SENSORY Mental (Intelligence, Wisdom and Charisma) Ability
Checks. Select one set at activation.
Some Intelligence Operatives find that knowing your • Allied Offence: When you and an ally are adjacent to
enemies positions and locations relative to the party, will the same creature you gain a +2 Bonus to attack &
make for a much more compelling combat strategy and help damage rolls against that creature.
support their team in both combat and investigating • Allied Perceptions: Creatures cannot gain advantage
Situations. against you as a result of being Grappled or
Restrained. Additionally, creatures features, jutsu or
PRETERNATURAL AWARENESS traits grant them no benefits as a result of being
adjacent to you or any of their allies while within 5 feet
When you choose this Strategy at 3rd level, you realize the of you.
innate ability to maintain awareness on things that would • Allied Shielding: You gain a +1 Bonus to AC.
normally be out of scope for your normal senses.
You become more adept at utilizing these seals learning
You can spend 1 Brave order as a bonus action gaining the to use more effects simultaneously or to enhance a
following benefits for the next minute; singular effect further as you grow in experience.
Beginning at 9th level, when you would use this feature,
• You become aware of all creatures, objects or you can choose to spend an additional use of your
structures within 30 feet of you that can use or has Sensory seals to either target a second willing creature
chakra. within range, or to amplify a single creatures sensory
seal granting you both with enhanced effects.
• You know what nature releases a creature has, if any. If you select another creature this features bonuses are
• You can tell when a creature is concentrating on, or is in effect when you and another creature with the mark
are within 30 feet or when two creatures with the mark
under the effects of a Jutsu they cast. are within 30 feet.
• Creatures who you are aware of as a result of this The following are enhanced effects;
feature cannot gain the benefits of being hidden from • Allied Casting: Bonus increased to +4.
you. • Allied Combination: Reduction increased to -4.
• Allied Defense: Bonus increased to +4.
This level of awareness grows as you grow. Beginning at • Allied Harmony: Bonus increased to +5.
9th level, you may select one of the following preternatural • Allied Offence: Bonus increased to +4.
senses to supplement your already potent sensory • Allied Perceptions: Additionally, creatures cannot
capabilities. You may select another at 17th level.
gain a bonus to hit you as a result of a jutsu.
• Creatures currently marked by your Exploit Weakness • Allied Shielding: Bonus increases to +2.
class feature cannot gain the benefits of bonuses to
Ability Checks or Saving throws against you. SQUAD AWARENESS
• Creatures currently marked by your Exploit Weakness Starting at 6th level, you learn to enable your team to
class feature take a -5 Penalty to any Athletics, become more aware of their surroundings and their
Acrobatics, Chakra control, Investigation, Insight or enemies while working together.
Deception checks made against you.
While an ally is marked with your Exploit Weakness
• Creatures currently marked by your Exploit Weakness feature, they gain the benefits of your Preternatural
class feature cannot gain advantage on attacks against Awareness class feature for the same duration as you.
you or creatures under the effects of your plans. Also, when you would activate a plan, you may treat your
marked ally as if you were in their space when you
SENSORY SEALS activated it.
Starting at 3rd level, you bind your extra sensory SITUATIONAL AWARENESS
capabilities to a special sealing tag of your creation. You
have a number of Sensory Tags equal to half the maximum Beginning at 13th level, all allied creatures within 30 feet
number of Brave orders you have (Rounded up). You regain of you are treated as if they have proficiency to their
spent sensory seals at the end of a long rest. Perception. If they already have proficiency, they instead
are treated as if they have proficiency to their insight. If
At the conclusion of a short or long rest, or as a bonus they already have proficiency in both Perception and
action, you can select a willing creature you can see within Insight, then they instead gain a +5 bonus to both their
60 feet of you and mark them with it. passive perception and Passive Insight.
When you and a creature marked with this seal would roll NOTHING ESCAPES US
initiative or are within 30 feet of each other, you both gain
one of the following benefits. (You must choose which Beginning at 17th level, you have learned to augment
benefit when you activate this feature as this cannot change both your own and your allies senses to their zenith.
later.) When you mark a creature with your exploit weakness,
you make a Perception or Insight check using
If you would attempt to use this feature on a second Intelligence or Wisdom vs a DC 8 + The targets Level. On
creature while you currently have another creature marked, a success, you become aware of all Jutsu of a single
the previous creature loses all benefits of this feature and Nature Release the creature is capable of casting. You
the newly marked creature gains them in its place. may use this feature twice per long rest.
• Allied Casting: You gain a +2 bonus to Ninjutsu,
Genjutsu and Taijutsu attack rolls.
• Allied Combination: When you and an ally cast a Jutsu
with the Combination keyword, you reduce the cost of
the jutsu by -5 (Min 1.)
• Allied Defense: When you and an ally are adjacent to
the same creature, you gain a +2 Bonus to AC and
Saving throws against that creature.
• Allied Harmony: You gain a +3 Bonus to either all
Physical (Strength, Dexterity, Constitution) or all
50
SHADOWHAND Medium Construct, unaligned
Some Intelligence Operatives find that their outward persona Speed Equal to yours
doesn’t carry enough authority or weight to execute or take
hold of the things they want. So, they craft a Chakra Based 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Construct known as their Shadowhand, to act alongside them
giving credence and authority to their orders in battle. Senses Darkvision 30 ft., passive Perception 10
SHADOWHAND MANIFESTATION Inexhaustible. The Shadowhand cannot cast jutsu or use effects that would
increase its own ranks of exhaustion.
When you choose this Strategy at 3rd level, you create a
Shadowhand, a chakra construct formed from complex From the Ashes. If the Shadowhands HP falls to 0, it is unsummoned. You can
Fuinjutsu of your description, that you can call upon for spend 10 Chakra and a Brave Order to Resummon it with half of its
support, in both battle and outside of it. You can name this maximum HP. Half of its Hit points are otherwise restored when you
construct if you wish as it will always abide by your command complete a short rest and all of its Hit Points when you complete a long rest.
regardless of the title you give it.
Unarmed Strike. Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one
The Shadowhand can be summoned or called upon for aid creature. Hit: 1d8 + Str bludgeoning damage.
as a bonus action. When summoned it occupies your space
alongside you and becomes visible to everyone who can use REVEAL YOURSELF
chakra. Also, while summoned you can calculate your own AC
using your Charisma instead of your Dexterity for the Starting at 6th Level, you learn to see through the deceptions of
duration. Once summoned, you can command it as a free man. When you engage in conversation with a creature in or out
action. When you do, it uses your Actions, Bonus Actions and of battle, you are able to quickly figure what it is they are
Reactions as needed to accomplish the given task. Your aiming to achieve. You can use Charisma in place of Wisdom for
Shadow hand uses the following Statistics and follows the insight checks and when you would make a Charisma (Insight)
following rules; check against a creature you are speaking to, you do so at
advantage.
• Your Shadow hand can cast any jutsu you know using its
own statistics and can use any Intelligence Operative class Alternatively, when you are in combat with a hostile
features you can as if you used them. creature, you may as a bonus action, select one creature you can
see within 60 feet of you. When you do, you make a Charisma
• Can exist no further than 120 feet away from you before it (Insight) check vs their Charisma (Deception). On a success,
vanishes. you become aware of all active jutsu, features or effects the
creature is currently under, when you do, you can spend 1 Brave
• Shares your Chakra Points. Order to immediately end of these effects, regardless if the
• If you and your Shadow hand would make a saving throw effect was the result of a jutsu or feature as if you had cast the
Sealing Art: Chakra Dispel on it, using your Charisma modifier in
against the same effect, you only make one save, using the place of your Ninjutsu Ability Modifier.
higher bonus, instead of two saves and suffer the effects
only once, not twice. SHOWING GROWTH
• When the Shadowhand would make a saving throw it
calculates its save bonus as follows; Half your Proficiency Beginning at 9th Level, you have begun to adapt more of your
bonus + Its own ability score. Shadowhands qualities, revealing more of your true self. You
gain one of your Shadowhands, Shadowhand Sigils. You can
Finally, your Shadow Hands Ability Scores increase the switch which sigil you have when you complete a short of long
stronger your personality becomes. For every +1 bonus you rest.
have to your Charisma Modifier, you can increase two of your
shadow Hands Ability scores by +2, up to a maximum of 20. WILDCARD
Beginning at 6th level you select a Shadowhand Sigil Beginning at 13th Level, when your Shadowhand or an allied
located at the end of this class section for it to gain. It gains creature within 30 of your Shadowhand would cast a jutsu, you
another one at 9th, 13th, and 17th levels. may as a part of the same action it uses to cast that jutsu or
make an attack roll, spend a Brave Order. When you do, the
COMMANDING PRESENCE jutsu cast rerolls all 1’s, 2’s and 3’s. Taking the second result
even if the new roll is a 1, 2 or 3.
Also, at 3rd Level, you have learned to exemplify your
Shadowhands presence through yourself and vice versa. You
can spend a Brave order as a bonus action, when you do, you
and all creatures of your choice within 30 feet of you gains
one of the following until the beginning of your next turn;
• +2 bonus to Attack Rolls
• +2 bonus to Damage Rolls
• +2 bonus to Ability Checks
• +2 bonus to Saving throws
The number of bonuses you can choose increases to two
beginning at 9th level. Creatures who have gained a bonus
this way who accomplishes one of the following, immediately
refunds the Brave order spent on this feature. A creature can
only gain the benefits of this feature twice per long rest.
• Their attack roll is 5 or higher than the targets AC
• Their ability check result is 5 or higher than the target
DC.
• Their Saving throw result is 5 or greater that the Save
DC.
51
SHADOWHAND EVOLUTION SIGIL OF PSYCHOSIS
Starting at 17th Level, you have learned to conjure the best • Your Shadowhand gains advantage on Intelligence or
version of your Shadow Hand which, by extension is the Wisdom Saving throws as a result of Genjutsu. Pick one.
physical manifestation of your best self. When you would
activate a Brave order while your Shadowhand is active, that • A creature under the effect of a Genjutsu your shadow hand
brave orders effects also originate from the Shadow hand as if it casts that doesn’t deal damage, must make a concentration
has activated the brave order as well. A creature can benefit check at the beginning of each of its turns to maintain
from both Brave orders if the radius of both overlap over a concentrating on any jutsu it is currently concentrating on.
single creature. On a failed check, it loses concentration of all jutsu it is
concentrating on. Additionally, that creature cannot cast
SHADOWHAND SIGILS jutsu that require concentration.
STRIKING SIGIL SIGIL OF FOCUS
• Your Shadowhand gains the Multiattack feature, allowing • Ninjutsu your Shadowhand casts have a -2 to its cost and
them to make two unarmed strikes. have a -1 cost to maintain concentration.
• Your Shadowhands Unarmed strikes can deal either • Ninjutsu your Shadowhand casts increases its range by 5
bludgeoning or slashing damage. (Pick one before feet x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, B-
declaring its attacks.). Rank: 3, A-Rank 4, S-Rank: 5).
• Your Shadowhands unarmed Strikes count as weapons for SIGIL OF COMMAND
the purpose of casting Bukijutsu.
• Taijutsu your Shadowhand casts have a -2 to its cost and
PIERCING SIGIL have a +2 Bonus to hit and damage rolls.
• Your Shadowhands unarmed strikes use Dexterity instead • Taijutsu your Shadowhand casts increases its damage by 2
of Strength for attack and damage rolls. x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, B-Rank:
3, A-Rank 4, S-Rank: 5).
• Your Shadowhands Unarmed strikes can deal either
bludgeoning or piercing damage. (Pick one before SIGIL OF BROKEN SEALS
declaring its attacks.).
• Jutsu your Shadowhand casts that have the Fuinjutsu
• Your Shadowhands unarmed Strikes count as weapons for Keyword, that causes a condition, increases their save DC
the purpose of casting Bukijutsu. by 1.
• Your Shadowhands unarmed strikes ignore damage • Jutsu your Shadowhand casts that have the Fuinjutsu
reduction and temporary Hit points. Keyword, that deals damage ignores resistance and
Damage reduction.
SIGIL OF ELEMENTS
SIGIL OF SKILL
• Your Shadowhand Becomes Resistant to one of the
following damage types; Earth, Wind, Fire, Cold, • Your Shadowhand gains proficiency in all skills you are
Lightning. proficient in.
• When it casts a jutsu that has a nature release keyword, it • You gain proficiency in one skill of your choice.
gains the nature release keyword matching its damage • Ability Checks your Shadowhand makes, using a skill you
resistance granted by this sigil, replacing any nature
release keyword it previously had. are proficient in, cannot be made at disadvantage.
o Earth Resistance: Earth Release
o Wind Resistance: Wind Release SIGIL OF POWER
o Fire Resistance: Fire Release
o Cold Resistance: Water Release • Your Shadowhand adds its Charisma Modifier to all
o Lightning Resistance: Lightning Release Damage rolls it makes using Ninjutsu and Genjutsu.
• If a jutsu is cast that deals damage of any type other than • Your Shadowhand gains a +2 to two saving throws. Select
the damage type it is resistant to as a result of this feature, which two, this cannot be changed later.
it instead deals the damage type it is resistant to.
• Your Shadowhand deals double damage to Constructs,
• Its unarmed strikes deal an additional 1d4 of damage of the Demons and Monstrosities.
same type it is resistant to as a result of this feature.
SIGIL OF SPEED
SIGIL OF ILLUSIONS
• Your Shadowhand has a movement speed equal to your
• Your Shadowhand becomes resistant to psychic damage. own speed +15.
• When it casts a jutsu that does not have the Genjutsu
• Your Shadowhand increases your Initiative by your
Keyword, it gains the Genjutsu, Tactile, Auditory and Charisma Modifier when it’s summoned, moving you to
Visual Keywords and loses any other keywords it the appropriate initiative count when appropriate.
previously had.
• All damage that a jutsu cast by your Shadowhand deals, • Your Shadowhand can be summoned as a Reaction, when
becomes psychic damage. any creature makes takes action.
• Its unarmed strikes deal an additional 1d4 psychic damage.
• Once per short rest, your Shadowhand can cast a jutsu with
the casting time of 1 Action, as a Bonus Action.
SIGIL OF EFFORT
• Your Shadowhand adds its Charisma modifier to all Clash
Checks.
• Select one ability score. Your Shadowhand adds its
Charisma modifier to all ability checks made using
that ability score.
52
TACTICAL STRATEGIST Brave Order, all allied creatures of your choice within 30
feet of you, for the next minute, gain an additional 1d10
Some Intelligence Operatives pride themselves on their to one of the following; Attack Rolls, Ability Checks and
tactical approach to their Plans, focusing on playing the Saving throws.
long game, setting both basic and advanced traps to aid
their allies and destabilize their enemies. You can gain the benefit of this feature twice per long
rest.
FAVORED PLAN
TACTICAL TRAPS
When you choose this Strategy at 3rd level, you become a
master at a singular type of plan. Select 1 Plan at the end CHAKRA SEALING TRAP
of this class section. This Plan does not count against
your Plans known. By expending one Brave Order, you After Laying this Trap it sits unmoving in a singular
can use this plan while another plan is active, granting spot. This Trap Triggers when a Small Medium or Large
you both plans effects. Creature moves onto the ground or the floor within 5
Feet. The creature must succeed a constitution saving
At 9th Level you may select another plan. When you throw, having their chakra heavily restricted on a failed
would activate this plan while your Favored Plan is save.
active, or vice versa, you do not spend a Brave Order to
swap them. A Chakra Sealed creature cannot use more than half of
its total chakra point total until the seal is removed. As
TRAP SETTER an action on the affected creatures turn, they can make a
Strength (Athletics) check against your save DC to
Also, at 3rd Level, you master the art of Setting traps remove the chakra sealing trap from themselves, after
while on the battlefield. Select 2 Operative Traps that you which the chakra sealing effect ends.
have mastered from the tactical trap section at the end of
this class section. You learn one more trap at 6th Level, If this Trap is Upgraded, The Chakra seal prevents all
and another at 9th Level. chakra usage until removed.
You can set a number of Operative Traps up to your EXPLOSIVE TRAP
Intelligence Modifier before you run out of resources and
need to take a short or long rest to prepare more. Traps After Laying this Trap it sits unmoving in a singular
require a bonus action to set and you can designate who spot. This Trap Triggers when a Small Medium or Large
can or can’t activate the trap, preventing your allies Creature moves onto the ground or the floor within 5
from activating the trap. Operative Traps use your Feet. When this trap is triggered, All Creatures in a 15
Ninjutsu Save DC for all saving throws. Traps are hidden Foot Radius must succeed a Dexterity saving throw,
from normal view requiring a Wisdom (Perception) taking 6d6 fire damage on a failed save and half as much
check contested by your Ninjutsu Save DC to be seen. on a successful one.
Also, when setting traps using a Trappers Kit, reduce KUNAI TRAP
the DC to set the Trap by -2 across all traps and ranks.
After Laying this Trap it sits unmoving in a singular
SQUAD TACTICS spot. This Trap Triggers when a Small Medium or Large
Creature moves onto the ground or the floor within 5
Starting at 6th Level, you learn to enable your team to Feet. When this trap is triggered, All Creatures in a 10
act with more unity and combine their efforts together. Foot Radius must succeed a Dexterity saving throw,
You may spend a Brave Order granting up to two allies taking 7d4 Piercing damage on a failed save and half as
within 60 feet of you, 1d10 to add to their next Ability much on a successful one.
Check, Attack Roll, or Saving throw so long as they can
both see and hear you. If this Trap is upgraded, Double the damage dice.
Creatures you originally targeted with this feature, can NEUTRALIZING TRAP
use the help action as a bonus action until the end of
their turns. If an affected creature uses the Help Action After Laying this Trap it sits unmoving in a singular
on another creature, they gain the benefit of Squad spot. This Trap Triggers when a Small Medium or Large
Tactics as if they had the feature, as well as pass the Creature moves onto the ground or the floor within 5
bonus onto the creature they Helped. If a creature gains Feet. When this trap is triggered, the triggering creature
the benefits of this feature in this way, they instead gain must succeed a constitution saving throw, being
2d10. Stunned until the end of their next turn on a failed save
and Dazed until the end of their next turn on a Successful
ADEPT TRAPS one.
Beginning at 9th Level, traps you set as a result of a If this Trap is upgraded, all creatures in a 15-foot cube
Trappers Kit are treated as B-Rank, gaining their B- must make the saving throw.
Rank effects. Additionally, Traps you set using a
Trappers Kit, can use your Ninjutsu Save DC in place of POISONOUS TRAP
their listed Save DC, if you choose.
After Laying this Trap it sits unmoving in a singular
ADVANCED TRAPS spot. This Trap Triggers when a Small Medium or Large
Creature moves onto the ground or the floor within 5
Beginning at 13th Level, you may select 2 Traps you Feet. The creature must succeed a dexterity saving throw
currently know and upgrade their efficiency. These or be immediately poisoned by the poisonous Darts that
Traps Gain their second effect as stated in the Tactical fire upward. A Poisoned creature remains poisoned for 1
Trap Chart. minute after failing the Dexterity save. After which this
poison effect ends.
IN PERFECT SYNC
If this Trap is Upgraded, a Poisoned creature also
Starting at 17th Level, you have learned to play off of any gains 3 applications of Envenomed. The envenomed
other person’s strengths and weaknesses, covering for condition lasts for 1 minute.
one another forming the perfect team. By Spending a
53
SLEEPING GAS TRAP BREAKING BAD
After Laying this Trap it sits unmoving in a singular Hostile creatures within 30 feet of you, cannot make
spot. This Trap Triggers when a Small Medium or Large attacks at advantage. This lasts for a number of rounds
Creature moves onto the ground or the floor within 5 equal to your Intelligence Modifier. If a Brave order is
Feet. When this trap is triggered, the triggering creature used to enhance this plan, allies within 30 feet of you
must succeed a constitution saving throw being knocked also, cannot gain disadvantage. This lasts for the
unconscious on a failed save for 10 minutes. remaining time this plan is active.
If this Trap is upgraded, all creatures within 5 feet CAUTION TO THE WIND
must make the saving throw.
Allies within 30 feet of you have their AC reduced by 2,
SMOKE TRAP but increase their next damage roll by +5. This lasts for a
number of rounds equal to your Intelligence Modifier. If
After Laying this Trap it sits unmoving in a singular a Brave Order is used to enhance this plan, allies instead
spot. This Trap Triggers when a Small Medium or Large have their AC reduced by 5, but the damage is increased
Creature moves onto the ground or the floor within 5 by +10 until the end of their next turns.
Feet. When this trap is triggered, it releases a Thick
cloud of Black soot. All Creatures in a 10 Foot Cube CONDITIONAL AWARENESS
centering on the Trap are Blinded until they exit the
cube. Hostile creatures within 60 feet of you cannot gain the
benefits of being hidden. This lasts for a number of
If this Trap is upgraded, The Smoke is mixed with rounds equal to your proficiency bonus. If a Brave order
Gunpowder, rendering it ignitable. All creatures in a 5- is used to enhance this plan, they also do not gain the
foot radius of the smoke when it is ignited must succeed benefits of cover. This lasts for the remaining time this
a Dexterity saving throw, taking 6d6 Fire damage on a plan is active.
failed save and half as much on a successful one. This
smoke can be ignited by either Fire or Lightning damage. CONDITIONAL CONFLICTS
SNARING TRAP All hostile creatures within 60 feet of you that use an
Attack or Cast a jutsu action has their AC reduced by 2
After setting this Trap it sits unmoving in a singular until the start of their next turn. This reduction can
spot. This trap triggers when a small, medium or large stack. This lasts a number of rounds equal to your
creature moves within 5 Feet of it. The creature must Intelligence Modifier. If a Brave order is used to enhance
succeed a dexterity saving throw or be immediately this plan the triggering creature instead reduces their AC
bound by metal wires. The creature is restrained for up by 5.
to one minute.
CONTROLLED AGGRESSION
A Restrained Creature can make Dexterity (Sleight of
Hand) or Strength (Athletics) checks as an action of each Allied creatures within 60 feet of you treat the first
of its turns to end the effect on itself. Another creature critical hit they take as a normal hit. This lasts a number
who can touch the creature can make an Intelligence of rounds, for each ally equal to your proficiency bonus
Ability check against the Trap DC. On a Success the effect or until they would take a critical hit. If a Brave order is
ends used to enhance this plan you can make the next attack a
single allied creature makes within 60 feet of you a
If this Trap is Upgraded, all creatures in the radius of critical hit if they hit. This lasts until you trigger the
the trap must succeed the Dexterity saving throw or be critical hit.
all restrained together, giving them disadvantage on
future Ability checks to escape. CRIPPLING ENVIRONMENT
PLANS Hostile creatures within 60 feet of you who are suffering
from one or more ranks of exhaustion gain the weakened
BATTLE OF ATTRITION condition as well. This lasts a number of rounds equal to
your Intelligence Modifier. If a Brave order is used to
All allied creatures within 30 feet of you gain Temporary enhance this plan, they also gain the slowed condition in
hit points equal to your Intelligence modifier at the end addition to the weakened condition. This lasts until the
of each of their turns. This lasts for a number of rounds end of your next turn.
equal to your proficiency bonus. If a Brave order is used
to enhance this plan allied creatures instead gain DETRIMENTAL RETREAT
Temporary Hit points equal to Your proficiency bonus +
Your intelligence Modifier. If a Brave order is used to Hostile creatures within 90 feet of you cannot take the
enhance this plan, it immediately ends. You do not lose disengage action while they are within 5 feet of a
Temporary Hit points gained by this Plan by ending this creature you are allied with. This lasts a number of
plans effects. They are lost after 1 minute has passed, or rounds equal to your Proficiency bonus. If a Brave order
you take damage that exceeds the temporary hit points is used to enhance this plan, if a hostile creature is hit by
remaining, or until you take a short or long rest. an attack of opportunity, their movement speed is
reduced to 0 until the beginning of their next turn. This
BISHOPS PLAN brave order enhancement lasts until the start of your
next turn.
All hostile creatures within 60 feet of you have a -2
penalty when attacking a creature, you are allied with.
This lasts for a number of rounds equal to your
Intelligence Modifier. By spending a Brave order to
enhance this plan, they instead gain disadvantage until
the end of their turns.
