomb also inflicts 1 rank of Chilled on a fail. Also, If a
regain use of that Point after a short rest. creature rolls a 1-3 on their die for the Saving Throw for
these Ordnances they are instead Paralyzed by the
PRE-MISSION ADVICE explosions on a failed save.
Starting at 13th level, you can spend 1 the duration of a Chili Pepper Bomb: You have increased the Anti-
Short Rest preparing those around you for any challenge. Genjutsu effects of the bomb to now work near instantly.
When you do so, choose a number of friendly creatures If a Creature starts their turn under the effects of a
who can hear you and who can understand you. Make an Genjutsu while in this haze they can Immediately make a
Intelligence check with a DC of 8+the number of creatures saving throw. If they are not proficient in the roll they
targeted. On a Success they gain the benefits of Bless at D- can add your Int Mod to the roll. If they are proficient
Rank until their next rest. If you beat the DC by 5 they they can make the roll at advantage. Also, while in the
instead gain the benefits of Bless at B-Rank. If you beat the haze a creature is immune to genjutsu with the Inhale
DC by 10 they instead gain the benefits of Bless at S-Rank. Keyword.
Once you’ve used this feature, it cannot be used again until
you complete a long rest.
153
EXPERIMENTAL ELIXIRS RUBEDO
Beginning at 6th level, whenever you finish a long rest, At 17th level, you have added a new subroutine to your
you can produce an experimental elixir in an empty flask CCD for Enhanced Pills. As a Bonus Action you can load a
you touch. Roll on the Experimental Elixir table for the number of pills into your CCD equal to your Intelligence
elixir's effect, which is triggered when someone drinks Modifier. Once loaded when you would feed a ally a pill,
the elixir. As an action, a creature can drink the elixir or you can extend the range of the action by 60ft and make
administer it to an incapacitated creature. a Ranged Ninjutsu Attack Roll. No matter the roll it is
assumed your ally gets it and consumes it. However, If
You can create additional experimental elixirs at the this would get within 10ft of a enemy creature, they can
end of a short rest by expending an Alchemist Kit charge use their reaction to make a Contested Attack roll against
and 5 Chakra for each one. When you do so, you use your yours. If they succeed they snatch the pill away.
action to create the elixir in an empty flask you touch,
and you choose the elixir's effect from the Experimental MAGNUM OPUS
Elixir table.
At Level 20, you have done it. You have created the
Creating an experimental elixir requires you to have Magnum Opus of Alchemy, The Philosophers Stone. It
alchemist supplies on your person, and any elixir you takes the shape of a single, golden pill or vial of liquid.
create with this feature lasts until it is drunk or until the Once obtained you can decide its effect:
end of your next long rest.
Duplicate any other jutsu in the game You don't need
When you reach certain levels in this class, you can to meet any requirements in that jutsu, The jutsu simply
make more elixirs at the end of a long rest: two at 6th takes Effect. Alternatively, you can create one of the
level and three at 15th level. Roll for each elixir's effect following Effects of your choice:
separately. Each elixir requires its own flask.
• You create one object of up to 100,000 Ryo in value
EXPERIMENTAL ELIXIR that isn't a Chakra Enhanced item. The object can be
no more than 300 feet in any dimension, and it
D6 Elixir Effect transmute from another object.
1 Healing. The drinker regains a number of hit points • The Consumer regains all Hit and Chakra Points, and
equal to 2d6 + your intelligence Modifier. ends all Hostile Effects on them.
2 Swiftness. The drinker gain a +20 bonus to speed for 1 • The consumer gains Resistance to a damage type you
hour. choose for the next 24 hours.
3 Resilience. The drinker gains a +2 bonus to AC for 10 • You can force feed this to a restrained or unconscious
Minutes. enemy, and permanently set their Chakra Points to 0
on a failed Constitution saving throw vs your Ninjutsu
4 Boldness. The drinker gains the effect of Bless cast at Save DC. A creature can have this effect on them ended
D-Rank for 1 Minute. and regain chakra points if they would have a Jutsu
with the Fuinjutsu and Medical Keyword cast on them
5 Flight. The drinker gains a flying speed of 10 feet for 10 that removes conditions at S-Rank.
minutes. They cannot be more than 5 feet off the
ground at the end of their turn. It takes an extremely long time to recreate this pill. You
can make a new pill by spending 52 weeks of downtime
6 Transformation. The drinker’s body is transformed as working on a new one. However, every time you use the
if by the Advanced Transformation jutsu. The drinker effects of Negredo, Albedo, Cintrinaitas, and Rubedo in a
determines the transformation caused by the jutsu, the single encounter you can reduce the downtime needed
effects of which last for 10 minutes. by 1 week.
ALBEDO
Starting at 9th level, your control over the chemical
makeup of your Enhanced Pill grows. When a creature
eats one of your Enhanced Pills they can add your
Intelligence Modifier. Also, You explosive tools now add
your Intelligence Modifier to damage rolls.
CINTRINAITAS
Beginning at 14th level, you learn how to reroute the
chakra from the CCD into your Alchemist Kit, which lets
you achieve feats once thought in possible. As a Action you
can spend 10 chakra and supercharge one Enhanced Pill or
Bomb. When you do you can it gains these effects:
Pill: Gains one additional usage and rolls 2 additional
die. This only last for one minute, if it is not used within
that time the pill loses any effect.
Bomb: Increase its damage die by 2. When it activates
you can choose to have it moves with you. You can
choose to make a number of creatures in range
unaffected by the bomb once it goes off.
154
SCIENTIFIC JUTSU OVERCHARGED GAUNTLET
The Science-Nin who follow this path have come to the Beginning at 14th level, you can siphon more chakra
conclusion that at the end of the day you are a Shinobi if from your CCD into your Kote. When you cast a jutsu
you can cast jutsu. So, they have revolutionized the art of from your scroll you can upcast it however increase the
jutsu casting. cost of the upcast by 2. When you do this you can upcast 1
rank higher then normally allowed. If this would raise its
SHINOBI GAUNTLET(KOTE) rank above S rank, apply its At higher ranks effects
again.
When you chose this Inquiry at 3rd Level you gain a
Shinobi Gauntlet called a Kote. This Kote allows you to OVERHEATED JUTSU
instantly cast jutsu that are sealed in Kote scrolls using
chakra from your CCD. Jutsu cast this way have an At 17th level, you have added a new subroutine to your
increased cost by the rank of the jutsu (D-Rank: +1. C- Kote. When you use the Dual Release feature, you can
Rank: +2, B-Rank: +3, A-Rank: +4. S-Rank: +5.). instead recast the jutsu used for the Action using only
one scroll. The Jutsu cast this way changes its damage to
This Gauntlet lets you cast these sealed jutsu as an Fire Damage. This overcharges the Kote however,
Action, regardless of the casting time of the original rendering it useless for 1d4 rounds as it cooldown
jutsu and if you can cast it or not. Jutsu cast this way
cannot be upcasted. It can hold up to your Intelligence THE FUTURE OF SHINOBI: SCROLLS
Modifier in scrolls at once, and takes a Bonus Action to
reload any number of scrolls up to its maximum. At Level 20, you have realized that the Kote is the future
of Shinobi. Any Jutsu cast from the Kote now uses its
While you have your Kote your maximum chakra original cost and upcast cost. If it requires an attack roll
storage for your C.C.D is +2 per Science-Nin Level. you can spend 5 chakra from your CCD and gain
advantage. If it requires a saving throws you can instead
JUTSU STORAGE invoke disadvantage.
Also, at 3rd Level you can prepare Kote Scrolls. You can
store any non-self-targeting, non-Hijutsu, Ninjutsu
into a Kote Scroll. You can make a number of scrolls
equal to your Intelligence Modifier per rest, and carry an
amount equal to your Science Nin Level at a time. Once
used the scroll is consumed.
DUAL RELEASE
Beginning at 6th level, you add a second barrel to your
Kote. When you use your Action to cast a jutsu from
the Kote you can use your Bonus Action to cast a
second. You can only use this feature twice per short
rest. You gain an additional use at Levels 9 and 17.
JUTSU CAPTURE
Starting at 9th level, you have created a special scroll
called a Capture Scroll. You can convert any number of
Kote Scrolls you have into Capture Scrolls during a
Long Rest. As a reaction when you are targeted by a
jutsu you can try and seal it into a Capture Scroll. This
triggers a clash, however If you can cast the jutsu you
are clashing with, you have advantage on the roll.
155
SHINOBI-WARE THE FUTURE OF SHINOBI: SHINOBI-WARE
The Science-Nin who follow this path understand that a At Level 20, you have realized that Shinobi-Ware is the
Shinobi is only as strong as their body. So, they have future of Shinobi. You gain extra upgrade slots equal to
turned their own body into a Scientific Ninja Tool. your Proficiency Bonus and gain 15 extra Creation Points.
Once per Full Rest you can swap and upgrade for another
FULL-METAL SHINOBI. as a Bonus Action.
When you choose this Inquiry at 3rd Level you replace the
skin of your body with flexible chakra material that allows
for easier experiments.
Your AC calculation while unarmored is now 10 + your
Proficiency Bonus +Intelligence Modifier. You can also
spend chakra from your CCD to heal yourself as a Bonus
Action. You heal at a rate of 1 chakra to 1 health. At Level 6
you choose to gain resistance to either Bludgeoning,
Piercing, or Slashing damage. At Level 9 you can choose
another. At Level 14 you gain the last that you did not
choose.
Your body comes with a number of upgrade slots equal
to your Intelligence modifier. During a Long Rest you can
install upgrades that you meet the requirements for.
These Shinobi-Ware will be detailed at the end for this
subclass.
