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Published by uygufguuydadsdas, 2022-10-03 05:03:19

jiraya's jutsu compendium

jiraya's jutsu compendium

WATER RELEASE: WATER BLENDING WATER RELEASE: WATER PALM BLADE
[CHANGED] [CHANGED]

Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 5 Feet
Duration: Concentration, up to 10 minutes. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: A willing creature you touch becomes invisible Description: You generate two blades of chakra
for the duration, water bends the light around the target enhanced water over your hands. As part of the action
hiding their presence. Anything the target is wearing or used to cast this jutsu, you must make a melee ninjutsu
carrying is invisible as long as it is on their person. The jutsu attacks against creatures within the jutsu’s range,
ends for a target that attacks, casts a jutsu or physically otherwise the jutsu fails.
interacts with another creature.
On a hit, the target takes 2d6 cold damage. If you hit a
At Higher Ranks: For each rank you cast this jutsu creature with either attack, the creature becomes
above D-Rank, increase the cost of this jutsu by 3 and sheathed in vibrating water until the start of your next
you can target one additional creature. turn. If the target moves before the start of your next
turn (willingly or unwillingly), it takes 1d6 cold damage
WATER RELEASE: WATER CLAWS and gains 1 rank of chilled for each melee ninjutsu attack
[CHANGED] that hit as a result of this jutsu. This jutsu then ends. If
used near a sufficient source of water, reduce the chakra
Classification: Ninjutsu cost of this jutsu by 2 or you can choose to instead make
Rank: D-Rank an additional attack.
Casting Time: 1 Action
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM increase each instance of damage by 1d6.
Cost: 5 Chakra
Keywords: Water Release, Ninjutsu WATER RELEASE: WATER PILLAR THRUST
Description: You manifest a construct of water release [CHANGED]
chakra in the shape of two claws that surround your hands,
of your design and description. Make two Melee Ninjutsu Classification: Ninjutsu
attack against a target creature within range. On a Rank: D-Rank
successful hit, you deal cold damage equal to 2d8. The target Casting Time: 1 Action
creature must also succeed a Constitution Saving throw, Range: 30 Feet
gaining the bleeding condition on a failed save. Duration: Instant
Components: HS, CM
If used near a sufficient source of water, reduce the Cost: 5 Chakra
chakra cost of this jutsu by 2 or the number of attacks by +1. Keywords: Water Release, Ninjutsu
Description: You create a surge of water that erupts
At Higher Ranks: For each rank you cast this jutsu above upwards from under a creature that you can see within
D-Rank, increase the cost of this jutsu by 3 and the damage range. This jutsu ignores cover. The target must succeed a
by 1d8. Dexterity saving throw taking 3d8 cold damage and being
chilled on a failed save and half as much on a successful
WATER RELEASE: WATER FORMATION: save and no further effects. If used near a sufficient source
PUDDLE of water, reduce the chakra cost of this jutsu by 2 or you
can choose to affect all creatures within 5 feet of the target
Classification: Ninjutsu creature as well. A creature can only be affected by this
Rank: D-Rank jutsu once per casting.
Casting Time: 1 Bonus Action
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM increase the number of targets this jutsu can affect by +1
Cost: 3 Chakra and the damage by 1d8.
Keywords: Water Release, Ninjutsu
Description: You generate a Large Puddle of water from
your stomach and expel it onto the ground in front of
you. This puddle holds no more than 10 gallons of water.
You can use this puddle as a source of drinking water, lay
a trap, or use it as a source for more complex Water
Ninjutsu. You may use the water this Jutsu produces as a
Source of Water for no more than 2 water release
ninjutsu of C-Rank or Lower, after which, the puddle is
no longer usable.

4

WATER RELEASE: WATER instance of damage by an additional 1d6. If this jutsu is
PURIFICATION/PUTRIFICATION cast at B-Rank or higher, increase the AC bonus by +1. If
this jutsu is cast at A-Rank or higher, reduce the next
Classification: Ninjutsu instance of damage by an additional 1d8. If this jutsu is
Rank: D-Rank cast at S-Rank, increase the AC bonus by +2 and reduce
Casting Time: 1 Action the next instance of damage by an additional +1d10.
Range: Touch
Duration: Instant WATER RELEASE: WATER SHURIKEN
Components: HS, CM
Cost: 3 Chakra Classification: Ninjutsu
Keywords: Water Release, Ninjutsu Rank: D-Rank
Description: You manipulate and mold chakra to Casting Time: 1 Action
reverberate through a source of fluid, be it mud, poisoned Range: 60 Feet
waters, or anything in between. Fluid up to 10 gallons that Duration: Instant
has your chakra moving through it becomes purified and Components: HS, CM
turns into pure drinking water, free of all impurities or it Cost: 3 Chakra
becomes putrid, undrinkable and poisonous to drink (Your Keywords: Water Release, Ninjutsu
choice). If a fluid is manmade or special in any way, make a Description: You generate multiple shuriken made of
Ninshou Ability Check against the DM’s set difficulty to see water. Make a Ranged Ninjutsu attack against a creature
if you can purify/Putrefy it or not. you can see within range, dealing 4d4 cold damage.

WATER RELEASE: WATER SEALING TRAP: If used near a sufficient source of water, reduce the
SUBMERGE chakra cost of this jutsu by 2 or you can choose to instead
make an additional attack targeting another creature
Classification: Ninjutsu within range.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 120 Feet above D-Rank, increase the cost of this jutsu by 3 and
Duration: 10 Minutes increase the damage by 1d4.
Components: HS, CM, CS
Cost: 5 Chakra WATER RELEASE: WATER WHIP
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: As a part of casting this jutsu, the target of Classification: Ninjutsu
this jutsu must be submerged fully in any type of Liquid. Rank: D-Rank
Casting Time: 1 Action
You weave a chakra seal made of water release chakra Range: 25 Feet
that you then place on the surface of a liquid. Duration: Instant
Components: HS, CM
A creature currently submerged within this liquid Cost: 4 Chakra
becomes bound by the waters itself. Target creature Keywords: Water Release, Ninjutsu
must succeed a Strength saving throw. On a failed save, Description: You create a long whip of water by molding
they become Restrained and unable to weave handseals your chakra through it. Make a melee ninjutsu attack
for the duration. The target cannot drown while against a target in range, dealing 2d6 cold damage and
restrained by this jutsu. pull the creature 10 feet Closer and also inflicting 1 rank of
chilled. If used near a sufficient source of water, reduce
A Creature Restrained by this jutsu, remakes their the chakra cost of this jutsu by 2 or forcing the target to
saving throws at the end of each of their turns. On a make a Constitution saving throw, being Slowed until the
success ending this jutsu immediately. end of their next turn on a failed save.

WATER RELEASE: WATER SHIELD [CHANGED] At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu increase the damage by 1d6 and the distance you can pull
Rank: D-Rank the target creature 5ft.
Casting Time: 1 Reaction, which you take when you would
take damage or make a saving throw. WATER RELEASE: WHALES TORRENT
Range: Self
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Reaction, which you take when you or a
Keywords: Water Release, Ninjutsu, Clash creature within range would take damage, or make a
Description: You create a floating wall of spiraling water, Saving throw of any type.
capable of pushing back creatures and blocking attacks. Range: 15-foot radius
Increase your AC by +2 against the triggering attack until Duration: 1 Minute
the beginning of your next turn and reduce the next Components: HS, CM, CS
instance of damage you take by 1d4. If this jutsu would Cost: Special (28 Chakra)
reduce fire damage from another jutsu, you instead initiate Keywords: Water Release, Ninjutsu, Fuinjutsu,
a Clash, and add 1d6 to your clash check.
Combination
If you have a sufficient water source nearby, reduce Description: You and any other caster weave together a
the chakra cost of this jutsu by 2 or you can choose to highly intricate mix of Water Release Chakra until you
also select another willing creature to gain this benefit conjure a massive Barrier of Water that protects all
for the duration of your bonus to AC. creatures within this jutsu’s Radius.

At Higher Ranks: For each rank you cast this jutsu This Barrier has a number of hit points equal to 24d6.
above D-Rank, increase the cost of this jutsu by 3. If this Resistance to Fire Damage, Vulnerability to Earth
jutsu is Cast at C-Rank or higher, reduce the next Damage.