54
EASY ESCAPE RANGED OPPRESSION
Allied creatures within 90 feet of you, increase their Allied creatures within 90 feet of you, that are targeted
movement speed by 20 feet when they are moving away by Ranged attacks are treated as if they have three-
from hostile creatures. Hostile creatures within 90 feet quarters cover so while within 10 feet of each other. This
of you have disadvantage on attacks of opportunities lasts for a number of rounds equal to your Intelligence
against you and allied creatures. If a Brave order is used Modifier. If a Brave order is used to enhance this plan,
to enhance this plan, you and allied creatures can use the ranged attack rolls gain disadvantage. This lasts for the
Dash action as a bonus action and a reaction. This lasts remaining time this plan is active.
for a number of rounds equal to your Intelligence
modifier. ROOKS PLAN
FLOW OF BATTLE All hostile creatures within 60 feet of you have a -2
penalty to damage rolls against a creature you are allied
You may select one allied creature, who can both see and with. This lasts for a number of rounds equal to your
hear you. You may move them up or down in the Proficiency bonus. By spending a Brave Order to enhance
initiative order. This plan immediately ends unless this plan, they instead roll their damage dice twice,
enhanced. Allied creatures who have their place in the taking the lower result, until the end of their turn.
initiative order moved are not moved back at the end of
this plan’s duration. If a Brave order is used to enhance SUPPORTIVE CONFLICTS
this plan you instead select 1 hostile creature and move
them up or down in the initiative order. This plan then Hostile creatures within 60 feet of you, that attack a
immediately ends. creature you are allied with, provokes attacks of
opportunity from creatures you are allied with up to 30
KICK THEM WHILE THEY’RE DOWN feet away. This lasts for a number of rounds equal to
your proficiency bonus. If a Brave order is used to
All hostile creatures within 90 feet of you must spend enhance this plan, when an ally would make an attack of
their full movement to stand up from being prone. All opportunity, they make one additional attack until the
allied creatures within 90 feet of you that would deal end of their next turns.
damage to a prone creature deals additional damage
equal to your Intelligence Modifier. This lasts for a WAR OF INFORMATION
number of rounds equal to your proficiency bonus. If a
Brave order is used to enhance this plan, all allies instead If an enemy is marked by Exploit Weakness at the start of
add twice your Intelligence modifier to damage. This your turn, all attacks against that creature made by your
lasts until the end of their turns. allies while you are within 30 of them and the target, are
made with an additional 1d8 added to their attack rolls.
KNIGHTS PLAN This lasts for a number of rounds equal to your
proficiency bonus. If a Brave Order is used to enhance
All hostile creatures within 30 feet of you have a -2 this plan, your allies also add 1d8 to their damage roll.
penalty when making saving throws, to resist the effect If this Trap is upgraded, Double the radius of the trap.
of a creature you are allied with jutsu or feature. This
lasts for a number of rounds equal to your Intelligence
modifier. By spending a Brave Order to enhance this
plan, they instead gain disadvantage until the end of
their turns.
MOBILITY ADVANTAGE
All allied creatures within 60 feet of you ignore difficult
terrain and increase their movement speed by 10 feet.
This lasts a number of rounds equal to your proficiency
bonus. If a Brave order is used to enhance this plan allies
cannot have their speed reduced below half. This lasts
until the end of your next turn.
PAWNS PLAN
Hostile Creatures within 90 feet of you have their
movement speed reduced by 10 feet, for a number of
rounds equal to your proficiency bonus. By spending a
Brave Order to enhance this plan, they instead have their
speed reduced by half, until the end of your next turn.
QUEEN PLAN
Select one allied creature that can both see and hear you
within 60 feet. The selected creature adds half of your
proficiency bonus to their attack and damage rolls, for a
number of rounds equal to half your Intelligence
modifier. By spending a Brave Order to enhance this
plan, they also add this bonus to their Ability checks and
saving throws until the end of their next turn.
55
MEDICAL-NIN CREATING A MEDICAL-NIN
A clanless girl with pink hair grips the heart of one of her When creating a Medical-Nin consider a few things
allies while it’s still in his chest, and begins to massage it to about how the character approaches situations. Are they
keep the blood artificially flowing in his body. Keeping proactive or Reactive? How do they prioritize their allies
him alive long enough to remove him from the battle in dangerous situations? Do they actively take charge or
field. do they only take orders in high pressure situations?
A Sarutobi clashes blades with her longtime rival. The What made the character so bound to assisting their
battle intensifies as the rival is getting the upper hand, party vs taking a primarily combat role? Did they train
leaving Sarutobi more wounded than she thought under another very skilled Doctor and took in their drive
normal. As the rival proclaims his victory, the Sarutobi to save lives? Or did they lose someone right in front of
begins to giggle to herself as her wounds have closed, them unable to help & vowed to never let that happen
and her rival's skin has turned purple from the poison again?
she's infected him with.
QUICK BUILD
These shinobi, different as they might be, are
connected by one common factor, they are prodigies in You can make a Medical-Nin quickly by following these
the field of Medical ninjutsu. While others are able to use suggestions. First, put your highest ability score in
the techniques to some degree, they are the masters of Intelligence, followed by Constitution or Dexterity.
the art, able to take the teachings they have and Second, choose the Uzumaki, Nara or Non-Clan, Clans.
accelerate it to new heights and unmatched levels.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to both heal their allies but also protect
them in the front lines. This class features a fine line
between both support and combat in its 3 subclasses.
The intent was to capture the varied techniques shown
by the few medical ninja in the series, such as: Sakura
Haruno, Tsunade, Kabuto Yakushi, Orochimaru &
Shizune
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CLASS FEATURES REJUVENATING REST
As a Medical-Nin, you gain the following class features. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any friendly
HIT POINTS creatures who you can touch regain Hit points at the end of a
short or long rest, they regain an extra 1d6 Hit points. This
Hit Dice: 1d8 per Medical-Nin level amount of extra healing increases to 2d6 at 7th level, 3d6 at
Hit Points at 1st Level: 8 + your constitution modifier 11th, and 4d6 at 17th Level.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
CHANNELED HEALING
modifier per Medical-Nin level after 1st.
Starting at 2nd Level you learn to passively enhance your
CHAKRA POINTS Medical Jutsu to greater Lengths. Whenever you use a
Ninjutsu with the Medical Keyword of D-Rank or higher to
Chakra Dice: 1d10 per Medical-Nin level restore hit points, the affected creature regains additional hit
Chakra Points at 1st Level: 10 + your constitution modifier points equal to 1d10. This amount increases to 2d10 at 9th
Chakra Points at Higher Levels: 1d10 (or 6) + your level and 3d10 at 15th level. You may use this feature twice
per rest.
Constitution modifier per Medical-Nin level after 1st.
Additionally, Ninjutsu with the Medical Keyword you cast
PROFICIENCIES that restores hit points or ends conditions, remove one failed
death saving throw from an affected creature, if any.
Armor: Light armor, medium armor
Weapons: All Simple Weapons TENETS OF MEDICINE
Ninja Tools: Medicine Kit, Poison Kit
Saving Throws: Wisdom, Charisma Starting at 2nd Level, you begin to focus on a Specific Tenet
Skills: Medicine, Chakra Control, Choose two from of Medicine that will enhance your abilities to support your
allies. These Tenets will provide you additional features at
History, Insight, Perception, Illusions, Ninshou 2nd Level, and again at 5th, 9th, 13th and 17th Levels.
EQUIPMENT CHAKRA SCALPEL
You start with the following equipment, in addition to the Beginning at 3rd Level, you have learned to manifest a
equipment granted by your background: medical ninja’s signature technique, the Chakra Scalpel.
• (a) Padded Armor or (b) Combat Jacket As a bonus action you coat your hands in highly condensed
• One Simple Weapon blades of chakra, designed to slice muscle and flesh with
• (a) One Kunai Stack or (b) One Senbon Stack surgical efficiency for one minute, while in combat or 1 hour
• 1 Flash tags while not in combat.
• Medicine Kit
While in Combat. For the duration, unarmed attacks now
JUTSU CASTING deal 1d4 + your wisdom ability modifier in slashing damage,
this increases to 2d4 at 7th level,, 3d4 at 11th level and 4d4 at
NINJUTSU 18th level. These attacks count as chakra enhanced and you
may use your Wisdom instead of Strength for attack and
Ninjutsu save DC = 8 + your proficiency bonus + your damage rolls of your unarmed attacks. Taijutsu you cast that
Intelligence modifier deals unarmed damage gains any additional effects granted
by this feature. Beginning at 7th level when you would deal
Ninjutsu attack modifier = your proficiency bonus + your unarmed damage to a creature with temporary hit points
Intelligence modifier while you have chakra scalpel active, you bypass the
temporary hit points instead directly reducing their hit
GENJUTSU points. Beginning at 11th level, when you deal unarmed
damage with your chakra scalpel, the target creature must
Genjutsu save DC = 8 + your proficiency bonus + your succeed a constitution saving throw vs your Ninjutsu save DC
Wisdom modifier or gain one rank of the bleeding condition on a failed save.
This Ninjutsu Save DC can be calculated using your Wisdom
Genjutsu attack modifier = your proficiency bonus + your in place of your Intelligence. Finally, at 18th level, on a failed
Wisdom modifier constitution saving throw the target also gains the Weakened
condition for 1 minute. A Creature weakened in this way
TAIJUTSU remakes the constitution saving throw at the end of each of
their turns to end the condition.
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier While out of Combat. For the duration when you would
make an Intelligence or Wisdom (Medicine) check to stabilize
Taijutsu attack modifier = your proficiency bonus + your a creature, you gain a +5 bonus to the result. Beginning at 7th
Strength modifier level you can spend one use of your Chakra Scalpel to
automatically end one Non-Jutsu based Condition. Beginning
MEDICAL NINJUTSU at 11th level, the +5 bonus is increased to a +10-bonus made to
stabilize a creature. Finally, at 18th level, you can spend a use
Beginning at 1st level, as a Medical Ninja you gain the of your Chakra Scalpel to end any condition a creature is
ability to learn Jutsu with the Medical Keyword. suffering from regardless of its origin.
Ninjutsu, you cast with the Medical Keyword, may use For all of this techniques splendor and prowess, the toll it
Wisdom instead of Intelligence for the Attack and Damage takes on one’s body is immense. You may only gain the
rolls, as well as Save DC calculation. benefits of this feature a number of times equal to half of
your proficiency bonus (Rounded down) per long rest.
When using any Jutsu with the Medical Keyword that
recovers hit points, add your Wisdom Modifier to the Hit
Points Regained.
Additionally, you can use Intelligence in Place of
Wisdom for the Medicine Skill.
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ABILITY SCORE IMPROVEMENT/FEAT
When you reach 4th and again at 8th, 12th, 16th, and 19th,
level, you can increase one ability score by +1 & a Feat of
your choice that they qualify for. As normal you can’t
increase an ability score above 20 using this feature.
PRESERVE/TAKE LIFE
Starting at 6th Level you have gained the experience needed
to save lives, even those in mortal danger or take them, even
the ones who are furthest from death's door. You learn both
Preserve Life and Take Life. Some Tenets grant you
additional effect as you advance in this class. Regardless,
you can use Preserve Life or Take life twice between rests.
You gain an additional use at 10th, 14th and 18th levels.
PRESERVE LIFE
As an action you release a pulse of medical release chakra,
designed to safeguard creatures around you with healing
energies. This energy can restore a total number of hit
points equal to 5 times your Medical Nin Level and resets
the count of all failed death saving throws. Choose any
number of creatures within 30 feet of you and divide those
hit points amongst them. This feature can restore no more
than half of its hit point maximum. You cannot use this
feature on an undead or construct.
TAKE LIFE
When you deal damage to a creature using a Jutsu with the
medical keyword, you release corroding energies, meant to
inflict gruesome damage. Select one affected creature. That
creature takes additional damage equal to 5 + twice your
Medical-Nin level.
GIFTED HEALER
Starting at 10th Level, your Healing Jutsu are more effective.
Whenever you use a jutsu of D-Rank or higher to restore hit
points to a creature. You may add an additional die to the
roll to regain hit points. At 14th Level, you may reroll all 1’s
& 2’s, taking the second result. At 19th level when you
perform a jutsu that restore hit points, other creatures who
are within 5 feet of the target creature benefit from half of
the regained hit points.
SUPREME HEALER
At 20th Level you have reached perfection in the healing
arts. When you would restore hit points, roll 2d20. If either
of the results are a 20, you restore the maximum possible
hit points the jutsu or feature allows.
Additionally, you may add an additional die to all Jutsu
with the “Medical” keyword. (This is in addition to Gifted
Healer).
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TENETS OF MEDICINE OVER HEAL
ADEPT MEDIC At 13th Level, when you restore Hit points to a creature
and they reach full Hit points and there are still left-over
Medical-Nin who follow the path of the Adept Medic Points of restoration, the creature gains Temporary Hit
pledge their service to keeping everyone alive, by healing Point equal to half of the left-over Hit points that would
all of the injured ninja on the field. By far the most be restored. Temporary hit points gained this way are in
numerous of Medical Nin, but they are not to be additional to any temporary hit points they currently
underestimated on the battlefield. have that are granted by you. A creature who gains
additional Temporary Hit points as a result of this
BREATH OF LIFE feature, they cannot gain additional temporary hit
points for the next minute.
Starting at 2nd Level, you can use the Channeled Healing
Feature a number of times equal to your proficiency
bonus.
TALENTED HEALER
Also, at 2nd Level, the healing jutsu you cast on others
heal you as well. When you cast a jutsu of D-Rank or
higher that restores hit points to a creature other than
you, you regain hit points equal to 4 + the Jutsu’s Rank.
(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank =
5).
Starting at 5th level, you can spend a use of Chakra
Scalpel to instead create a consistent healing aura
around your hands. For the next minute, as an Action
you can instead target all allied creatures within 5 feet of
you, healing them for 1d4 + Your wisdom Modifier. As a
Bonus Action, you can expand this aura out to 20 feet.
Beginning at 9th level, when you would restore a
creatures hit points, they gain temporary hit points
equal to half the hit points they’ve regained.
HEALING TOUCH
Starting at 5th level, you learn the techniques required to
keep your allies alive at all costs. You Learn the following
jutsu as you gain levels in the class according to the
Adept Medic Chart at the end of this class section. Each
Jutsu Learned also grants you an additional feature
pertaining to the jutsu learned. Learned Jutsu do not
count against your Jutsu known as seen on your Medical
Nin Class Chart.
Also, at 5th level, when you would cast a Jutsu with the
Medical Keyword, Reduce the cost of the jutsu cast by the
rank of the jutsu. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-
Rank = 4, S-Rank = 5).
PRESERVE LIFE: MENDING PRESENCE
Beginning at 6th level, you can use the Preserve Life
Feature a number of additional times equal to half of
your proficiency bonus, per long rest.
UNMATCHED MEDICAL RELEASE
Starting, at 9th Level, creatures who would recover hit
points from a Jutsu you cast with the Medical Keyword or
from the Rejuvenating Rest, Channeled Healing or Talented
Healer class feature, you automatically end any conditions
of B-Rank or lower. You can use this feature twice per short
rest.
ADEPT MEDIC CHART
Level Jutsu Learned Jutsu Feature
5th Aid When you use this, the target creatures maximum hit points instead increase by 15 for the duration.
9th Revival You gain a Bonus to your Ninshou Ability Check equal to half your Wisdom Modifier.
13th Healing Wave Add twice your proficiency bonus to the hit points Healed to each creature.
17th This jutsu loses its Water Release keywords, and instead gains the Medical keyword. This jutsu instead restores 10 hit points
Water Release: at the beginning of all but 5 creatures of your choices turns, instead of doubling the chakra cost.
Grudge Rain
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BLACK MEDICINE TOXIC TONGUE
Medical-Nin who follow the path of Black Medicine, focus Starting, at 9th Level, Poison damage you deal ignores
on the disastrous aspect of how Poison and toxins can break Resistance and you always know where poisonous plants are
down an enemy and how to formulate poisons from them at half the cost.
TAINTED HANDS CHILD OF VENOM
At 2nd level, when you are using Jutsu or weapons that deals Starting at 13th level, you add your Wisdom Modifier to all
poison damage, you may reroll all 1’s and 2’s. You must take poison damage you deal.
the new roll, even if it is a 1 or 2.
VENOMOUS STING
TOUCH OF TERROR
Also, at 13th level, when dealing poison damage, you spend a
Also, at 2nd Level, as a Reaction, when a creature you can use of your Chakra Scalpel or Take Life. When you do, you deal
see within 30 feet of you is making a constitution or the maximum possible damage. You can use this feature a
Dexterity saving throw to resist an Effect that deals Poison number of times equal to your Intelligence or Wisdom
damage or inflicts the Poisoned condition, you can spend 10 Modifier (Whichever is higher).
Chakra, to give them disadvantage on their save.
Starting at 5th level you can spend a use of Chakra Scalpel
to increase your poisons potency. The next jutsu you cast
with the medical keyword, that deals poison or Acid
damage, inflicts 1 rank of the Corroded condition.
POISONOUS TOUCH
Starting at 5th level, you learn the techniques required to
Utilize poisons as your tool of combat. You Learn the
following jutsu as you gain levels in the class according to
the Black Medicine Chart at the end of this class section.
Each Jutsu Learned also grants you an additional feature
pertaining to the jutsu learned. Learned Jutsu do not count
against your Jutsu known as seen on your Medical Nin Class
Chart.
Also, at 5th level, when making an unarmed attack with
Chakra Scalpel you instead deal poison damage. Creature’s
you hit with this attack must make a Constitution Saving
throw vs your Ninjutsu save DC becoming Envenomed for 1
minute. With each consecutive Chakra Scalpel attack that
hits, against the same creature, you increase the save DC by
+1 and increase the envenomed rank by 1. The target
creature makes another save at the end of each of their turns
to end this effect.
TAKE LIFE: PLAGUE DOCTOR
Starting at 6th level, as an action, you
release a green mist in one of the
following areas originating from you;
15-Foot Cone, 20-foot Radius sphere,
30-foot long (5 foot wide) line.
When you do, all creatures in the target area must
succeed a constitution saving throw vs your Ninjutsu
save DC as if you cast a Ninjutsu with the Medical Keyword.
On a failed save creatures take Poison damage equal to 1d8 +
Your Medical Nin level and gains 1 rank of the Poisoned and
Corroded conditions for the next minute or half as much on
a success and no additional effects.
BLACK MEDICINE CHART
Level Jutsu Learned Jutsu Feature
5th Chakra Needles This jutsu now deals Poison damage. A creature who fails their saving throw, also becomes poisoned for 1 minute.
9th
Life Transference You can now make a melee ninjutsu attack, target a creature with this jutsu, instead dealing 4d8 necrotic damage to them
13th and regaining hit points equal to twice the damage they take.
Crown of Stars
17th This jutsu gains the Medical Keyword. If you hit with this jutsu, you instead reduce a targets Strength by 1d4 for the
Wind Release: duration. This is counted as poison damage for the purpose of resistance and immunities.
Drilling Wind Bullet
This jutsu loses its Wind Release and Clash Keywords, and instead gains the Medical Keyword. This jutsu instead deals
Poison damage.
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COMBAT MEDIC FRONT LINE MEDIC
Medical-Nin who become Combat Medics, pledge Starting at 5th level, you learn the techniques required to
themselves to always be present on the battlefield as one of fight on the front lines next to your allies. You Learn jutsu as
the front lines, helping their Allies wade through the chaos you gain levels in this class according to the Combat Medic
of the battlefield keeping themselves and their allies alive Chart at the end of this class section. Each Jutsu Learned
until the last man falls. also grants you an additional feature pertaining to the jutsu
learned. Learned Jutsu do not count against your Jutsu
MARTIAL COMPETENCY known as seen on your Medical Nin Class Chart.
Beginning at 2nd Level, you learn how to fight with the best Also, at 5th level, when you cast a jutsu with the
of them. You gain proficiency with martial weapons and medical keyword, you may as a bonus action cast a
heavy armor. You also adopt a particular fighting stance. Taijutsu or Bukijutsu of C-Rank or lower with a casting
time of 1 action.
Choose one of the Taijutsu or Bukijutsu Stances
located in Chapter 13: Customization Options; You Can’t TAKE LIFE: COMPAT PROWESS
take a stance more than once even if you gain a stance
choice again. Starting at 6th level, you may use the Take Life feature with
your unarmed attacks, Taijutsu and Bukijutsu that deal
Also, when you would take the attack action to make a unarmed or weapon damage. Additionally, a creature that
Melee attack or cast a Jutsu with the Medical keyword that you use your Take Life feature on, becomes vulnerable to the
has a casting time of 1 action, you can make one additional next instance of damage they take until the beginning of
melee attack as a bonus action. their next turn.
Finally, if you chose a Taijutsu stance, you can cast EXPERT COMBATANT
Taijutsu using Strength or Dexterity for the attack, damage
and Save DC calculations. If you chose a Weapon stance, you Starting at 9th level, select one taijutsu or bukijutsu you
can cast Bukijutsu using Strength or Dexterity for the know. The selected jutsu gains the Medical Keyword. You
attack, damage and Save DC calculations. may select an additional taijutsu or bukijutsu at 13th and 17th
level to gain the Medical Keyword this way. You may switch
COMPETENT COMBATANT which jutsu this feature affects when you would complete a
Full Rest.
Also 2nd Level, you may use your Wisdom in place of
Dexterity when calculating Armor Class. (AC). PASSIVE REGENERATION
Additionally, your chakra scalpel’s damage die At 13th Level, your constant focus on enhancing your
becomes a d6. When you would deal damage with a technique to supplement your allies on the battlefield has
melee weapon attack, you may spend 5 chakra as a part
of the same action made to perform the attack. When led you to learn to passively increase your survivability in
you do, you instead, double the relevant combat. As a Bonus action, you can spend 5 Chakra to
modifier when calculating damage dealt. You
may do this a number of times equal to heal 4d6+ your wisdom modifier in hit points to a
half your Medical-Nin Class level willing creature you touch. You can only use
(rounded up) per long rest. this feature a number of times equal to
your proficiency bonus per long rest.
Starting at 5th level, you can
spend a use of Chakra Scalpel to
increase your striking power.
Your unarmed, weapon and all
taijutsu attacks have their critical threat range
increased by +1 until the end of your turn. This
becomes +2 at 13th level.
Beginning at 9th level when you would
use this feature, you may instead triple
your relevant modifier applied to the
damage dealt.
COMBAT MEDIC CHART
Level Jutsu Learned Jutsu Feature
5th Sealing Art: Aura
9th of Life This jutsu restores 15 Hit points with each trigger instead of 10, and the maximum HP that can be restored becomes 75.
Strength of 100
13th Technique When you cast this jutsu, you choose if you want the jutsu to affect your Strength or Dexterity. If you choose Dexterity, all
17th instances of Strength within the jutsu’s original text becomes Dexterity. Additionally, You add your chosen ability modifier to
True Rakshasa’s unarmed attacks for the duration. At the end of this jutsu’s duration, you do not gain disadvantage on any Saves or ability
Palm checks and you retain your movement speed. Finally, you cannot lose concentration of this jutsu as a result of damage.
Creation Rebirth:
Strength of 1000 This Jutsu gains the Medical keyword. You do not need Rakshasa’s Palm or Rakshasa’s Sole to cast this jutsu. All bonuses
that affect Taijutsu also affects Bukijutsu. All effects that affect Unarmed attacks also affect weapon attacks.
When you cast this jutsu, you choose if you want the jutsu to affect your Strength or Dexterity. If you choose Dexterity, all
instances of Strength within the jutsu’s original text becomes Dexterity. (any bonuses to Dexterity as a result of this jutsu
only grants a bonus to AC up to +5 where applicable.) At the end of this jutsu’s duration, you do not experience this shock
and instead only gain 1 rank of Exhaustion., which can be removed by normal means. If you are benefiting from this jutsu,
while you have ranks of Exhaustion, you ignore the effects of exhaustion on you for the duration. Finally, you cannot lose
concentration of this jutsu as a result of dama6g1e.
FLESH WARPER Make a ranged ninjutsu attack. This attack is treated
as if it was a Ninjutsu cast that has the Medical Keyword.
Medical-Nin who follow the path of the Flesh Warper, On a hit you deal 6d6 necrotic damage and the target
focus on contorting, twisting and perverting the art of must succeed a Constitution saving throw vs your
healing by affecting their enemies with twisted versions Ninjutsu save DC. On a failed save a tumor begins to
of restoration. Medical-Nin who follow this path tend to grow within them. For the next minute, each turn this
be placed on special teams designed to make enemies of tumor grows rapidly, forcing the affected creature to
the village disappear. make a Constitution saving throw at the beginning of
each of its turns, following this features use. On a failed
SELF-WARPER save, the tumor grows dealing 3d6 necrotic damage or
half as much on a success and not growing as large. If a
Beginning at 2nd level, you begin to learn how to warp creature fails 5 or more saves against this feature, the
and pervert the flesh of others by first learning how to tumor ruptures immediately inflicting 10 ranks of
warp and contort your own flesh at your will. You gain corroded.
the following benefits;
This tumor can be removed with surgery or with a
• You gain proficiency in Forensic Tool Kit, Medical jutsu that restores hit points or removes
Intimidation, and Deception. conditions cast at a C-Rank. This Rank requirement
increases to B-Rank at 10th level in this class, A-Rank at
• You can use Charisma in place of Wisdom for your 14th level and S-Rank at 18th level.