ONE-MAN ARMY
Also, at 3rd Level you can have your Chakra Containment
Device be considered a second caster for Combination
Jutsu. This severely overheats your device, rendering it
useless for 1d4+1 Rounds.
MALWARE
Beginning at 6th level, You can use your Creation Points
to instead wreak havoc on an enemies body. As an Action,
you can spend a Creation Point and send a swarm of
nanomachines to infect a creature within 40ft. The target
creature must make a Constitution Saving Throw against
your highest Save DC. On a fail they become infected with
Malware. While a Creature has Malware, they have
disadvantage on any attack rolls with jutsu and when they
spend chakra they spend additional chakra equal to your
Science-Nin Level. This lasts for 1 minute. At the end of
this minute, you regain the Creation Point.
GLORIOUS EVOLUTION
Starting at 9th level, you have expanded upon the simple
science of the era and have embraced your body as the
start of the new era. Select one of your upgrades. This
becomes your Evolved Upgrade.
This upgrade has its creation cost reduced by 2 and its
chakra cost is halved, if any. If it needs an attack roll it is
at advantage and if it invokes a saving throw it is at
disadvantage. At Level 17 this grows to cover a second
Upgrade.
EVER EVOLVING
Beginning at 14th level, you can now swap your upgrades
during a short rest. While doing this however you cannot
spend Chakra Die. You can also now swap one of your
upgrades for a Scientific Ninja Tool. When done this way
the S.N.T cost 2 less Creation Points (Min 1)
INSTALLED JUTSU
At 17th level, you have added a new subroutine to your
body. You can now install a Jutsu of A-Rank or Lower into
one of your upgrade slots. When the jutsu is cast this way
you can half the cost a number of times equal to your
Intelligence modifier per short rest. If you are out of uses,
you can spend Creation Points to use this feature instead.
Creation Points used this way come back at the end of a
Long Rest.
156
SHINOBI-WARE UPGRADES CRYO AMPLIFIER
If a modification has prerequisites, you must meet them Cost: 2 Creation Points
to install it. You can install the modification at the same You integrate a booster in your body that enhances your
time that you meet its prerequisites. jutsu’s that deal cold damage. While wielding this
amplifier, when a creature takes cold damage from a
ADVANCED BIOTIC AMPLIFIER jutsu you cast, you can choose to deal additional cold
damage equal to your Intelligence modifier.
Prerequisite: 15th level, Prototype Biotic Amplifier You can use this amplifier a number of times equal to
Cost: 8 Creation Points your Intelligence modifier (a minimum of once). You
You further fine tune your biotic amplifier. While regain all expended uses when you complete a short or
wielding this amplifier, when a creature gains temporary long rest.
hit points from your biotic amplifier, it instead gains
four times as many. This amount can’t exceed the DARKVISION EYES
number of hit points regained.
Cost: 1 Creation Points
ADVANCED CORROSIVE AMPLIFIER You upgrade your eyes to new heights. You can spend 3
chakra and gain Darkvision to a range of 60 feet for a
Prerequisite: 15th level, Prototype Corrosive Amplifier minute. If you already have Darkvision, this
Cost: 8 Creation Points modification increases its range by 30 feet.
You further fine tune your Corrosive Amplifier. When
you activate this amplifier, the next attack roll made by EXPLOSIVE AMPLIFIER
that creature before the end of its next turn has
disadvantage. Cost: 2 Creation Points
You integrate a booster in your body that enhances your
ADVANCED CRYO AMPLIFIER jutsu that deal fire damage. While wielding this
amplifier, when a creature takes fire damage from a
Prerequisite: 15th level, Prototype Cryo Amplifier jutsu you cast, you can choose to deal additional fire
Cost: 8 Creation Points damage equal to your Intelligence modifier.
You further fine tune your Cryo Amplifier. When you You can use this amplifier a number of times equal to
activate this amplifier, the creature is restrained until your Intelligence modifier (a minimum of once). You
the end of their next turn. regain all expended uses when you complete a short or
long rest.
ADVANCED EXPLOSIVE AMPLIFIER
Prerequisite: 15th level, Prototype Explosive Amplifier
Cost: 8 Creation Points
You further fine tune your Explosive Amplifier. When a
creature takes fire damage while ignited, the creature
has disadvantage on the next Dexterity saving throw it
makes before the start of your next turn.
BIOTIC AMPLIFIER
Cost: 2 Creation Points
You integrate a biotic amplifier in your body that
increases the potency of your healing jutsu. While
wielding this amplifier, when a creature regains hit
points from a jutsu you cast, you can grant them
temporary hit points equal to the amount of chakra
spent. This amount can’t exceed the number of hit
points restored.
You can use this amplifier a number of times equal to
your Intelligence modifier. You regain all expended uses
when you complete a long rest.
CLIMBING GLOVES
Cost: 1 Creation Points
You craft a set of gloves with a powerful assisted grip.
While wearing these gloves, you have a climbing speed
of 20 feet, and you have advantage on Strength saving
throws and Strength (Athletics) checks that involve
climbing.
CORROSIVE AMPLIFIER
Cost: 2 Creation Points
You integrate a booster in your body that enhances your
jutsu that deal acid damage. While wielding this
amplifier, when a creature takes acid damage from a
jutsu you cast, you can choose to deal additional acid
damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to
your Intelligence modifier (a minimum of once). You
regain all expended uses when you complete a short or
long rest.
157
JET LEGS PROTOTYPE CRYO AMPLIFIER
Prerequisite: 7th level Prerequisite: 7th level, Cryo Amplifier
Cost: 5 Creation Points Cost: 5 Creation Points
You fine tune your augmented boots to give you You fine tune your Cryo Amplifier. When you activate
temporary, limited flight. Activating or deactivating the this amplifier, the creature gains 1 rank of Chilled.
boots requires a bonus action and, while active, you have
a flying speed of 30 feet. PROTOTYPE EXPLOSIVE AMPLIFIER
The rocket boots last for 1 minute before deactivating.
Once the boots have been activated, they can’t be Prerequisite: 7th level, Explosive Amplifier
activated again until you finish a short or long rest. Cost: 5 Creation Points
You fine tune your Explosive Amplifier. When you
MECHANICAL ARM activate this amplifier, the creature is also ignited for 1
minute. At the start of each of its turns, the creature
Cost: 2 Creation Points takes additional fire damage equal to your Intelligence
You create a mechanical arm which mounts to your modifier and then makes a Dexterity saving throw
shoulder, which you can use independently. You can only against your Ninjutsu Save DC, ending this effect on a
gain the benefit of items held by two of your arms at any success. If the target or a creature within 5 feet of it uses
given time. an action to put out the flames, or if some other effect
You can choose this modification twice. douses the flames, the effect ends.
PROTOTYPE BIOTIC AMPLIFIER POWERED GRAPPLING HOOK
Prerequisite: 7th level, Biotic Amplifier Prerequisite: 9th level, Grappling Hook
Cost: 2 Creation Points Cost: 4 Creation Points
You fine tune your biotic amplifier. While wielding this While your grappling hook is deployed, when you cast a
amplifier, when a creature gains temporary hit points jutsu with a range of touch, your hook can deliver the
from your biotic amplifier, it instead gains twice as power as if it had cast it.
many. This amount can’t exceed the number of hit
points regained. AUTONOMOUS NINJA TOOLS
PROTOTYPE CORROSIVE AMPLIFIER Cost: 6 Creation Points
You learn how to craft small sentry turrets shaped like
Prerequisite: 7th level, Corrosive Amplifier globes that can adhere to any surface, called A.N.Ts. As
Cost: 5 Creation Points an action or bonus action (your choice), you can throw a
You fine tune your Corrosive Amplifier. When you sentry to a point you can see within 60ft. At the end of
activate this amplifier, the next attack roll made against each of your turns, a deployed sentry automatically
that creature before the end of its next turn has targets a hostile creature within 30 feet of it. If multiple
advantage. targets are available, one is chosen at random. The target
must make a Dexterity saving throw. On a failed save, it
takes 1d6 damage of your choice (decided when thrown)
A.N.Ts have 1 hit point, an AC equal to your Ninjutsu Save
DC, and can be repaired over the course of a long rest.
Each sentry lasts for 1 minute before deactivating. You
can maintain a number of sentries equal to your
Intelligence modifier. Once a sentry has been activated,
it can’t be activated again until you finish a short or long
rest.
GRAPPLING HOOK
Cost: 2 Creation Points
You craft a grappling hook weapon attached to a tightly
coiled cord that is housed in your hand. With this
contraption, you can make a ranged weapon attack as a
Bonus Action with a range of 30/60. On a hit, it deals 1d4
piercing damage. This attack can target a surface, object,
or creature.
A creature struck by this attack is impaled by the hook.
As an action, a creature can attempt to remove the hook.
Removing the hook requires a Strength check vs your
Ninjutsu Save DC. While the hook is stuck in the target,
you are connected to the target by a 60-foot cable.
While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again
until you recover and reinsert the hook as an action.
158
QUASI SENRIGAN MICROSCOPIC SCIENTIFIC NINJA TOOLS
Prerequisite: 9th level, Darkvision Eyes Cost: 20 Creation Points
Cost: 8 Creation Points You have gone beyond the normal limits of Shinobi-
You modify your eyes and discover the world's first Ware. Choose Two Scientific Ninja Tools. You now have
Scientific Dojutsu: The Senrigan. As a bonus action, you permanent access to them and they do not cost Creation
can spend 10 chakra to activate this in one of your eyes. Points. If they cost Chakra from your CCD you can now
When toggled on, for the next minute you can now pay them with your own chakra. You can also now
automatically dispel Genjutsu with the Visual keyword configure your limbs into any weapon or tool.
that creates seemingly physical manifestations or
objects and can see Invisible creatures. You also gain NINJUTSU ABSORPTION/AMPLIFICATION
100ft of chakra sight.