5

This Barrier intercepts all attacks and Jutsu that would WATER RELEASE: WILD WATER WAVE
cross its space for the duration or until it reaches 0 Hit
points. Classification: Ninjutsu
Rank: D-Rank
Creatures cannot enter, exit or Cross through this Casting Time: 1 Action
barrier willingly. This Barrier lasts for the duration and Range: 30 Feet
cannot be ended early willingly by its casters. Duration: Instant
Components: HS, CM
Creatures cannot see into the barrier but creatures can Cost: 4 Chakra
see outside of the barrier. Keywords: Water Release, Ninjutsu, Clash
Description: You generate a strong current of water and
Combination: If this jutsu is cast as a Combination jutsu expel it like a jet. Make a ranged ninjutsu attack. On a hit
with 2 or more casters increase its hit points by 2d6. target creature takes 2d8 cold damage, is pushed back 10
feet and gains 1 rank of chilled until the end of your next
Any creature who assists in casting this jutsu as a turn.. If used near a sufficient source of water, reduce the
combination jutsu increases this Jutsu's defensive potency chakra cost of this jutsu by 2 or force the target to also
based on the highest Charisma Modifier within the group of reduce their movement speed by 10 feet until the end of
casters. (+0-1: No Change, +2-3: Increase the hit die to a d8, their next turn.
+4-5: Increase the hit die to a d10.)
At Higher Ranks: For each rank you cast this jutsu above
WATER RELEASE: WHISPER D-Rank, increase the cost of this jutsu by 3 and increase
the damage by 1d8 and the knock back distance by 5ft.
Classification: Ninjutsu
Rank: D-Rank C-RANK:
Casting Time: 1 Bonus Action
Range: 90 feet WATER RELEASE: CLEANSING DROP
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Classification: Ninjutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Water Release, Ninjutsu, Fuinjutsu Casting Time: 1 Bonus Action
Description: You send bubbles made from Water Release Range: 45 feet
chakra to fill the inner ear of your allies for the duration. Duration: Instant
Components: HS, CM
Select up to 3 willing creatures within range to gain Cost: 7 Chakra
the benefits of this jutsu. Keywords: Water Release, Ninjutsu, Medical
Description: You manipulate your water release chakra and
For the duration, affected creatures who would make a infuse it with Medical Release Chakra. When you do you
Wisdom (Perception) Check adds your Ninjutsu Ability create a single drop of water made from this jutsu, and
Modifier to their Check. Sound based environmental send it to a single willing creature you can see within range
effects that force a saving throw of any type are made allowing them to drink it.
with advantage.
A creature who drinks this drop of water who are under
Additionally, The First Saving throw made against a any of the following effects from a Jutsu or environmental
Genjutsu with the Auditory Keyword add your Ninjutsu hazard of Equal Rank or lower, has two of them completely
Ability Modifier to their saving throw. This jutsu removed at your discretion; Poisoned, Burned, Shocked,
immediately ends after this saving throw. Chilled, Dazed.

At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu above
above D-Rank, increase the cost of this jutsu by 3, the C-Rank, increase the cost of this jutsu by 3 and the amount
number of creatures affected by this jutsu by +2. of targets you can affect by +1.

WATER RELEASE: WILD BUBBLE WAVE WATER RELEASE: CRUSHING DROPLETS:
SPILL
Classification: Ninjutsu
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 15 Foot Cone Casting Time: 1 Action
Duration: Instant Range: Self
Components: HS, CM Duration: Concentration, Up to 1 Minute
Cost: 5 Chakra Components: HS, CM
Keywords: Water Release, Ninjutsu Cost: 8 Chakra
Description: You create a viscous mass of bubbles and Keywords: Water Release, Ninjutsu
spray it out in a cone 15 feet in front of you creating a Description: You manipulate your water release chakra
slippery ground. Each Creature standing in the area of the hardening it until the waters density becomes too much for
jutsu, must make a Dexterity saving throw, falling prone most to handle.
on a failed save. A Creature that enters or ends its turn on
a space in the target area must also make a Dexterity For the duration, when you would cast a Jutsu with the
saving throw or fall prone. This mass of bubbles remains Water Release Keyword, the strength of the jutsu is
for 1 minute, or until washed away. modified based on your needs at the moment. Select one of
the following effects when you cast the jutsu.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and • Cold Damage you deal with Jutsu with the Water Release
increase the size of the cone by 10 feet. Keyword is increased by an amount equal to your
Proficiency Bonus. This bonus damage can happen up to
twice per turn.

6

• Attacks made with Jutsu with the Water Release Keyword this jutsu by 2 or you can choose to increase the sharks hit
are made with a bonus to hit equal to 1d4. points by an amount equal to your character level.

• Creatures who would make a saving throw against a At Higher Ranks: For each rank you cast this jutsu
Jutsu you cast with the Water Release Keyword rolls an above C-Rank, increase the cost of this jutsu by 3 and the
additional 1d4 reducing their saving throws by the result. number of construct sharks by 1.

At Higher Ranks: For each rank you cast this jutsu above WATER RELEASE: HEAVENLY MIRROR OF
C-Rank, increase the cost of this jutsu by 3. When you PAIN [CHANGED]
would cast this jutsu at B-Rank you may select a creature
within 5 feet of you to gain this jutsu’s benefit for the same Classification: Ninjutsu
duration. Rank: C-Rank
Casting Time: 1 Action.
WATER RELEASE: DROWNING BUBBLE Range: 120 Feet
Duration: 1 minute.
Classification: Ninjutsu
Rank: C-Rank Components: HS, CM, CS
Casting Time: 1 Action Cost: 9 Chakra
Range: 45 Feet Keywords: Water Release, Ninjutsu, Fuinjutsu
Duration: Concentration, up to 1 minute Description: You manifest a ring of water that creates a
Components: HS, CM reflective film similar to that of a mirror. You first seal your
Cost: 8 Chakra reflection into the mirror, then select one creature whom
Keywords: Water Release, Ninjutsu you can see who is not obscured in any way within range.
Description: You conjure a bubble filled with water and When you do, the target must succeed a Charisma saving
send it towards a creature’s head to enclose it within the throw, having their reflection sealed into the mirror on a
bubble removing their ability to breathe unless they can failed save. You can only have one instance of this jutsu
breathe within water. Make a ranged Ninjutsu attack active at a time.
against a creature within range. On a hit the creature
begins to suffocate. While suffocating this way, its speed is A creature who’s reflection is sealed into the mirror
halved and at the start of each of its turns it experiences casts no reflection onto any reflective surface for the
oxygen deprivation taking 3d8 necrotic damage. duration. For this jutsu’s duration, when one creature
who’s reflection is sealed into the mirror take damage,
At end of an affected creatures turn, they make suffer a condition, or regain hit points, the other
Constitution saving throw. On a success, this jutsu ends. creature who’s reflection is sealed into the mirror takes
half of the damage dealt, Half of hit points healed and
WATER RELEASE: FOUR SHARK RAIN Suffer the same conditions.
[CHANGED]
A creature who is resistant or Immune to a damage type
Classification: Ninjutsu does not share this resistance or immunity to the other
Rank: C-Rank creature. (For Ex. If you have resistance to Lightning Damage
Casting Time: 1 Bonus Action and would take 10 lightning damage, the other creature who’s
Range: 90 feet reflection is sealed in the mirror takes 5 damage. You then
Duration: Concentration, Up to 1 Minute apply your resistance to the Lightning damage reducing it by
Components: HS, CM half down to 5.)
Cost: 9 Chakra
Keywords: Water Release, Ninjutsu This mirror solidifies and becomes a physical mirror for
Description: You manipulate your water release chakra this jutsu’s duration. Has 1 Hit Point with 10 AC. In order
shaping it until you completely form 4 construct Sharks for this jutsu to persist a creature must be holding it,
made of your Chakra alone. These Sharks Swim in midair occupying one hand at all times, which cannot be used to
around you waiting for your command to attack. The hold other items or weapons. Once the mirror is broken or
sharks are physical creatures and can be attacked. They you dismiss this jutsu as a bonus action. If you do neither
have an AC equal to your Ninjutsu Save DC and Hit points creatures reflection remains sealed into the mirror. Any
equal to your Ninjutsu Save DC. They have Vulnerability to Conditions that remains after the mirror is broken or is
Earth Damage and Resistance to Fire Damage. When they dismissed, ends as well.
would reach 0 Hit points, they explode dealing 3d6 cold
damage to all creatures within 10 feet of it (Excluding you). WATER RELEASE: HIDING IN MIST
This Explosion does not occur if you lose concentration
ending this jutsu early. Classification: Ninjutsu
Rank: C-Rank
As an Action on your turn, you may Command a single Casting Time: 1 Action
shark to attack a creature you can see within range. Once Range: Self
you do, you lose the ability to command one of your Duration: Concentration, up to 1 minute
construct sharks. Make a Ranged Ninjutsu Attack. On a hit Components: HS, CM
you deal 2d6 Cold Damage and 2d6 Piercing damage as the Cost: 6 Chakra
shark tears into its target. Regardless if you hit or miss, the Keywords: Water Release, Ninjutsu
shark continues to chase after and attack the target at the Description: You begin to turn your body into a collection of
beginning of each of your turns without being directed to, water vapor similar in consistency to mist along with
the sharks target has to succeed a Dexterity saving throw everything your wearing and carrying for the duration. This
taking 2d6 Cold and 2d6 Piercing damage on a failed save, jutsu ends if you drop to 0 hit points or chakra. You cannot
and half as much on a successful one. lose concentration of this jutsu as a result of failing a
concentration check, or being incapacitated.
A creature can have no more than 2 sharks attacking
them at once at the beginning of each of your turns. If used While in this form, the targets only movement method is a
near a sufficient source of water, reduce the chakra cost of flying speed of 20 feet. The target can enter and occupy the
space of another creature. The target has Resistance to no
7 Chakra damage, and it has advantage on Strength, Dexterity,
and Constitution Saving Throws. The target can pass through

small holes, narrow openings, and even mere cracks, though WATER RELEASE: RAGING TIDE [CHANGED]
it treats liquids as though they were solid surfaces. The target
can’t fall and remains hovering in the air, even when stunned Classification: Ninjutsu
or otherwise Incapacitated. When rolling stealth to be seen as Rank: C-Rank
a common cloud of gas, mist or fog, you may roll at Casting Time: 1 Action
advantage. Range: Self (60-foot line)
Duration: Instant
While in this form of mist, the target can’t talk or Components: HS, CM
manipulate objects, and any objects it was carrying or Cost: 8 Chakra
holding can’t be dropped, used, or otherwise interacted with. Keywords: Water Release, Ninjutsu
You cannot attack or cast jutsu while in this form. Description: You manipulate Surrounding Water as you
pull water from the air, surrounding plants and even
WATER RELEASE: MEDICAL JELLYFISH create water using your Water Release Chakra.