Medical Ninjutsu class feature.
WARPED ALTERATION
• Twice per short rest, you gain the effects of the E-
Rank Transform Genjutsu. This does not count as Starting at 9th level, you learn to alter the physical make
casting the jutsu, and does not consume chakra. up of creatures you touch using your chakra alone. As an
action, you can select one willing creature you can reach
• You gain resistance to Necrotic Damage. and grant them one of the following benefits, by
expending a use of your Chakra Scalpel Class Feature.
WARPED HEALER
• Advantage on one of the following types of attacks
Also, at 2nd level, you learn to twist the art of healing until the end of their next turn; Unarmed, Weapon,
into one of pain and flesh alteration. When you would Ninjutsu, Genjutsu or Taijutsu.
restore a creatures hit points using a Ninjutsu with the
Medical Keyword, you can instead choose to deal • Advantage on either Physical (Strength, Dexterity,
necrotic damage equal to the amount of hit points you Constitution) or Mental (Intelligence, Wisdom,
would restore. Charisma) Saving throws until the end of your next
turn.
If the jutsu cast does not require an attack roll or
saving throw, you instead must do one of the following; Alternatively, if you attempt to touch a non-willing
creature within range, they must succeed a Constitution
• If the Jutsu cast has a Range of Touch or 5 feet, you Saving throw. On a failed save, they suffer one of the
make a melee ninjutsu attack. following;
• If the Jutsu cast has a range of 10feet or greater, you • Disadvantage on one of the following types of attacks
make a ranged ninjutsu attack. until the end of their next turn; Unarmed, Weapon,
Ninjutsu, Genjutsu or Taijutsu.
On a successful hit, the target suffers the effects of
this feature. • Disadvantage on either Physical (Strength, Dexterity,
Constitution) or Mental (Intelligence, Wisdom,
Beginning at 9th level, you can instead choose to force Charisma) Saving throws until the end of your next
creature(s) within range of your jutsu to instead make a turn.
constitution saving throw vs the jutsu’s save DC to resist
the jutsu’s effects or take half damage on a success. MASTER OF THE FLESH
WARPED JUTSU Starting at 13th level, you can use your Warped Jutsu
Class feature to create Flesh Golems a number of times
Starting at 5th level, you learn all of the necessary parts equal to 1/3rd of your Medical Nin Level, rounded down
of a person that can be altered in both positive and per long rest and you can command up to two golems at
negative ways. once.
You learn jutsu as you gain levels in this class Additionally, when you would use the Warped
according to the Flesh Warper Medic Chart at the end of Alteration class feature, you can maintain concentration
this class section. Each Jutsu learned also grants you an on the effects as if concentrating on a jutsu, for up to 1
additional feature pertaining to the jutsu learned. minute. When you do, you spend 10 Chakra to maintain
Learned jutsu do not count against your jutsu known as concentration on this feature at the beginning of each of
seen on your Medical Nin Class Chart. your turns, or this feature immediately ends.
Additionally, when a creature dies as a result of a jutsu
you cast that has the Medical Keyword, that normally
restores hit points, but instead deals Necrotic Damage as
a result of the Warped Healer class feature, you can
spend 10 chakra. When you do their body mutates into a
Flesh Golem of your description. You command this
Flesh Golem as a Bonus action on your turn. You can only
control one Flesh Golem at a time. You can only use this
feature twice per long rest.
TAKE LIFE: CANCEROUS
Starting at 6th level, as an action, you release a purplish
ray of medical chakra, targeting one creature you can see
within 60 feet of you.
62
Medium Construct, unaligned
Speed 40ft
18 (+4) 12 (+1) 19 (+4) 1 (+5) 10 (+0) 18 (+4)
Senses Darkvision 30 ft., passive Perception 10
Immutable Form. The Flesh Golem is immune to any Jutsu or effect that
would alter its form.
Explosive. When the Flesh Golem reaches 0 Hit points, it explodes, dealing
Necrotic damage to all creatures within 5 feet of it equal to its
summoners, level.
FLESH WARPER CHART
Level Jutsu Learned Jutsu Feature
5th Necrosis
9th When you would deal Poison Damage you instead deal Necrotic Damage. Additionally, the creature gains 3
Sealing Art: Aura of ranks of Envenomed on a failed save.
13th Life
This jutsu gains the Medical Keyword. All hostile creatures within this jutsu’s radius must succeed a
Reconstructive constitution saving throw, taking 10 necrotic damage. This jutsu immediately ends after 50 Necrotic Damage
Hand have been dealt.
When you deal damage with this jutsu, the damage die becomes d12.
17th Sealing Art: Wilt This jutsu gains the medical keyword. When you deal damage with this jutsu, the damage die becomes d10.
63
NATURAL MEDICINE points. Your Chakra Point Maximum, and current chakra
point total does not change.)
Medical-Nin who follow the path of Natural Medicine,
learn to supplement modern medical techniques with Your new forms natural attacks and AC are calculated
natural cures and energy, learned from patient using your full proficiency bonus. You also gain any traits
observation and sage creatures. In the process, they the summoned creature you transform into would have at
become closer to the natural world around them, even the appropriate rank. You may remain in this form for a
learning to shift their own bodies into the form of their number of hours equal to half of your Medical-Nin level. If
animal partners. your new forms hit points are reduced to 0, you immediately
revert back to your normal form and fall unconscious. You
SUMMONING APPRENTICE may assume the form of a C-Rank Summon at 9th level, B-
Rank at 13th level, and A-Rank at 17th. You may transform
Beginning at 2nd level, you have contacted a tribe of using this feature twice per long rest.
animals that are willing to help you in your studies, and
will even fight by your side in defense of you, your PRESERVE LIFE: DAMPEN PAIN
comrades and your pursuit of knowledge and wisdom.
Starting at 6th level, as an action, you release a greenish
You learn the Summoning Technique Ninjutsu. This does aura of medical chakra, targeting one willing creature you
not count against your Jutsu known limit. Creatures you can reach.
summon using this jutsu become able to cast Ninjutsu with
the Medical Keyword as well. For the next minute, each time the affected creature takes
damage it regains 2d6 hit points. Once one minute has
NATURAL HEALING passed or the creature has regained at least 50 hit points,
this feature ends.
Also, at 2nd level, you learn to use the natural veins of
chakra found in the earth itself and all through nature to GUARDIAN SUMMONER
heal yourself and your allies at range, though this
method is less potent than direct healing. Starting at 9th level your chakra and the chakra of the
natural world around you protects your summoned allies
You have stored a pool of this healing energy represented reflexively. When a creature you summoned ends its turn
by a number of d6’s equal to your Medical-Nin level. As a within 20 ft of you, the creature regains hit points equal to
bonus action, you can choose one creature within 60 feet of twice your Medical-Nin level, no more than twice per long
you and spend a number of those dice up to half your rest.
Medical-Nin level. Roll the spent dice and add them together.
The target regains a number of Hit Points equal to the total. PROTECTOR OF NATURE
The target also gains 1 temporary Hit Point per die spent. You
regain all expended dice when you finish a long rest. Starting at 13th level, your connection to your summons
have become so powerful that they stand ready to defend
Beginning at 5th level, while you are gaining the benefits you even when separated by an infinite distance.
of your chakra Scalpel Class feature, each time you would
deal damage with your Chakra Scalpel, you regain hit points If you are reduced to 0 Hit points or are Incapacitated
equal to your chakra Scalpels damage + Your Intelligence against your will, you can, immediately as a reaction, before
Modifier. You can only regain hit points this way once per the effects of reaching 0 Hit points or becoming
turn. incapacitated take effect, use your Summoning Technique to
summon an S-Rank Creature ignoring normal restrictions.
NATURAL TALENT If you do, reduce your Chakra to 0, if you have 30 or less
Chakra, otherwise spend chakra as per usual.
Starting at 5th level, you learn the techniques required to
play a powerful role in the throes of battle. You learn the Once summoned, the summoned creature acts in your
following jutsu as you gain levels in this class according defense, protecting you and your allies from harm,
to the Natural Medicine Chart at the end of this class prioritizing your survival over your allies. The creature
section. Each jutsu learned also grants you an additional summoned this way unsummons itself 10 minutes after
feature pertaining to the jutsu. Learned jutsu do not being summoned or when the danger has passed. Once you
count against your jutsu known as seen on your use this feature, you cannot use it again until you complete a
Medical-Nin Class Chart. long rest.
Additionally, you have learned to transform into a
member of the tribe you selected from your Summoning
Apprentice class feature for short periods of time. As an
Action, you may assume the form of a D-Rank Summon of
your Tribe, replacing your own Physical Ability Scores
(Strength, Dexterity, and Constitution) and your HP with
the creatures Physical Ability scores and Hit points. (When
calculating Hit points, take the average of the creatures Hit
NATURAL MEDICINE CHART
Level Jutsu Learned Jutsu Feature
5th Chakra Transfer
9th Gift of the Apex Add half of your Medical-Nin level to the maximum amount of chakra your target gains.
13th Bestial Art Predator This jutsu gains the medical keyword. You may select a second effect, gaining half of the attribute boost
from it, in addition to your first selection. If you do this, increase this jutsu’s cost by 4.
17th Chakra Distortion Field
This jutsu gains the medical keyword. You may select You may select a second target for this jutsu to effect,
in addition to yourself.
When casting this jutsu, increase the cost by 5, to increase the area of effect by 10ft (to 20ft radius sphere).
64
SHAMAN BATTLE SHAMAN
Medical-Nin who follow the path of the Shaman, focus on Starting at 5th level, you learn the techniques required to
draining the life from their enemies, and transferring them play a powerful role in the throes of battle. You learn the
to their allies, controlling the flow of battle through Hex like following jutsu as you gain levels in this class according
Genjutsu, and life draining Medical Ninjutsu. to the Shaman Chart at the end of this class section. Each
jutsu learned also grants you an additional feature
SHAMAN’S HEX pertaining to the jutsu. Learned jutsu do not count
against your jutsu known as seen on your Medical-Nin
Beginning at 2nd level, you learn the secrets of Class Chart.
psychosomatic Genjutsu, allowing you to place a hex on
someone. As a bonus action, choose one creature you can Additionally, when a creature hexed by you dies, you can
see within 30 feet of you. The target is hexed for 1 minute. command it to move up to its speed and make one melee or
The hex ends early if you die or are incapacitated. You can ranged weapon attack against a creature within their normal
transfer this hex as a bonus action on your turn. Until the range. When you command a creature with this feature, the
hex ends, you gain the following benefits: hex immediately ends.
• Once during each of your turns when you hit the hexed TAKE LIFE: HEXING SMITE
target with a melee attack roll using a Jutsu with the
Medical Keyword, your Spiritual Weapons or with Starting at 6th level, you can enchant your Spiritual Weapon
your Chakra Scalpel you can deal extra necrotic damage or Chakra Scalpel with your hex’s, enhancing its potency
to the hexed target equal to half your proficiency when striking. When you score a hit with your Spiritual
bonus. Weapon using a weapon attack or a Taijutsu attack, you can
spend a use of your Take Life feature. When you do, select
• As a reaction when you or a creature you can see one Ninjutsu or Genjutsu that you know that requires a
within 30 feet of both you and the hexed target suffers Saving throw when cast and can target one or more creatures.
a critical hit, you can turn that hit into a normal hit. The chosen jutsu targets the creature you hit and they make
Any effects triggered by a critical hit do not trigger. their saving throw at disadvantage.
You can use this feature a number of times equal to your WARRIOR OF THE HEX
Wisdom modifier per long rest.
Starting at 9th level, you can attack twice, instead of once,
SPIRITUAL WEAPONS whenever you take the Attack action on your turn to attack
with your Spiritual Weapon.
Also, at 2nd level, you learn to combine Genjutsu with your
Precise chakra control. As a Bonus action, you can conjure a Additionally, when you use your Preserve Life feature,
Spiritual Weapon of your Design and description. You are choose a creature within 30 feet of you. That creature gains
always proficient with your Spiritual Weapon. Your Spiritual temporary hit points equal to your Medical-Nin level + your
Weapon deals 1d8 Necrotic Damage, has a reach of 5 feet and Wisdom modifier.
is treated as a melee weapon without any weapon
properties. It counts as Chakra enhanced for the purpose of Finally, when you use your Take Life feature, if the
overcoming resistance and immunity to non-chakra creature is benefiting from any bonuses such as additional
enhanced attacks and damage. Select one damage type damage or temporary hit points, they lose those benefits
between the following; Bludgeoning, piercing, slashing. immediately.
Your Spiritual weapon is treated as having the chosen
damage type for the purpose of qualifying for Bukijutsu you MASTER OF HEXES
cast. You can dismiss the weapon as a bonus action,
dispersing your chakra. Starting at 13th level, you can use your Shaman's Hex feature
a number of times equal to your proficiency bonus, per long
When you attack with that weapon, you can use your rest.
Wisdom modifier, instead of Strength or Dexterity, for the
attack and damage rolls, as well as for calculating the attack Additionally, when a creature hexed by you dies, you or
modifier and DC of bukijutsu using the weapon. another creature you can see within 30 feet of you regains hit
points equal to your Medical-Nin level + your proficiency
Starting at 5th level, you can spend a use of Chakra Scalpel bonus. When a creature regains hit points with this feature,
to grant your Spiritual Weapon two weapon properties of the hex immediately ends.
your choice from the following; Blocking, Critical, Deadly,
Disarm, Finesse, Multiattack, Reach, Trip, Versatile (d12). Finally, when you fall to 0 hit points due to a melee attack,
you may immediately spend 10 chakra, doing so allows you to
When you do, your Spiritual Weapon retains these weapon take make one attack with your Spiritual Weapon on a
qualities for 10 minutes or until you spend another use of creature within range. Any damage you deal to a target,
Chakra Scalpel to change the properties. grants you hit points equal to the damage dealt. You can use
this feature a twice per long rest.
SHAMAN CHART
Level Jutsu Learned Jutsu Feature
5th
Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
9th within 30 feet of you.
13th Phantasmal killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
17th
Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce
the damage the affected creature takes by an amount equal to your Wisdom modifier.
Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through
it, or reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.
65
TRANSMUTER pertaining to the jutsu. Learned jutsu do not count against
your jutsu known as seen on your Medical-Nin Class Chart.
Medical-Nin who follow the path of the Transmuter learn to
heal and fight with surgical precision, altering the very fabric Additionally, you harm a creature with Chakra Scalpel,
of the creature, be it friend, foe, or themselves. you may tear them apart at the molecular level. Once per
turn, when you deal damage with your chakra Scalpel, you
TRANSFIGURED TECHNIQUE deal additional Acid damage equal to your Proficiency
bonus. When you do, this counts as damaging a creature
Beginning at 2nd level, you begin to learn to alter other with a jutsu with the Medical Keyword.
creatures cellular structure to their benefit or detriment.
When you would deal Acid or Poison damage to a creature PRESERVE LIFE: TRANSMUTED PHYSIOLOGY
with a Jutsu with the Medical Keyword, you may force them
to make a constitution saving throw vs your Jutsu’s save DC. Starting at 6th level, you can, as an action touch one willing
On a failed save, they gain 1 rank of Slowed until the end of creature within range. When you do, you temporarily
your next turn. change their biological make up into another creature type
of your choice for the next minute. When you do, they gain a
When you would heal a creature or grant them temporary passive benefit based on the type chosen for the duration,
hit points with a Jutsu with the Medical Keyword you may but they lose the humanoid descriptor as well;
end one rank of any condition currently affecting them
caused by a jutsu of D-Rank or lower. This increases to C- • Construct: You gain resistance to non-chakra damage.
Rank at 5th level, B-Rank at 9th, A-Rank at 13th, S-Rank at • Demon: You gain resistance to Fire Damage and
17th.
Immunity to the Charmed and Fear Conditions.
ALTERED STRENGTH • Plant: You regain Hit points equal to your Constitution
Also, at 2nd level, you may alter a creatures physiology to Modifier each turn (Min 1.)
strengthen them in a number of ways. As an action, you may • Monstrosity: You gain advantage on Strength and
touch a creature and spend 5 chakra, giving them one of the
following benefits for the next minute; Constitution Saving throws and Disadvantage on
Intelligence saving throws.
• Once per turn, add your Wisdom Modifier to one • Mutant: You gain advantage on Intelligence Wisdom
damage roll. saving throws and disadvantage on Strength saving
throws.
• Gain Temporary Hit points equal to 5 + Your Medical-
Nin Level. While they have temporary hit points REBUILT FORTITUDE
granted by this feature, they gain resistance to one
damage type of your choice. Starting at 9th level your ability to reinforce your allies has
heightened even more. When you use your Altered Strength
• Regain Hit points equal to your Wisdom Modifier at class feature on a creature other than yourself, they gain an
the beginning of each of their turns for the duration. additional benefit from one of the following, select one;
• Gain a 1d4+1 bonus to saving throws they do not add • Once per turn, add your wisdom modifier to one attack
their proficiency bonus to. roll.
• Gain a 1d4+1 bonus to ability checks they do not add • Once per turn, when they cast a jutsu that deals
their proficiency bonus to. damage or restores hit points, they roll 1 additional
damage or healing die.
• They reduce the cost of all jutsu they cast by 1.
• +1 bonus to their AC for the duration.
A creature can only gain one benefit from this feature at a
time. You can only have two instances of this feature active on TRANSMUTED SELF
creature(s) at any given time. If you would try to use this
feature a third time, while two other instances are currently Starting at 13th level, you have transmuted your own body
active, one of the previous two instances stop at your choice. into one near perfection. Your body can better handle your
chakra scalpels, allowing you to use them more freely. You
Beginning at 5th level, you can spend a use of your Chakra may use your Chakra Scalpels a number of times per day
Scalpel in place of 5 chakra. When you do, you use an equal to your proficiency bonus. Your Chakra Scalpel’s
enhanced version of this feature. An affected creature can gain damage die before a d8.
up to two benefits of this feature this way.
When a creature makes a constitution save against your
A creature can only gain the benefits of the enhanced Transfigured Technique Feature, they make it at
version of this feature once per rest. disadvantage.
RECONSTRUCTED AGONY Finally, when you activate your Chakra Scalpel Class
feature, it instead, takes a bonus action. You may also use
Starting at 5th level, you learn the techniques required to your Altered Strength class feature as a bonus action, but
play a powerful role in the throes of battle. You learn the when you do, you can only use it on yourself.
following jutsu as you gain levels in this class according to
the Transmuter Chart at the end of this class section. Each
jutsu learned also grants you an additional feature
TRANSMUTER CHART
Level Jutsu Learned Jutsu Feature
5th Restorative The creature also regains hit points equal to your Medical-Nin Class level.
9th Curse of Prey This jutsu gains the Medical Keyword. Increase the Penalty to -4
13th This jutsu loses the Earth Release Keyword and gains the medical keyword.
Earth Release:
17th Added Weight Gains the Medical Keyword, and you may still concentrate on jutsu so long as they have the medical keyword.
Red Lotus
66
NINJUTSU SPECIALIST variety of ninjutsu at their disposal and in some cases
have access to different forms of ninjutsu before others
A clanless boy quickly weaves handseals and places his such as Elemental ninjutsu. Players should be able to
hands onto a large chakra seal, igniting the seals as the exemplify characters who embody this style of rapid fire
door begins to open. The boy walks through the open ninjutsu such as: Kakashi Hatake, Sasuke Uchiha,
doors and after weaving a few seals with one hand he Orochimaru, Hiruzen Sarutobi (3rd Hokage), Hashirama
conjures orbs of fire creating light for him to see. Senju, Tobirama Senju, Jiraiya and Madara Uchiha.
An Uzumaki in the heat of battle creates a single hand CREATING A NINJUTSU SPECIALIST
seal and conjures 10 Shadow Clones as they all surround
a single enemy. The Clones and the Uzumaki all weave When creating a Ninjutsu-Specialist consider a few
handseals and each create a super dense blade of wind things about the character on a personal level? Think of
chakra that all converge on their target leaving him no Ninjutsu as a tool? Do they use ninjutsu as a ring of keys,
room to dodge or evade. a way through every door or a sledge hammer, a way to
pass through any obstacle? What made the character so
These shinobi, different as they might be, are connected bound to learning so many powerful ninjutsu and what
by one common factor, they are masters in the field of drives them to learn more? Did they train under another
Ninjutsu. While others are able to use the techniques, very skilled Shinobi? Or did they become enamored by
they learn with some level of mastery, the Ninjutsu the people around them and want to emulate their skills
Specialists are able to draw out the true essence of the and techniques?
Ninjutsu arts. They are able to take the concepts of the
Ninjutsu they have and accelerate it to new heights and QUICK BUILD
unmatched levels.
You can make a Ninjutsu Specialist quickly by following
CHARACTER INSPIRATIONS these suggestions. First, put your highest ability score in
Intelligence, followed by Constitution or Dexterity.
When designing this class, it was built with the intent to Second, choose the Sarutobi, Uchiha, Uzumaki or Non-
allow players to utilize ninjutsu in a variety of ways and Clan, Clans.
allows for a mastery of the techniques they have that
surpass others. Players would be able to have a larger 67
CLASS FEATURES REFINED NINJUTSU [CHANGED]
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu
features. that you know equal to the number shown for Refined
Jutsu in the class table above, increasing the Save DC or
HIT POINTS the amount of either damage done by the chosen jutsu by
1 die. This feature happens once per casting of the
Hit Dice: 1d6 per Ninjutsu Specialist level Refined Jutsu. You choose which benefit you gain each
Hit Points at 1st Level: 6 + your constitution modifier time you cast the jutsu, but before the jutsu would affect
Hit Points at Higher Levels: 1d6 (or 4) + your a creature. You can change your Refined Ninjutsu when
you would take a long rest.
Constitution modifier per Ninjutsu Specialist level
after 1st. At 9th level, you increase the Save DC or die by 2
instead of 1, and at 17th level, you increase Save DC or die
CHAKRA POINTS by 3 instead of 2.
Chakra Dice: 1d12 per Ninjutsu Specialist level NINJUTSU TRADITION [CHANGED]
Chakra Points at 1st Level: 12 + your constitution
Starting at 2nd level, you begin to Specialize in a
modifier Tradition that enhances the style of ninjutsu that you
Chakra Points at Higher Levels: 1d12 (or 7) + your focus on. The Tradition that you choose grants you
features at 2nd, 6th, 10th, 14th & 18th Levels.
Constitution modifier per Ninjutsu Specialist level
after 1st. EFFICIENT MOLDING [CHANGED V2]
PROFICIENCIES [CHANGED] Starting at 3rd Level, you learn how to bend your chakra
to suit your needs while casting Ninjutsu. You gain two
Armor: Light armor of the following Efficient Molding options of your choice.
Weapons: All Simple Weapons You gain another one at 5th, 9th, 13th and 18th Ninjutsu
Ninja Tools: Alchemist Kits, Hackers Kit specialist levels. You can only use one Efficient Molding
Saving Throws: Wisdom, Intelligence option on a Ninjutsu when you cast it, unless otherwise
Skills: Ninshou, Choose four from Insight, Investigation, noted. You can use any combination of efficient
moldings you have 2 times per rest. You gain an
History, Stealth, Perception, Chakra Control. additional use of your moldings at 9th, and 15th levels. If
you would use a molding any additional times more than
EQUIPMENT your listed limitation, you must spend chakra listed as
the Alternate cost.
You start with the following equipment, in addition to
the equipment granted by your background: ABILITY SCORE IMPROVEMENT/FEAT
• Padded Armor. When you reach 4th and again at 8th, 12th, 16th, and
• 1 Simple Weapon 19th, level, you can increase one ability score by +1 & a
• (a) One Kunai stack or (b) One Shuriken stack Feat of your choice that they qualify for. As normal you
• Ninjutsu Scroll (D-Rank) can’t increase an ability score above 20 using this
feature.
JUTSU CASTING
JUTSU BREAKER [CHANGED]
NINJUTSU
Beginning at 5th Level, you learn how to overwhelm your
Ninjutsu save DC = 8 + your proficiency bonus + your opponent’s jutsu with pure force. When you would see a
Intelligence modifier. creature within 90 feet of you cast a Ninjutsu that would
deal damage of any type, you may as a reaction cast a
Ninjutsu attack modifier = your proficiency bonus + Ninjutsu you know with a casting time of 1 action.
your Intelligence modifier.
When you do, if the jutsu you cast doesn’t have the clash
GENJUTSU keyword it gains the clash keyword. You automatically
initiate a clash with the triggering creatures jutsu even if
Genjutsu save DC = 8 + your proficiency bonus + your their jutsu doesn’t have the clash keyword.
Wisdom modifier
You may use this feature twice per rest. You gain an
Genjutsu attack modifier = your proficiency bonus + additional use of this feature at 11th and 17th level.
your Wisdom modifier
NINJUTSU MASTER
TAIJUTSU
Starting at 20th Level, Select one Ninjutsu of C-Rank or
Taijutsu save DC = 8 + your proficiency bonus + your Lower. You always deal Maximum damage with the
Strength modifier Chosen Jutsu.