Prerequisite: Level 9
Once per Full Rest you can cast Kagura's Mind Eye for Cost: 10 Creation Points
no cost. You can absorb Ninjutsu with your left arm or eye. As A
reaction when you are targeted with a Ninjutsu you can
SENRIGAN initiate a clash. If you win you absorb the Ninjutsu cast,
negating it. You then can either immediately attack with
Prerequisite: 15th level, Quasi Senrigan it using your right eye or arm, but upcasted it one rank
Cost: 10 Creation Points higher than it was cast, or recover the chakra spent on
With Science you have finally achieved a full Senrigan. As the jutsu to your CCD.
a Bonus Action you can spend 10 chakra to activate it in You can use this feature a number of times equal to your
both of your eyes. While this is toggled on you gain +2 AC Intelligence modifier per Long rest.
and a +1 to all attack rolls.
When you cast Kagura's Mind Eye you can half its cost
and pay it from your CCD. When cast this jutsu from your
CCD it’s range is tripled.
A number of times equal to your Intelligence modifier
per Full rest you can cast SEALING ART: DIVINATION
TECHNIQUE When cast this way you cannot ask about
the future, but can ask any question about the present or
past with no limit. The DM has to answer as truthfully as
possible.
INTEGRATED WEAPON
Cost: 3 Creation Points
You can integrate a one-handed weapon into your arm.
You are considered proficient in this weapon while it is
installed. If it's versatile you can spend 2 chakra and for
the next minute it is treated as if you were wielding it
with two hands. You gain +1 to Attack rolls with this
weapon.
JUTSU FRAMEWORK
Cost: 8 Creation Points
You install the basic muscle memory of a specific combat
routine. Choose between Ninjutsu, Taijutsu, Bukijutsu
or Genjutsu. You gain +1 to attack rolls and +1 to your
Save DC with the chosen jutsu keyword. This
increases to a +2 at Level 9 and a +3 at Level 17.
SPACE-TIME CLAWS
Prerequisite: Level 13
Cost: 12 Creation Points
You can leave marks of studded black bands
across any surface. You learn the Flying
Thunder God Jutsu. When you cast it through
this feature you pay the cost with your CCD
your seals take the shape of this black bands.
You can have up to a number of them active
at one time equal to your Intelligence
Modifier. This black bands cannot be dispelled
by a Jutsu or Feature and last forever unless dispelled by
you. To mark a creature, you must make a melee
Ninjutsu Attack. While a creature is marked this way
while you are within 30ft of them you can cast jutsu and
attack as if you were within 5ft of them.
159
TECHNOBI TRACER ROUNDS
The Science-Nin who follow the path of the Technobi Beginning at 6th level, You have mastered the way to use
specialize in Scientific Ninja Tools as their main tool in your Enhanced Ammunition. When you land a hit using
combat. They focus on improving the standard tools such your Enhanced Ammunition you can spend 5 chakra
as Kunai, Shuriken, and Paper Bombs to make them as from your C.C.D and Mark them for a number of rounds
devastation as a jutsu. equal to your Intelligence modifier. While Marked in this
way, your Enhanced Ammunition has tracked their
ENHANCED AMMUNITION chakra signature by leaving behind a tracer. You gain 1d4
to add to your attack rolls using your Enhanced
When you choose this Inquiry at 3rd Level you can enhance Ammunition and can ignore all cover besides total cover.
your basic Ninja Tools. During a Short Rest you can work While they are marked and you land another hit you can
on a stack of Arrows, Bolts, Kunai, Shuriken, or Senbon. spend another 5 chakra to upgrade the tracer. The
This stack becomes your Enhanced Ammunition. It Creation Point comes back at the end of a Long Rest. This
immediately becomes a d10 stack and its damage die resets the marked timer and lets you add 1d4 Lightning
increases by a step. You can also use your Intelligence Damage to damage rolls with your Enhanced
Modifier in place of Dexterity for all attack and damage Ammunition on the Marked target, as each hit sends a
rolls using the Enhanced Ammunition. You can spend a jolt of lightning through their body.
creation point to turn this stack into a +1 stack if it is not
already. S.E.NBONS
S.E.N TAGS Starting at 9th level, you can now extend your S.E.N Tags
powers into your enhanced ammunition. As a Bonus
Also, at 3rd Level you can create Scientifically Enhanced Action you can attach a S.E.N Tag to your ammunition.
Ninja Tags or S.E.N Tags. These tags consume the used The next attack with your Enhanced Ammunition within
material and replace it with the created tag. These tags can the next minute gains additional effects. On a hit the
be created during a rest and require a DC 13 Intelligence target immediately suffers the effects of your S.E.N Tag.
check to make. You can attempt this check 2 times during a If you miss this attack, the S.E.N Tag still goes off
short rest, 4 times during a long rest, and 8 times during a centered on that target, but they have advantage on any
full rest. These tags use your Ninjutsu Save DC. saving throws it causes.
Paper Bomb: This tags become much more potent and
dangerous. As an Action you can throw this tag a number
of feet equal to 5+your Intelligence Ability Score (Round
to nearest 5). Once it reaches the target area it explodes
ferociously. Creatures within a 10ft radius Sphere must
make a Dexterity Saving Throw. On a failure they take
5d6 Damage and gain 1 rank of Burned. On a success they
take half damage and no condition.
Flash Tag: This tags burn slower and more fiercely after
being enhanced. Flash Tags have a range equal to 30 feet.
As an action, you can throw a Flash Tag at a point you
can see within range. Each creature within 20 feet must
make a Wisdom saving throw. A creature becomes blind
until the end of their turn on a Failed save. Every time a
creature starts their turn inside the radius they must
remake the save. The tags remain for one minute and
shed bright light in a 30ft Radius and Dim light 20ft pass
that
Poison gas tags: Poison Gas Tags Once enhanced no
longer can be dissipated by non-chakra created wind
and has more potent poison. Poison Gas Tags have a
range equal to 10 feet + your Intelligence modifier x 5.
As an action, you can throw a Poison gas tag at a point
you can see within range. The tag explodes in a 15ft
radius sphere of blue fog centered on a point you
choose within range. The sphere spreads around
corners, and its area is heavily obscured. It lasts for 1
minute or until a jutsu with the Wind Release Keyword
is maintained for a round inside. When a creature
enters the fog’s area for the first time on a turn or
starts its turn there, that creature must make a
Constitution saving throw. The creature takes 1d10
poison damage on a failed save, or half as much damage
on a successful one.
Additionally, on a failed save, the creature is poisoned
while it is in the cloud. If the d10 rolls a 10 they also gain
the Weakened Condition. Constructs are unaffected.
160
MIND AND KUNAI
Beginning at 14th level, you learn how to reroute the
chakra from the CCD into either your armor or your
Enhanced Ammunition. When you use a gadget, you gain
the chakra used as Temporary Hit Points. These
Temporary Hit Points only last until the end of your next
turn. Alternatively, you can make a ranged weapon
attack with your Enhanced Ammunition. On a hit you can
add half the chakra spent to the damage roll.
VOLATILE AMMUNITION
At 17th level, you have added a new subroutine to your
Enhanced Ammunition. When you take the Attack Action
and roll damage using a weapon that requires your
Enhanced Ammunition, and one of the die is the max
number, you can reroll that die and add it to the damage.
This can trigger a number of times equal to your
Intelligence Modifier per damage roll.
THE FUTURE OF SHINOBI: NINJA TOOLS
At Level 20, you have realized that Ninja Tools are the
future of Shinobi. Your Enhanced Ammunition no longer
needs to roll an ammunition die when you roll damage
for a weapon that uses ammunition, as you can create a
new one as soon as you need it. They also now ignore
THP and AC boost from Jutsu. Your S.E.N Tags now
impose disadvantage on all hostile creatures and no
longer effect allies in range. You also can now create
Scientific Ninja Tools that require ammunition during a
short rest.
161
TECHSMITH BORROWED POWER
The Science-Nin who follow the path of the TechSmith Beginning at 14th level, you can now apply your
specialize in Scientific Weaponry as their main tool in Scientific Ninja Tools to your Arsenal for ease of use. You
combat. They focus on improving their armor or weapon can exchange one of your upgrades for a Scientific Ninja
for both offensive and defensive capabilities Tool you have. If stored this way you can activate it twice
per long rest for no cost.
ENHANCED ARSENAL
KINETIC OVERFLOW
When you choose this Inquiry at 3rd Level you gain
proficiency in Heavy Armor and Martial Weapons. you At 17th level, you have added a new subroutine to your
can also enhance your Armor and Weapon. Kinetic Flow. When you have a number of Kinetic Flow
stored that is more than double your Science-Nin Level,
During a Long Rest you can work on gear. The Armor you can expel it out in an Overflow as Action. All
becomes your Enhanced Armor and the Weapon creatures within 30ft of you must make a Constitution
becomes your Enhanced Weapon. You can use your saving throw against either your Ninjutsu or Taijutsu
Intelligence Modifier in place of Dexterity for AC Save DC. On a fail from hostile creatures, they are
calculation for your armor and Intelligence in place of overloaded and must cooldown their chakra networks.
Dexterity for finesse weapons. This Enhanced Arsenal They cannot mold chakra for 1d4+1 rounds. If an Ally
gains a number of Upgrade Slots equal to your fails, they feel their chakra network speeding up. They
Proficiency Bonus split between them. During a Long have disadvantage on all Jutsu Attack Rolls however all
Rest you can spend creation points to install an upgrade jutsu cost are reduced by your Intelligence Modifier (Min
that you meet the requirements for into the gear. These 1) This last for 1d4+1 rounds.
upgrades will be shown at the end of this Inquiry page.