Classification: Ninjutsu This collects into a large wave that appears in front of
Rank: C-Rank you before it is propelled forward in a highly concussive
Casting Time: 1 Action way. All creatures in a 10-foot wide, 60-foot-long line
Range: Touch originating from you must succeed a Dexterity saving
Duration: 1 Minute throw. On a failed save a creature takes Cold Damage
Components: HS, CM equal to 3d8, gain the chilled condition, be pushed back
Cost: 9 Chakra in a straight line following the path of your jutsu, by 30
Keywords: Water Release, Ninjutsu, Medical feet and knocked prone. On a successful save they take
Description: You Conjure water into the shape of a half damage and no additional conditions.
jellyfish and attach it to a creature you touch. For the
duration, the jellyfish will continuously inject chakra At Higher Ranks: For each rank you cast this jutsu
into whomever it is attached to body to heal them when above C-Rank, increase the cost of this jutsu by 3 and the
they take damage. At the beginning of their turn, they damage by 1d8.
recover 4 hit points. This jellyfish has the Same AC as its
host, but only 1 hit point. The jellyfish can be targeted by WATER RELEASE: ROAR OF ATLANTIS
an attack. [CHANGED]

Alternatively, If the host would make a saving throw Classification: Ninjutsu
to resist a Ninjutsu, Taijutsu or Bukijutsu effect that Rank: C-Rank
would damage it, the jellyfish also takes damage equal to Casting Time: 1 Action
the result if its host fails the save. Range: Touch
Duration: Concentration, Up to 1 minute
If the Jellyfishes Host would fall to 0 hit points, the Components: HS, CM
jelly fish shrivels up and the jutsu ends. Cost: 8 Chakra
Keywords: Water Release, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Description: You manipulate the Water Release Chakra
above C-Rank, increase the cost of this jutsu by 3 and with a creature you touch within range. If used on
increase the healing by +1. yourself, you do not need to spend chakra to maintain
concentration on this jutsu.
WATER RELEASE: MEDICAL SCORPION
[CHANGED] For the duration, when the creature cast a Jutsu with
the Water Release keyword that deals damage or inflicts
Classification: Ninjutsu a condition of any type, the affected creature becomes
Rank: C-Rank Wet. A wet creature remains wet for this jutsu’s
Casting Time: 1 Action duration, unless otherwise stated.
Range: Touch
Duration: Concentration, up to 1 minute A wet creature who takes damage from the following
Components: HS, CM damage types triggers the following effects.
Cost: 8 Chakra
Keywords: Water Release, Ninjutsu, Medical Fire Damage: Once per turn, they take additional fire
Description: You collect surrounding water to create damage equal to 2dX, where X is the triggering jutsu’s
insect like claws on each of your hands extending your damage die. The steam remains until the end of the
range of attack with the same principles as chakra target creatures next turn. The area the steam occupies
scalpel. For the duration of this jutsu, you can use your is heavily obscured. The target creature is no longer wet.
action to make two melee ninjutsu attacks using these
water claws. You can target a creature up to 10 feet away. Lightning Damage: Once per turn, the creature has
On a hit, the target takes 2d6 cold damage and must the water react to the lightning as the lightnings
succeed a constitution saving throw. On a failed save, the conductivity is multiplied and all adjacent creatures
target gains the chilled condition and any healing the become targets for this super conduction. They take
affect creature would receive until the end of their next additional Lightning Damage equal to 2dX, where X is
turn, is reduced by half. the triggering jutsu’s damage die. All creatures who are
adjacent to the wet creature makes a Dexterity saving
At Higher Ranks: For each rank you cast this jutsu throw taking half of the lightning damage dealt on a
above C-Rank, increase the cost of this jutsu by 3 and failed save or none on a successful save.
increase the damage by 1d6.
Wind Damage: Once per turn, the creature has the wet
condition spread around affecting creatures near them
as the water is picked up and thrown around. They take
additional cold damage equal to 2dX, where X is the
triggering jutsu’s damage die. All creatures who are
within 10 feet of the wet creature becomes wet as well.

8

WATER RELEASE: WALL OF WATER WATER RELEASE: WATER BREATHING

Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action, 1 Reaction, which you take when Casting Time: 1 Action
you would take fire damage. Range: Self
Range: 60 Feet Duration: 1 hour
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 6 Chakra
Cost: 8 Chakra Keywords: Water Release, Ninjutsu
Keywords: Water Release, Ninjutsu Description: You filter Water as it enters your lungs, being
Description: You conjure up a wall of water on the able to breathe as if you were a fish. You can breathe in
ground at a point you can see within range. You can water as if you were breathing air.
make the wall up to 30 feet long, 10 feet high, and 5 feet
thick. The wall deforms and becomes a mass of water WATER RELEASE: WATER BULLET
when the Jutsu ends. The wall’s space is difficult terrain
if creatures attempt to pass through it. Classification: Ninjutsu
Rank: C-Rank
Any ranged weapon attack that enters the wall’s space Casting Time: 1 Action
has disadvantage on the attack roll and if an effect that Range: 60 Feet
deals fire damage interacts with or attempts to pass Duration: Instant
through the wall, its damage die is reduced by half. If Components: HS, CM
used near a sufficient source of water, reduce the chakra Cost: 7 Chakra
cost of this jutsu by 2 or you can choose to instead make Keywords: Water Release, Ninjutsu, Clash
creatures attempting to pass through the wall take 3d8 Description: You knead chakra in your stomach and expel
cold damage for every 5 feet they walk through. it in a large quantity of water towards a target creature.
Make a Ninjutsu Attack, on a hit target creature takes 4d6
WATER RELEASE: WATER ABSORPTION cold damage, is pushed back 25 feet and gains 1 rank of
chilled until the end of their next turn. If used near a
Classification: Ninjutsu sufficient source of water, reduce the chakra cost of this
Rank: C-Rank jutsu by 2 or the number of creatures you can target by +1.
Casting Time: 1 Action.
Range: Touch At Higher Ranks: For each rank you cast this jutsu above
Duration: Concentration, Up to 1 Minute C-Rank, increase the cost of this jutsu by 3 and increase
Components: HS, CM, CS the damage by 1d6 and push back by 5ft.
Cost: 7 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu WATER RELEASE: WATER CLONE [CHANGED]
Description: You place a sealing tag on one willing creature
you can see within range. When you cast this jutsu, all Classification: Ninjutsu
Water sources the target is in contact with or adjacent to, is Rank: C-Rank
absorbed into them and is used to artificially enhance the Casting Time: 1 Action
targets physical ability. If the target is next to a water Range: 120 Feet
source comparable to a lake, sea, or ocean this jutsu does Duration: Concentration, up to 10 minutes
not consume all of the water, but up to 1000 Components: HS, CM
gallons. Cost: Special
Keywords: Water Release, Ninjutsu
For the duration, the creatures Strength Description: You conjure a clone made of water similar to
Score becomes 20 if it not already. If their the Shadow clone technique but with far less inherent
strength score is already 20, it instead danger to a space it can occupy within 5 feet of you. This
becomes 22. Their jump distance is clone is made of water, and weights half as much as the
doubled. They gain resistance to caster. You can create up to two clones, each costing 8
Bludgeoning damage and the first chakra to conjure. You can command the clone as a bonus
time each turn, that they would action. The clone can only take one Action and have a
deal unarmed or weapon damage movement speed of 30 feet.
they deal additional damage equal
to 2d10. When this jutsu ends, the The clones have 5 hit points and no chakra, an AC equal
creature becomes weakened and to your Ninjutsu save DC, can cast a maximum of 2
slowed until the end of their next Ninjutsu of C-Rank or lower (except Jutsu with “Clone” in its
turn as their body recovers from the name, Fuinjutsu or Jutsu with the Combination keyword) with
over saturation of water in their the Water Release keyword that you know, before this jutsu
system.
ends. These clones can only concentrate on a single jutsu
and only for a number of rounds equal to your Ninjutsu
ability modifier. These clones cannot use any clan or class
features or feats that you have. This clone can move across
water without chakra but cannot move vertically along any
surface. It does not benefit from any bonuses to its attacks
or AC grants by other sources (Such as jutsu that increases
either of them.).