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier
CHAKRA RECOVERY [CHANGED V3]
Starting at 1st level, you have learned to retain some
spent chakra from Casting Ninjutsu. Once per short rest,
you may half the cost of any one Ninjutsu cast. You gain
an additional use of this feature at 6th, 11th & 17th levels
of Ninjutsu Specialist.
68
NINJUTSU FOCUS INFERNO FURY
BLAZE WALKER [CHANGED] Starting at 10th level, Ninjutsu you cast with the Fire
Release keyword that are currently benefiting from your
The Ninjutsu Specialist who chooses to become a Blaze Refined Ninjutsu class feature gain additional benefits,
Walker, becomes a primal engine of destruction, feared you can use only one of these features once per casting.
and revered since man’s earliest days when using Fire
Release Ninjutsu. • As a part of the same action used to cast the selected
Ninjutsu you can increase the heat of your jutsu
FIRE RELEASE [CHANGED] dealing double damage to Plants adversaries. If an
adversary would already have vulnerability you do not
When you choose this tradition at 2nd level, you gain the double the damage a second time.
ability to learn ninjutsu with the Fire Release Keyword. If
you can already do this you learn 2 additional Fire • As a part of the same action used to cast the selected
Release ninjutsu that you qualify for, one of which can be Ninjutsu, you can increase the damage dealt by your
C-Rank or lower. proficiency bonus.
You also gain advantage on all Ninshou checks related • When you initiate a clash with a Jutsu with the Water
to ninjutsu with the Fire Release keyword and you can Release Keyword, the user of the Water Release Jutsu
learn and create Ninjutsu with the Fire Release Keyword does not roll at advantage.
in half the required time.
FIRE RELEASE MASTER
Finally, when you cast a ninjutsu with the Fire Release
keyword, you can do one of the following; Starting at 14th level, when you use Flash Fire to deal
additional damage, you may instead double the bonus
• Gain 1d4+1 bonus to Damage rolls. This increases to damage dealt.
2d4+2 at 10th level, and a 3d4+3 penalty at 18th level.
Additionally, when you would cast a Fire Release Jutsu
• Impose a 1d4 penalty on saving throws once per that is currently benefiting from your Refined Ninjutsu
casting. class feature, you can double the cost of your jutsu to
deal three times as much damage to a single creature
FIRE ADEPT [CHANGED] affected by your Jutsu. This damage happens once per
turn. You may use this feature twice per long rest.
Also, at 2nd level, you have adapted to fire release chakra
in such a way that others who would tap into this nature Finally, Ninjutsu you cast with the Fire Release
would come to you for teachings. keyword that inflicts the burned condition, saving
throws are made at disadvantage.
Once per turn, when you would deal damage with a
Jutsu with the Fire Release keyword, you may mark one BLAZE WALKER TECHNIQUE [NEW]
damaged creature. This creature is ember marked. A
creature marked by you in this way can have up to 5 Starting at 18th level, you learn the ultimate molding
ember marks at a time. Once per turn, when you would technique for fire release ninjutsu called Blaze Walker.
deal fire damage to an ember marked creature you can When you cast a ninjutsu with the Fire Release keyword,
trigger all marks, causing them to erupt into a torrent of you can embolden the jutsu cast. You can only use this
flame, dealing 2d6+2 fire damage for each ember mark molding by spending 10 chakra. You can use this
on them, removing all marks after the eruption. A molding in addition to any other efficient molding you
creature is ember marked for up to 1 minute or until you are using.
trigger this feature, whichever comes first.
This jutsu is automatically upcast to S-Rank at no
FLASH FIRE [CHANGED] additional cost, ignores immunity and resistance and
Starting at 6th level, you learn to unleash powerful increases the damage die of all fire
streams of flame with the potential to burn anything damage dealt by this jutsu and
while conjuring your Jutsu. When you would cast a ember marks by 1 step.
Ninjutsu with the Fire Release keyword, your jutsu deals (D4>D6>D8>D10>D12)
additional damage equal to your Ninjutsu Specialist
Level. You can enhance a Ninjutsu in this way twice per
rest.
CRIMSON MOLDING [NEW V2]
Also at 6th level, you learn a new and unique efficient
molding technique called Crimson Molding. When
you cast a Ninjutsu with the Fire Release keyword, you
can embolden the jutsu cast. You can use this
molding in addition to any other moldings you
are using and has an Alternate Cost of 5.
All creatures within this jutsu’s range must
make a constitution saving throw being burned
on a failed save. If the jutsu cast would already
force a saving throw then on a failed save creatures gain
1 rank of the burned condition.
Additionally, if a creature who is within this
jutsu’s range is a Plant, Beast or Construct (made
of organic material such as wood), then they
make all saving throws against the jutsu
cast and this moldings effect at
disadvantage.
69
HIJUTSU ELITIST [CHANGED] GENERATIONAL MOLDING [NEW]
The Ninjutsu Specialist who chose to specialize in their Also at 6th level, you learn a new and unique efficient
Hijutsu techniques provided by their clans are those who molding technique called Generational Molding. When
become living embodiments of their Families or clans’ you cast a Hijutsu with the ninjutsu keyword, you can
techniques in such a way that those who stand in their way embolden the jutsu cast. You can use this molding in
will feel hesitance towards confronting them. addition to any other moldings you are using and has an
Alternate Cost of 5.
HIJUTSU SPECIALIZATION [CHANGED]
The jutsu cast cannot be Countered, Negated or
When you choose this Tradition at 2nd level, you learn the Dispelled until the end of your next turn.
secrets behind your clans techniques beyond what is taught
to most other members. You learn an additional Hijutsu GENERATIONAL GREATNESS [CHANGED]
with the Ninjutsu Keyword that you qualify for.
Starting at 10th level, Jutsu you cast with both the
You also gain advantage on Ninshou checks related to Ninjutsu & Hijutsu Keywords, that are currently
Hijutsu with the Ninjutsu keyword and can learn and create benefiting from your Refined Ninjutsu class feature gains
Ninjutsu with the Hijutsu Keyword in half the required time. additional benefits. You can use only one of these
features once per casting.
Finally, when you cast a Hijutsu with the Ninjutsu
keyword, you can do one of the following, once per casting; • As a part of the same action used to cast the selected
Jutsu, one target creature cannot take a reaction
• Gain a 1d4 bonus to damage rolls. against you, your jutsu cast, or its effects until the end
• Reduce the cost of D-Rank Hijutsu by 1. When you would of the current turn.
reach 8th level, reduce the cost of C-Rank Hijutsu by 2. • When you would upcast your selected jutsu, you may
When you would reach 14th level, reduce the cost of B- treat your upcast as if you had upcasted the jutsu
Rank Hijutsu by 3. When you would reach 18th level, twice, up to your maximum rank known as detailed in
reduce the cost of A-Rank Hijutsu by 4. Cost reduction as the Ninjutsu Specialist Class table.
a result of this feature counts as rank based.
• When you initiate a clash with the chosen jutsu, you
HIJUTSU ADEPT [CHANGED] make your check at advantage.
Also at 2nd Level, your skill with your clan techniques are HIJUTSU MASTER [CHANGED]
far superior to other shinobi of equal caliber to you. This
skill manifests itself in the following way. Starting at 14th level, when you would use the Deadly
Tradition class feature, you may also cast Hijutsu with
First, any Ninjutsu you that is gaining the benefit of your the Ninjutsu keyword with a casting time as a bonus
Refined Ninjutsu class feature gains the Hijutsu keyword for action, as a reaction using that feature.
the purpose of interacting with Ninjutsu Specialist class
features. Additionally, when you would cast a Hijutsu with the
Ninjutsu keyword that is currently benefiting from your
Second, when you would cast a ninjutsu with the Hijutsu Refined Ninjutsu class feature,, you may double the cost
keyword, you can store part of the energy used within of the jutsu to ignore resistance of any damage dealt by
yourself as Traditional Inertia. This inertia can be the chosen jutsu and double its range or its area of effect
maintained within you for up to 1 minute or until spent. You size. You may only use this feature twice per long rest.
can have up to 5 inertia stored at once. When you would cast
a ninjutsu with the Hijutsu keyword, you can spend any ELITIST TECHNIQUE [NEW]
number of inertia. If you spend inertia, you cannot gain any
during the same turn. For each inertia you use, you increase Starting at 18th level, you learn the ultimate molding
the potency of your jutsu cast. Its damage type is changed to technique for Hijutsu called the Elitist Technique. When
the normal damage type of your other Hijutsu if it is not you cast a Hijutsu with the ninjutsu keyword,
already that damage type (if you have Hijutsu that deal you can embolden the jutsu cast. You can
multiple types of damage, choose one type). You also select one only use this molding by spending 10
from the following options, of which you can only use one chakra. You can use this molding in
when using inertia: addition to any other efficient molding you
are using.
• Reduce the cost to maintain the jutsu by 1 (to a minimum
of 1) for every 2-inertia spent. If this jutsu requires an attack roll,
all attacks made with it for its duration
• Immediately use one of your clan resources that have a are made at advantage. If this jutsu
limited use as part of casting the Hijutsu. requires a saving throw, all saving
throws made to resist its effects are
• Ignore one component needed to cast the jutsu for every made at disadvantage.
2-inertia spent.
DEADLY TRADITION [CHANGED]
Starting at 6th level, you learn to magnify the lethality and
power behind your Clans Hijutsu. When you cast a Hijutsu
with the Ninjutsu keyword, you can enact your clans secret
traditions, making the jutsu cast far more efficient and
lethal to deal with.
Hijutsu with the Ninjutsu keyword that you cast, cannot
have their damage reduced by more than half.
Additionally, twice per rest, you can choose to change the
casting time of a Hijutsu with the Ninjutsu Keyword with
the casting time of 1 Action, to 1 Reaction, which you can take
when you or an allied creature in range would take damage.
70
LIGHTNING BREAKER [CHANGED] Additionally, if a creature who is within this jutsu’s
range is an Aberration, Celestial or Mutant, they cannot
The Ninjutsu Specialist who chooses to become a Lightning take a reaction to this jutsu casting, the damage dealt or
Breaker, becomes an unmatched force of unstoppable power conditions inflicted and increase the damage the jutsu
greater than that of a Lightning storm when using deals by 1 damage die.
Lightning Release Ninjutsu.
WRATHFUL JOLTS [CHANGED]
LIGHTNING RELEASE [CHANGED]
Starting at 10th Level, Ninjutsu you cast with the Lightning
When you choose this tradition at 2nd level, you gain the Release Keyword, that are currently benefiting from your
ability to learn ninjutsu with the Lightning Release Refined Ninjutsu class feature gain additional benefits. You
Keyword. If you can already do this you learn 2 can use only one of these features once per casting.
additional Lightning Release ninjutsu that you qualify
for, one of which can be C-Rank or lower. • As a part of the same action used to cast the selected
Ninjutsu, the Jutsu scores a critical hit on an attack roll of
You also gain advantage on all Ninshou checks related 18 through 20.
to ninjutsu with the Lightning Release keyword and you
can learn and create Ninjutsu with the Lightning Release • As a part of the same action used to cast the selected
Keyword in half the required time. Ninjutsu, the jutsu doubles its damage die against
creatures who fail their saving throws by 5 or more.
Finally, when you cast a ninjutsu with the Lightning
Release keyword, you can do one of the following, once • When you initiate a clash with a Jutsu with the Wind
per casting; Release Keyword, the user of the Wind Release Jutsu does
not roll at advantage.
• Gain 1d4 bonus to attack rolls.
• Reduce the cost of the next Ninjutsu cast before the LIGHTNING RELEASE MASTER [CHANGED]
beginning of your next turn with the Lightning Release Starting at 14th Level, when you use Lightning Tamer to
keyword by 1d4. overcharge a jutsu, you gain 2 Lightning Motes with the
chosen jutsu’s casting.
LIGHTNING ADEPT [CHANGED]
Additionally, when you would cast a Lightning Release
Also, at 2nd Level, you have adapted to lightning release Jutsu that is currently benefiting from your Refined Ninjutsu
chakra in such a way that others who would tap into this class feature, targeting a shocked creature, you make your
nature would come to you for teachings. attacks at advantage. If your jutsu requires a saving throw,
they make their saving throw at disadvantage. You can only
Once per turn, when you would cast a jutsu with the use this feature twice per long rest.
Lightning Release keyword, you can charge yourself with
a Lightning Mote. A lightning mote remains charged for Finally, ninjutsu you cast with the Lightning Release
up to 1 minute, or until spent. You can have up to 5 motes Keyword that inflicts the shocked condition, saving throws
charged at once. When you would cast a jutsu with the suffers a -1d4 penalty to all affect creatures saves.
Lightning Release keyword you can spend any number of
motes. If you do you cannot gain a mote the turn you do. LIGHTNING BREAKER TECHNIQUE [NEW]
For each mote spent, you increase the potency of your
jutsu cast. Select from one of the following, of which you Starting at 18th level, you learn the ultimate molding
can only use one of when spending motes; technique for lightning release ninjutsu
called Lightning Breaker. When you cast
• Increase the damage dealt by +3 for each mote spent. a ninjutsu with the Lightning Release
This bonus damage doubles on a critical hit. keyword, you can embolden the jutsu
cast. You can only use this molding by
• If a jutsu would normally not deal damage when cast, spending 10 chakra. You can use this
you add 1d8 lightning damage for each mote spent. molding in addition to any other
efficient molding you are using.
• Reduce the cost to maintain the jutsu by 1 for every 2
motes spent. This jutsu ignores immunity and
resistance, cannot be reacted to by
LIGHTNING TAMER [CHANGED] any affected creature until for the
duration of the jutsu cast and
Starting at 6th Level, you learn to bend Lightning to your ignores structures or constructs
will forcing it to do things beyond its normal limits. When that would intercept the damage it
you would cast a Ninjutsu with the Lightning Release deals.
keyword, you can activate its Overcharge effects as a part of
the same action used to cast the jutsu. You can Overcharge a
jutsu in this way twice per rest. If you would attempt to
Overcharge a jutsu in this way an additional time past these
two, you can do so by spending 1 Chakra die.
GIGAWATT MOLDING [NEW]
Also at 6th level, you learn a new and unique efficient
molding technique called Gigawatt Molding. When you
cast a Ninjutsu with the Lightning Release keyword, you
can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range must make a
constitution saving throw being shocked on a failed save.
If the jutsu cast would already force a saving throw then
on a failed save creatures gain 1 rank of the shocked
condition.
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SANGUINE MASTER [CHANGED] MACABRE TECHNIQUES [NEW]
The Ninjutsu Specialist who chose to specialize in the Also at 6th level, you learn a new and unique efficient
Hemomantic Traditions, learn to use the chakra molding technique called Macabre Technique. When you
inherent in a creatures blood, even their own, and often cast a Ninjutsu, you can embolden the jutsu cast. You can
look upon with distrusting eyes. Practitioners of it know use this molding in addition to any other moldings you
that the potential of this form of Ninjutsu can become are using and has an Alternate Cost of 5.
disastrous in the wrong hands, but it’s also extremely
helpful. It requires a stringent eye and adequate focus. The ninjutsu now deals Acid, necrotic or poison
damage (your choice), treats all 1’s and 2’s on the
HEMOMANTIC SPECIALIZATION [CHANGED] damage die as 3’s and ignores temporary hit points and
damage reduction.
When you choose this Tradition at 2nd level, you learn
the secrets behind blood and the alchemical properties DESTRUCTIVE ICHOR [CHANGED]
behind it. You gain the ability to learn ninjutsu with the
Medical keyword, but only those that deal acid, necrotic Starting at 10th level, Ninjutsu you cast without a Nature
or poison damage. You learn one such jutsu with the Release Keyword, that are currently benefiting from
described limitation that you qualify for, which may be your Refined Ninjutsu class feature gains additional
C-Rank or lower. benefits. You can only use one of these features, once per
casting.
You gain advantage on Ninshou checks relating to
Ninshou with the Medical keyword, and can learn and • As a part of the same action used to cast the selected
create ninjutsu that deal acid necrotic or poison damage Jutsu, you may add your ninjutsu ability modifier to
in half the time. one damage roll of the jutsu.
Finally, when you would cast a ninjutsu that deals • As part of the same action used to cast the jutsu, if the
acid, necrotic or poison damage you can do one of the jutsu would force a saving throw, all creatures with the
following, once per turn; bleeding, poisoned, or corroded conditions make their
save at disadvantage.
• Gain temporary hit points equal to the cost of the
jutsu. • When you would initiate a clash, you can spend 1 blood
vial to make your check at advantage.
• Impose a 1d4 penalty to remove a condition inflicted
by your jutsu. This increases to a 1d6 penalty at 10th SANGUINE ELITE [CHANGED]
level, and a 1d8 penalty at 18th level.
Starting at 14th level, your master of Hemomantic
LIFEFORCE CASTING [CHANGED] ninjutsu is nearing its peak. When you use the Bloody
Evocation class feature to inflict the corroded condition,
Also, at 2nd Level, you learn to extract chakra from the target cannot use an action to remove any conditions
blood and it as fuel for your ninjutsu, empowering them on themselves while they have the corroded condition.
or making them simpler to cast.
Additionally, when you cast a ninjutsu that deals acid,
Once per turn, when you would cast a ninjutsu that necrotic, or poison damage that is benefitting from your
deals acid, necrotic, or poison damage, you can siphon Refined Ninjutsu class feature, you can double the cost of
some of the energy from the jutsu’s damage, placing it the jutsu to instead target a number of creatures equal to
into a Blood Vial. This vial can be of any shape of your the number of Blood vials you currently have.
description. A blood vial maintains its potency for up to 1
minute or until spent. You can have up to 5 vials at once. Finally, ninjutsu you cast that deal acid, necrotic, or
When you would cast a ninjutsu that deals acid necrotic poison damage inflict one rank of bleeding on a hit or on
or poison damage you can spend any number of blood a failed save. You gain 2 blood vials instead of 1 when you
vials. If you spend a blood vial spent, increase the cast a ninjutsu that deals acid, necrotic or poison
potency of your jutsu cast. Select from one of the damage on a creature that has the bleeding condition.
following, of which you can only use one when spending
vials; SANGUINE MASTER TECHNIQUE [NEW]
• Increase the damage dealt by 1d8 for every vial spent. Starting at 18th level, you learn the ultimate molding
• Gain a +1 bonus to the jutsu DC for every two vials technique for Hemomantic techniques called Sanguine
Master. When you cast a ninjutsu that deals acid, necrotic
spent. or poison damage, you can embolden the jutsu cast. You
• Reduce the cost of the jutsu by 1, for every two can only use this molding by spending 10 chakra. You
can use this molding in addition to any other efficient
vials spent. molding you are using.
BLOODY EVOCATION [CHANGED] This jutsu ignores immunity, resistance and damage
reduction. Additionally, damage this jutsu deals
Starting at 6th level, you have learned to use reduces the target creatures maximum health for the
the blood of your enemies to harm them next minute.
further. When you would cast a jutsu that
deals acid, necrotic or poison damage to a
creature currently affected by any elemental
or physical condition, you can change the
damage type of your jutsu to necrotic, and
change any condition ranks the creature has
to ranks of corroded. Ranks of corroded
gained this way deal acid or necrotic damage
(your choice). You can use this feature
twice per rest.
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SCRIBE MASTER [CHANGED] SEAL CONSUMPTION [CHANGED]
The Ninjutsu Specialist who chose to specialize in the art Beginning at 6th level, you learn to capture and scribe
of Storing and using Jutsu Scrolls, come to be known as jutsu mid combat.
Scroll Masters, Chakra weavers known for always having
the right Jutsu on hand at any given time. Sealing Jutsu First, when you would take damage or are forced to
into your Scrolls and releasing them when the time is make a saving throw from a Ninjutsu a hostile creature
right. cast, you may as a reaction tear open your Awakened
Scroll. Make an Ability Check using your Ninjutsu ability
FUINJUTSU SPECIALIZATION [CHANGED V2] modifier. The DC equals 15 + (D-Rank: 1, C-Rank: 2, B-
Rank: 3, A-Rank: 4, S-Rank: 5). On a success your
When you choose this tradition at 2nd level, you learn 2 Awakened Scroll consumes the jutsu sealing it into one
Ninjutsu with the Fuinjutsu keyword that you qualify for. of your empty Jutsu seals and preventing the damage
you would take. This jutsu consumption acts as if you
You also gain advantage on all Ninshou checks related countered the casting. You may do this twice per rest.
to ninjutsu with the Fuinjutsu keyword and you can learn
and create Ninjutsu with the Fuinjutsu Keyword in half Also, jutsu Scrolls you have that contain Ninjutsu can
the required time. be immediately consumed and transferred to a jutsu
seal, a bonus action.
Finally, when you cast a ninjutsu with the Fuinjutsu
keyword, you can do one of the following, once per (If you have no empty Jutsu compartments, one of the
casting; previous jutsu sealed vanishes as it’s replaced with the new
consumed Jutsu.)
• Gain a +2 Bonus to your Jutsu’s Save DC.
• Increase the damage dealt by 1 damage die. SEAL BREAK [NEW]
AWAKENED SCROLL [CHANGED] Also at 6th level, you learn a new and unique efficient
molding technique called Seal Break. When you cast a
Also, at 2nd level, you have bonded with a Ninjutsu scroll Ninjutsu with the Fuinjutsu keyword, you can embolden
of your description and design. This scroll may hold the jutsu cast. You can use this molding in addition to
significance to you or may have been created by you. any other moldings you are using and has an Alternate
This scroll has so much of your chakra poured into it, it Cost of 5.
has become semi-sentient. While unable to speak or
communicate, it reacts to your thoughts, feelings, and All creatures affected by this jutsu’s must make a
intents. charisma saving throw, being unable to mold chakra
(CM) on a failed save for 1d4 of its turns. If the jutsu cast
Additionally, your scroll has two open jutsu seals, would already force a saving throw then on a failed save
which can be used to store a ninjutsu you know or from the creature(s) are unable to mold chakra (CM) on a
another source, such as a ninjutsu scroll or a willing failed save for 1d4 of its turns.
creature. Jutsu stored from another source are limited to
1 rank higher than your highest jutsu rank known. You REALIZED SCROLL [CHANGED]
learn to create two additional jutsu seals at 6th and 10th
levels. Starting at 10th level, your Awakened scroll has absorbed
so much of your chakra, it now embodies some of your
Jutsu you cast from your awakened scroll are cast as if ideals, hopes, and desires. Allied creatures who hold
you casted them, using your Ninjutsu attack bonus and your scroll can communicate telepathically with you,
Save DC when appropriate. You do not need to have a while also knowing your general location so long as you
Nature Release Affinity or any additional Keyword want them to.
requirements to cast a Jutsu sealed inside your
Awakened scroll. Once a Jutsu has been cast from your Additionally, Ninjutsu you cast using your Awakened
awakened scroll, it vanishes from your Jutsu seal. Scroll class feature gain additional benefits. You can only
use one of these features once per casting.
Sealing a jutsu inside your Awakened scroll requires 1
hour of copying the jutsu from a Scroll or 1 minute of • As a part of the same action used to cast the selected
casting the jutsu into the scroll while simultaneously Jutsu, you may retain the casted jutsu. If you cast the
capturing it within the sealing formula. If you are the retained jutsu a second time before you take a long
one casting a jutsu into the scroll it only takes 1 action rest it vanishes as normal.
and costs you no chakra to seal it.
• You may reduce the cost of the jutsu cast by half
While holding this scroll in one of your hands, it (rounded down).
grants you the following benefits;
• When you initiate a clash with a jutsu with the
• While casting Ninjutsu with the Fuinjutsu Keyword, Fuinjutsu Keyword, you gain advantage to the clash
you ignore Chakra Seal (CS) & Chakra Molding (CM) check.
component requirements.
• All Jutsu currently stored in your Awakened Scroll
gains the Fuinjutsu keyword
• You gain Advantage on Concentration checks made to
maintain concentration on a Ninjutsu casted using
your Awakened Scroll class feature.
73
FUINJUTSU SENNIN
Starting at 14th level, your Awakened scroll has become
an inanimate doctrine of your psyche and personality. If
you so wish, your life story and memories are scribed
into its contents.
When you would use Seal Consumption to consume a
Jutsu, you can immediately as a part of the same reaction
used to consume it, cast it back at the triggering
creature. You may do this twice per long rest.
Additionally, when you would cast a Ninjutsu from
your Awakened Scroll that has a Nature Release Keyword
that also deals damage, you may double the cost of the
selected jutsu to switch the Nature Release keyword and
Damage type of the Jutsu cast to any other Nature
Release and Corresponding Damage type that you
currently have Sealed into one of your scrolls Jutsu
Compartments. When you would do this you also change
the casting time to 1 Bonus Action.