THE FUTURE OF SHINOBI: WEAPONS
ENERGY REDISTRIBUTION
At Level 20, you have realized that an Enhanced Arsenal
Also, at 3rd Level you can prepare your Enhanced Armor is the future of Shinobi. Your Enhanced Armor gains +2
for an attack to absorb some of it. As a Reaction you can AC and DR against all Ninjutsu equal to your Intelligence
reduce the damage you take by your Intelligence Modifier. The Defender of Tomorrow class feature also, no
modifier. longer reduces your AC while active nor cost Creation
When you do you gain an additional reaction which you Points to use. Using a Creation Point however allows that
can only use to use this feature again. You can use this creature to add an additional die of damage on a hit.
feature Once per turn.
THE DEFENDER OF TOMORROW
Beginning at 6th level you gain the ability to enhance the
weapons of your squad, targeting the damage to the
weakness of your enemies. As an action, you can activate
an aura that extends from you in a 60-foot radius. The
aura moves with you, centered on you, and lasts for 1
minute.
When you activate this aura, choose one of the
following damage types: Earth, cold, fire, lightning, or
Wind. Each creature of your choice in the aura deals an
extra 1d10 damage of the chosen type when it hits with a
weapon attack. You must spend 1 Creation Point for each
creature you want to gain the benefits of this feature.
Once marked they stay marked until the next Long rest.
This energy comes at a cost, as it lowers your armor's
defenses. While this aura is active your AC is reduced by
2.
You can use this feature a number of times equal to
your Intelligence modifier (minimum of once), and you
regain all expended uses after a long rest.
KINETIC FLOW
Starting at 9th level, you have upgraded your Energy
Redistribution to flow and store the energy into your
Enhanced Weapon. When you reduce damage by a jutsu,
armor, or feature you can choose to store the reduced
damage into a Kinetic Flow. You must concentrate on
this as if it were a B-Rank jutsu. While you are
concentrating on Kinetic Flow you gain advantage on
Dexterity and Strength Saving Throws. When you land a
melee or ranged weapon attack, you can expend any
amount of energy stored into the damage roll. This
energy dissipates after a minute passes or when you
drop concentration.
162
ARSENAL MODIFICATIONS CHAKRA FIBER ARMOR
If a modification has prerequisites, you must meet them to Prerequisite: 5th level, Armor
install it. You can install the modification at the same time Cost: 3 Creation Points
that you meet its prerequisites. Your modified armor can collapse into a small piece of
jewelry for easy storage. When transformed this way the
ACCELERATED MOVEMENT armor is indistinguishable from a normal item and weighs
one-third its normal bulk. As a Bonus Action you can don
Prerequisite: Armor or doff the armor, allowing it to transform as needed.
Cost: 1 Creation Point
You reduce the weight of your modified armor’s bulk and ELECTRIC DEFENSE PROTOCOL
increase the power to joints. If the armor has a Strength
requirement, you ignore it. The modified armor’s weight is Cost: 3 Creation Points
reduced by 5 bulk. While wearing your modified armor your You install electro shockers in your gear. Whenever an
speed increases by 10 feet. This applies to all movement enemy misses you with a melee attack, you can use your
speeds you have while wearing your armor. reaction to do 1d4 + your Intelligence modifier lightning
damage to the attacker.
ADAPTABLE ARMOR
FLIGHT
Prerequisite: Armor
Cost: 1 Creation Point Prerequisite: 9th level, Armor
You integrate deployable hooks and fins into your armor, Cost: 7 Creation Points
augmenting its mobility. While wearing your modified You integrate a propulsion system into your modified
armor, you gain a climbing speed equal to your walking armor. While wearing your modified armor you have an
speed, and you can move up, down, and across vertical enhanced flying speed of 30 feet.
surfaces and upside down along ceilings, while leaving
your hands free. Additionally, you gain a swim speed equal WEIGHT INCREASE PROTOCOL
to your walking speed.
Prerequisite: 5th level, Armor
ARTIFICIAL INTELLIGENCE Cost: 4 Creation Points
You enhance your suit, making it difficult to move. As a
Prerequisite: 7th level bonus action, you can anchor your feet to the ground.
Cost: 4 Creation Points While anchored, your speed is 0, you have advantage on
You install an artificial intelligence into your modified Strength checks and Strength saving throws, and your
gear. When you make an ability check or Attack Roll, your carrying capacity and the weight you can push, drag, or lift
Arsenal's artificial intelligence can take the Help action. doubles. If it would already double, it instead triples.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain all CAMOUFLAGE PROTOCOL
expended uses when you complete a long rest.
Prerequisite: Armor
CHAKRA ARMOR Cost: 5 Creation Points
You install a cloaking device in your modified armor. This
Prerequisite: Medium or Heavy Armor device has 2 charges. As an action you can use 1 charge to
Cost: 2 Creation Points cast Body Camouflage on yourself.
You modify your Chakra Armor to block incoming damage.
It has a pool of 10 Temporary Hit Points and restores 1 The cloaking device regains all expended charges after
every minute. a long rest.
ENHANCED CHAKRA ARMOR NIGHT VISION VISOR
Prerequisite: Level 9, Chakra Armor, Armor Prerequisite: Armor
Cost: 6 Creation Points Cost: 2 Creation Points
You upgrade your Chakra Armor to recharge faster and While wearing your modified armor, you have Darkvision
store more energy. It can now store 20 Temp HP can to a range of 60 feet. If you already have Darkvision, this
regains 1 at the end of each of your turns. modification increases its range by 30 feet.
CHAKRA BLAST POWER FIST
Cost: 2 Creation Points Prerequisite: Armor Cost: 2 Creation Points
You modify your Arsenal with a blaster weapon with which You modify your modified armor gauntlet with increased
you are proficient. The weapon uses your Intelligence reinforcement and weight. Your modified armor’s
modifier for its attack and damage rolls, and deals unarmed strike deals 1d4 Lightning damage. You can now
1d8+Mod Force damage on a hit. It has a normal range of use Intelligence for Attack Rolls and Damage Rolls for your
30 feet and a long range of 120 feet. It cost 3 chakra from unarmed strikes Additionally, when you take the Attack
you CCD to fire. action and make an unarmed attack, you can make an
additional unarmed attack as a bonus action.
CLOSE QUARTERS MATRIX
PROTOTYPE POWER FIST
Prerequisite: 5th level
Cost: 4 Creation Points Prerequisite: 5th level, Power Fist
You gain a +1 bonus to AC against melee attacks. This Cost: 4 Creation Points
bonus increases to +2 at 9th level and +3 at 13th level. You further modify your modified armor gauntlet with
increased reinforcement and weight. Your modified
armor’s unarmed strike deals 1d6 Lightning damage and
has the following property. If you move at least 10 feet in a
straight line immediately before making an unarmed
attack, the first unarmed attack you make deals additional
damage equal to your Intelligence modifier.
163
ADVANCED POWER FIST CHAKRA EDGE
Prerequisite: 11th level, Prototype Power Fist Prerequisite: Weapon
Cost: 6 Creation Points Cost: 4 Creation Points
You further modify your modified armor’s gauntlet with When you critically hit with the weapon, you deal an
increased reinforcement and weight. Your modified additional 2 damage die.
armor’s unarmed strike deals 1d8 Lightning damage.
Additionally, your critical hit range with your unarmed OVERCHARGED CHAKRA EDGE
strikes increases by 1.
Prerequisite: 5th level, Chakra Edge
RANGED DEFENSE MATRIX Cost: 5 Creation Points
Your weapon’s critical hit range increases by 1.
Prerequisite: 5th level
Cost: 5 Creation Points OVERCHARGE WEAPON
You gain a +1 bonus to AC against ranged attacks. This
bonus increases to +2 at 9th level and +3 at 13th level. Prerequisite: 11th level, Sonic Strikes
Cost: 7 Creation Points
ACCURACY ENHANCER You gain the ability to channel your CCD chakra to enhance
your weapon’s damage. You can expend 6 chakra to deal
Prerequisite: 5th level, Bow additional damage to the target. The extra damage is 1d6
Cost: 5 Creation Points for every 6-chakra spent, up to max of 5d6.
You gain a +1 bonus to attack rolls made with this weapon.
This bonus increases to +2 at 9th level and +3 at 13th level. ENHANCED FRAME
SONIC STRIKE Prerequisite: Armor or Weapon with the Heavy property
Cost: 4 Creation Points
Prerequisite: 5th level, Weapon You install a new frame in your modified gear, removing
Cost: 4 Creation Points the Heavy property from it.
You pack extra power into your modified weapon. Once per
turn, when you hit with the weapon, you can deal an RETURNING WEAPON GUARD
additional 1d6 damage. If you do so, the weapon makes a
loud boom which can be heard 100 feet away. If you are Prerequisite: Weapon
hidden, Intelligence (Investigation) and Wisdom Cost: 3 Creation Points
(Perception) checks made to locate you that rely on sound You install a retractable chain in your modified weapon. If
have advantage. the weapon does not already have the thrown property, it
gains it with a range of 20/60. Additionally, it gains the
CHAIN HILT returning property.
Prerequisite: Melee Weapon
Cost: 2-6 Creation Points
You install an expandable hilt on your modified weapon.
Your modified weapon gains the reach property for each 2
Creation Points spent
TRACKING BLADE
Prerequisite: 5th level, Melee weapon
Cost: 5 Creation Points
You gain a +1 bonus to attack rolls made with this weapon.
This bonus increases to +2 at 9th level and +3 at 13th level.
HARPOON REEL
Prerequisite: Ranged Weapon
Cost: 3 Creation Points
You install a secondary fire mode that launches a harpoon
attached to a tightly coiled cord. With this harpoon, you
can make a ranged weapon attack with a range of 30/60. On
a hit, it deals 1d6 piercing damage. This attack can target a
surface, object, or creature.