The clone uses your Ninjutsu attack bonus and Save DC
for all attacks save. If it uses a weapon or unarmed attack,
regardless of the weapon the clone uses, it deals 1d8 cold
damage.

9

WATER RELEASE: WATER CUTTING SWORD WATER RELEASE: WATER PRISON

Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, up to 10 Minutes Duration: Concentration, 1 Minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 7 Chakra
Keywords: Water Release, Ninjutsu, Clash Keywords: Water Release, Ninjutsu,
Description: You Conjure water into the shape of a Sword Description: You create a dense spiraling bubble of water
like construct in your free hand. You do not spend chakra to around a creature, capturing them inside and restraining
maintain concentration on this jutsu. The blade is 5 feet movement and preventing them from performing Jutsu.
long, the handle is 1 foot long. The design of the blade can be Target creature makes a Dexterity saving throw, being
whatever you decide. If you let go of the blade it disperses restrained and captured in a fetal position on a failed save.
into water again. You can use your action to make a Melee The user must maintain contact with the sphere holding the
Ninjutsu attack with the Water Sword. On a hit, the target captive inside. Losing contact causes the jutsu to end
takes 4d8+Ninjutsu Ability Modifier cold damage. If used immediately. Creatures captured inside the Sphere cannot
near a sufficient source of water, reduce the chakra cost of make Hand Seals and find it difficult to breathe. At the end
this jutsu by 2 or you can choose to instead increase the of each of their turns, they make a Strength saving throw.
damage die by one step, up to a d10. on a success they force their way out with brute force. The
bubble containing a creature cannot move or be relocated. If
At Higher Ranks: For each rank you cast this jutsu above used near a sufficient source of water, reduce the chakra
C-Rank, increase the cost of this jutsu by 3. If Cast at A- cost of this jutsu by 2 or you can choose to make a captured
Rank, you can instead make two attacks with this jutsu as an creatures Saving throws to escape this jutsu at
action. disadvantage.

WATER RELEASE: WATER FORMATION: POND WATER RELEASE: WATER TRUMPET

Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 10 Feet Range: 30 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu, Clash
Description: You generate a Large Puddle of water from Description: You cup your hands and create a highly
your stomach and expel it onto the ground in front of you. pressurized stream of water, capable of piercing through
This puddle holds no more than 100 gallons of water. You steel and the ground itself. Make a Ranged Ninjutsu Attack,
can use this puddle as a source of drinking water, lay a dealing 4d10 cold damage.
trap, or use it as a source for more complex Water Ninjutsu.
You may use the water this Jutsu Produces as a Source of If used near a sufficient source of water, reduce the
Water for no more than 5 water release ninjutsu of B-Rank chakra cost of this jutsu by 2 or you can choose to instead
or Lower. deal twice as much damage to constructs and structures.

WATER RELEASE: WATER PERMEATION At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and increase the
Classification: Ninjutsu damage by 1d10.
Rank: C-Rank
Casting Time: 1 Action.
Range: Touch
Duration: 1 Minute
Components: HS, CM, CS
Cost: 6 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You place a sealing tag on one willing
creature you can see within range. For the next minute
they lose physical form as they and all equipment held
become a pool of water. As a pool of water, their speed
becomes 60 feet, and gain a swim speed of 120 feet. They
can squeeze through cracks or disconnected surfaces
that are at least 1 millimeter wide. The affected creature
cannot make attacks, use handsigns, or mold chakra.
The affected creature cannot see, but they gain 60 feet of
tremor sense.

Additionally, the affected creature becomes immune
to Cold, Bludgeoning, piercing and Slashing Damage.
Resistant to Fire Damage, and Vulnerable to lightning
Damage.

10

B-RANK: WATER RELEASE: DEEP

WATER RELEASE: ARMOR OF POSEIDON Classification: Ninjutsu
Rank: B-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (30-foot radius sphere)
Casting Time: 1 Bonus Action Duration: 1 Minute
Range: Self Components: HS, CM
Duration: Concentration, up to 10 Minutes Cost: Special (77 Chakra)
Components: HS, CM Keywords: Water Release, Ninjutsu, Combination
Cost: 14 Chakra Description: You and other casters manipulate
Keywords: Water Release, Ninjutsu Surrounding Water as you artificially manipulated the
Description: You manipulate your water release chakra depth of water surrounding yourselves.
and coat your body in it creating a tangible armor of
Water Release. If you are fully submerged in water, this Each Caster of this jutsu manifests a 30-foot radius
jutsu cannot end as a result of failing a Concentration sphere of water within which they gain a 60-foot swim
Check, and you reduce the concentration cost by -1. If speed and the ability to breathe within each sphere of
used near a sufficient source of water, reduce the chakra water created during this jutsu’s casting.
cost of this jutsu by 2 or you can choose to give yourself
advantage on Chakra control checks to maintain Each caster can then select up to 2 creatures other
concentration of this jutsu. than themselves who will be unable to Drown while
within this jutsu’s radius and gains a swim speed equal
For this jutsu’s Duration, you gain the following to their walking speed while inside any sphere of water
benefits while completely submerged in water; created during this jutsu’s casting. Additionally, the
selected creatures do not need to make a Saving throw as
• You gain a 120 feet Swim Speed. a result of this jutsu.
• You can breathe underwater as if breathing air.
• You gain 60 feet of tremor sense. Each creature selected by a caster who casts a Jutsu of
• Jutsu, you cast with the Water Release Keyword deals any type while within a sphere of water created during
this jutsu’s casting now deals cold damage instead of
additional damage equal to 1 damage die. If the target their jutsu’s listed damage type.
is currently Chilled the jutsu instead deals additional
damage equal to 2 damage die. This additional damage Creatures who are within this jutsu’s radius when
only happens once per turn. casted must succeed a Dexterity and Constitution saving
• When you make weapon attacks, you are not impeded throw. On a failed Dexterity saving throw they are pulled
due to being underwater and do not need to roll at 30 towards the center of the sphere of water. On a
disadvantage. successful save they are instead floating within the
• Weapon attacks you make while underwater retain sphere of water in their current position. On a failed
their full range. Constitution saving throw the creature was unable to
• Weapon attacks you make can use your Ninjutsu hold its breath and begins drowning. A drowning
Ability modifier instead of Strength or Dexterity to creature can survive for a number of rounds equal to
calculate your attack or damage rolls. their constitution Modifier (Min 1) before falling
• Weapon Attacks you make deals additional damage unconscious as a result of drowning. If an unconscious
equal to 2d6 cold damage once per turn. creature remains drowning, at the beginning of the
unconscious creatures turn, they take necrotic damage
WATER RELEASE: BLOODY MIST ABSORPTION equal to their level. On a successful save they are able to
hold their breath for a number of rounds equal to their
Classification: Ninjutsu Constitution Modifier (Min 1.).
Rank: B-Rank
Casting Time: 1 Action At the beginning of a creatures turn who has exceeded
Range: Self (45-Foot cube) the number of rounds they can hold their breath; they
Duration: Concentration, up to 1 Minute begin drowning as if they failed their saving throw.
Components: HS, CM
Cost: 14 Chakra An unconscious creature who is no longer drowning
Keywords: Water Release, Ninjutsu can be awoken by another creature as a bonus action.
Description: An advanced variation of the Hidden Mist
Technique. This variation requires the user to draw blood Combination: If this jutsu is cast as a Combination
from themselves cutting their palm, reducing their current jutsu with 2 or more casters reduce the cost by -2.
Hit points by 5. You release a crimson red mist that fills a
45-foot-cube originating from you. All creatures inside this Any creature who assists in casting this jutsu as a
mist are heavily obscured and cannot clearly see anything combination jutsu increases this Jutsu's radius based on
more than 5 feet away from them. You know the location of the highest Charisma Modifier within the group of
all creatures inside this red mist and all creatures except for casters. (+0-1: No Change, +2-3: Increase the radius to
you suffer the following effects. 90-foot radius sphere(s), +4-5: Increase the radius to
120-foot radius sphere(s)).
• Creatures who start their turns inside the red mist,
who have less than their max hit points lose 4 + Half of
any bleed damage they take, in chakra.

• Creatures cannot regain Hit points or remove stacks of
bleeding while inside the red mist.