Finally, Ninjutsu you cast with the Fuinjutsu keyword
that deals damage of any type or inflicts any condition,
cannot be reacted to.
SCRIBE MASTER [NEW]
Starting at 18th level, you learn the ultimate molding
technique for Fuinjutsu ninjutsu called Scribe Master.
When you cast a ninjutsu with the Fuinjutsu
keyword, you can embolden the jutsu cast. You
can only use this molding by spending 10 chakra.
You can use this molding in addition to any other
efficient molding you are using.
If the Fuinjutsu cast would normally target a creature,
you can choose to instead make it target all creatures of
your choice within 30 feet of the original target.
74
STONE CRUSHER [CHANGED] Additionally, if a creature who is within this jutsu’s
range is a Demon, Monstrosity or Undead, they lose
The Ninjutsu Specialist who chooses to become a Stone resistance and immunity to conditions and effects that
Crusher, becomes an unwavering force of power, earth- your jutsu inflicts.
shattering destruction and mountain like toughness when
using Earth Release Ninjutsu. STONES TENACITY [CHANGED]
EARTHS RELEASE [CHANGED] Starting at 10th Level, Ninjutsu you cast with the Earth
Release Keyword that are currently benefiting from your
When you choose this tradition at 2nd level, you gain the Refined Ninjutsu class feature gain additional benefits.
ability to learn ninjutsu with the Earth Release Keyword. If You can only use one of these features once per casting.
you can already do this you learn 2 additional Earth Release
ninjutsu that you qualify for, one of which can be C-Rank • As a part of the same action used to cast the selected
or lower. jutsu, you gain Temporary Hit points equal to the Rank
of the jutsu cast that lasts until the beginning of your
You also gain advantage on all Ninshou checks related to next turn, this would be in addition to temporary hit
ninjutsu with the Earth Release keyword and you can learn points granted by Solid Gem’s if any. (D-Rank = 10, C-
and create Ninjutsu with the Earth Release Keyword in half Rank = 20, B-Rank = 30, A-Rank = 40, S-Rank = 50).
the required time.
• As part of the same action used to cast the selected
Finally, when you cast a ninjutsu with the Earth Release jutsu constructs, structures and effects that would
keyword, you can do one of the following, once per casting; grant you temporary hit points or reduce damage treat
critical hits as normal hits and ignore effects that would
• Reduce the next instance of damage done to you by 1d6. deal additional damage as a result of it being a
• Summoned constructs or structures gain resistance to construct, structure or temporary hit points.
the first instance of damage they take. • When you initiate a clash with a Jutsu with the
Lightning Release Keyword, the user of the Lightning
STONE ADEPT [CHANGED] Release Keyword does not roll advantage.
Also, at 2nd Level, your affinity with earth release has EARTH RELEASE MASTER
granted you a powerful physique unlike other Ninjutsu
specialist. Increase your maximum hit points by 2. Each Starting at 14th Level, when you use Mountain Aegis class
time you gain a level in this class, you increase your hit feature to protect an ally, you can choose up to three
point maximum by 1. creatures (Including yourself) to gain its benefits.
Additionally, once per turn, when you or a construct Additionally, when you would cast an Earth Release
would take damage you are able to manifest a Solid Gem. A Jutsu that is currently benefiting from your Refined
gem remains for up to 1 minute or until spent. You can have Ninjutsu class feature, you may double the cost of the
up to 5 Solid Gem’s at a time. When you would cast a Jutsu cast to both double to range and make all affected
Ninjutsu with the Earth Release keyword you can choose to terrain cost 3 feet for every 1 feet of movement, that you
spend any number of gems. For each gem spent, you ignore.
increase the potency of your jutsu cast. Select from one of
the following, of which you can only use one of when Finally, Ninjutsu you cast with the Earth Release
spending gems; Keyword that generates a Structure, construct, or
Creature with hit points of any type or Reduces damage of
• Gain 5 Temporary hit points for each gem spent. any type, they instead gain double the listed or Rolled Hit
• If the jutsu would reduce damage, increase the damage points or reduce damage by twice the listed amount. You
may use this feature twice per long rest.
reduced by 4, for each gem spent.
• If the jutsu would deal damage, increase the damage STONE CRUSHER TECHNIQUE [NEW]
dealt by 1d6 for each mote spent. Starting at 18th level, you learn the ultimate molding
technique for Earth release ninjutsu called Stone Crusher.
MOUNTAIN’S AEGIS [CHANGED] When you cast a ninjutsu with the Earth Release
keyword, you can embolden the jutsu cast. You can only
Starting at 6th Level, you learn to reinforce you or your use this molding by spending 10 chakra. You can use this
ally’s fortitude with residual Earth Release Chakra. When molding in addition to any other efficient molding you
you cast a Ninjutsu with the Earth Release Keyword, you are using.
may select either yourself or one allied creature within 60
feet of you granting them an aegis. The aegis is a thin layer This Jutsu's damage die doubles and grants its
of Earth Release chakra that protects the target. Any caster(s) resistance to damage dealt by creatures
damage the target takes is reduced by Half your Ninjutsu affected by it.
Specialist Level rounded down. This effect ends after the
target would take damage of any type. Also, while a
creature is benefiting from this feature, they cannot suffer
effects as a result of losing a Clash. You can enhance a
ninjutsu in this way twice per rest.
TECTONIC PLATE TECHNIQUE [NEW]
Also, at 6th Level, you learn a new and unique efficient
molding technique called Tectonic Plates. When you cast a
Ninjutsu with the Earth Release keyword, you can embolden
the jutsu cast. You can use this molding in addition to any
other moldings you are using and has an Alternate Cost of
5.
All creatures within this jutsu’s range must make a
Strength saving throw being bruised on a failed save. If the
jutsu cast would already force a saving throw then on a
failed save creatures gain 1 rank of the bruised condition.
75
STORM TERROR [CHANGED] WIND RELEASE MASTER [CHANGED]
The Ninjutsu Specialist who chooses to become a Storm Starting at 14th Level, when you use Storm Herald to
Terror becomes a ruthless natural disaster and unmatched trigger elemental and physical conditions, you double the
collateral destruction when using Wind Release Ninjutsu. triggered conditions damage.
WIND RELEASE [CHANGED] Additionally, when you would cast a Wind Release
Jutsu that is currently benefiting from your Refined
When you choose this tradition at 2nd level, you gain the Ninjutsu class feature, you can double the cost of your
ability to learn ninjutsu with the Wind Release Keyword. If jutsu to double the jutsu’s range and if it requires a
you can already do this you learn 2 additional Wind Saving throw, it deals double damage if the target
Release ninjutsu that you qualify for, one of which can be creature fails is Saving throw by 5 or more. You may use
C-Rank or lower. this feature Twice per long rest.
You also gain advantage on all Ninshou checks related STORM TERROR TECHNIQUE [NEW]
to ninjutsu with the Wind Release keyword and you can
learn and create Ninjutsu with the Wind Release Keyword Starting at 18th level, you learn the ultimate molding
in half the required time. technique for Wind release ninjutsu called Storm Terror.
When you cast a ninjutsu with the Wind Release keyword,
Finally, when you cast a ninjutsu with the Wind Release you can embolden the jutsu cast. You can only use this
keyword, you can do one of the following, once per molding by spending 10 chakra. You can use this
casting; molding in addition to any other efficient molding you
are using.
• Increase the range or size of the area of the jutsu cast by
10 feet. All creatures in your jutsu’s range gains 5 ranks of the
Bleeding condition.
• Impose a 1d4 penalty on saving throws.
WIND ADEPT [CHANGED]
Also, at 2nd Level, your affinity with wind release has
granted you a sense of mastery over powerful winds and
torrential storms.
Once per turn, when you would cast a jutsu with the Wind
Release keyword, you can one affected creature with a Breeze
Mark. A breeze mark remains for up to 1 minute, or until
spent. A creature can have up to 5 breeze marks at once.
Once per turn, when you would deal wind damage to a Breeze
marked creature you can trigger all marks causing them to
gain 1 rank of bleed per mark they had.
STORM HERALD [CHANGED]
Starting at 6th Level, you learn to unleash powerful gales of
wind while conjuring your Jutsu, strong enough to trigger
all conditions a creature may have. When using a Ninjutsu
with the Wind Release keyword, your jutsu exacerbates all
elemental and physical conditions a creature has triggering
them all to deal their listed damage, if any. You can enhance
your ninjutsu in this way twice per rest.
SWIRLING TECHNIQUE [NEW]
Also, at 6th Level, you learn a new and unique efficient
molding technique called Swirling Technique. When you
cast a Ninjutsu with the Wind Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range that has an
elemental or Physical condition that can have more than 1
stack, gains an additional stack.
UNSTOPPABLE GALE [CHANGED]
Starting at 10th Level, Ninjutsu you cast with the Wind
Release Keyword that are currently benefiting from your
Refined Ninjutsu class feature gain additional benefits.
• As a part of the same action used to cast the selected
jutsu you can increase the slicing power of your jutsu,
dealing double damage to flying or levitating creatures.
If an adversary would already have vulnerability you do
not double the damage a second time.
• You may gain a flying speed equal to your movement
speed until the beginning of your next turn.
• When you initiate a clash with a Jutsu with the Fire
Release Keyword, the user of the Fire Release Jutsu does
not roll at advantage.
76
SUMMONER [CHANGED] You and your Summoned creature can assist each other
in casting a jutsu with the Combination keyword regardless
The Ninjutsu Specialist who chose this Tradition to become of keyword restrictions. Additionally, you treat your or
a Summoner, walk the path closest to Sage hood, forming your summoned creatures charisma modifier as being +1
bonds with the Sage beasts across the land and in different higher than it normally is for the purposes of enhancing
worlds. Those who walk this path are best known for having the combination jutsu.
a wide arrangement of jutsu learned from the sage creatures
themselves. SUMMONING EXPERT [CHANGED]
EMPOWERED SUMMONING [CHANGED] Starting at 10th Level, you gain the ability to summon and
maintain up to two creatures at once. Both creatures must
When you choose this tradition at 2nd level, you learn the remain within 120 Feet of you. If you want the second
Summoning Technique Ninjutsu. The cost to cast this jutsu is summoned creature to act on your turn the same as the
reduced by an amount equal to the rank you cast it at. (D- first you must use your action or reaction to command the
Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.) second creature, instead of a bonus action. The second
Summoned creature cannot be of the same rank as the
You also gain advantage on all Ninshou checks related to current creature summoned.
ninjutsu with the Fuinjutsu keyword and you can learn
Ninjutsu that summons a creature in half the required time. Additionally, jutsu you and your summoned creatures
have that benefit from the Refined Ninjutsu class feature
Finally, when your summoned creature would cast a jutsu, gains additional benefits.
you can do one of the following, once per casting;
• As a part of the same action used to cast the selected
• They gain a 1d4 bonus to attack rolls. jutsu, you or your summoned creature may double the
• They gain a 1d6 bonus to damage rolls. jutsu’s range.
SUMMONERS WILL [CHANGED] • You or your Summoned creature may increase the
damage of the jutsu cast by an amount equal to your
Also, at 2nd Level, your will is able to permeate through all proficiency bonus.
of your summoned creatures without fail.
• When you or your Summoned Creature casts a Ninjutsu
Once per turn, when you would command a summoned with the combination keyword, you reduce the cost by an
creature to take an action of any type, you gain a Tribal amount equal to the Rank of the jutsu cast. This ignores
Fragment. A fragment remains within you for up to 1 minute, the Special cost and reduces the total cost of it before all
or until spent. You can have up to 5 fragments within you at casters attempt to cast the selected jutsu. (D-Rank: -5,
once. When your summoned creature would cast a jutsu, you C-Rank: -10, B-Rank: -15, A-Rank: -20, S-Rank: -25.)
can spend any number of fragments. If you do you cannot
gain a fragment until the beginning of your next turn. For SUMMONING MASTER [CHANGED]
each fragment spent you reinforce your summons technique
with your force of will alone. Select from one of the Starting at 14th Level, your summoned creatures have
following, of which you can only use one of, when spending grown to know your fighting style from countless battles.
fragments; Your Summoned creature enters the initiative directly after
you. The summoned creatures can also perform any jutsu
• Increase the damage they deal by +3 for each fragment of C-Rank or lower that you know as if they knew the jutsu,
spent. This bonus damage doubles on a critical hit. regardless of the jutsu’s listed keywords.
• Reduce their cost to maintain the jutsu by 1 for every 2 Additionally, when you would cast a Jutsu with the
fragments spent. Combination keyword, and your Summoned creature has
not acted yet, they may perform the Combination jutsu
• Reduce the cost to cast the jutsu so long as it does not without spending their reaction.
require concentration, by 1 for every fragment spent,
down to a minimum of 1 chakra cost. SYNCHRONIZATION TECHNIQUE [NEW]
SUMMONING ADEPT [CHANGED] Starting at 18th level, you learn the ultimate molding
technique for combination ninjutsu called
Starting at 6th Level, The Summoning Technique Ninjutsu Synchronization Technique. When you cast a ninjutsu
becomes one of your Refined Ninjutsu if it was not before and with the Combination keyword, you can embolden the
as a result, creatures summoned as a result of casting the jutsu cast. You can only use this molding by spending 10
aforementioned jutsu gain the benefits of the Refined chakra. You can use this molding in addition to any other
Ninjutsu class feature. All of the jutsu they know are under efficient molding you are using.
the effects of Refined Ninjutsu.
All allied creatures within 60 feet of you and your
Also, you can cast the Summoning Technique to summon a summoned creature can assist you in
creature of C-Rank or lower as an action instead of a full- casting a combination jutsu,
turn-action. You can summon creatures of B-Rank or lower regardless of keyword
as an action beginning at 10th level, and A-Rank at 18th level. restrictions, treating each
You can summon a creature in this way using this feature caster as if they had the needed
twice per rest. If you would attempt to summon a creature as keywords. Additionally, you treat
an action after you have expended all uses of this feature, your charisma modifier as being
you can do so by spending 1 chakra die. +3 higher than it
normally is for the
COMBINATION TECHNIQUE [NEW] purposes of
enhancing the
Also, at 6th Level, you learn a new and unique efficient combination jutsu.
molding technique called Combination Technique.
When you or your summoned creature would cast a
Ninjutsu with the Combination keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
77
THE PROFESSOR [CHANGED] This ninjutsu gains all nature release keywords that you
have access to and deals an additional 1d10 damage for
The Ninjutsu Specialist who chose to walk the path of each nature release keyword it has, of that nature releases
The Professor are those who walk the long path of affiliated damage type (Water = Cold).
elemental versatility and dominance. Only one other
shinobi has walked this path and reached the pinnacle, FORCE OF NATURE [NEW]
he became known as the God of Shinobi someone who
surpassed his own and all previous Generations. Starting at 10th level, Ninjutsu you cast with any Nature
Release keywords you are able to cast that are currently
VERSATILE RELEASE [CHANGED] benefiting from your Refined Ninjutsu class feature, gain
additional benefits.
When you choose this tradition at 2nd level, you gain the
ability to learn ninjutsu with one of the following nature • As a part of the same action used to cast the selected
release keywords; (Earth Release, Wind Release, Fire Ninjutsu, you gain 2 additional Elemental mote’s.
Release, Water Release, Lightning Release). You must select
a keyword you do not already have access too. • As a part of the same action used to cast the selected
Ninjutsu, you may deal additional damage equal to
You also gain a 1d6 bonus on all Ninshou checks related your Proficiency Bonus.
to ninjutsu with nature releases that you have the ability
to cast. • If you would lose a Clash with another creature you
may spend a reaction to reroll the d20.
Finally, when you cast a ninjutsu with any nature
release that you know, you can do one of the following, SOSHIKAGE [CHANGED]
once per casting;
Beginning at 14th level, you have attained elemental
• Gain a 1d4 bonus to damage rolls. versatility beyond most all others, granting you your
• Impose a 1d4 penalty on saving throws. third Nature Release. Select one Nature Release you
didn’t select with your Nature Release Adept or with your
ELEMENTAL ADEPT [CHANGED] Twin Cast class features.
Also, at 2nd level, your frequent study of Ninjutsu has Your ability to weave vastly different chakra molding
granted you a keen awareness most others lack in theologies in the heat of battle are an envy of shinobi
elemental-based combat. across the land. When you would use your action to cast
a ninjutsu with a nature release keyword, you may cast
Each time you would cast a jutsu with a nature release two ninjutsu with a different nature releases with a
keyword, you can retain a portion of the chakra used and casting time of 1 Action as a Bonus action. You may do
store it within yourself in the form of an Elemental mote. this twice per long rest.
An elemental mote remains stored for up to 1 minute, or
until spent. You can have up to 5 motes stored at once. Finally, when you would spend 5 Elemental motes at
When you would cast a jutsu with a nature release once to empower a jutsu you cast, you may add three
keyword you can spend any number of motes. If you do times your ability modifier to the damage dealt.
you cannot gain a mote the turn you do. For each mote
spent, you increase the potency of your jutsu cast. Select THE FINAL LESSON [NEW]
from one of the following, of which you can only use one
of when spending motes; Starting at 18th level, you learn the ultimate molding
technique for casting multiple ninjutsu with different
• Impose a -1 penalty to saving throws for every 2 motes nature releases called Final Lesson. When you cast two
spent. ninjutsu with different nature release keywords in the
same action, you can embolden the jutsu cast. You can
• Increase the damage dealt by 1d6 for every mote spent. only use this molding by spending 10 chakra. You can use
• Gain 2 temporary chakra points for each mote spent, this molding in addition to any other efficient molding
you are using.
which stack with each other up to a maximum of 10.
These jutsu cannot be countered, negated or dispelled
TWIN CAST [CHANGED] the turn the turn they are cast.
Beginning at 6th level, your focus on your Elemental
versatility has granted you the ability to learn an
additional Nature Release. Select one Nature Release you
didn’t select with your Versatile Release class feature and
you have gained a bonus to your initiative equal to your
Intelligence modifier
Additionally, you have learned how to make extended
use of your Elemental motes. As an action you can spend 5
Elemental motes. When you do you are able to cast two
ninjutsu with different nature release keywords in the
same action. You can only cast jutsu in this way twice per
long rest.
CHAKRA INFUSION TECHNIQUE [NEW]
Also, at 6th Level, you learn a new and unique efficient
molding technique called Chakra Infusion. When you cast
a Ninjutsu with a nature release you have access to, you
can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
78
TRACE TALENT [CHANGED] PURE CHAKRA
The Ninjutsu Specialist who follow the path of “Tracers” Starting at 10th level, Ninjutsu you cast without any nature
are quite simply, prodigies. But they lack formal training in release keywords that are currently benefiting from your
elemental techniques, instead opting to master jutsu Refined Ninjutsu class feature gain additional benefits;
without elements and wielding them to great effect. The
level of power they attain tends to be on par and in some • As a part of the same action used to cast the selected
cases superior to elemental ninjutsu. Jutsu, you cleanse your target of any defenses. They
lose any resistances it may have against its damage
VOID SPECIALIZATION [CHANGED] type until the end of your next turn.
When you choose this tradition at 2nd level, you learn two • As a part of the same action used to cast the selected
ninjutsu that you qualify for one of which can be C-Rank. jutsu, deal additional damage equal to your
The chosen jutsu cannot have any nature release proficiency bonus.
keywords. You also gain a 1d6 bonus on all Ninshou
checks related to ninjutsu without nature release • When you initiate a clash with the chosen jutsu, you
keywords that you have the ability to cast. roll your Clash Check at advantage.
Finally, when you cast a ninjutsu without any nature KIYO
release, you can do one of the following, once per casting;
Starting at 14th level, your natureless chakra has reached
• Gain a 1d4 bonus to damage rolls. a level of power and purity beyond what others could
• Reduce the cost to cast the chosen jutsu by half of 1d4 conceive. When you use Limitless Casting to cast two
jutsu in one action, you may cast the second jutsu at no
(Min 1). additional cost.
VOID ADEPT [CHANGED] Additionally, when you cast a Ninjutsu without any
Nature Release, you may double its cost. When you do
Also at 2nd Level, your skill with chakra molding and raw you may release a surge of void chakra to instead
shaping techniques have becomes far more adequate and enhance all allied creatures of your choice within 60 feet
sophisticated than others of a similar level. of you, granting them advantage on their next saving
throw against a Ninjutsu or Genjutsu, before the end of
Once per turn, when you would take damage from a their next turns.
jutsu with a nature release keyword or would cast a
ninjutsu without any nature release keywords, you gain Lastly, ninjutsu you have without nature release
one Void Shard. A shard remains for up to 1 minute or keywords have grown virtually unstoppable. Creatures
until spent. You can have 5 shards stored at once. When who attempt to Counter, negate or dispel any jutsu you
you would cast a ninjutsu without a nature release originally cast without a Nature Release Keyword make
keyword you can do one of the following to increase the any ability check, attack roll or saving throw made to
Jutsu's potency. Select one of the following, of which you accomplish the aforementioned at disadvantage.
can only use one of when spending shards;
TALENT VOIDER [NEW]
• Deal 1d8 Chakra damage for each shard spent.
• Impose a 1d6 penalty to checks made to maintain Starting at 18th level, you learn the ultimate molding
technique for casting ninjutsu without nature releases
concentration for each shard spent. called Talent Voider. When you cast a ninjutsu without a
• Reduce the cost to maintain concentration on the jutsu nature release keyword, you can embolden the jutsu cast.
You can only use this molding by spending 10 chakra.
cast by 1, for every 2 shards spent. You can use this molding in addition to any other
efficient molding you are using.
LIMITLESS CASTING [CHANGED]
Your jutsu deals an amount of chakra damage equal to
Starting at 6th level, When you target a hostile creature the initial damage dealt and all affected creatures must
with a Ninjutsu without a nature release keyword, while make a constitution saving
they are suffering from any condition, you may as a part of throw, losing the ability
the casting of the triggering jutsu, cast a second Ninjutsu to mold chakra for
of C-Rank or lower without a Nature Release Keyword, at 1d4+1 turns.
half its cost, that must target the same creature. You can
cast in this way twice per rest. If you would attempt to cast
in this way an additional time beyond the normal
limitations, you can do so by spending 1 chakra die.
VOID BREAK TECHNIQUE
Also, at 6th Level, you learn a new and unique efficient
molding technique called Void Break. When you cast a
Ninjutsu without a nature release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures of your choice within 10 feet of you or the
target creature (Pick one) must make a constitution saving
throw. On a failed save creatures take Chakra damage equal
to twice the cost of the Ninjutsu cast and are unable to
mold chakra until the end of their next turns. On a
successful save they take half damage and no further
effect.
79
TSUNAMI [CHANGED] AQUA SOUL [CHANGED]
The Ninjutsu Specialist who chooses to become a Tsunami Starting at 10th Level, Ninjutsu you cast with the Water
embodies the force of such an event. Unphased by the power Release Keyword that are currently benefiting from your
of the sea and all-encompassing just like an ocean when Refined Ninjutsu class feature gain additional benefits.
using Water Release Ninjutsu.
• As a part of the same action used to cast the selected jutsu
WATER RELEASE [CHANGED] you create a source of water capable of being used for
water release ninjutsu of B-Rank or lower twice.
When you choose this tradition at 2nd level, you gain the
ability to learn ninjutsu with the Water Release Keyword. • You may damage equal to your Proficiency bonus.
If you can already do this you learn 2 additional Water • When you initiate a clash with a Jutsu with the Earth
Release ninjutsu that you qualify for, one of which can be
C-Rank or lower. Release Keyword, the user of the Earth Release Jutsu does
not roll at advantage.
You also gain advantage on all Ninshou checks related
to ninjutsu with the Water Release keyword and you can WATER RELEASE MASTER
learn and create Ninjutsu with the Water Release Keyword
in half the required time. Starting at 14th Level, when you use Frigid Deep to reduce
movement speed you instead reduce movement speed to 0.
Finally, when you cast a ninjutsu with the Water Release
keyword, you can do one of the following, once per Additionally, when you would cast a Water Release Jutsu
casting; that forces a saving throw of any type, that is currently
benefiting from your Refined Ninjutsu class feature, you can
• Gain a 1d4 bonus to damage rolls. double the cost of your jutsu to make all affected creatures
• Reduce affected creatures speed by 15 feet. roll an additional 2d20, taking the lowest result.