A creature struck by this attack is impaled by the
harpoon. As an action, a creature can attempt to remove
the harpoon. Removing the harpoon requires a Strength
check DC 8+your Intelligence Modifier. While the
harpoon is stuck in the target, you are connected to the
target by a 60-foot cable.
While connected in this manner, you can use your
bonus action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again
until you recover and reinsert the harpoon as an action.
164
LIGHTNING BURST CHAKRA WEAPON
Prerequisite: 9th level, Melee weapon Prerequisite: Melee Weapon
Cost: 3 Creation Points Cost: 5 Creation Points
When you hit with the weapon, you can create an electronic You replace the striking portion of your weapon with your
burst. Each creature in a 15-foot cone centered on the own chakra. To activate your weapon takes a Bonus action
creature you hit must make a Dexterity saving throw and 6 chakra from your CCD and you must spend 3 chakra
against your Ninjutsu Save DC, taking 2d8 lightning at the start of your turn to keep the weapon activated. The
damage on a failed save or half as much on a successful weapon deals an additional die of damage, and all damage
one. it deals is now considered Force damage.
Once you’ve used this feature, you must complete a Short
rest before you can use it again. SUPERIOR CHAKRA WEAPON
SNAP FIRE Prerequisite: Melee Weapon, Level 13
Cost: 10 Creation Points
Prerequisite: 9th level, Bow You have enhanced your chakra Sabre far beyond its limits.
Cost: 3 Creation Points It deals an additional die of damage however now costs 3
You modify your modified bow for quick shots. Once per more chakra to activate and 2 more to maintain. Once per
Round, You can take an opportunity attack (no action) with turn, when you land a hit with this weapon the target
your modified weapon if an enemy comes within 10 feet of creature has to make a Constitution saving throw or gain 1
you. You have disadvantage on this attack. rank of the Burned condition.
STAGGERING BLOW
Prerequisite: Weapon
Cost: 2 Creation Points
When you hit with the weapon, you can force the target to
make a Strength saving throw. On a failed save, the
creature is pushed back 10 feet and knocked prone.
Once you’ve used this feature, you must complete a short
or long rest before you can use it again.
165
SCIENTIFIC NINJA TOOLS CHAKRA ENHANCED MEDICAL KIT
ADVANCED AERO AMPLIFIER Cost: 2 Creation Points
You have a pool of healing power that replenishes when you
Prerequisite: 15th level, Prototype Aero Amplifier take a short or long rest. With that pool, you can restore a
Cost: 8 Creation Points total number of hit points equal to your Intelligence x your
You further fine tune your Aero Amplifier. When you proficiency. As an action, you can touch a creature and draw
activate this amplifier, the creature is Dazed until the start power from the pool to restore a number of hit points to that
of their next turn. creature, up to the maximum amount remaining in your
pool. This feature has no effect on undead and constructs.
ADVANCED ELECTRO AMPLIFIER
5 Chakra- Touch a dying creature as an action to stabilize it
Prerequisite: 15th level, Prototype Electro Amplifier and return it to 1 HP.
Cost: 8 Creation Points
You further fine tune your Electro amplifier. When you CHAKRA FLOW DISTRIBUTION DEVICE
activate this amplifier, the creature is Dazed for the
duration they are shocked by this amplifier. Cost: 5 Creation Points
You can make a ranged attack and throw this device at a
AERO AMPLIFIER target. On a hit it affixes to them They can remove it as an
Action by making a Strength Check contested by your
Cost: 2 Creation Points Intelligence Check. While this is affixed to a target, they
You integrate a booster in your body that enhances your cannot spend more than 15 Chakra in a single turn.
jutsu’s that deal wind damage. While wielding this
amplifier, when a creature takes wind damage from a jutsu CHAKRA RADAR
you cast, you can choose to deal additional wind damage
equal to your Intelligence modifier. You can use this Cost: 7 Creation Points
amplifier a number of times equal to your Intelligence You can activate this radar for 5 chakra. When active it will
modifier (a minimum of once). You regain all expended uses This tool has a sensor that begins to vibrate or glow when a
when you complete a short or long rest. chakra source similar in size to parameters given is nearby.
This can be set to also ignore certain creatures' chakra and
CARDIOPULMONARY RESUSCITATION. instead pick up all chakra within a 60ft Radius. It remains
active for 10 minutes
Cost: 12 Creation Points
CHAKRA SURPLUS STORAGE DEVICE(CSSD)
30 Chakra- When you take damage that would reduce
you to 0HP, but not kill you outright, you can use your Cost: 15 Creation Points
reaction to instead stay at 1 HP. You expanded your CCD storage. Gain +2 Chakra Storage
maximum for each level you are in Science-nin
10 Chakra- As a bonus action, you stabilize a dying ally
within 30ft to 1 HP. EAGLE LENS
C-DRIVE Cost: 2 Creation Points
You can add your Intelligence Modifier instead of Wisdom
Cost: 15 Creation Points to Perception checks you make. You gain a +1 bonus to
Highly Experimental and dangerous, study and creation of ranged weapon attack rolls.
this was banned by all villages. Being seen with this can be
considered a war crime. 4 Chakra- Gain advantage on the next ranged weapon
attack roll you make.
20 Chakra: You can activate this tool as a reaction during
your turn. Once activated, the gadget alters the flow of ELECTRO AMPLIFIER
time, reversing any events or actions that took place
during that turn. The creature takes its turn again and Cost: 2 Creation Points
can choose to take different actions or the same You integrate a booster in your body that enhances your
actions as previously, possibly with different results. jutsu’s that deal Lightning damage. While wielding this
Other creatures must do the same thing they did amplifier, when a creature takes cold damage from a jutsu
before, even if it doesn't make sense now, as you seem you cast, you can choose to deal additional cold damage
to have predicted their exact action. Once used, this equal to your Intelligence modifier. You can use this
effect must be recharged and cannot be used again for amplifier a number of times equal to your Intelligence
one minute. modifier (a minimum of once). You regain all expended uses
when you complete a short or long rest.
CHAKRA DISINTEGRATOR
ELEMENT EATER
Cost: 12 Creation Points
15 Chakra- As an action, you force a target within 120ft Cost: 3 Creation Points
You create a device capable of absorbing incoming damage.
to make a Dexterity Saving throw. If the saving throw You can cast Absorb Heat, paying the cost with your CCD
succeeds, the gadget has no effect. If the saving throw
fails, the target takes 8d10 Fire damage. If this damage ENHANCED NINJA TABI
reduces the target to 0 hit points, it is disintegrated. A
disintegrated creature and mundane items it is Cost: 1 Creation Points
wearing and carrying, are reduced to a pile of fine gray You enhanced the standard tabi given to shinobi. Increase
dust. your walking speed by 10 feet. Jump distance and height
are doubled and use your Int score and modifier instead of
Str. Whenever you take fall damage, take the least amount
possible and you don't fall prone.
166
FLOATING SHOES MASS CHAKRA ABSORPTION
Prerequisite: Enhanced Ninja Tabi Cost: 15 Creation Points
Cost: 4 Creation Points As an action, You can force all living creatures within 60ft,
You can walk or run across any liquid as if it were solid including yourself, to make a Constitution check, DC 15. On a
stone. Any damaging liquids (lava, acid, etc.) cause you 2d6 Fail they lose 8d12 Chakra and your CCD absorbs half of the
damage of the appropriate type every round you spend on rolled amount (This is not per creature). If they do not have
them, unless the damage amount is specified to be lower. enough chakra to pay the cost they lose HP instead. You can
do this once per Long rest.
FREEZE RAY
MECHANICAL HELMET
Cost: 8 Creation Points
15 Chakra- As an action, spray a large mist of ice in a Prerequisite: Level 5
Cost: 3 Creation Points
30ft cone, all creatures in the area must make a You add 1 to your AC.
Dexterity Saving Throw, on a fail they will take 4d6
Cold damage and will be restrained by ice until the 4 Chakra - As a bonus action, you can send a high-
start of your next turn, if they take damage before frequency noise from your helmet that will deafen every
then, the ice is broken and they are freed. On a pass other living thing within 15ft until the start of your next
they instead take half damage and no additional turn on a failed Wisdom Saving Throw.
effects.
10 Chakra- As an action, shoot an icicle towards a target MINING DRILL
within 60ft. Make a ranged weapon attack using your
Intelligence modifier. On a hit, they take 6d6 + your Cost: 1 Creation Points
Intelligence modifier in Cold damage and gain 1 rank 5 Chakra When you take an action to activate this gadget,
of Slow. you gain a burrowing speed of 15 feet which lasts until the
end of the second turn after your current one. You leave a
HOLOGRAPHIC CLOAK tunnel 5’ wide and as high as you are tall in your wake.
Cost: 8 Creation Points NANITE SURGE BEAM
You are proficient in Stealth. If you already have
proficiency, you instead gain Expertise in Stealth. If you Prerequisite: Chakra Enhanced Medical Kit
already have Expertise in Stealth, you instead add your Cost: 3 Creation Points
Intelligence modifier to Stealth checks. You attach a nozzle to your Chakra Enhanced Medical Ki.
5 Chakra - Automatically whenever you become 7 Chakra - As an action A healing chakra beam heals a
incapacitated or as part of a Disengage action you can friendly target within 30ft for 3d4+int modifier, Increases
become invisible until the start of your next turn or by 1 Step at Level 9 and another step at Level 17
until you do anything besides move.
NEUROADAPTABLE HEADGEAR
LAYERED CHAKRA BARRIER
Cost: 14 Creation Points
Cost: 8 Creation Points You gain resistance to Psychic Damage.