11

WATER RELEASE: EXPLOSIVE COLLIDING that area is difficult terrain and any creature that starts
SHOCKWAVE its turn there must succeed on a strength saving throw
or take 5d8 cold damage being pulled 10 feet towards the
Classification: Ninjutsu center on a failed save, or half as much damage on a
Rank: B-Rank successful one.
Casting Time: 1 Action
Range: 60 Feet radius Sphere At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above B-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM increase the damage by 1d8.
Cost: 14 Chakra
Keywords: Water Release, Ninjutsu WATER RELEASE: PAINFUL WATER
Description: You expel a small ocean's worth of Water
directly into your space covering a 60-foot radius Classification: Ninjutsu
centering on you. You stand on top of the water you are Rank: B-Rank
expelling, while Creatures who are within 60 feet of you Casting Time: 1 Bonus Action
must make a Strength saving throw to resist being swept Range: 90 feet
away. On a failure, they take 6d6 cold damage and are Duration: Concentration, Up to 1 minute
pushed 30 feet away while under the surface of the small Components: HS, CM, CS
ocean you’ve created. On a success, they remain floating Cost: 11 Chakra
above the surface, suffer no damage, but are still pushed Keywords: Water Release, Ninjutsu, Fuinjutsu
away 15 feet from their current position. The water Description: You manipulate the Water Release Chakra
conjured by this jutsu maintains a depth of 120 Feet. This within yourself and mark a creature you can see within
water can be used as a source of water and can be range with this chakra.
drowned in, used as fresh drinking water, and used as a
supply of water for up to 15 Water Release Jutsu of A- For the duration, when the creature would take
Rank or Lower. damage from a jutsu with the Water Release Keyword,
they take additional damage equal to your character
WATER RELEASE: HEAVENLY MIRROR OF level, once per turn.
HOPE
Additionally, when a creature marked with this jutsu
Classification: Ninjutsu would make a saving throw to resist the chilled
Rank: B-Rank condition, they roll 1d8, reducing their saving throw by
Casting Time: 1 Reaction, which you take when you are the result.
targeted by a Jutsu, or would make a saving throw as a
result of a jutsu who’s range is either a Line or Cone. At Higher Ranks: For each rank you cast this jutsu
Range: Special above B-Rank increase the cost by 3 and the number of
Duration: Instant creatures you can mark by +1.
Components: HS, CM
Cost: Special WATER RELEASE: RED RAIN
Keywords: Water Release, Ninjutsu
Description: You manifest a ring of water that creates a Classification: Ninjutsu
reflective film similar to that of a mirror. When you are Rank: B-Rank
targeted with a jutsu, you quickly raise this mirror Casting Time: 1 Bonus Action
showing your targets reflection. You spend a number of Range: 90 feet (10-foot radius)
chakra casting this jutsu equal to your targets cost of Duration: Concentration, Up to 1 minute
casting a jutsu + the Jutsu’s Rank Components: HS, CM
(D-Rank: +2, C-Rank: +5, B-Rank: +8, A-Rank: +11, S- Cost: 13 Chakra
Rank: +14.) Keywords: Water Release, Ninjutsu
Description: You manipulate the Water Release Chakra
When you do, your mirror reflects the jutsu cast at you molding it until you create a cloud 100 feet in the air.
back onto them. Any attack rolls, they make now count This cloud is then sent to hover over a creature you can
as targeting themselves, and on a hit, they take their see within range, and begins to rain down red rain in a
own damage. Saving throws you would have to make; 10-foot radius around the creature.
they instead make as if they were the target suffering
their jutsu’s effects as normal. All creatures who are within the radius begin to be
rained on and have their clothing soaked with this red
At Higher Ranks: For each rank you cast this jutsu rain, that dulls their senses.
above B-Rank, reduce the cost of the jutsu reflected by 1.
For the duration when a creature within this jutsu’s
WATER RELEASE: MAELSTROM radius would make a saving throw to resist a jutsu cast
from any creature other than you, you may roll a d8,
Classification: Ninjutsu reducing their saving throws by the result. This
Rank: B-Rank reduction happens once per turn, per creature.
Casting Time: 1 Action
Range: 60 Feet As a bonus action on your turn, you may move the
Duration: Concentration, up to 1 minute. cloud 40 feet raining on the new space.
Components: HS, CM
Cost: 12 chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Water Release, Ninjutsu above B-Rank increase the cost by 3 and the distance you
Description: A mass of 10-Foot-Deep Water is expelled can move the cloud by +20 feet.
from you or begins to swirl from a preexisting source of
water, centered on a point you can see within range,
begins to swirl in a 20 Foot radius. Until the Jutsu Ends,

12

WATER RELEASE: REFLECTIVE DROPLETS: WATER RELEASE: TSUNAMI BOW [CHANGED]
DRIP
Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 action
Casting Time: 1 Reaction, which you take when you Range: Self
would take damage. Duration: Concentration, Up to 10 minutes.
Range: Self Components: HS, CM
Duration: 1 Round Cost: 14 Chakra
Components: HS, CM Keywords: Water Release, Ninjutsu
Cost: 12 Chakra Description: You create a modified bow of solidified water
Keywords: Water Release, Ninjutsu that fires water from the same source. This Construct bow,
Description: You manipulate your water release chakra for the duration, can be used as an action to make 2 ranged
molding it until you envelop yourself into a protected ninjutsu attacks against a creature up to 120 feet away, that
bubble, intercepting incoming attacks. you can see. On a hit, you deal 3d12 cold damage. A target
hit by this attack must succeed a constitution saving throw
This bubble protects you from incoming attacks being chilled until the end of their next turn on a failed
taking the damage you would take instead until the save.
beginning of your next turn.
If used near a sufficient source of water, reduce the
The bubble has a number of hit points equal to 5d10 + chakra cost of this jutsu by 2 or you can choose to reduce
Twice your Proficiency bonus. The bubble is resistant to an affected creatures speed by 15 feet, until the end of their
Fire Damage and Vulnerable to Earth Damage. You next turn.
cannot be targeted with jutsu that requires a clear line of
sight and when you would make a saving throw from a If you drop this construct weapon it dissipates at the end
jutsu that has a range of either a Cone or Line, you make of the turn. Thereafter, while the jutsu persists, you can
your saving throw at advantage. use a bonus action to cause the construct to reappear in
your hand.
While the bubble has hit points, melee attacks made
against you deal cold damage to the triggering creature At Higher Ranks: For each rank you cast this jutsu above
equal to their attack’s damage, this effect does not B-Rank, increase the cost of this jutsu by 3. If you cast this
trigger if the triggering damage type is Earth. Jutsu at S-Rank, increase the damage of this jutsu by 1d12.

At Higher Ranks: For each rank you cast this jutsu WATER RELEASE: WATER FANG
above B-Rank, increase the cost of this jutsu by 3 and the
number of hit points the bubble has by 1d10. Classification: Ninjutsu
Rank: B-Rank
WATER RELEASE: SHARK BOMB Casting Time: 1 Action
Range: 30 Feet
Classification: Ninjutsu Duration: Instant
Rank: B-Rank Components: HS, SM
Casting Time: 1 Bonus action Cost: 11 Chakra
Range: 120 Feet Keywords: Water Release, Ninjutsu
Duration: Concentration, up to 1 minute. Description: You create two spiraling drills of water
Components: HS, CM around a target creature you can see within range. Target
Cost: 12 Chakra creature must make a Dexterity saving throw, taking 8d6
Keywords: Water Release, Ninjutsu Cold damage, being knocked prone and dazed for the next
Description: This jutsu cannot be used without a source of minute on a failed save, or half as much damage and no
water nearby deep enough to fit a medium sized creature. further effects on a success. If used near a sufficient source
As a bonus action on your turn, you create a Shark of water, reduce the chakra cost of this jutsu by 2 or you
construct made of solidified water. The Shark has an AC can choose to target an additional creature.
equal to your Ninjutsu Save DC and has 30 (10d6) Hit
Points and has a swim speed of 40. You control this Shark At Higher Ranks: For each rank you cast this jutsu
and can direct it do any of the following actions: above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6.
Attack: As an Action or bonus action on your turn, the
shark attempts to bite into a creature currently submerged,
standing near, or standing on top of the body of water it
currently inhabits. Make a Melee Ninjutsu Attack, on a Hit,
the target creature takes 8d8 Cold damage. On a successful
hit, the target creature must succeed a Strength saving
throw being grappled by the shark on a failed save. The
shark can only grapple one creature at a time.

Impede: As a reaction action on your turn, the shark can
attempt to impose disadvantage on a target creature by
swiftly attacking and getting in the way of their next
attack.

Explode: As an action on your turn, the shark can explode
creating a powerful shockwave of water in a 15-foot cube.
Creatures in range must succeed a Dexterity saving throw,
taking 6d10 cold damage on a failed save or half as much
on a successful one.

At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and increase
the damage your shark deals by 1d8.