WATER ADEPT [CHANGED] Finally, Ninjutsu you cast with the Water Release
Keyword that requires a saving throw, can never be
Also, at 2nd Level, your affinity with water release has made at advantage.
granted you a sense of mastery over powerful waters and
untamable waves. TSUNAMI TECHNIQUE [NEW]
Once per turn, when you would cast a jutsu with the water Starting at 18th level, you learn the ultimate molding
release keyword, you manifest a floating weapon of your technique for Water release ninjutsu called Tsunami.
description called a Rain Blade. A rain blade remains When you cast a ninjutsu with the Water Release
manifested for up to 1 minute, or until spent. You can have keyword, you can embolden the jutsu cast. You can only
up to 5 blades manifested at once. When you would deal use this molding by spending 10 chakra. You can use this
damage with a jutsu with the water release keyword you can molding in addition to any other efficient
spend any number of blades deal an additional 1d8 cold molding you are using.
damage for each blade spent. If you do you cannot gain a
mote the turn you do. All creatures in your jutsu’s range
gains 2 ranks of the Chilled condition
FRIGID DEEP [CHANGED] and cannot cast Taijutsu or Bukijutsu
that requires the mobility (M)
Starting at 6th Level, you learn to unleash powerful fonts of component for 1d4 turns.
water able to shatter earth and douse the most powerful
inferno, while conjuring your Jutsu. When using a Ninjutsu
with the Water Release keyword, you can force all affected
creatures of your choice to reduce their speed reduced by
half until the end of your next turn. You can enhance your
ninjutsu in this way twice per rest.
RAINING VORTEX [NEW]
Also, at 6th Level, you learn a new and unique efficient
molding technique called Raining Vortex. When you cast
a Ninjutsu with the Water Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range that would take
damage or make a saving throw from another Jutsu with a
Nature Release before the end of your next turn takes
additional affects based on the nature release affecting
them;
• Earth Release: The creature becomes bruised.
• Wind Release: The creature has their speed reduced by 10
feet for 1d6 turns.
• Fire Release: The creature becomes weakened.
• Water Release: The creature gains 1 rank of chilled.
• Lightning Release: The creature gains 1 rank of shocked.
80
EFFICIENT MOLDING POTENT NINJUTSU [NEW V3]
CAREFUL NINJUTSU [CHANGED] Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-Rank: 5,
B-Rank: 7, A-Rank:9, S-Rank: 12)
Alternate Cost: 5 Chakra Whenever you would deal damage with a Ninjutsu you cast,
When you cast a Ninjutsu that forces other creatures to you can spend a bonus action and instead deal maximum
make a saving throw, you can protect some creatures from damage. You can use this molding in addition to any other
the Jutsu’s full force. Select up to 3 creatures. A chosen moldings you are using.
creature suffers no effect from your casted Ninjutsu. You can
spend an additional use of this feature or spend its alternate PRECISE NINJUTSU [NEW V2]
cost to select another 3 creatures.
Alternate Cost: 3 Chakra
DISTANT NINJUTSU [CHANGED] When you cast a Ninjutsu that requires an attack roll, you
can gain advantage on one of the attacks. You can spend an
Alternate Cost: 3 Chakra additional use of this feature or spend its alternate cost to
When you cast a Ninjutsu, you can double the range of the make any additional attacks at advantage.
jutsu cast. If the you cast a ninjutsu with the range of touch,
you instead make the range of the jutsu 30 feet. QUICKENED NINJUTSU [CHANGED]
DOUBLED NINJUTSU [CHANGED] Alternate Cost: 5 Chakra
When you cast a Ninjutsu that has a casting time of 1 action,
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank: you can change the casting time to 1 bonus action for the
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) casting.
When you cast a Ninjutsu that targets only one creature and
doesn’t have a range of self, you can target a second creature REACTIVE NINJUTSU [NEW/TENTATIVE]
in range with the same Jutsu. To be eligible for Doubled
Ninjutsu, a Ninjutsu must be incapable of targeting more Alternate Cost: 9 Chakra
than one creature at the jutsu’s current rank. As a reaction, on another creatures turns, you can cast a
ninjutsu with a casting time of 1 action.
ECHOING NINJUTSU [CHANGED V2]
REDIRECTED NINJUTSU [CHANGED]
Alternate Cost: 5 Chakra
When you cast a Ninjutsu that deals damage, and can only Alternate Cost: 5 Chakra
target one creature you create an echo of the jutsu. You can If you make an attack roll for a ninjutsu, and you would
cast the same ninjutsu of the same rank, using your bonus miss, you can remake the attack roll targeting the same or
action on the following turn without spending chakra. The another creature within range. You must use the result of
jutsu’s echo only deals half damage. The jutsu’s echo must the second roll. You can use this molding in addition to any
target the same creature. other moldings you are using.
EXTENDED NINJUTSU [CHANGED] SUBTLE NINJUTSU [CHANGED]
Alternate Cost: 5 Chakra Alternate Cost: 3 Chakra
When you cast a Ninjutsu that has a duration of 1 minute or When you cast a Ninjutsu, you can cast it without any
longer, you can multiply its duration by 10, up to a handsigns. You can use this molding in addition to any other
maximum of 24 hours if it does not require concentration or moldings you are using.
10 minutes if it does require concentration.
TENACIOUS NINJUTSU [CHANGED]
FOCUSED NINJUTSU [CHANGED]
Alternate Cost: 5 Chakra
Alternate Cost: 4 Chakra When a creature attempts to Clash, counter, dispel, or
When you are forced to make a concentration check to interrupt a ninjutsu that you are casting or have casted, you
maintain a ninjutsu you have cast, you can automatically may use your reaction to increase your clash check by 1d10
pass the concentration check. You can use this molding in and the DC of Countering, dispelling, or interrupting this
addition to any other moldings you are using. jutsu by +3.
HEIGHTENED NINJUTSU [CHANGED] TRANSMOGRIFIED NINJUTSU [NEW]
Alternate Cost: 5 Chakra Alternate Cost: 9 Chakra
When you cast a Ninjutsu that forces a creature to make a When you would cast a ninjutsu that forces a saving throw
saving throw to resist its effects, you can give one target of you can change the ability score the saving throw targets to
the Jutsu, disadvantage on its first saving throw made another one. If the original saving throw is a physical one
against the Jutsu’s effect. You can use this molding in (Strength or Dexterity) you can change it to another
addition to any other moldings you are using. physical ability score. If the original saving throw is a
mental one (Wisdom, Charisma) you can change it to
PIERCING NINJUTSU [CHANGED] another mental ability score.
Alternate Cost: 5 Chakra WIDENED NINJUTSU [CHANGED]
You cast a jutsu that pierces through a creature’s defenses.
When you cast a Ninjutsu that deals damage, you cause the Alternate Cost: 4 Chakra
jutsu you are casting to ignore resistance, and temporary hit When you cast a Ninjutsu with an area of effect, you can
points until the end of your turn. Creatures that are increase the size of it. If the effect is a line, its width is
normally Immune to the damage your jutsu deals, you increase by 10 feet or length is increases by 10 feet. If the
instead treat their immunity as resistance. You can use this effect is a cube or sphere, its radius increases by 10 feet. If
molding in addition to any other moldings you are using. the effect is a cone, its length increases by 10 feet. If the
effect is a cylinder, either the radius or the height increases
by 15 feet.
81
SCOUT-NIN CREATING A SCOUT-NIN
An Uzumaki lies in wait as his target enters the brothel, he When creating a Scout-Nin consider a few things about
performs the transformation technique to turn into one of the character when they are on a team with others. Do
the many women within the building he’s seen in the they fill in any gaps or do they support others in their
past few days. endeavors enhancing that particular field their allies are
specializing in. Do they use their techniques as an
A Sarutobi in the heat of battle weaves together a great answer to the weaknesses of the team? What made the
wave of water blowing some enemies away, when some character so bound to learning so many varied
leap over the wave avoiding it, the Sarutobi follows up techniques and how do they plan on using them in the
with a powerful Genjutsu stunning the airborne shinobi field? Did they train under another very skilled Shinobi?
as they come crashing down into the water. Or did they become enamored by the people around
them and want to emulate their skills and techniques
A Nara gets into a close combat battle with an enemy, leaving nothing to chance?
and holds his own while preparing to capture his enemy
within the Shadow possession technique. QUICK BUILD
These shinobi, different as they might be, are You can make a Scout-Nin quickly by following these
connected by one common factor, they are Jack of all suggestions. First, put your highest ability score in
trades. While others are specialists of some sort in one either Strength, Intelligence, or Wisdom followed by
form or another, a scout-nin is someone who by Constitution. Second, choose any clan that you find the
definition is able to complete most tasks or fill most most appealing, this
roles in a team with little trouble. Scout-Nin are able to class is flexible
draw out their latent abilities in most fields while others enough to
cannot. support them.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to take on the role of a generalist, someone
who may not specialize in any particular field such as
ninjutsu, Genjutsu or Taijutsu. But someone who can use
them all to a varying degree and find success. While
other classes can use all 3 forms of jutsu, this class is
designed with the ability to enhance them on a case-by-
case basis using Superiority dice if needed. Characters
whom this class was designed after are as follows; Kid
Naruto Uzumaki, Kid Sasuke Uchiha, Kid Sakura Haruno,
Kid Kakashi Hatake and Kid Obito Uchiha.
82
CLASS FEATURES DEFT EXPLORER
As a Scout-Nin, you gain the following class features. Beginning at 1st level you are an unsurpassed generalist
in most all environments. You gain the Canny benefit
HIT POINTS below, and an additional benefit when you reach 6th level
and 11th level in this class.
Hit Dice: 1d8 per Scout-Nin level
Hit Points at 1st Level: 8 + your constitution modifier CANNY (1ST LEVEL)
Hit Points at Higher Levels: 1d8 (or 5) + your
Choose any one skill. You gain proficiency in this skill. If
Constitution modifier per Scout-Nin level after 1st. you have proficiency in this skill already, you instead gain
Expertise.
CHAKRA POINTS
MOBILE (6TH LEVEL)
Chakra Dice: 1d10 per Scout-Nin level
Chakra Points at 1st Level: 10 + your constitution Your wall and water walking speed is equal to your
walking speed. You also gain a Swimming and climbing
modifier speed equal to your walking speed.
Chakra Points at Higher Levels: 1d10 (or 6) + your
TIRELESS (11TH LEVEL)
Constitution modifier per Scout-Nin level after 1st.
You require less time to rest and recover. Once per long
PROFICIENCIES [CHANGED] rest you can spend a full turn Action recollecting yourself.
When you do, you recover all spent superiority die that
Armor: Light armor, medium armor, heavy Armor you would normally recover on a short rest.
Weapons: All Simple and Martial Weapons
Ninja Tools: Select Any two Toolkits. SHINOBI ADEPT [CHANGED V3]
Saving Throws: Strength, Constitution
Skills: Choose four from Ninshou, Illusions, Martial Arts, Beginning at 2nd Level, your ability as a Shinobi has
blossomed, granting you a breadth of optional paths for
Insight, Investigation, Nature, Acrobatics, Athletics, you to decide between. You can choose between two of the
History, Stealth, Perception, Medicine, Chakra Control. following features. Beginning at 13th level, select two
additional features you didn’t pick at 2nd level.
EQUIPMENT [CHANGED]
SHINOBI’S TRAINING [CHANGED]
You start with the following equipment, in addition to the
equipment granted by your background: You can learn any D-Rank or lower Jutsu in half the time.
This does not stack with other features that reduce the
• (a) Padded Armor or (b) Combat Jacket or (c) Flak time to learn jutsu. When you would reach 13th level, this
Jacket benefit extends to C-Rank jutsu as well.
• (a) 1 Simple Weapon or (b) 1 Martial Weapon SHINOBI’S TACTICS [NEW]
• (a) One Kunai stack or (b) One Shuriken stack
• (a) 1 Paper Bomb or (b) 1 Flash Tag You learn to cover your tracks better than most other
• Select any one Toolkit. people of your caliber. Creatures who would make a
perception check to search for you, suffers a 1d4 penalty to
JUTSU CASTING this check if you are hidden from, or unseen by the
searching creature.
NINJUTSU
SHINOBI’S GENERAL LITERACY [CHANGED]
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier You can count your ability scores as being 2 higher for the
purposes of casting all jutsu of B-Rank or higher through
Ninjutsu attack modifier = your proficiency bonus + any ability score restrictions. This does not stack with
your Intelligence modifier other literacy features or traits.
GENJUTSU SHINOBI’S TOOL COMPETENCY [NEW]
Genjutsu save DC = 8 + your proficiency bonus + your You can select one tool between Chili Pepper Bombs, Paper
Wisdom modifier Bombs, Flash Tags or Smoke Bombs. The select tool can be
used by you as a bonus action instead of an action.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier SHINOBI’S PRECISION [NEW]
TAIJUTSU Select one Keyword from the following; Ninjutsu, Taijutsu,
Bukijutsu, or Genjutsu. Jutsu you cast with the following
Taijutsu save DC = 8 + your proficiency bonus + your Keyword that requires an attack roll, reduces a creatures
Strength modifier Damage reduction by 5, once per casting.
Taijutsu attack modifier = your proficiency bonus + your SHINOBI’S EDGE
Strength modifier
You have trained for countless hours, to become a more
FIGHTING STANCE skilled shinobi. Select one between Ninjutsu, Genjutsu,
Taijutsu or Bukijutsu. The chosen jutsu type reduces the
Beginning at 1st Level you adopt a particular style of cost to maintain concentration on their jutsu by -1. (Min 1.)
fighting as your specialty. Choose one of the Fighting
Stances located in Chapter 13: Customization Options,
between Taijutsu Stance and Weapon Stance. You can’t
take a Stance more than once, even if you get to choose
again later.
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SHINOBI’S DRIVE [NEW] MOBILITY
Your perseverance can be called upon with the flick of the You gain a +10 bonus to your speed, and +1 bonus to Saving
wrist. When making a saving throw or ability check, by throws made to resist hostile effects. These bonus
spending 1 Hit die, you are able to call on your Shinobi increases to +15 and +2 at 11th level.
Drive, adding half of the spent Hit die’s result to your
ability check or saving throw. Additionally, while you are gaining the benefit of this
generalization whenever you would make a saving throw
SHINOBI’S FOCUS [NEW] using an ability you are not proficient in to end a condition
or effect placed on you by a hostile creature or
You have trained for endless hours to be considered a more environment, you gain a bonus 1d4 to the saving throw.
focused shinobi. When you would make a check, attack roll
or saving throw while you have disadvantage or are SKILL
suffering from a penalty of any type, imposed by a Jutsu,
feature or trait from a hostile creature, you can spend 1 Select one ability score when you select this generalization.
Chakra die to treat your d20 roll as if you have no penalties In order to change this ability score, you must complete a
applied to it. rest. You gain a +1 bonus to all ability checks made using
this ability score. This bonus increases to +2 at 11th level.
SCOUTING TECHNIQUE
Additionally, while you are gaining the benefits of this
Starting at 3rd level, choose a technique that you strive to generalization, select two toolkits. You gain proficiency in
emulate in combat and style. The Scouting Technique you these toolkits.
choose grants you features at 3rd, 6th, 9th, 14th, 17th and
20th Levels. SUPPORT
ABILITY SCORE IMPROVEMENT/FEAT You can use the Help and Search actions as a bonus action.
When you would use the Help action, you can aid
When you reach 4th and again at 8th, 12th, 16th, and 19th, an ally in attacking a creature, making an ability check in a
level, you can increase one ability score by +1 & a Feat of skill you are not proficient in, or providing them some
your choice that they qualify for. As normal you can’t support in combat, allowing you to spend a reaction to
increase an ability score above 20 using this feature. interpose an attack, switching the target of a hostile attack
from an allied creature to yourself. You can complete the
EXTRA ATTACK Help action in this way aiding an ally within 30 feet of you.
This range of support increases to 45 feet at 11th level.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn. Additionally, while you are gaining the benefits of this
generalization, creatures within weapon attack range who
JACK OF ALL, MASTER OF NONE would make an attack or cast a jutsu targeting an allied
creature triggers an attack of opportunity for you.
Starting at 5th Level, you exemplify the ideal of
generalized combat. Select one of the following SIGNATURE JUTSU
generalizations between Combat, Control, Mobility, Skill, and
Support. When you do, you gain its benefits. You can switch Beginning at 7th level, you have found a jutsu that you
which generalization you have when you complete a rest. specialize in better than anyone else who may have come
Alternatively, you can spend one superiority die from your before. Select one Jutsu you know of B-Rank or Lower. You
Scout-Nin Subclass to switch the Generalization you are gain one of the following benefits of your choice when
benefiting from. You can only switch in this way, once per using the chosen Jutsu. You may switch which jutsu this
short rest. feature affects whenever you would learn a new jutsu from
leveling up in this class. You can select a second Signature
COMBAT effect and Jutsu to gain the benefits of both effects
beginning at 15th level.
You gain a +1 bonus to attack & damage rolls made with
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This SIGNATURE POWER
bonus increases to +2 at 11th level.
When you use your chosen jutsu, you deal additional
Additionally, while you are gaining the benefits of this damage equal to your Jutsu Types Ability Modifier
generalization, when you would take the attack action, you (Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
can make a weapon attack as a bonus action, once per turn. resistance to your chosen jutsu’s damage type and the
jutsu cast cannot be negated or dispelled the turn it is cast.
CONTROL
SIGNATURE RAMPING
Jutsu and Maneuvers you use that would inflict a condition
on a creature are even more difficult to resist. Creatures When you would upcast your chosen jutsu, If your upcast
who would make a saving throw to resist a condition adds additional die of any type. Add one additional die, per
inflicted by a jutsu you cast or maneuver you use suffer a -1 rank upcast. Otherwise, increase the save DC of the chosen
penalty. This penalty increases to -2 at 11th level. Jutsu (If any) by +1 for every two ranks upcast.
Additionally, while you are gaining the benefit of this SIGNATURE CONTROL
generalization you gain a 1d4 bonus to clash checks.
When you would cast your chosen jutsu, reduce the cost of
the chosen jutsu by 2. If this would reduce the cost of the
jutsu to 0, it instead costs 1. If your chosen jutsu requires
concentration, reduce the cost to maintain the jutsu by 2
this can reduce the cost to maintain a jutsu to 0.
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SIGNATURE TECHNIQUE
Beginning at 10th level, you temporarily commit to a
technique that assists you in dealing with a variety of
scenario’s. When you complete a rest, select one of the
following which helps in building out your already broad
skillset. Beginning at 18th level, you can instead gain the
benefit of two of these options.
HIDDEN TECHNIQUE
You can remain perfectly still for long periods of time to set
up ambushes. Twice per long rest, you can use a bonus
action. When you do, you and all allies within 5 feet of you
become invisible, along with any equipment they are
wearing or carrying and any creatures who would attempt to
make any checks to search or look for you or creatures under
the effect of this feature, suffer a -5 penalty to checks made
to complete such a task until the start of your next turn if in
combat or until you would move more than half your
movement speed if outside of combat.
While you are gaining this benefit, if you haven’t moved
since your last turn, you and allies affected by this feature
cannot be found as a result of tremorsense, jutsu with the
sensory keyword or chakra sight. If you or an allied creature
attacks a creature while benefiting from this feature, the
attacking creatures attack scores a critical hit if the attack
result is at least 5 or greater than the targets AC. Once a
critical hit has been scored in this way, it cannot be
triggered again until you complete a long rest.
AGGRESSIVE TECHNIQUE
You are able to fight for longer periods of time. You gain the
ability to extend your fighting potential, in the form of
controlled breathing.
On your turn, as a bonus action, you can breathe in
deeply, regaining hit points equal to 1d10 + your scout level.
Alternatively, you can as a bonus action, breathe in a
slightly different way, regaining chakra points equal to 1d10
+ half your scout level.
You can use this feature twice per long rest.
TACTICAL TECHNIQUE
You have a much higher affinity with tactics and
planning out your movement and actions.
Creatures who would make opportunity attacks
targeting you or allied creatures within 10 feet of
you are made at disadvantage. Yourself and
creatures who begin their turns within 10
feet of you can take the Dash or Dodge
action as a bonus action.
You and other creatures can benefit
from this feature a number of times
equal to your proficiency bonus per
long rest.
85
SCOUTING TECHNIQUE BATTLEFIELD JUDICATION
ARBITER SCOUT Also, at 3rd level, you become the leader your team needs
in times of strife and conflict. Once per turn, when you
The Scout-Nin who choose to become Arbiters focus on would take the attack action, you instead, in place of
enhancing their allies, utilizing their skills beyond what making one attack granted to you by said action, you
most shinobi could only dream of doing, and enabling order one friendly creature who can see or hear you, to
their team to perform feats of amazing prowess with just take your action as if it were their turn. They may use
a bit of Arbitration. this action to cast a Jutsu that requires an attack roll,
make a weapon attack, Ability check, Dodge, or
SUPERIOR ARBITRATION disengage (moving up to half their movement away).
Beginning at 3rd level you lean maneuvers that are Additionally, when a friendly creature makes an attack
fueled by a special dice called Superiority Dice roll of any type, you can spend a Superiority die adding
the result of the roll to their attack.
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Arbitration Maneuvers Section ABSOLUTE AUTHORITY
at the end of this class. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the Beginning at 6th level, you and allied creatures within 30
Superior Arbitration table. Many Maneuvers enhance an feet of you, can add Half of your Charisma Modifier
attack in some way. You can only use one Maneuver per (Rounded Down) to their AC so long as they are not
attack or allied creature per turn. When you take a long wearing Heavy Armor.
rest, you may switch one maneuver you know for
another you qualify for. COMMANDING PRESENCE
Superiority Dice: You have three superiority dice, which Beginning at 9th level, when you would benefit from the
are d8’s, you earn more at higher levels, as shown in the Master of Arbitration class feature, the creature whom
Superiority Dice column of the Superior Arbitration you have made Charisma checks against, makes their
table. A superiority die is expended when you use it. You next Insight check at disadvantage.
regain all of your expended superiority dice when you
finish a short or long rest Additionally, when an allied creature under the effect
of a Genjutsu is within 10 feet of you, they immediately
SUPERIOR ARBITRATION TABLE make an additional saving throw to end the Genjutsu’s
effect. A creature can only benefit from this feature once
Scout-Nin Superiority Dice Maneuvers Known per short rest.
Level
You may spend one superiority die on any creature
3rd 3 3 that makes a saving throw to resist a genjutsu within 10
feet of you. They gain a bonus to their saving throw
4th 3 3 equal to half the result of the die (Min 1.)
5th 3 3 PARAGON’S PRESENCE
6th 4 3 Beginning at 14th level, all allied creatures within 30 feet
of you are immune to the Berserk, Charmed or
7th 4 3 Frightened Conditions. You decide which condition at
the end of a Short rest.
8th 4 4
TIRELESS COMMAND
9th 5 4
Beginning at 17th level, you can roll d4’s in place of
10th 5 4 expending Superiority Die for your Master of Arbitration,
Battlefield Judication, or Commanding Presence class
11th 5 4 features.
12th 6 4 WHO DECIDED THAT!?
13th 6 5 Beginning at 20th level, when you would fail a saving
throw of any kind, you instead pass, suffering no
14th 6 5 additional effects twice per short rest.
15th 7 5 Additionally, when a creature other than you, within
30 feet of you would fail a saving throw of any kind you
16th 7 5 may spend a superiority dice. They instead pass,
suffering no additional effects. A creature can only
17th 7 5 benefit from this feature once per long rest.
18th 8 6
19th 8 6
20th 8 6
MASTER OF ARBITRATION
Starting at 3rd level, you learn to enforce your presence
into any discussion or squabble. You gain proficiency in
Deception, Intimidation and Persuasion.
Additionally, you may spend a Superiority die when
making any Charisma Ability check, adding the result to
check.
86
ARBITER MANEUVERS LEADERS AUTHORITY
ASSISTED ACCURACY Scout-Nin Keyword: Specialized
When you hit a creature with an attack, you can expend
You may spend a superiority die targeting one allied one superiority die. All hostile creatures within 15 feet of
creature within 30 feet of you. When you do, the next you must make a Wisdom saving throw vs your Save DC
time they would make an attack of any type, they add the (If Weapon or Unarmed, Taijutsu save DC), gaining 1
superiority die to the attack roll. On a successful hit of rank of fear of you for the next minute. A Creature
the allied creatures attack, if you make the same type of frightened by this effect remakes their saving throw at
attack, targeting the same creature, on your next turn, the end of their turns to end the condition.
you add the same superiority die to your attack roll.