7 Chakra- As a reaction to being attacked, a spherical 5 Chakra- For the next hour, your thoughts cannot be read,
and attempts to detect your presence through your
shield appears around you and moves with you. The consciousness fail.
shield has an AC of 10+Int Mod and HP 25, if not 20 Chakra- You cast Geas as an Action
destroyed the shield vanishes in one minute.
10 chakra- As an action, a pattern of hexagonal cells PROTOTYPE AERO AMPLIFIER
overlaps with your armor. Add half your Int modifier
to your AC. This effect ends after one minute and can Prerequisite: 7th level, Pyro Amplifier
only be used twice per long rest. Cost: 5 Creation Points
You fine tune your Aero Amplifier. When you activate this
LIGHTWEIGHT ARTILLERY CHAKRA MATRIX amplifier, the creature gains 1 rank of Bleed.
Cost: 10 Creation Points PROTOTYPE ELECTRO AMPLIFIER
Prerequisite: : 9th Level
Prerequisite: 7th level, Electro Amplifier
10 Chakra- As an action, you can cast Delayed Fire Cost: 5 Creation Points
Missile. Holding it does not cost chakra to concentrate You fine tune your Electro amplifier. When you activate this
however If you are attacked and fail the concentration amplifier, the creature gains 1 Rank of Shocked until the end
check it goes off immediately. of your next turn. If you reapply shock by this amplifier the
duration is reset.
MASQUERADE PROTOCOL
RICOCHETING WEAPON
Cost: 8 Creation Points
You gain proficiency in Deception. If you already have Prerequisite: Thrown Weapon (consumed on creation)
proficiency, you instead gain Expertise in Deception. If you Cost: 2 Creation Points
already have Expertise in Deception, you instead add your You create a ranged weapon engineered to ricochet of its
Intelligence modifier to Deception checks. targets You have proficiency in this weapon, and it has the
Finesse, Thrown (30/90), and Special properties, and deals
2 Chakra- cast Transform 2d8 bludgeoning, piercing or slashing damage (chosen at
the time you select this upgrade).
5 chakra- cast Advanced Transform
*Special: When this weapon is thrown you can target two
creatures within 20ft of the original target, making a
separate attack roll against each target. The weapon
shatters after the third ricochet and you regain the
Creation Points Spent.
167
SCOUT LENS
Cost: 1 Creation Points
The lenses can magnify objects viewed to twice their size.
You have advantage on perception checks on items within
20ft of you. You can also instantly detect any physical
deformities
SCUBA EQUIPMENT
Cost: 2 Creation Points
You gain a swim speed equal to your walking speed. 2
Chakra- As a bonus action, you can breathe underwater for
an hour.
SPACE EXTENDER BAG
Cost: x Creation Points
This bag is bigger on the inside. It can hold a number of bulk
equal to the number of creation points you spend X 10.
SUPER ENHANCED DEFENSE PROTOCOL
Cost: 15 Creation Points
You gain a barrier of HP equal to your Intelligence modifier.
You regain this HP at the start of your turn.
10 Chakra- You can use your reaction to deflect a ranged
attack. When you are hit by a ranged attack, you can
reduce the damage by 3d12+Int Mod. If you reduce the
damage to 0, you can spend an additional 10 Chakra to
reflect the projectile back at the attacker, who must make
a Dexterity saving throw. On a failure, the attacker takes
the initial full damage and half on a success.
SUPER ENHANCED OFFENSE PROTOCOL
Cost: 15 Creation Points
20 Chakra- As a bonus action you may enhance a weapon
within 30ft with energy from the system. Choose between
acid, cold, fire, lightning, poison or wind. Attacks with
this weapon deal an additional 2d6 damage of this type
for a minute.
5 Chakra - As an action you may shoot an energy beam at a
target within 30ft. This attack deals Force damage equal
to 2d6 + your Intelligence modifier On a Successful attack
you can spend 3 additional Chakra to force the target to
make a Strength save. On a failure, it is sent flying back a
number of feet equal to 5 x your Intelligence modifier,
taking appropriate falling damage if it collides with an
obstacle. Huge or larger creatures gain advantage on this
saving throw and are only pushed back half the distance.
VOICE CHANGER AND AMPLIFIER
Cost: 2 Creation Points
If you have spent a minute or more hearing a creature
speak, you can mimic their voice unerringly. A Wisdom
(Insight) check is required to discern if that the voice is
false. You can also change the pitch of any voice (including
your own) spoken through this device.
1 Chakra- You can increase the volume of your voice to
10 times as much.
168
CLASS FEATS MARTIAL ARTS TRAINING
ARCHETYPE CLASS FEATS Category: Class
Prerequisite: You cannot have Levels in the Taijutsu
HUNTERS TRAINING
Specialist Class, Level 4+
Category: Class You have begun to train under the best of the best to master
Prerequisite: You cannot have Levels in the Hunter-Nin the art of Martial Arts. While training you begin to imitate
them to the best of your ability. You begin to learn to fight in
Class, Level 4+ ways you couldn’t prior. You gain the following benefits;
You have begun to train under the best of the best to master
the art of Assassination. While training you begin to imitate • You gain Proficiency in Martial Arts.
them to the best of your ability. You learn how to exploit a • Select one Taijutsu Stance from located in Chapter 13:
foes distraction, drop in guard and moment of hesitation.
You gain the following benefits; Customization Options. You can’t take a Taijutsu
Stance more than once.
• You gain Proficiency in Stealth. • You gain a number of Combo Points equal to 1/3rd of
• You learn one Hunters Exploit. You can use this your level (Rounded down).
o You can spend Combo Points to perform one of
Exploit twice per Long rest.
• Once per turn, you can deal an extra 1d8 damage to a the following Combo Features.
▪ Flurry of Blows
creature you hit with an attack if you have advantage ▪ Patient Defense
on the attack roll. This bonus damage cannot be used ▪ Step of The Wind
with, alongside, in addition to or as a part of, the o You regain Spent Combo Points when you
following Class features Sneak Attack, Phantoms complete a rest.
Touch, or Stalking Predator. • You cannot gain levels in the Taijutsu Specialist Class.
o This bonus damage increases to 2d8 at 6th level,
MEDICAL TRAINING
3d8 at 12th level 4d8 at 16th level and 5d8 at 20th
level. Category: Class
• You cannot gain levels in the Hunter-Nin Class. Prerequisite: You cannot have Levels in the Medical-Nin
ILLUSIONIST TRAINING Class, Level 4+
You have begun to train under the best of the best to
Category: Class master the art of medicine. While training you begin to
Prerequisite: You cannot have Levels in the Genjutsu imitate them to the best of your ability. You begin to
learn to both heal and harm in a beautiful display of
Specialist Class, Level 4+ medicine. You gain the following benefits;
You have begun to train under the best of the best to master
the art of Genjutsu. While training you begin to imitate • You gain Proficiency in Medicine.
them to the best of your ability. You begin to tap into a deep • You learn the Healing Hands Ninjutsu.
reserve of creativity. You gain the following benefits; • When you or a friendly ally whom you can touch,
• You gain Proficiency in Illusions. would regain hit points at the end of a short rest, they
• You learn one Malleable Mirage that you Quality for. regain an extra 1d6 Hit points.
• You gain a pool of Actualization Die, which is o This bonus healing increases to 2d6 at 11th level,
represented as a D4. You begin with 2 die. and 3d6 at 18th.
o You gain an additional Actualization Die at 7th, • When you would use a Ninjutsu with the Medical
13th, and 19th levels. Keyword of D-Rank or Higher to restore hit points, the
o When you cast a Genjutsu at affects a hostile affect creature regains additional hit points equal to
1d10.
creature you can spend your Actualization die to o You can use this feature one per long rest.
deal psychic damage to the target equal to the • You cannot gain levels in the Medical-Nin Class.
result or increase the Save DC by half the result
(Min 1.). You regain spent Actualization die when NINSHOU TRAINING
you complete a long rest.
• You cannot gain levels in the Genjutsu Specialist Class. Category: Class
Prerequisite: You cannot have Levels in the Ninjutsu
Specialist Class, Level 4+
You have begun to train under the best of the best to
master the art of Ninshou. While training you begin to
imitate them to the best of your ability. You begin to
learn to mold chakra into a variety of shapes you
couldn’t prior. You gain the following benefits;
• You gain Proficiency in Ninshou.
• Select one Ninjutsu that you know. This jutsu becomes
Refined for you.
o The selected jutsu, increases its Save DC, Damage
Die or Healing die by +1, once per casting.
o This bonus increases to +2 at 13th level, and +3 at
20th level
• You learn 1 Efficient Molding Option.
o You learn another at 17th level.
• You cannot gain levels in the Ninjutsu Specialist Class.
169
OPERATIVE TRAINING CASTER CLASS FEATS
Category: Class ACTUALIZE REALITY
Prerequisite: You cannot have Levels in the Intelligence
Category: Class
Operative Class, Level 4+ Prerequisite: 4+ levels in Genjutsu Specialist
You have begun to train under the best of the best to You learn to manipulate Reality by spending your pool of
master the art of strategy and planning. While training creativity to bend it to your whim. You gain the following
you begin to imitate them to the best of your ability. You benefits;
begin to learn to Analyze a target and develop plans to
best defeat them. You gain the following benefits; • You gain 1 additional Actualization Die. You gain a
second when you reach 15th level.
• You gain Proficiency in Investigation.
• You can Analyze one creature within 60 feet of you for • You gain a pool of abilities called; Reality Inceptions.
These Reality Inceptions grant you additional options
the next minute as a bonus action. that you can use by spending Actualization Die as fuel
o For the duration, your attack and damage rolls to manifest them. You gain the following;
made with a weapon with the Finesse property o Now You See Me (1 Die): As an action select one
against the target uses your Intelligence Modifier creature you can see. You become invisible to that
instead of Strength or Dexterity. creature until the end of the next turn.
o You can only Analyze a Creature once per rest.