13

WATER RELEASE: WATER NEEDLES OF of you. This jutsu fails, if you can’t see a point in the air
DEATH [CHANGED] where the storm cloud could appear (for example, if you
are in a room that can’t accommodate the cloud.).
Classification: Ninjutsu
Rank: B-Rank When you cast the ninjutsu, choose a point you can see
Casting Time: 1 Reaction, taking damage from a melee within range, a hail of sharpened water droplets, rain
attack or from a creature within 5 feet of you. over an area, pulverizing everything within 5 feet of the
Range: Touch. select area. Each creature within 5 feet of that point must
Duration: Instant make a Dexterity saving throw. A creature takes 10d6
Components: HS, CM cold damage on a failed save or half as much on a
Cost: 13 Chakra successful one. On each of your turns until the jutsu
Keywords: Water Release, Ninjutsu ends, you can use your action to call down rain needles
Description: When a creature makes a Melee attack in this way again, targeting the same or a different point.
against you, you stomp the ground collecting a mass of
water droplets from the ground and air, sharpening If you are outdoors in stormy conditions when you
them into needles. The triggering creature must succeed cast this ninjutsu, the jutsu gives you control over the
a Dexterity saving throw, taking 8d10 Cold damage and existing storm instead of creating a new one. Under such
reducing their movement speed by 15 on a failed save conditions the jutsu’s damage increases by 1d6 and the
and taking half as much damage on a successful one. If cost to maintain this jutsu is reduced by 2.
used near a sufficient source of water, reduce the chakra
cost of this jutsu by 2 or you can instead make all hostile At Higher Ranks: For each rank you cast this jutsu
creatures of your choice, within 15 feet of you when you above A-Rank, increase the cost of this jutsu by 3 and
cast this jutsu, make the saving throw as if they are also increase the damage by 1d6 for each damage type.
targets, taking damage on a failed save or half as much
on a success. WATER RELEASE: GREAT HYDRA FANG

At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above B-Rank, increase the cost of this jutsu by 3 and Rank: A-Rank
increase the damage by 1d10. Casting Time: 1 Action
Range: 120 feet
A-RANK: Duration: Concentration, Up to 1 minute
Components: HS, CM
WATER RELEASE: ACID PERMEATION Cost: 18 Chakra
Keywords: Water Release, Ninjutsu, Clash
Classification: Ninjutsu Description: You manipulate your water release chakra
Rank: A-Rank molding it until you manifest 9 massive serpent like
Casting Time: 1 Action heads of your description composed of Water.
Range: Self (15-foot-Radius)
Duration: Concentration, up to 1 minute As an Action, or bonus action you may command a
Components: HS, CM single hydra head to attack a creature you can see within
Cost: 20 Chakra range. This attack can turn corners and ignores all but
Keywords: Water Release, Ninjutsu total cover. Make a Ranged Ninjutsu attack on a hit you
Description: You collect water from the air, plants, and deal 8d8 cold damage. On a hit or miss the head is spent
all sources that contain it as they form bubbles reducing the number of heads you have by 1.
surrounding you in a 15-foot radius with you in the
center. This radius moved with you. As a reaction, you can command a single hydra head to
protect you from an incoming attack, granting you 5d8
When you cast this jutsu, you designate any number of temporary hit points against the triggering attack. When
creatures you can see to be unaffected by it. An affected you do you reduce the number of heads you have by 1.
creature’s speed is halved in the area, and when the
creature enters the area for the first time on a turn or Also, as a reaction, you can command 3 hydra heads to
starts its turn there, it must make a Dexterity saving encircle you to completely protect you from a jutsu or
throw as the bubbles explodes like mines spreading effect that would force you to make a Strength, Dexterity
freezing acid over the creature. On a failed save, the or Constitution saving throw. When you do, you instead
creature takes 8d8 Cold damage and gain 2 ranks of gain immunity to the triggering jutsu or effect until the
Corroded. end of the current turn. When you use this effect, you
reduce the number of heads you have by 3.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
increase the damage by 1d8. above A-Rank, increase the cost of this jutsu by 3, the
number of Hydra heads by +1.
WATER RELEASE: FALLING RAIN NEEDLES

Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 120 feet (90-foot cube)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 19 Chakra
Keywords: Water Release, Ninjutsu
Description: You collect all water within 120 feet of you
as it collects into the air creating storm clouds that can
fill a 90-foot cube, at a point you can see within 120 feet

14

WATER RELEASE: GREAT SHARK BULLET WATER RELEASE: RAIN TIGER AT WILL

Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Hour
Range: 120 feet Range: 10 Miles
Duration: Instant Duration: 24 Hours
Components: HS, CM Components: HS, CM
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Water Release, Ninjutsu, Clash Keywords: Water Release, Ninjutsu, Sensory
Description: You manipulate your water release chakra Description: You create rain clouds centered on a point
molding it until you manifest a single gargantuan shark of your choice that you can see 100 feet in the air that
that you then launch at a creature within range, leaving a spreads outwards covering a radius up to 10 miles in size.
trail of devastation in its path. The clouds begin to pour down a heavy rain constantly.
Each rain drop is connected to the caster’s senses
The shark is propelled in a straight line towards a informing them of any and all creatures, movements,
single target creature. Make a Ranged Ninjutsu Attack. activities and actions that the raindrops come into
On a success they take cold damage equal to 10d8, and contact with. This rain is almost entirely seen as natural
gain 2 ranks of Chilled. otherwise. A creature with chakra sight can see the
chakra in each water drop.
All creatures the shark would pass through while
traveling to the target creature would suffer some effect While the caster will be aware of events and actions
as well. All creatures except the target creature in a 15- within the rain, this does not inform them of the exact
foot wide, up to 120-foot line makes a Dexterity saving location within the radius of this jutsu’s effect range.
throw. The line ends early if the space the original target
creature was occupying is less than 120 feet away from WATER RELEASE: TRIDENT [CHANGED]
when the jutsu was cast. On a failed save they take 6d8
cold damage and 1 rank of chilled. Or half as much on a Classification: Ninjutsu
successful save and no additional effects. Rank: A-Rank
Casting Time: 1 Bonus Action
At Higher Ranks: For each rank you cast this jutsu Range: Self
above A-Rank, increase the cost of this jutsu by 3 and the Duration: Concentration, Up to 1 Minute
damage by 2d8. Components: HS, CM
Cost: 20 Chakra
WATER RELEASE: HEAVENLY MIRROR OF Keywords: Water Release, Ninjutsu, Clash
DOOM [CHANGED] Description: You manifest a construct of water release
chakra in the shape of a trident, lance, spear or any
Classification: Ninjutsu polearm of your description. This construct begins to
Rank: A-Rank vibrate and churn the water it is comprised of turning it
Casting Time: 1 Action. until it acts like a Chainsaw when it strikes a target
Range: 60 Feet creature. You do not spend Chakra while maintaining
Duration: Instant concentration on this jutsu.
Components: HS, CM, CS
Cost: Special For the duration, you can as an action make 2 Melee
Keywords: Water Release, Ninjutsu, Fuinjutsu Ninjutsu Attacks with this construct. It has a range of 10
Description: You manifest a ring of water that creates a feet, has a critical threat range of 19~20, and
reflective film similar to that of a mirror. You first seal deals cold damage equal to 5d10 +
your current essence of health into the mirror. You must Ninjutsu Ability Modifier on a hit.
have at least 1 hit point and 50 Chakra points, reducing
your current hit points to 0, and spending half of your Creatures who take cold damage as a
current chakra points. result of this jutsu must succeed a
Constitution saving throw. On a failed
When you do you must then select one creature whom save, they gain a rank of Chilled.
you can see who is not obscured in any way within range
and who is equal to or less than your level and who is not At Higher Ranks: For each rank you
a classified as a Solo or Iconic adversary. When you do, cast this jutsu above A-Rank, increase
the target creature must succeed a Wisdom Saving the cost of this jutsu by 3 and the
throw. On a failed save you seal their essence of health damage by 1d10.
into the mirror reducing their hit points to 0 while not
falling unconscious.

If the target creature passes the save, this jutsu
immediately ends, as both the caster and user regains
the hit points they originally had and this jutsu cannot
be used to target the same target again for 10 minutes.

Once there are two creatures essence of health sealed
into the mirror, they switch owners. You gain a number
of hit points equal to the number of hit points the target
creature lost and the target creature gains a number of
hit points equal the number of hit points you lost.

15

WATER RELEASE: WATER DRAGON S-RANK:

Classification: Ninjutsu WATER RELEASE: DROWN
Rank: A-Rank
Casting Time: 1 Action Classification: Ninjutsu
Range: 60 Feet Rank: S-Rank
Duration: Instant Casting Time: 1 Full Turn Action
Components: HS, CM Range: 120 feet
Cost: 20 Chakra Duration: Concentration, Up to 1 minute
Keywords: Water Release, Ninjutsu, Clash Components: HS, CM
Description: You expel a massive quantity of water or Cost: 30 Chakra
pull from a nearby source, conjuring a large Dragon of Keywords: Water Release, Ninjutsu
your description from water. The Dragon attempts to Description: You manipulate your water release chakra
ram its target. Make a Ranged ninjutsu attack, on a hit molding it until you reach a level of control so much so
target creature 14d6 cold damage. The target creature that you are able to forcibly turn air into water and vice
must make a constitution saving throw, being stunned versa as it is inhaled by other creatures.
and knocked prone on a failed save until the end of the
targets next turn. If used near a sufficient source of Select up to 7 creatures you can see within range. Each
water, reduce the chakra cost of this jutsu by 2 or you can creature makes a Constitution saving throw. On a Failed
choose to increase the damage die to a d8. save for the duration if they can breathe air, they instead
can only breathe water. If they can breathe water, they
At Higher Ranks: For each rank you cast this jutsu can instead only breathe air.
above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6 for each damage type. A creature who is currently in an environment in
which they cannot breathe normally, they begin to
WATER RELEASE: WATER FORMATION Drown.
WALL
While drowning this way, it can survive for a number
Classification: Ninjutsu of rounds equal to its constitution modifier (minimum of
Rank: A-Rank 1 round). At the start of its first turn after these rounds,
Casting Time: 1 Reaction, which you take when you or an it drops to 0 hit points and is dying. A creature who
allied creature is targeted by an attack. begins their turn dying after falling to 0 hit points as a
Range: 30 feet (5-Foot radius Sphere) result of this jutsu, they die. While drowning they cannot
Duration: Instant speak.
Components: HS, CM
Cost: 18 Chakra WATER RELEASE: GIANT VORTEX TSUNAMI
Keywords: Water Release, Ninjutsu, Clash
Description: When you or an allied creature within 30 Classification: Ninjutsu
feet of you are targeted by an attack, you expel a massive Rank: S-Rank
amount of water that you circle around the target like a Casting Time: 1 Action
spinning top. The circling water has 20d6 Hit points Range: 120 Feet
until the beginning of their next turn. Creatures who are Duration: Instant
within 5 feet of the target are also protected by your Components: HS, CM
Water Formation Wall. If used near a sufficient source of Cost: 25 Chakra
water, reduce the chakra cost of this jutsu by 2 or you can Keywords: Water Release, Ninjutsu
choose to increase the radius of the jutsu to 10 feet. Description: You Collect water from up to 100 feet away
from all sources of moisture even down to other
WATER RELEASE: WATER SEVERING WAVE creatures' sweat. You collect it into a massive 20 Feet tall
15 Feet wide vortex. You fire this highly destructive
Classification: Ninjutsu cyclone of water collecting, upheaving, and blowing
Rank: A-Rank everything in its path away up to 120 feet in a straight
Casting Time: 1 Action line. Creatures caught in the range of the jutsu, must
Range: 60ft cone succeed a Strength saving throw to resist being picked
Duration: Instant up by the cyclone and a Dexterity saving throw taking
Components: HS, CM 10d10 cold damage on a Failed Dexterity saving throw
Cost: 19 Chakra and being knocked dragged by the vortex to the end of its
Keywords: Water Release, Ninjutsu path, landing prone and stunned on a failed Strength
Description: You cup your hands against your mouth saving throw.
releasing a torrent of highly pressurized water and using
your chakra like a nozzle. You sweep your head from side
to side targeting a cone area up to 600 feet in distance.
Creatures caught in the radius of this jutsu must make a
Dexterity saving throw, taking 8d10 cold damage on a
failed save.

If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or you can force affected
creatures to make a constitution saving throw, gaining 2
ranks of chilled on a failed save.

At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10 for each damage type.

16

WATER RELEASE: GIANT WATER PRISON WATER RELEASE: WATER HEAVENS
DANCE CONVERGENCE

Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Foot radius Sphere Range: 60 Foot radius Sphere
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 22 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You knead enough water in your stomach Description: You begin to feel the presence of all free-
and release enough to fill a small ocean. You then control flowing water particles within 120 feet of you. For the
the water creating a massive ball of Water centered duration you can control all water as if it was an
around you that extends up to a 60 radius. All Creatures extension of your body.
in the radius are picked up by the wave of water and All Ninjutsu that has the Water Release keyword of A-
pulled into the water sphere. All Creatures inside the Rank or lower, has their cost reduced by half.
Water Sphere must make a Strength saving throw, being
captured inside the sphere and unable to escape, on a You gain additional actions you can use on your turn.
failed save. When captured this way, the captured
creature is considered to be underwater while inside the Water Drill. As an action on your turn, you can make a
Water prison. When the User of this Jutsu moves, the ranged ninjutsu attack against a creature you can see
water sphere moves with him. Creatures who succeed within range dealing 10d12 cold damage as water
their strength save, can escape the Water prison if they surround and collapses over them.
can make it to the edge of the water sphere.
Water Armor. As a reaction to being hit with an attack
WATER RELEASE: GRUDGE RAIN you coat your body in a thick layer of solidified water to
lessen the impact. You gain 25 temporary hit points until
Classification: Ninjutsu the beginning of your next turn.
Rank: S-Rank
Casting Time: 1 Action Watery Chains. As an action on your turn, you can have
Range: Self (250 Foot Radius) the surrounding water form chains as they attempt to
Duration: Concentration, up to 1 hour capture a creature within range. The target must succeed
Components: HS, CM a Dexterity saving throw being restrained and
Cost: 30 Chakra incapacitated on a failed save. On their turns they can
Keywords: Water Release, Ninjutsu make a Strength saving throw to end this effect on them.
Description: You create rain clouds centered on a point
of your choice that you can see 100 feet in the air that
spreads outwards covering a radius up to 10 miles in size.
The clouds begin to pour down a heavy rain.
For the duration, up to 5 creatures of your choice are not
affected by this jutsu. All others who use ninjutsu or
genjutsu within the radius increase their chakra cost by
double.

WATER RELEASE: SUPREME WATER LION

Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Range: 120 feet
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You conjure a Huge construct made
of Water & Chakra forming a Huge beast of your
description that uses your Ninjutsu attack bonus
and Save DC for effects that require it.

It rolls initiative as it has its own turns, using
your Ninjutsu Ability Modifier + Proficiency as
its Initiative.

You can as a bonus action on your turn, so long
as you are in physical contact with this construct
merge into its head. While you are merged in this
way you have total Cover against attacks and
other effects outside of the Lion.

17

Huge Construct, unaligned

Armor Class 17 + Your Ninjutsu Ability Modifier
Hit Points 170 (11d12 + 99)
Speed 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 28 (+9) 1 (-5) 10 (+0) 1 (-5)

Damage Immunities Acid, Poison, Psychic, Bludgeoning, Piercing and Slashing damage.
Damage Resistance Fire
Damage Vulnerability Earth
Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed, poisoned.
Senses Darkvision 60 ft., passive Perception 10

Immutable Form. The Supreme Water Lion is immune to any Jutsu or effect that would alter its form.

Elemental Weapons. The Lions attacks are chakra enhanced.

One with Water. When the lion is in contact with a body of water large enough for it to submerge itself, it gains a 250-foot swim speed, and Truesight
90 feet against other submerged creatures.

Multiattack. The Supreme Water Lion can attack 3 times. Twice with its claws and once with its bite.

Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 6d6 + 6 Cold damage. A creature hit by this attack must succeed a Strength Saving
throw vs your Ninjutsu Save DC. On a failed save they are grappled. Until this grapple ends, the target is restrained and the Li on cannot bite
another target.

Claw. Melee Weapon Attack: reach 10 ft., one creature. Hit: 3d8 + 6 Cold damage. A creature hit by this attack must succeed a Constitution
saving throw vs your Ninjutsu Save DC. On a failed save they gain 1 rank of Chilled.

Swallow. The Water Lion makes one bite attack against a Large or Smaller creature it is grappling. If the Attack hits, the targe t is swallowed,
and the grapple ends. The swallowed target is restrained but is fully visible in the belly of the Water Lion, although it can not be the target of
any jutsu. While inside the Lion it must be able to breathe underwater or it begins to drown. A drowning creature can survive for a number of
rounds equal to their constitution Modifier (Min 1) before falling unconscious as a result of drowning. If an unconscious cre ature remains
drowning, at the beginning of the unconscious creatures turn, they take Cold damage equal to 6d6 + 9. An unconscious creature who is no
longer drowning can be awoken by another creature as a bonus action

Hydro Discharge (Recharge 5-6): The Lion exhales Pure Water Release chakra in a 60- foot cone. Each creature, except its summoner in that cone must
make a Dexterity saving throw vs your Ninjutsu save DC, taking 10d10 Cold damage and 2 ranks of Chilled on a failed save, or half as much damage
on a successful one.

18

LIGHTNING RELEASE

Lightning Release jutsu are the most complicated of the 5 nature transformations to produce. Users must vibrate their
chakra to create sparks and eventually jolts of lightning, guiding and controlling it with chakra. Users of Lightning Release,
usually cannot create lightning inside their bodies instead opting to create it on the surface of their skin and focus it into
points or use their own lightning to guide natural lightning produced in thunder clouds, though this is very difficult and is
generally regarded as a testament of true skill is completed. Lightning Release is typically used offensively, doing piercing
damage when applied to a weapon, or doing massive electrical damage when hitting a creature. Lightning Release can be
used to trap targets, such as ensnaring them with static electricity numbing their body and preventing them from moving.
Defensively, Lightning is an uncommon option, with users surrounding themselves with Lightning to be protected from
harm, although this is very difficult as lightning generally cannot be made uniform, but it is a testament to the users
Nature Change skill.

Lightning Release is naturally strong against Earth Release and weak against Wind Release.

Prerequisite: You must have the Lightning Release Affinity to learn jutsu with the Lightning Release Keyword.