LEADERS PRESENCE
ASSISTED CONTROL
When you hit a creature with an attack, you can expend
You may spend a superiority die targeting one allied one superiority die. All allied creatures within 15 feet of
creature within 30 feet of you. When you do, the next you can feel your presence, automatically ending any 1
time they would force a hostile creature to make a saving Mental or Sensory based Condition currently afflicting
throw of any type using a Jutsu they cast, they add half of them, if any of your choice.
the result of the superiority die to the save DC (Min 1.). If
a hostile creature failed the saving throw of your allied LEADERS WILL
Creatures Jutsu, if you make an attack of any type,
targeting one of the failing creature(s), on your next When you hit a creature with an attack, you can expend
turn, you add the same superiority die to your first one superiority die. When you do, if you are under any
damage roll against that creature. effects that required you to make a saving throw of any
type and you previously failed, causing you to suffer
ASSISTED DEFENSE those effects. You immediately remake the saving throw,
adding the superiority die to the result of your saving
You may spend a superiority die targeting one allied throw.
creature within 30 feet of you. When you do, the next
time they would make a saving throw of any type, they LEADERS ARBITRATION
add half the superiority die to the result. On a successful
save, you add the same superiority die to your next Scout-Nin Keyword: Specialized
saving throw before the end of your next turn. As an action, you can spend one superiority die,
targeting all creatures of your choice within 60 feet of
ASSISTED POWER you. All selected creatures must succeed a Wisdom or
Intelligence saving throw (Your choice) vs your Ninjutsu
You may spend a superiority die targeting one allied (or Genjutsu save DC). On a failed save they become
creature within 30 feet of you. When you do, the next unable to willingly lie, deceive or even speak with a
time they would make an attack of any type, they add the hostile tone or nature towards you and other creatures
superiority die to the damage roll. On a successful hit of allied with you, instead preferring to find a middle
the allied creatures attack, if you make the same type of ground or one both sides can benefit from.
attack, targeting the same creature, on your next turn,
you add the same superiority die to your damage roll.
ASSISTED EXPERTISE
You may expend a superiority die targeting one allied
creature within 30 feet of you. When you do, the next
time they would make an Ability check of any type, they
add the superiority die to the check. On a successful
ability check from the allied creature, if you make an
Ability Check, on your next turn, you add the
same superiority die to your Check.
LEADERS EXAMPLE
When you hit a creature with a melee attack,
you can expend one superiority die adding
the result to your attack roll. On a successful
hit, select one allied creature within 30 feet
of you. If that creature makes the same type of
attack, targeting the same creature on their following
turn, they add the result to their next attack
roll.
87
ASSAULT SCOUT DEVASTATING CRITICAL
Those Scout-Ninja who choose to become Assault Starting at 14th level, when you score a critical hit with a
Specialists focus on the development of raw physical melee attack, you gain a bonus to that attack's damage
power honed to deadly perfection. Assault Specialist roll equal to your Scout Nin level.
Scouts combine rigorous training with physical
excellence to deal devastating blows. When you score a critical hit with a ranged attack, you
gain a bonus to that attack’s damage roll equal to half of
your Scout Nin level.
SUPERIOR ASSAULT [CHANGED] SURVIVOR
Beginning at 3rd Level you learn maneuvers that are At 17th level, you attain the pinnacle of resilience in
fueled by a special dice called Superiority Dice. battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
Maneuvers: You learn three maneuvers of your choice, have less than half of your hit points left. You don’t gain
which are detailed in the Assault Maneuvers Section at this benefit if you have 0 hit points.
the end of this class. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the RELENTLESS ASSAULT
Superior Assault table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per Starting at 20th level, whenever you would use the
attack. When you take a long rest, you may switch one Brutish Assault feature you deal additional damage equal
maneuver you know for another you qualify for. to your proficiency bonus.
Superiority Dice: You have three superiority dice, which Whenever you would use an Assault Maneuver you deal
are d4’s, you earn more at higher levels, as shown in the additional damage equal to your proficiency bonus.
Superiority Dice column of the Superior Assault table. A
superiority die is expended when you use it. You regain SUPERIOR ASSAULT TABLE
all of your expended superiority dice when you finish a
short or long rest. Scout-Nin Superiority Dice Maneuvers Known
Level 3 3
BRUTISH ASSAULT 3rd 3 3
4th 3 3
Additionally, at 3rd level, whenever you hit with a melee 5th 3 3
or ranged attack and deal damage, you deal additional 6th 4 4
damage equal to 1d4. This increases based on your level 7th 4 4
in this class, as shown on the Assault Growth Table. This 8th 4 4
bonus damage can only happen twice per turn. 9th 4 4
10th 5 5
ASSAULT GROWTH TABLE 11th 5 5
12th 5 5
Level Bonus Damage 13th 5 5
3rd 1d4 14th 6 6
6th 1d6 15th 6 6
9th 1d8 16th 6 6
14th 1d10 17th 6 6
17th 1d12 18th 7 7
19th 7 7
BRUTISH DURABILITY 20th
Also, at 3rd level once per short rest, whenever you make
a saving throw, you may add a superiority die to the
result. This does not spend the die. If you would use this
feature again before completing a short rest, you may
spend a superiority die to activate this feature an
additional time.
If applying this bonus to a death saving throw
increases the total to 20 or higher, you gain the benefits
of rolling a natural 20.
UNTAPPED POTENTIAL [CHANGED]
Beginning, at 6th Level your superiority die begins to
grow in strength as you do. Your superiority die grows 1
step, into a D6. It repeats this process becoming a d8 at
14th.
Additionally, you can spend one superiority die when
you would deal damage, adding twice the result to the
damage dealt. You can only spend one superiority die in
this way per turn.
REMARKABLE ATHLETE
At 9th level, you can add half your proficiency bonus
(rounded down) to any Strength, Dexterity, or
Constitution check you make that doesn't already use
your proficiency bonus.
88
ASSAULT MANEUVERS MENACING WEAKNESS [CHANGED]
AMPLIFIED FORCE [CHANGED] Spend one superiority die in an attempt to strike at the
target weakness. The next time you would make an
Scout-Nin Keyword: Specialized attack, add twice the number rolled to the damage of the
When you cast a jutsu, that forces a creature to make a attack. Select one creature you can see within 30 feet of
saving throw of any kind, you can expend one you. That creature must succeed on a constitution saving
superiority die, increasing the save DC by half the result. throw vs your Highest Jutsu DC, if tied pick one. On a
failed save select one damage type from the following;
AMPLIFIED CRIPPLING [CHANGED] Bludgeoning, Piercing or Slashing. You deal double
damage to the chosen creature with the chosen damage
When you hit a creature with an attack, you can expend a type the next time you would deal that type of damage.
superiority die to cripple its movement. Add twice the
number rolled to the damage rolls of the attack. The MENACING PRECISION [NEW]
creature must succeed on a Constitution saving throw vs
your attacks save DC (If Weapon or Unarmed, Taijutsu When you make an attack roll of any type against a
save DC) or have its movement speed halved. A creature creature, you can expend one superiority die to add the
must spend an action to make a Constitution (Athletics) result to the roll. You can use this maneuver before or
check vs the save DC, regaining its full movement speed after making the attack roll, but before any effects of the
on a success. attack are applied. On a successful hit, you gain half of
the original bonus to the next attack you make before the
AMPLIFIED CRITICAL [CHANGED] end of the current turn. On a successful hit of the second
attack, you gain half of the previous attacks bonus to hit,
Scout-Nin Keyword: Specialized to the first attack you make at the beginning of your next
When you declare an attack, you can expend a turn.
superiority die, recording the result. The first attack
made increases its critical threat range by half of the MENACING FEINT [NEW]
result (Rounded down).
When you would miss with an attack, you can spend one
AMPLIFIED KNOCK BACK [CHANGED] superiority die, the next time you would make an attack
against the same creature before the end of the current
When you hit a creature with an attack, you can expend turn, you add twice the number rolled to the attack roll
one superiority die to attempt to knock the opponent of that attack. On a hit, you gain the benefits of the
back. You add twice the superiority dies result to the Disengage action allowing you to move away from the
attack’s damage roll, and the target must make a damaged creature without provoking opportunity
Strength saving throw vs your save DC (If Weapon or attacks.
Unarmed, Taijutsu save DC). On a failed save, the target
is thrown back a number of feet equal to 10 x the result of MENACING RETALIATION [NEW]
the superiority Die and falls prone. A creature who’s
movement is interrupted by a solid surface (such as a When you would take damage from an attack, from a
tree or wall) takes bludgeoning damage equal to 2d6 for creature within range of one of your unarmed, weapon
every 10 feet you would have thrown them. or Melee or Ranged Jutsu based attacks, you can spend
one superiority die and your reaction, to make one
AMPLIFIED STRIKES [CHANGED] unarmed or weapon attack, or cast one jutsu that
requires you to make no more than one melee or ranged
When you would cast a jutsu that requires an attack roll, attack roll, adding twice the spent superiority dies result
you can expend one superiority die, recording the result. to the damage dealt.
Select a number of creatures within 5 feet of your first
target. Add your superiority die to the first attack roll of
the jutsu cast. On a hit, the initial target and all selected
targets, suffer the damage of that attack as if they were
the original target. This does not inflict any effects the
jutsu would normally inflict to a creature hit by it, to
chosen adjacent creatures.
MENACING ASSAULT [CHANGED]
Spend one superiority die to attempt to frighten
everything around you. The next time you would make
an attack, you add twice the superiority dies result to the
attack’s damage roll and all creatures within 20 feet of
you, of your choice must make a Wisdom saving throw
vs the Save DC (If Weapon or Unarmed, Taijutsu save
DC). On a failed save, affected creature gains ranks of
fear equal to half the result of your superiority die for the
next minute. A creature who would deal damage to you
ends the fear condition on itself.
89
CLONING SCOUT SUPERIOR CLONES
Those Scout-Nin that choose to become Cloning specialist Beginning at 9th level, when you use a ninjutsu to summon
employ superior numbers as their primary method of clone(s) of any type, you gain 1 superiority die. The size of
combat. They hone this skill through repeated use of their this die is a d6. If you do not spend this die, it is lost when all
Clones in different situations allowing them to becomes clones are killed or dispersed or 1 minute has passed. You can
masters of duplicative combat. Not every scout has the gain the benefit of this feature a number of times equal to
ability to use Clones the way a Cloning Scout can and it your Intelligence Modifier before a long rest.
shows through their tactics and abilities available to them.
Additionally, clones you summon, can use maneuvers you
CLONING TACTICS [CHANGED] know spending your superiority die.
Beginning at 3rd Level you learn maneuvers that are fueled CLONE RECOIL
by a special dice called Superiority Dice.
Starting at 14th level, if a clone dies to an attack, their
Maneuvers: You learn three maneuvers of your choice, remaining chakra is released in a violent show of force.
which are detailed in the Clone Maneuvers Section at the
end of this class. You earn more at higher levels as Creatures within 10 feet of your clone when it died must
shown in the “Maneuvers Known” Column of the succeed a Dexterity saving throw vs Your Ninjutsu save DC,
Superior Cloning table. Many Maneuvers enhance you or taking force damage equal to half your level on a failed save
your clones in some way. You can only use one maneuver (Rounded down).
per attack. When you take a long rest, you may switch
one maneuver you know for another you qualify for. Additionally, when a clone of yours dies you may spend
your reaction to use your Clone Inclusive class feature
Superiority Dice: You have three superiority dice, which summoning an additional clone of the same type.
are d8’s, you earn more at higher levels, as shown in the Summoning a clone in this manner does not spend a
Superiority Dice column of the Superior Defense table. A superiority die. You can only summon a clone in this way,
superiority die is expended when you use it. You regain using this feature twice per rest. If you attempt to use this
all of your expended superiority dice when you finish a feature any additional times after the first two it costs 1
short or long rest Superiority die per use.
SHADOW CLONE SEARCHING SELF SUFFICIENT CLONES
Starting at 3rd Level, you learn the Shadow Clone Technique, Beginning at 17th level, you can use your reaction to spend a
this does not count against your Known jutsu limit for this superiority dice. When you do, all clones currently active
class. Clones Summoned using this jutsu can use 1 chakra gains either Hit points and Chakra points or Temporary Hit
every minute to extend their active time by an additional points and Temporary Chakra points equal to twice the result
minute. of your superiority die + Your Ninjutsu ability Modifier.
CLONE INCLUSIVE SUPREME CLONES
Starting at 3rd Level, you ignore any Nature Release Beginning at 20th level, Select one Clone Maneuver. Your
keyword limitations when learning or using Ninjutsu with clones can perform this maneuver without expending a
“Clone” in its name. superiority die.
Additionally, clones you summon which have restrictions SUPERIOR CLONING TABLE
on jutsu Keywords, no long have such restrictions and can
cast any Jutsu you know as if they were a Shadow Clone. Scout-Nin Superiority Dice Maneuvers Known
Level 3 3
Also, you can spend 1 Superiority die to 3rd 3 3
summon a Clone as if casting any 4th 3 3
Ninjutsu you know that summons 5th 4 3
clones. When you do you do not spend 6th 4 3
chakra and treat the clone as if you 7th 4 4
summoned it at the highest rank casting 8th 5 4
available to you. Regardless of the 9th 5 4
Clone summoned with this 10th 5 4
feature, it can only cast 1 11th 6 4
jutsu. 12th 6 5
13th 6 5
CLONES 14th 7 5
EVERYWHERE 15th 7 5
16th 7 5
At 6th level, when 17th 8 6
you would summon 18th 8 6
clones as a result of a 19th 8 6
Ninjutsu with Clone 20th
in its name, you
always summon 1
additional clone at no
additional cost. This does not
work if a clone is summoned as a
result of the Clones Inclusive feature.
90
CLONING MANEUVERS CLONE FRENZY [CHANGED]
CLONES AGILITY [CHANGED] If you have one or more clones active, you may spend a
superiority die. The next time you command your clones to
When you use a bonus action to command a clone to attack, they add the result of the roll to the attack and
perform an action of any type, you can expend one damage rolls they make if any. Additionally, clones that
superiority die to allow a number of clones equal to half of would normally deal half damage instead, deals the full
the result (Rounded down) to take an additional damage of the jutsu.
movement. When they take this additional movement,
their movement speed is doubled until the end of the CLONES MORALE BOOST [CHANGED]
current turn. This movement does not provoke attacks of
opportunities. Scout-Nin Keyword: Specialized
When you use a bonus action to command your clones to
CLONE SWAP [CHANGED] perform an attack of any type, you can spend one
superiority die to increase the result of the attack roll of up
When you are hit with an attack, as a reaction, before the to 2 clones by the result rolled, or the Save DC by Half the
effect of the attack applied to you, you may spend a result rolled (Min 1).
superiority die to switch places with a clone within 30 feet
of you. When you switch places, no movement is made, you PREPARED CLONE [CHANGED]
and the clone instantly swap places.
When you or a clone would take damage from an attack, you
CLONE COMBO [CHANGED] can spend your reaction, when you do, all clones currently
active casts a Jutsu targeting the triggering creature. At the
When you use a melee or ranged attack, if you have at least conclusion of this casting all active clones are dismissed.
one clone active, you can spend one superiority die to have
the clone perform the same attack as a part of the same DURABLE CLONE [CHANGED]
action, dealing half damage on a success. You can spend an
additional superiority die for each additional clone you want When you command your clones to take any action or when
to perform the same attack. If the attack you are using is the your clones would take damage, you can, spend a
result of a Jutsu you cast, each selected may cast the select superiority die. They gain temporary hit points equal to five
jutsu at half cost. times the result until the end of the current turn.
CLONE DEFENSE [CHANGED] ELITE CLONE [NEW]
When an allied creature is hit with an attack that is within 15 Scout-Nin Keyword: Specialized
feet of your clone, as a reaction, before the effect of the When you would summon more than one clone as a result of
attack applied to them, you may spend a superiority die to casting a Jutsu that summons a clone, you can spend a
have either yourself or a clone interpose the attack, taking superiority die as a part of the casting. When you do, you
the damage or effect of the attack. You or the clone must be instead only summon one clone, but this clone has the
aware of the attack to use this maneuver. The protected ally combined total Hit and Chakra points of a number of clones
gains a bonus to their AC or All Saving throws equal to half equal to the spent superiority die. If the clones summoned
the result of the superiority die, until the beginning of their instead has a limited number of jutsu it can cast, it instead
next turn. now has an increased limited on that number equal to the
sum that all summoned clones would have separately. This
CLONE ENDURANCE [CHANGED] clone adds twice the chosen superiority die to all damage
rolls it makes, once per turn for the duration of its existence.
When you summon at least one clone, you may spend a You can only have One clone created by this Maneuver active
superiority die. When you do, one of the clones summoned in this way at a time.
can cast a number of additional jutsu equal to half the result
of the superiority die. If the clone summoned has chakra, it CLONED TECHNIQUE [NEW]
instead gains a number of chakra points equal to Scout-Nin Keyword: Specialized
twice result of the die. Select at least one clone currently active. You can
spend one superiority die. When you do the clone
can gain the benefits of all of your Class
and Clan features until the end
of your next turn.
91
DEFENSIVE SCOUT You can recover a barriers hit points as a bonus action
by spending chakra. By spending 1 chakra, your barrier
Those Scout Ninja who choose to become Defensive recovers 2 Hit points.
Scouts train to bolster those around them. They can
inspire their allies with renewed vigor, lifting them to For as long as your barrier has hit points, you are
new heights, while simultaneously protecting them from considered proficient in the Chakra Control skill for the
harm. purpose of maintaining concentration on Ninjutsu &
Genjutsu.
SUPERIOR DEFENSE [CHANGED]
When a hostile creatures hits you with a melee attack
Beginning at 3rd Level you learn maneuvers that are while your barrier has hit points, they take force damage
fueled by a special dice called Superiority Dice. equal to your Intelligence modifier (minimum of 1).
Maneuvers: You learn three maneuvers of your choice, PROJECTED BARRIER [CHANGED]
which are detailed in the Defensive Maneuvers Section at
the end of this class. You earn more at higher levels as Beginning at 6th level, you’ve learned how to
shown in the “Maneuvers Known” Column of the manipulate your barrier to create new effects. As an
Superior Defense table. Many Maneuvers enhance your action, you can spend a superiority die to create a unique
allies in some way. You can only use one maneuver per effect. You have two such effects: Chakra Sphere, and
attack or ally per turn. When you take a long rest, you Chakra Wave.
may switch one maneuver you know for another you
qualify for. Chakra Sphere. You create a protective spherical
barrier in a 10-foot-radius sphere on a point you can see
Superiority Dice: You have three superiority dice, which within 30 feet that lasts until the start of your next turn.
are d8’s, you earn more at higher levels, as shown in the Creatures within the barrier have three-quarters cover
Superiority Dice column of the Superior Defense table. A from attacks originating from outside the barrier. You
superiority die is expended when you use it. You regain can maintain the barrier by spending your bonus action
all of your expended superiority dice when you finish a at the start of each of your turns.
short or long rest.
Chakra Wave. You create a wave of chakra in a 15-foot
SUPERIOR DEFENSE TABLE cone. Each creature within the cone must make a
Strength saving throw against your Ninjutsu Save DC. On
Scout-Nin Superiority Dice Maneuvers Known a failed save, a creature takes Xd6 Force damage and is
Level 3 3 pushed back to the edge of the cone. On a success, they
3rd 3 3 take half damage and aren’t pushed. (X= Your
4th 3 3 Proficiency bonus).
5th 3 4
6th 3 4 REGENERATIVE SHIELDING
7th 4 4
8th 4 5 Starting at 9th level, you can convert your chakra into
9th 4 5 your barriers hit points far more efficiently. For every 1
10th 4 5 chakra you spend, your barrier regains 3 hit points, and
11th 4 6 gains resistance to damage until the end of your next
12th 5 6 turn.
13th 5 6
14th 5 7 RALLYING BARRIER [CHANGED]
15th 5 7
16th 5 7 Beginning at 14th level, you learn how to inspire your
17th 6 8 allies to fight on past their injuries. When you would
18th 6 8 complete a rest, you can choose up to three creatures
19th 6 8 within 60 feet of you that are allied with you. Each one
20th gains temporary hit points equal to your Scout level,
provided that the creature can see or hear you during
CHAKRA BARRIER your rest.
Also, at 3rd level, you learn to manifest a powerful ADAPTIVE SHIELDING
barrier of chakra. Whenever you complete a short or long
rest, you create a barrier on yourself or 1 creature that is At 17th level, when your chakra barrier takes damage,
within 30 feet, that lasts until you finish a short or long you can have it gain resistance to subsequent damage of
rest. That barrier has hit points equal to Three times that type until the start of your next turn (no action
your scout-nin level. Your barrier can never have hit required). If it takes damage of more than one type
points greater than three times your scout-nin level. simultaneously, you can choose which type it gains
Whenever you take damage, the barrier takes the resistance to. Your barrier can only have resistance to
damage instead. If this damage reduces the barrier to 0 one type of damage at a time.
hit points, you or the creature benefiting from this
feature take any remaining damage. While the barrier SUPERIOR SHIELDING [CHANGED]
has 0 hit points, it can’t absorb damage, but its power
remains. Beginning at 20th level, you learn to apply your Chakra
barrier to all of your allies. As an action, you may select
up to 3 creatures you can see within 60 feet of you that
you are allied with. Each creature gains a chakra barrier
with hit points equal to your Scout-Nin level. They
cannot spend their own chakra to recover their barriers
hit points, and when it reaches 0, they lose their chakra
barrier and cannot gain a new one until you all complete
a short or long rest.
92
DEFENSIVE MANEUVERS REVENGE GUARD [NEW]
DISTRACTING DEFENSE [CHANGED] Scout-Nin Keyword: Specialized
When you would cast a Jutsu that would grant you,
When you see an allied creature is targeted with an Damage reduction or Temporary hit points, you can
attack, you can expend one superiority die to distract the spend a superiority die. When you do, the first instance
creature, giving your allies an opening. The ally gains a of damage your Temporary hit points, or your Damage
bonus to their AC equal to half the result against the reduction would interact with this turn is echoed
triggering attack, and can spend their reaction to make outward affecting all hostile creatures within 10 feet of
an Unarmed or Weapon attack at advantage against the you. All Hostile creatures of your choice within range
triggering creature, adding the superiority die to the must succeed a Dexterity saving throw against the
attack’s damage roll. original DC of the Attack or Jutsu (If Weapon or
Unarmed, Taijutsu save DC). On a failed save they take
DEFENSIVE ENHANCEMENT [CHANGED] the same damage inflicted from the attack or jutsu +
twice the result of your Superiority die. On a successful
You can expend one superiority die to enhance an allied save they take half. you add twice the result of your
creature you can see, other than yourself, granting them Superiority die to the result.
temporary hit points equal to twice your superiority die
roll + your Scout-Nin Level, which last for 1 minute. TEAM GUARD [NEW]
Additionally, the next time the target makes a Strength
or Constitution ability check or saving throw while it has When you are within 10 feet of an allied creature, you can
these temporary hit points, it gains a bonus equal to your spend one superiority die. All allied creatures, including
superiority die. It can only gain this bonus once per use yourself, within range gain a +2 Bonus to their AC, and
of this maneuver. all Saving throws made until the end of your next turn so
long as they remain within 10 feet of you. If any affected
DEFENSIVE GOADING [CHANGED] creature would take damage you reduce the damage
taken by the result of the superiority die.
When you would deal damage to a creature, you can
expend one superiority die to attempt to goad the target LAYERED SHIELD [NEW]
into attacking you. You add the superiority die to the
damage roll and the target has disadvantage on all attack Scout-Nin Keyword: Specialized
rolls against targets other than you until the end of your When you would take damage while your Chakra Barrier
next turn. has 0 Hit points, you can spend any number of
superiority die. When you do, it gains a number of hit
DEFENSIVE RALLY [CHANGED] points equal to 5 times the result, until the end of the
current turn, returning back to 0 hit points.
On your turn, you can use a bonus action expend one
superiority die to bolster the resolve of all of your
companions. When you do so, all allied creatures of your
choice gains temporary hit points equal to three times
the result of your superiority die until the end of each of
their turns.
DEFENSIVE REASSURANCE [CHANGED]
You can expend a superiority die and call out to a
creature within 60 feet that can see or hear you that has
to make a Dexterity or Intelligence saving throw, as you
reassure them of your presence and aid. When you do so,
that creature adds half of the amount rolled to their save.
If that creature would pass their saving throw, you gain a
1d4 bonus to your next Dexterity or Intelligence Saving
throw made within the next minute.
DEFENSIVE RAMPING [NEW]
When you would cast a Jutsu that would grant you and no
one else, Temporary Hit points, you can spend a
superiority die. When you do, all allied creatures within
10 feet of you gain the benefit of the jutsu cast, until the
end of the current turn, regardless of the jutsu’s
duration. When you would roll to determine the number
of temporary hit points gained, you add twice the result
of your Superiority die to the result.
DEFENSIVE REBUKE [NEW]
When you would cast a Jutsu that would grant you and no
one else, Damage reduction, you can spend a superiority
die. When you do, all allied creatures within 10 feet of
you gain the benefit of the jutsu cast, until the end of the
current turn, regardless of the jutsu’s duration. When
you would roll to determine the damage reduction
gained, you add twice the result of your Superiority die
to the result.
93
ELEMENTAL SCOUT ELEMENTAL STRIKE [CHANGED]
The Scout-Nin who choose to become Elementalist learn Also, at 3rd level, when you would cast a Ninjutsu using
to wield a Nature Release and have it constantly flowing your chosen nature release, you can as a bonus action
through their chakra coils, just beneath the surface. make a weapon attack. It deals an additional 1d6 damage
Making their element stronger and themselves sturdier of your chosen nature release. (Water Release = Cold
against it. Damage). Beginning at 9th level the additional damage
die becomes 1d8.