• You learn 1 Plan. o If Only You Knew (2 Die): As a bonus action when
o You learn an additional Plan at 7th, 13th and 19th you cast a Genjutsu that affects a hostile creature,
levels. that Genjutsu gains the Unaware Keyword
• You gain 1 Brave Order.
o You gain an additional Brave Order at 9th and 16th o Suffering From Success (3 Die): As a Reaction,
levels. when a creature who is not benefiting from
o You regain Spent Brave orders when you complete Advantage, Disadvantage or any other bonuses or
a rest. penalties to their saving throw would succeed on a
• You cannot gain levels in the Intelligence Operative Saving throws against a Genjutsu you cast, due to
Class. that creatures d20 + their Saving throw bonus
resulting in a higher value than your Save DC, that
WEAPON ARTS TRAINING creature instead fails. You can only use this feature
against one creature at any given time.
Category: Class
Prerequisite: You cannot have Levels in the Weapon o And For My Next Trick… (X Die): As an Action, you
can select two different Genjutsu of the same rank
Specialist Class, Level 4+ that you know. You spend a number of Die equal to
You have begun to train under the best of the best to master their Rank. You cast them simultaneously, in the
the art of Bukijutsu. While training you begin to imitate same action. These jutsu count as both being cast
them to the best of your ability. You begin to learn to fight in at the same time with neither taking hold before
ways you couldn’t prior. You gain the following benefits; the other. A creature makes a single save against
both Jutsu, passing or failing both depending on
• You gain Proficiency in Martial Arts. the result. The jutsu cast cannot benefit from cost
• Select one Weapon Stance from located in Chapter 13: reduction, by any means, excluding cost reduction
granted by the Genjutsu Specialist Class. (D-Rank:
Customization Options. You can’t take a Weapon 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10.)
Stance more than once.
• You gain a Flurry Die that is a D4. ALTERED, REFINEMENT X
o Your Flurry Die increases to a D6 at 12th level and
Category: Class
D8 at 18th level. Prerequisite: At least 8+ levels in Ninjutsu Specialist
o You can use this Flurry Die in a number of ways by You learn to refine ninjutsu in such a way that it becomes
almost unrecognizable when compared to other, similar
using one of the following Flurry Techniques. casters. You gain the following benefits;
▪ Enhanced Deflection
▪ Chakra Strike • Jutsu that are benefiting from your Refined Ninjutsu
▪ Perceptive Augmentation class feature, no longer increases their Save DC.
• You cannot gain levels in the Weapon Specialist Class.
• Jutsu that are benefiting from your Refined Ninjutsu
RESILIENT, GENERALIZED class feature instead increases their damage/healing
die by 1 Step up to a D12 and always add your Ninjutsu
Category: Class ability modifier to the damage dealt/healing applied.
Prerequisite: Level 8+
You have begun to train in the basic knowledge of how to o When your Refined Ninjutsu class feature would
deal with a wide variety of attacks and effects, gaining increase the your Refined jutsu’s save DC, you
the following benefits; instead increase the die used by the jutsu by 1 step.
• Select 4 Ability scores between Strength, Dexterity, o Additionally, those Refined Ninjutsu cannot
Constitution, Intelligence, Wisdom, and Charisma. benefit from any additional damage or healing
You add 1/3rd of your proficiency bonus (Rounded from any class features excluding Ninjutsu
down) to the select saves. You cannot add this bonus if Specialist class features.
you are already proficient in the save, or adding your
proficiency bonus in any way to the chosen saves. • You cannot have the Altered, Refinement Y feat.
• You cannot have the Altered, Refinement Z feat.
170
ALTERED, REFINEMENT Y EXPLOIT KNOWLEDGE
Category: Class Category: Class
Prerequisite: At least 8+ levels in Ninjutsu Specialist Prerequisite: At least 4+ levels in Intelligence Operative
You learn to refine ninjutsu in such a way that it becomes After countless hours of studying, researching and using
almost unrecognizable when compared to other, similar your investigative Skill, you develop a well of knowledge
casters. You gain the following benefits; that most other operative wish they had. You gain the
following benefits;
• Jutsu that are benefiting from your Refined Ninjutsu
class feature, no longer increases their Save DC. • Creatures who you have Analyzed can be further
scrutinized. As an action, you can end your Exploit
• Jutsu that are benefiting from your Refined Ninjutsu Weakness class feature on an analyzed creature. When
class feature reduces their damage/healing die by 1 you do, make an Intelligence (Investigation) or
Step down to a D4, but increase their damage die by an (History) check vs a DC 8 + The creatures Level. On a
additional +2 and always add your Ninjutsu ability success, based on the severity of the success, you gain
modifier to the damage dealt/healing applied. the Meets or Exceeds result and 1 of the following
o When your Refined Ninjutsu class feature would pieces of information if you Exceed the DC by 5 or
increase the your Refined jutsu’s save DC, you more;
instead increase the bonus die by +2.
o Additionally, those Refined Ninjutsu cannot Success Severity Learned Information (Offensive)
benefit from any additional damage or healing Meets or Exceeds DC
from any class features excluding Ninjutsu Exceeds DC by +5 Creatures Rank, Role, Level
Specialist class features.
Exceeds DC by +10 Unarmed Attack Bonus
• You cannot have the Altered, Refinement X feat. Weapon Attack Bonus
• You cannot have the Altered, Refinement Z feat. Exceeds DC by +15 Ninjutsu Attack Bonus
Genjutsu Attack Bonus
ALTERED, REFINEMENT Z Taijutsu Attack Bonus
Ninjutsu Save DC
Category: Class Genjutsu Save DC
Prerequisite: At least 8+ levels in Ninjutsu Specialist Taijutsu Save DC.
You learn to refine ninjutsu in such a way that it becomes
almost unrecognizable when compared to other, similar Strength Save Bonus
casters. You gain the following benefits; Dexterity Save Bonus
Constitution Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu Intelligence Save Bonus
class feature, no longer adds additional damage or Wisdom Save Bonus
healing die. Charisma Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu General Traits (If any)
class feature can now benefit from up to two Efficient Role Traits (If any)
Moldings at once. Clan Traits (If any)
o Additionally, those Refined Ninjutsu cannot # Of Tenacity Die. (If any)
benefit from any additional damage or healing # Of Legendary Resistances. (If any)
from any class features excluding Ninjutsu
Specialist class features. FOCUSED HEALING
• You cannot have the Altered, Refinement X feat. Category: Class
• You cannot have the Altered, Refinement Y feat. Prerequisite: At least 4+ levels in Medical-Nin
You learn from your peers how to manage your chakra,
BAD MEDICINE allowing you to better utilize your healing potential,
allowing you to become more flexible in your restorative
Category: Class techniques. You gain the following benefits;
Prerequisite: At least 8+ levels in Medical-Nin
You take the more combative aspects of medical ninjutsu • The Channeled Healing class feature can now be used
to heart as you focus on trying to take down your a number of times equal to your wisdom modifier per
enemies faster than they can harm your allies. You gain rest.
the following benefits;
• When you or an allied creature would regain additional
• Your Chakra Scalpel class feature can now be used a hit points as a result of your Rejuvenating Rest class
number of times equal to your full Proficiency bonus feature, you roll an additional d6.
per long rest.
INCEPTION EXCEPTION
• Your Take Life class feature can now deal additional
damage equal to Three times your Medical-Nin level. Category: Class
Prerequisite: At least 8+ levels in Genjutsu Specialist
COURAGEOUS ORDERS You learn from your peers how to bend your Genjutsu in
different ways, allowing you to become more flexible in
Category: Class your thinking and in how you respond to danger. You
Prerequisite: At least 2+ levels in Intelligence Operative gain the following benefits;
You learn from your peers how to manage and utilize
more plans mid battle in different ways, allowing you to • Select one Genjutsu Inception you didn’t choose at 3rd
become more flexible in your thinking and in how you level.
respond to danger. You gain the following benefits; o You gain the chosen Inceptions effects and
abilities.
• You gain 1 Additional Brave order. o You now qualify for any Malleable Mirages that
• You gain an additional Brave Order at 6th, 11th and 17th has your new Inception as a prerequisite.
Intelligence Operative levels.
171
MIRAGE EXHIBITION MARTIAL CLASS FEATS
Category: Class ACTION SURGE
Prerequisite: At least 2+ levels in Genjutsu Specialist
You begin to tap into a deep pool of hallucinations Category: Class
you’ve been having or have dreamt up. You then begin to Prerequisite: At least 4+ levels in either Hunter-Nin,
manifest them into a more permanent form. You gain
the following benefits; Scout-Nin, Taijutsu Specialist, Weapon Specialist,
Puppet Master or Cooking-Nin.
• You gain 1 Additional Malleable Mirage that you You can push yourself beyond your normal limits for a
qualify for. moment. You gain the following benefit;
• You gain an additional Malleable Mirage at 5th, 9th, 13th, • On your turn, you can take one additional action. Once
and 17th Genjutsu Specialist levels. you use this feature you must finish a long rest before
you can use it again.
REFINED, REFINEMENT
• If you have at least 17+ levels in total between the
Category: Class following classes, you can use this feat twice per long
Prerequisite: At least 4+ levels in Ninjutsu Specialist rest.
You learn to refine ninjutsu in such a way that it becomes o Hunter-Nin.
almost unrecognizable when compared to other, similar o Scout-Nin.
casters. You gain the following benefits; o Taijutsu Specialist.
o Weapon Specialist.
• You can Refine 1 additional Ninjutsu. o Puppet Master.