SUPERIOR ELEMENTS [CHANGED]
ELEMENTAL RESISTANCE
Beginning at 3rd level you lean maneuvers that are fueled
by a special dice called Superiority Dice Beginning at 6th level, you gain resistance to the
damage of your chosen nature release (Water Release =
Maneuvers: You learn three maneuver of your choice, Cold Damage). When you or an allied creature within 30
which are detailed in the Elemental Maneuvers Section at feet of you would make a saving throw against a jutsu
the end of this class. You earn more at higher levels as with the select nature release keyword, add half of your
shown in the “Maneuvers Known” Column of the Intelligence Modifier (rounded down) to the result.
Superior Elements table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per ELEMENTAL POWER
attack. When you take a long rest, you may switch one
maneuver you know for another you qualify for. Beginning at 9th level, the strength of your element is
unquestionable. Once per long rest when you would deal
Superiority Dice: You have three superiority dice, which damage using a jutsu with your chosen nature release
are d6’s, you earn more at higher levels, as shown in the keyword, you can choose to instead spend 2 superiority
Superiority Dice column of the Superior Elements table. A die. When you do, the jutsu cast deals maximum damage.
superiority die is expended when you use it. You regain all The jutsu cast in this way, cannot score a critical hit.
of your expended superiority dice when you finish a short
or long rest. PRIMORDIAL STRIKE [CHANGED]
SUPERIOR ELEMENTS TABLE Beginning at 14th level, the residual elemental chakra
from your jutsu have become empowered. When you
Scout-Nin Level Superiority Dice Maneuvers Known take the attack action, those attacks deals an additional
3rd 3 3 1d8 damage of your chosen nature release. (Water
4th 3 3 Release = Cold Damage).
5th 3 3
6th 3 4 Additionally, the damage you deal with your chosen
7th 3 4 nature releases damage type ignores resistance and
8th 4 4 treats immunity as resistance.
9th 4 5
10th 4 5 ELEMENTAL SUPERIORITY
11th 4 5
12th 4 6 Beginning at 17th level, your body is constantly
13th 5 6 producing nature release chakra of your chosen element.
14th 5 6 When you would use a maneuver, you can choose to
15th 5 7 spend two superiority die to calculate its results instead
16th 5 7 of one.
17th 5 7
18th 6 8 Additionally, you may spend one superiority die (no
19th 6 8 action). You gain immunity to your chosen nature
20th 6 8 releases damage for a number of turns equal to half the
result.
ELEMENTAL KNOWLEDGE [CHANGED]
PRIMAL STORM [CHANGED]
Starting at 3rd level, you have focused your efforts on
harnessing your innate Nature Release. Select one Nature Beginning at 20th level, you have learned to unleash a
Release (Earth, Wind, Fire, Water, or Lightning Release). massive quantity of nature release chakra with your
You gain the ability to cast Jutsu with the corresponding jutsu or attacks. When you deal damage to a creature
Keyword. If you could already cast jutsu with the selected with a Jutsu with your chosen nature release or with a
keyword, you learn one jutsu with the corresponding weapon attack and you spend a superiority die or use a
keyword that you qualify for. maneuver as a part of the attack or jutsu cast you deal
additional damage equal to, five times the result of your
Additionally, when you make a Ninshou ability check, superiority die.
you may spend a Superiority die adding the result to the
check made.
Finally, when you or an allied creature within 30 feet of
you would cast a Ninjutsu that does not have your chosen
Nature release, you can spend one superiority die
enhancing the Jutsu, giving it your chosen Nature release
Keyword and adding the spent die to the damage dealt.
94
ELEMENTAL MANEUVERS PRIMAL RECOVERY [CHANGED]
ELEMENTAL DISRUPTION [CHANGED] Scout-Nin Keyword: Specialized
You may quickly send a surge of chakra through your
When you hit a creature with a weapon or jutsu attack, chakra coils, giving them a burst of energy. You may
you may strike them in such a way that their chakra spend a superiority die, regaining chakra points equal to
pathways get blocked up. Expend one superiority die, the the results of the.
next jutsu that creature casts costs additional chakra
equal to twice number rolled. PRIMAL POWER [NEW]
ELEMENTAL BEING [CHANGED] You may quickly send a surge of chakra through your
body, enhancing your next attack with elemental power,
Scout-Nin Keyword: Specialized so unwieldy that it becomes difficult to control. You may
As a reaction to being targeted by an attack, you can turn expend one superiority die, adding four times the result
into your element and have it pass through you. You may to the damage dealt, but reducing your to hit by the
expend one superiority dice and increase your AC by an result.
amount equal to half the number rolled until the end of
the current turn. PRIMAL ENHANCEMENT [NEW]
If the triggering creature is within 5 feet of you and Scout-Nin Keyword: Specialized
their attack misses, they then take damage equal to three When you would cast a jutsu that reduces damage or
times the number rolled as your chosen element's gives yourself Temporary Hit points with your chosen
damage type. (Water Release = Cold) nature release keyword, you may spend one superiority
die increases the die used to reduce damage or grant
ELEMENTAL MALADY temporary hit points by one step, and adds twice the
result of the superiority die to the result.
Scout-Nin Keyword: Specialized
When you cast a Jutsu with your chosen nature release PRIMAL BULLY [NEW]
keyword, that deals damage, you may expend one
superiority die and add it to the damage dealt or half the When a creature would be afflicted by a condition as a
result to the Save DC. If the Jutsu inflicts a condition, it result of a jutsu you cast, you can spend one superiority
inflicts an additional rank of the condition (If able). If it die, when you do you inflict the condition of your nature
doesn't inflict a condition, creatures hit by it must make release as shown in the Elemental Condition table.
a Constitution Saving Throw against your relevant Save
DC or gain an Elemental Condition until the end of your ELEMENTAL CONDITION TABLE
next turn. (See Elemental Condition table)
Nature Release Conditions
HEIGHTENED JUTSU [CHANGED] Fire Release 1 Ranks of Burned
Water Release 1 Ranks of Chilled
Scout-Nin Keyword: Specialized Wind Release 1 Ranks of Bleeding
You can empower your Elemental Jutsu to a much higher Earth Release 1 Rank of Bruised
degree, breaking through defenses. When you cast a Lightning Release 1 Ranks of Shocked
Jutsu with your chosen nature release keyword, you may
expend one superiority die and add three times it’s result
to the damage.
NATURED JUTSU
Scout-Nin Keyword: Specialized
You can amplify any Jutsu with your Nature Release and
even give it the properties of such. When you would cast
a Genjutsu, Taijutsu, or Bukijutsu, you may expend one
superiority die and add it to the damage dealt or increase
the Save DC by +1. It gains your chosen Nature Release
Keyword and it’s damage is now that of your chosen
nature release (Water Release = Cold).
PRIMAL AFFLICTION
Scout-Nin Keyword: Specialized
You may surround your weapon or hands
and feet in Elemental Chakra, giving it
additional strength. When you hit a
creature with a melee attack, you
may expend one superiority die.
When you do, you deal additional
damage equal to twice the result of
your chosen nature releases
associated damage type. (Water
Release = Cold). They must also
make a Constitution Saving Throw
against the relevant Save DC, gaining
the condition of your element shown in
the Elemental Condition table.
95
PATHFINDER SCOUT You learn another jutsu from this list when you would
reach 6th, 9th and 14th levels, all being able to cast with a
The Scout-Nin who choose to become Pathfinder Scouts superiority die as the first.
use extreme speed to nearly teleport around the
battlefield. They use their extreme speed to protect their BURST OF SPEED [CHANGED]
allies and maneuver them more effectively during battle.
Also, at 3rd level, you can Dash as a bonus action or spend
SUPERIOR MOVEMENT [CHANGED] half of your movement to teleport. If you would teleport,
you may roll your superiority die. You can teleport a
Beginning at 3rd level you lean maneuvers that are fueled number of feet equal to 10 x the result. This movement,
by a special dice called Superiority Dice counts as a Jutsu that would Teleport you or grant you a
boost to speed. When you would gain the benefit of a Jutsu
Maneuvers: You learn three maneuvers of your choice, that would Teleport you or grant you a boost to speed you
which are detailed in the Pathfinder Maneuvers Section at gain a boost to your next attacks damage roll equal to 2d4.
the end of this class. You earn more at higher levels as This bonus increases to 4d4 at 9th level and 6d4 at 17th level
shown in the “Maneuvers Known” Column of the in this class.
Superior Movement table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per Finally, you ignore any Nature Release Keyword and
attack. When you take a long rest, you may switch one Ability score limitation when learning or using Ninjutsu,
maneuver you know for another you qualify for. Genjutsu or Taijutsu that would teleport you or grant you a
bonus to movement speed.
Superiority Dice: You have three superiority dice, which
are d6’s, you earn more at higher levels, as shown in the ADDITIONAL PASSENGER [CHANGED]
Superiority Dice column of the Superior Movement table.
A superiority die is expended when you use it. You regain Beginning at 6th level, when you would move as a result of
all of your expended superiority dice when you finish a a jutsu teleporting you or while under the effects of a jutsu
short or long rest. that increases your movement speed, one willing creature
of your size or smaller that can touch you can also move in
SUPERIOR MOVEMENT TABLE the same way.
Scout-Nin Level Superiority Dice Maneuvers Known An allied creature who would be moved as a result of this
3rd 3 3 feature gains the benefit of your Burst of Speed class feature
4th 3 3 as well. A creature other than you can gain the benefit of
5th 3 3 the Burst of Speed feature once per turn.
6th 3 3
7th 4 4 SUPERIOR SPEED [CHANGED]
8th 4 4
9th 4 4 Beginning at 9th level, you can concentrate on up to 3 Jutsu
10th 4 4 that would allow you to Teleport or grant you a bonus to
11th 5 5 Movement speed.
12th 5 5
13th 5 5 Also, jutsu you cast that would allow you to Teleport or
14th 5 5 grant you a bonus to movement speed have their cost
15th 6 6 reduced by -2.
16th 6 6
17th 6 6 TRANSVERSE DEFENSE
18th 6 6
19th 7 7 Beginning at 14th level, your learned speed enables you to
20th 7 7 quickly dodge to lessen the harm done to you during battle.
When you take damage from an attack or jutsu, you can use
MOBILE SAVANT [CHANGED] your reaction to give yourself resistance to all of that
attack’s or jutsu’s damage on this turn.
Starting at 3rd level, you learn the Chakra Movement
Ninjutsu. This does not count against your known jutsu NATURAL TRANSPOSITION
limit. The Casting time of this jutsu becomes;
Beginning at 17th level, you have used teleportation and
Special (When you would move at least 10 feet). swift movement techniques enough that you have learned
You also choose between the following; to use it naturally. As a bonus action, you can teleport up to
45 feet to an unoccupied space you can see. You can use
• Wind Release: Zephyr Strike your Transpose and Extended Step maneuvers to modify this
• Lighting Release: Lightning Speed feature.
• Graceful Cat
• Flower Petal Escape SUPERIOR TRANSPOSITION [CHANGED]
You learn the selected jutsu which also does not count Beginning at 20th level, you can unleash your accelerated
against your known jutsu limit. The selected jutsu can be chakra to manifest a field of influence that you control.
cast by spending 1 superiority die, in place of chakra. If Select a space you can see within 120 feet of you. As a free
the jutsu would requires concentration, you can maintain action on your turn, You manifest a 30-foot radius sphere
it at no additional chakra cost. centered on this point. Yourself and all creatures and loose
objects within this space are subject to your control. As an
Action, bonus action or reaction by spending one
superiority die, you can select one creature or object that
you can see and attempt to move it to any other space
within the radius of the sphere. The affected creature or
object must make a Charisma saving throw vs your
Ninjutsu (or Genjutsu) save DC. On a failed save they are
moved to the chosen point, unable to take reactions to this
forced movement.
96
PATHFINDER MANEUVERS SWITCH PORT [CHANGED]
BLITZ ASSAULT [NEW] Scout-Nin Keyword: Specialized
When you cast a jutsu that allows you to teleport or
While you are gaining the benefits of a jutsu that grants you and only you, a bonus to your movement
increases your movement speed or you have teleported speed, you can spend a superiority die and target an
immediately before declaring an attack, with the attack allied creature within 10 feet of you. If the jutsu would
action, you can spend one superiority die. When you do, teleport you, that creature teleports instead, and can add
you can make a number of additional attacks equal to the the superiority die to the next attack roll it makes before
result of the superiority die. You cannot add your ability the end of its next turn. If the jutsu would grant you a
modifier or any bonus to damage rolls only using your bonus to your movement speed, they gain the effects of
weapons or unarmed damage die, unmodified by jutsu, the jutsu instead of you for its listed duration as if they
seals, feats or features. had cast it. If the jutsu requires concentration, you can
choose if they or you will maintain concentration when
BLITZ STEP [CHANGED] this maneuver is used. Once decided, you cannot change
who is maintain concentration.
When you cast or use a jutsu that allows you to teleport
or increase your movement speed, you can spend a SWAP SPOTS [CHANGED]
superiority die to increase the distance of your teleport
or the increase in movement speed, increase the distance Scout-Nin Keyword: Specialized
or speed increase by a number of feet equal to 5 times When you cast or use a jutsu that allows you to teleport,
the number rolled, until the end of the current turn. you can expend a superiority die and choose a creature
within the teleport's range. You swap places with that
BLITZ SHOCK [CHANGED] creature, and if they are a willing ally, you add the result
of the superiority die roll to that creature's AC against
Immediately after you cast or use a jutsu that allows you the next attack targeting them. If the creature is
to teleport, you can expend a superiority die. Each unwilling, they must succeed on a Charisma saving
creature within 5 feet of you takes force damage equal to throw against your Ninjutsu (or Taijutsu) save DC. On a
three times the superiority die result. failed save they swap places with you. An unwilling
creature has their AC reduced by an amount equal to half
BLITZ GUARD [CHANGED] of the result of your superiority die.
While you are gaining the benefits of a jutsu that BLITZ STRIKE [CHANGED]
increases your movement speed, and you would take
damage, you can spend one superiority die and a While you are gaining the benefits of a jutsu that
reaction. When you do, reduce your current speed by increases your movement speed, and you would cast a
half, until the end of your next turn. jutsu that requires no more than one melee attack, you
can spend a superiority die. You convert your speed into
Reduce the triggering damage by 5, for every 10 feet of strength, rolling your superiority die adding three times
movement your speed was reduced, up to a maximum of the result to the damages roll and overwhelming the
10 times the result of the spent superiority die. target on a hit, forcing them to make a Constitution
saving throw vs the Jutsu’s save DC. On a failure, they
BLITZ SWAP [CHANGED] become incapacitated until the end of their next turn.
As a reaction when one of your allies within 60 feet of BLITZ RECOVERY [CHANGED]
you is targeted by an attack or forced to make a saving
throw, you can expend a superiority die to swap places While you are gaining the benefits of a jutsu that
with them, becoming the new target of the attack of increases your movement speed, and you would cast a
forcing you to make the saving throw. Add half of the jutsu or use a feature that restores hit points to only
superiority die result as a bonus to both your own and yourself, you can spend one superiority die, adding twice
the allied creatures AC and saving throws against the the result to the healing.
triggering effect, until the end of the current turn.
SPEEDY RECOVERY [NEW]
Scout-Nin Keyword: Specialized
While you are under the effects of a condition, jutsu, or
trait that would reduce your movement speed or prevent
you from taking reactions, you can spend a superiority
die. Immediately make an additional saving throw or
ability check to resist the condition, jutsu or trait vs its
original DC, adding the result of your superiority die to
your saving throw or ability check bonus. If it does not
have a DC to resist, the DC becomes 10 + Triggering
creatures or environmental effects level/rank (D-Rank:
5, C-Rank: 7, B-Rank: 9, A-Rank: 11, S-Rank: 13)..
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PHANTOM SCOUT PHANTOM’S TOUCH [CHANGED]
The Scout-Nin who choose to become a Phantom Also at 3rd level, you learn to blend your superior
becomes a ghost who fades in and out of sight, acting as phantasm techniques with your own martial prowess.
a specter who is virtually impossible to touch or find. A Once per turn, you can deal an extra d8 damage to one
master of Stealth and expert in assassination, using your creature you hit with a melee attack if you have
ghostly Ninjutsu and Genjutsu to execute your objectives advantage on the attack roll.
with little to no opposition.
The amount of extra damage increases as you gain
SUPERIOR PHANTASM [CHANGED] levels in this class, becoming 2d8 at 6th level, 3d8 at 9th,
4d8 at 12th, and 5d8 at 15th.
Beginning at 3rd level you lean maneuvers that are
fueled by a special dice called Superiority Dice. PHANTASM’S GRIP [CHANGED]
Maneuvers: You learn three maneuvers of your choice, Beginning at 6th level, you learn to make parts of your
which are detailed in the Phantom Maneuvers Section at body and/or weapon ethereal and cut through the
the end of this class. You earn more at higher levels as metaphysical manifestations of another. When you
shown in the “Maneuvers Known” Column of the would deal damage with a melee attack, you may spend 1
Superior Phantasm table. Many Maneuvers enhance an Superiority die to force the creature to make a Wisdom
attack in some way. You can only use one Maneuver per saving throw vs your Taijutsu (or Genjutsu) Save DC
attack. When you take a long rest, you may switch one (Your choice). On a failed save, the target suffers one of
maneuver you know for another you qualify for. the following. (Pick One);
Superiority Dice: You have three superiority dice, which • Deal 4d6 Necrotic Damage, and become gains 1 rank of
are d6’s, you earn more at higher levels, as shown in the fear against you.
Superiority Dice column of the Superior Movement table.
A superiority die is expended when you use it. You regain • Deal 4d6 Chakra damage and becomes unable to Mold
all of your expended superiority dice when you finish a Chakra until the end of their next turn.
short or long rest.
• Gain 2 Ranks of Weakened and becomes Slowed until
SUPERIOR PHANTASM TABLE the end of their next turn.
Scout-Nin Superiority Dice Maneuvers Known GHOST WALK [CHANGED]
Level
Beginning at 9th level, you have learned to make you
3rd 3 3 entire body ethereal, capable of phasing through solid
matter, like a ghost.
4th 3 3
As a bonus action, you assume a spectral form. While
5th 3 3 in this form, you have a flying speed equal to half of your
movement speed, you can hover and attack rolls have
6th 3 4 disadvantage against you. You can also move through
creatures, objects and walls as if they were difficult
7th 3 4 terrain. You take 1d10 force damage if you end your turn
inside a creature or an object. This form does not allow
8th 4 4 you to pass through surfaces, barriers, or walls made by
Jutsu.
9th 4 5
You can remain in this form for 10 minutes or until
10th 4 5 you end it as a bonus action. Regardless, once you use
this feature once, you cannot use it again until you
11th 4 5 complete a long rest. If you would attempt to use this
feature again you must spend a superiority die each time
12th 4 6 you would gain its benefits after its initial use.
13th 5 6 GHASTLY LEECH
14th 5 6 Beginning at 14th level, when you would gain the
benefits of the Phantom’s Touch Class feature, you
15th 5 7 regain a number of chakra points equal to half of the
damage dealt. You can gain the benefits of this feature
16th 5 7 twice per long rest.
17th 5 7 ETHEREAL SNAP [CHANGED]
18th 6 8 Beginning at 17th level, you have mastered the art of
becoming, ethereal and have learned to even make it a
19th 6 8 part of your fighting style. When you would gain the
benefits of the Phantom’s Grip class feature, increase
20th 6 8 the damage die by 1 step or the number of ranks a
condition gives by 1.
PHANTASM’S KNOWLEDGE
POLTERGEIST [CHANGED]
Starting at 3rd level, you begin to become familiar with
your ghastly jutsu and how it interacts with the world Beginning at 20th level, you can become a ghastly figure
around you. You gain proficiency in Illusions, Insight, of complete terror. You gain the following benefits;
and Stealth if you are not already. When you would make
an Ability check using Stealth, you can use Wisdom in • You can now use Phantom’s Touch once per turn
place of Dexterity. without requiring Advantage.
Additionally, when you would make a Stealth check • You can now use Ghost Walk twice per short rest.
using Dexterity or Wisdom, you can spend one
superiority dice adding it to your checks result.
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PHANTOM MANEUVERS PHANTOM HAUNTING [CHANGED]
GHASTLY STRIKE [CHANGED] Scout-Nin Keyword: Specialized
When a creature within 5 feet of you would move away
When you would deal damage with an attack, you can from you any number of feet, you may, as a reaction,
quickly make the attack ethereal, attacking their mind spend 1 superiority die. When you do, you become
form by spending 1 Superiority Die. The damage of the invisible and move a number of feet, up to your maximum
attack becomes Psychic Damage, adding twice the result speed, ignoring difficult terrain and other creatures
of the superiority die to the result. The target must make a spaces, ending your movement as close as possible to the
Wisdom Saving throw vs the attack types DC (If Weapon triggering creature. Your invisibility immediately ends, as
or Unarmed, Taijutsu save DC). On a failed save the target you make a single weapon attack against the creature at
gains 1 rank of fear against you for the next minute. If the advantage, adding twice the superiority die result to the
target of this maneuvers attack has 2 or more ranks of damage roll.
fear, you instead add four times the result to the damage
dealt. PHANTOM MOVEMENT [CHANGED]
GHASTLY VISAGE [CHANGED] Scout-Nin Keyword: Specialized
When you would make a saving throw or ability check in
As a bonus action, you can spend one superiority die. an attempt to move through a normally impassable
When you do, you transform your body into one with surface, barrier, or wall. (Such as the effects of the
either a horrifying physique or a calming look. Uzumaki Clan Jutsu; Adamantine Barrier, or Non-
If horrifying; Hostile creatures within 30 feet of you must Elemental Ninjutsu; Forcecage) You may spend 1
succeed a Wisdom Saving throw vs your Genjutsu Save DC. superiority die. When you do, you become ethereal,
On a failed, save they drop their weapons and must spend becoming able to move through solid surfaces, until the
all their movement attempting to get away from you until end of your movement.
the end of each of their next turns.
If calming; All allied creatures within 30 feet of you Additionally, you add the result to your Saving throw,
currently Charmed, Berserked, Dazed, Feared, or Blinded, or double the result to your Ability check made to move
are healed of one of the listed conditions (your choice). towards, or through the normally impassable surface,
barrier or wall.
GHASTLY WAIL [CHANGED]
SHADOW SNATCH
Scout-Nin Keyword: Specialized
You can release a powerful echoing force of ghostly chakra When a creature you can see within 30 feet of you would
that vibrates the spirits of those caught within. hit an allied creature with an attack, you may spend a
As an action, by spending a superiority die, all creatures of superiority die. When you do, you create a ghostly web of
your choice within 30 feet of you must succeed a Charisma chakra that grabs ahold of their ethereal selves, reducing
saving throw vs your Ninjutsu (or Genjutsu) Save DC their attack roll, by the result.
(Your choice). On a failed save, the next Saving throw each
creature makes is reduced by the result of your superiority SHADOW DRAIN [NEW]
die and becomes blinded until the end of their next turn.
Scout-Nin Keyword: Specialized
PHANTOM AVOIDANCE [CHANGED] When a creature you can see within 30 feet of you would
gain a bonus to hit or damage from a jutsu, feature or
Scout-Nin Keyword: Specialized trait, you may spend a superiority die. When you do, you
You become ethereal, just as an attack would strike you. attempt to drain and steal a bit of their power through
As a reaction, when you would be hit by an attack or would their shadow, into your own. They must make a Wisdom
make a saving throw that would deal damage to you, you saving throw vs your Ninjutsu (or Genjutsu) save DC. On
can spend 1 Superiority die, when you do, you become a failed save, they lose the bonuses granted to hit or
incorporeal just as the attack would hit you. You take damage, while you gain the benefit of that bonus to hit
reduced damage equal to 3 times the result. Once you use or damage for a number of turns equal to half the result
this Maneuver, you must use another Maneuver or of your superiority die.
complete a short rest, before using this maneuver again.
SHADOW POOL [NEW]
PHANTOM CLAW [CHANGED]
While you are in Dim light or Darkness, you can spend a
When you target a creature whom you are hidden from or superiority die. When you do, you and all creatures of
count as unseen against with a melee attack, you layer your choice within 10 feet of you, gain Darkvision up to
your attack in phantasmal chakra to tear through your 60 feet which can see through chakra-based darkness
targets chakra coils, changing the damage type to Chakra and gain a bonus to Stealth equal to the result of your
Damage, while adding the result of the superiority die to superiority die while producing no sound when they
the damage result. move until the beginning of your next turn. This
movement does not include attacks or conversations.
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