• You can Refine additional Ninjutsu at 12th and 20th o Cooking-Nin.
Ninjutsu Specialist levels. COMPLEX MANEUVERS [CHANGED]
RESILIENT, CASTER Category: Class
Prerequisite: At least 8+ levels in Scout-Nin
Category: Class You fight with a grace and hint of complexity other
Prerequisite: Genjutsu Specialist, Intelligence Operative, Scouts cannot comprehend. You gain the following
benefits;
Medical-Nin, Ninjutsu Specialist
You have begun to train in defense of your weaker • You gain 1 Superiority Die.
physical defenses, gaining the following benefits; • You can gain the benefit of up to two Maneuvers per
• Select 2 Ability scores between Strength, Dexterity and action.
Constitution. You add half of your proficiency bonus to
the select saves. You cannot add this bonus if you are EXPLOITING EXPLOITS [CHANGED]
already proficient in this save, or are adding your
proficiency bonus in any way to the chosen saves. Category: Class
Prerequisite: At least 2+ levels in Hunter-Nin
UNLOCKED POTENCY You learn to draw on the wide array of Exploits available
to you. You gain the following benefits;
Category: Class
Prerequisite: At least 4+ levels in Ninjutsu Specialist • You gain 1 Additional Hunters Exploit.
You learn from your peers how to unlock your chakras • You gain an additional Hunters Exploit at 7th and 15th
potential, pushing the boundaries of what was once
thought possible with the bounds of a person’s limits. Hunter-Nin levels.
You gain the following benefits;
SCOUTING ADEPT [CHANGED]
• Select one jutsu of D-Rank or Lower. This jutsu is
always under the effects of the Chakra Recovery class Category: Class
feature, never expending any uses of it. The chosen Prerequisite: At least 4+ levels in Scout-Nin
jutsu cannot benefit from cost reduction of any type Unlike other Scouts, you have pushed your Martial
outside of this feature. The benefit of Chakra Recovery prowess toa new level, evolving, becoming more adept in
only affects this jutsu when Cast at its original Rank. your style of combat. You gain the following benefits;
Additionally, the chosen jutsu can have two Efficient
Moldings applied to it, instead of one, at half cost. • You learn two maneuver that you qualify for.
• You gain 1 Superiority Die.
• Your Potent Ninjutsu class feature, can now be used
once per short rest. You do not gain an additional use SCOUTING VETERAN [CHANGED]
at 13th level.
Category: Class
Prerequisite: At least 8+ levels in Scout-Nin
Your time and experience in the Art of Scouting has
granted you valuable knowledge in how to handle
yourself both in and out of Combat. You gain the
following benefits;
• You gain 2 Superiority Die.
• You learn two maneuvers that you qualify for.
172
SECONDARY TARGET COMBO MASTER
Category: Class Category: Class
Prerequisite: At least 4+ levels in Hunter-Nin Prerequisite: At least 8+ levels in Taijutsu Specialist
You aren’t like other Hunter’s, you can split your focus, Learning through trial and error is your way of life. You
killing two birds with one stone. You gain the following become competent in techniques that you normally
benefits; wouldn’t be able to use due to this mentality. You gain
the following benefits;
• When you end a rest, you may mark your Secondary
Target so long as you know their name and/or how • Increase your Combo Point Maximum by +2.
they look. You may also a Reaction on your turn mark • Select 2 Combo String abilities from any other Taijutsu
a creature you can see within 90 feet of you using this
feature. Until your next rest, you gain the following Specialist Subclass you don’t have levels in. You learn
benefits: these abilities.
o You gain the same benefits against creatures
marked by Secondary Target as you would FURIOUS FLURRY OF BLOWS
against your Primary Target.
Category: Class
• The first Hunters Exploit you use against your Prerequisite: At least 16+ levels in Taijutsu Specialist
Primary and Secondary Target(s) does not count You become able to strike with such aggression and
against your use limit. speed that your movements become like a blur. You gain
the following benefits;
• You can use this Feat to mark a Secondary Target a
number of times equal to half your proficiency bonus • When you use the Flurry of Blows Combo String
before needing to complete a Full Rest. feature, you instead make 4 unarmed attacks instead
of 3.
SUPERIOR, SUPERIORITY [REMOVED]
EXPANDED FOCUS
Category: Class
Prerequisite: At least 4+ levels in Scout-Nin Category: Class
While Scouts are known for Adapting to whatever the Prerequisite: At least 4+ levels in Weapon Specialist
world throws at them, you are known for being even You become able to focus on more than your current
greater. You gain the following benefits; limitation of weapon focuses. You gain the following
benefits;
• Your Superiority die increase in size by 1 Step.
• You gain 1 Superiority Die. • Select one weapon type, such as Katana’s or Kunai,
that you have not already marked as a Weapon Focus.
SWIFTER RESPONSE This chosen weapon becomes known as your Weapon
Focus granting it a +1 bonus to Attack and Damage
Category: Class rolls and a trait.
Prerequisite: At least 4+ levels in Hunter-Nin
You learn from your peers how to move in an excessively • A Weapon Focus can only have a +3 bonus to Attack
swift way. You gain the following benefits; and Damage rolls as a result of being a Weapon Focus.
• You have Advantage on Initiative Checks. • You can take this Feat more than once, selecting either
• During the First round of Combat, increase your speed a new weapon type, or the same weapon you previous
selected with this Feat.
by 10 feet.
• During the First round of combat, you have a +1 bonus EFFICIENT TECHNIQUES
to your first attacks critical threat range against all Category: Class
creatures who have not acted yet. Prerequisite: At least 4+ levels in Weapon Specialist
• If you score a hit against a creature who has yet to act You become able to perform your myriad of Flurry
in the initiative during the first round of combat, you Techniques and Styles with less effort than previously
can trigger Sneak attack ignoring its normal activation thought. You gain the following benefits;
requirements.
• When you would gain the benefit of a Style that
COMBO EXPERT requires you to spend chakra, reduce their chakra cost
by -2.
Category: Class
Prerequisite: At least 4+ levels in Taijutsu Specialist • When you would gain the benefit of a Flurry
Your excessive Training has granted you a deeper pool of Technique that requires you to spend chakra, reduce
Stamina. You gain the following benefits; their chakra cost by -1.
• Increase your Combo Point Maximum by +2. ADJUSTABLE STYLES
• Reduce the cost of Taijutsu with the Combo Keyword
Category: Class
by 1. Prerequisite: At least 4+ levels in Weapon Specialist
• When you would cast a Taijutsu with the Finisher You are able to quickly learn far more than you
previously could, picking up on more styles than other
Keyword after casting one with the Combo keyword Weapon Specialist. You gain the following benefits;
reduce the cost of the Cost of that finisher by -1. (Min
1.) • You learn one Style that you qualify for.
• When you would gain the benefit of a Flurry
Technique that requires you to spend chakra, reduce
their chakra cost by -1. (Minimum of Half Cost,
rounded down)
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OPEN MIND TECHNIQUE RESILIENT, MARTIAL
Category: Class Category: Class
Prerequisite: At least 8+ levels in Weapon Specialist Prerequisite: Hunter-Nin, Scout-Nin, Taijutsu
You are able to quickly learn far more than you
previously could, picking up on techniques that other Specialist, Weapon Specialist, Puppet Master,
Weapon Specialist couldn’t. You gain the following Cooking-Nin.
benefits;
• You have begun to train in defense of your weaker
• You learn one Flurry Technique from another Weapon Mental defenses, gaining the following benefits;
Specialist Subclass you do not have levels in.
• Select 2 Ability scores between Intelligence, Wisdom,
• You learn one Style from another Weapon Specialist and Charisma. You add half of your proficiency bonus
Subclass you do not have levels in. to the select saves. You cannot add this bonus if you
are already proficient in this save, or are adding your
• When you would gain the benefit of a Flurry proficiency bonus in any way to the chosen saves.
Technique that requires you to spend chakra, reduce
their chakra cost by -1. (Minimum of Half Cost, SUBCLASS, CLASS FEATS
rounded down).
MORE COMING SOON. DON’T @ ME.
FREE FLOWING STYLE
Category: Class
Prerequisite: At least 8+ levels in Weapon Specialist
You learn to meld your Flurry Techniques with your
Bukijutsu. You gain the following benefits;
• Bukijutsu without a Range of Self, that you cast may
gain the benefit of Flurry Techniques as if you had
made a Weapon attack.
• When you would gain the benefit of a Flurry
Technique that requires you to spend chakra, reduce
their chakra cost by -1. (Minimum of Half Cost,
rounded down).
UPGRADED, UPGRADES
Category: Class
Prerequisite: At least 4+ levels in Puppet Master
You are able to push your creations one step further,
fitting more in more efficiently. You gain the following
benefits;
• You gain +1 Level 1 Upgrade.
• You gain an additional 5th level Upgrade at 9th Level of
Puppet Master.
• You gain an additional 9th level Upgrade at 14th Level of
Puppet Master.
• You gain an additional 11th or 15th level Upgrade at 19th
Level of Puppet Master.
EFFICIENT BREATHING [CHANGED]
Category: Taijutsu
Prerequisite: Level 8+
You have begun to master the use of the Heavenly
Breaths and have learned to manage the stress and
strain it causes your body. You gain the following
benefits;
• You no longer need to pay chakra to maintain
concentration of any Taijutsu with the Heavenly Breath
name.
• You reduce the cost of Taijutsu with the Heavenly
Breath name by an amount equal to its rank (D-Rank:
1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
• You can cast a Taijutsu with the Heavenly Breath name
using either an Action, Bonus Action or Reaction on
your turn, ignoring its listed casting time.
• The benefits of Taijutsu with the Heavenly Breath can
apply to your unarmed and weapon attacks, once per
turn.
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