D-RANK: LIGHTNING RELEASE: CIRCUIT BREAKER

LIGHTNING RELEASE: BANQUET OF Classification: Ninjutsu
LIGHTNING Rank: D-Rank
Casting Time: 1 Action
Classification: Ninjutsu Range: 90 feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: 60 Feet Cost: 5 Chakra
Duration: Instant Keywords: Lightning Release, Ninjutsu
Components: HS, CM Description: You conjure your lightning release chakra
Cost: 4 Chakra to generate a jolt of electricity in an attempt to shock a
Keywords: Lightning Release, Ninjutsu creature within range. Make a Ranged Ninjutsu Attack,
Description: You Place your palm on the ground and on a hit, you deal 1d6 Lightning Damage. If the target
conduct a jolt of lightning that runs through it towards a creature is currently concentration on a Jutsu they make
target creature in range. This jutsu ignores line of sight their check at disadvantage. If the target has a jutsu
and can go around corners. Target creature must make a active that doesn’t require concentration and they are
constitution save, taking 3d6 Lightning Damage and not currently concentration on a jutsu, they lose the
being shocked until the end of its next turn on a failed benefits of that jutsu until the end of their next turn.
save and only half damage on a successful one.
Overcharge. When you cast this jutsu, as a bonus action
Overcharge. When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do,
or reaction, you can overcharge its effects. When you do, increase the damage dealt by 2 steps and add your
a creature who fails their saving throw is also slowed for Ninjutsu ability modifier.
the same duration that they are shocked.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the amount of attacks you make by +1.
increase the damage by 1d6 and the number of creatures
you can target by +1. LIGHTNING RELEASE: ELECTROMAGNETIC
ANNOYANCE
LIGHTNING RELEASE: CHARGED IMPULSE
Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (20-foot Cube)
Range: Touch Duration: Instant
Duration: Up to 8 Hours Components: HS, CM
Components: HS, CM Cost: 3 Chakra
Cost: 4 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu Description: You conjure your lightning release chakra
Description: You touch a willing creature. For the to generate a wave of electricity. Each creature in a 20-
duration, the target can add 1d8 to the first initiative roll foot cube originating from you must succeed a
it makes for the duration. For the next minute after Constitution saving throw being Shocked until the end of
rolling initiative the target can, as a bonus action on their next turn on a failed save. If a creature is already
each of its turns take the dash action, this jutsu then shocked, they make this save at disadvantage.
ends.
A creature who is shocked and gains another rank of
shock as a result of this jutsu has their shocked condition
duration increased to 1 minute.

Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
all creatures who fail their saving throw have their speed
reduced by 10 for the duration of the shocked condition.

1

At Higher Ranks: For each rank you cast this jutsu LIGHTNING RELEASE: GUIDING BOLT
above D-Rank, increase the cost of this jutsu by 3 and
the cube by 5 feet. Classification: Ninjutsu
Rank: D-Rank
LIGHTNING RELEASE: ELECTROMAGNETIC Casting Time: 1 Action
FIELD [CHANGED] Range: 90 Feet
Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Action Keywords: Lightning Release, Ninjutsu, Clash
Range: Self (20-foot Cube) Description: A flash of lightning erupts from your hands
Duration: Concentration, Up to 1 minute towards a creature of your choice within range. Make a
Components: HS, CM ranged ninjutsu attack against the target. On a hit the
Cost: 5 Chakra target takes 3d8 lightning damage, and the next attack
Keywords: Lightning Release, Ninjutsu roll made against the target before the end of your next
Description: You conjure your lightning release chakra turn has advantage, thanks to the streak of electricity
to generate an aura electricity. Each creature of your guiding the next attack to the target.
choice within a 20-foot cube originating from you when
this jutsu is cast, and those who begin their turns in this Overcharge. When you cast this jutsu, as a bonus action
jutsu’s range must make a Constitution saving throw. or reaction, you can overcharge its effects. When you do
this jutsu instead becomes a 60 foot long, 5-foot-wide
On a failed save the first time each time they would line. All creatures in range must succeed a dexterity
take Lightning Damage the damage die of the lightning saving throw, taking 3d8 lighting damage on a failed
damage increases by 1 Step. (D4>D6>D8>D10>D12) save or half as much on a success. Regardless of a pass or
fail, the next attack roll made against affected creatures
LIGHTNING RELEASE: ENHANCED ABILITY before the end of your next turn has advantage.

Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action increase the damage by 1d8.
Range: Touch
Duration: 1 Hour LIGHTNING RELEASE: HEAVEN STEP
Components: HS, CM, M
Cost: 5 Chakra Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu Rank: D-Rank
Description: You touch a willing creature and bestow Casting Time: 1 Bonus Action
upon it a vast increase in one of its physical abilities. Range: 90 feet
Choose one of the following effects; the target gains the Duration: Concentration, Up to 1 minute
effect until the jutsu ends. You can only have this jutsu Components: HS, CM
active on one creature at a time. Cost: 4 Chakra
Keywords: Lightning Release, Ninjutsu
Agility. The target has advantage on Dexterity checks Description: You conjure your lightning release chakra
and saving throws. It also doesn’t take damage from to generate a mote of electricity. Select a space that
falling 20 feet or less if it’s not incapacitated. another creature is not occupying that you can see
within range where you throw your mote. This space can
Endurance. The target has advantage on Constitution be in the air but cannot be thrown through walls or water
Checks and saving throws. It also gains 10 Temporary Hit instead stopping at the first semi-solid surface it
points, which are lost when the jutsu ends. encounters.

Strength. The target has advantage on Strength checks You can choose to target a creature with this mote
and saving throws. It also increases damage done with instead of an empty space. Make a range ninjutsu attack.
attack rolls using its strength by +2 On a success you deal 1d8 lightning damage and the
target must succeed a Constitution saving throw being
Overcharge. When you cast this jutsu, as a bonus action shocked until the end of their next turn on a failed save.
or reaction, you can overcharge its effects. When you do, The mote then occupies the closest open space as the
the following effects are enhanced in the following ways; target creature.

Agility. The target can dash as a bonus action for the As a reaction, you can trigger the mote to detonate. All
duration. creatures within 5 feet of the mote must succeed a
Dexterity saving throw. On a failed save they take 2d6
Endurance. The target gains an additional 15 Lightning damage and become shocked until the end of
temporary hit points. their next turn. If a creature who fails the save is already
shocked, they are instead shocked until the end of your
Strength. The target gains immunity to the Weakened next turn. When you do this jutsu immediately ends.
condition for the next minute.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the damage by 1d8 and 1d6 respectively.
the number of creatures you can have this active on at
once increases by +1.

2

LIGHTNING RELEASE: LIGHTNING BALL Overcharge. When you cast this jutsu, as a bonus action
[CHANGED] or reaction, you can overcharge its effects. When you do
this jutsu gains a +1 bonus to critical threat range.
Classification: Ninjutsu
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3 and
Range: 60 Feet increase the number of attacks you can make by +1.
Duration: Instant
Components: HS, CM LIGHTNING RELEASE: LIGHTNING REFLEX
Cost: 4 Chakra
Keywords: Lightning Release, Ninjutsu Classification: Ninjutsu
Description: You generate multiple small floating Rank: D-Rank
globes of lightning chakra. You fire them all off as once Casting Time: 1 Reaction which you take when you are
rapidly at a singular target. Make a Ranged Ninjutsu forced to make a Dexterity saving throw.
attack. On a hit, the target creature takes 6d4 Lightning Range: Self
Damage and gains 1 rank of shocked. Duration: Instant
Components: HS, CM
Overcharge. When you cast this jutsu, as a bonus action Cost: 5 Chakra
or reaction, you can overcharge its effects. When you do Keywords: Lightning Release, Ninjutsu
you create a second set of lightning globes, and you must Description: Your body becomes charged with lightning
select a second creature to target with this jutsu. release chakra enhancing your reflexes to great heights.
When you make a Dexterity saving throw you may roll at
At Higher Ranks: For each rank you cast this jutsu Advantage.
above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d4. LIGHTNING RELEASE: LIGHTNING REPEL

LIGHTNING RELEASE: LIGHTNING BUCKLER Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Reaction to being targeted by an attack
Rank: D-Rank or jutsu.
Casting Time: 1 Bonus Action Range: Self
Range: Self Duration: Instant
Duration: Concentration, Up to 1 minute Components: HS, CM
Components: HS, CM, CS Cost: 3 Chakra
Cost: 4 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Description: You create a magnetic force field around
Description: You conjure your lightning release chakra yourself misdirecting attacks away from you. Attacks
and mold it around a chakra seal until you form a shield have disadvantage when targeting you until the start of
made of Lightning Chakra. For the duration this jutsu your next turn.
cannot be ended as a result of a failed concentration
check. LIGHTNING RELEASE: LIGHTNING SPEED

The lightning shield you manifest sits on your arm Classification: Ninjutsu
and has a design of your description. While Rank: D-Rank
concentration on this jutsu when you would take damage Casting Time: 1 Bonus Action
from a melee attack you may as a Reaction attempt to Range: Self
deflect the attack. When you do reduce the damage taken Duration: Instant
by 2d6 + Ninjutsu ability Modifier. If the damage is Components: HS, CM
reduced to 0, the triggering creature becomes Shocked Cost: 4 Chakra
until the end of your next turn. Keywords: Lightning Release, Ninjutsu
Description: You coat your body in a film of lightning as
If Wind damage would be the triggering damage type you teleport up to your movement speed to an
you instead roll 2d4 + Your ninjutsu ability modifier. unoccupied space that you can see, appearing as a jolt of
lightning when you end your movement.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the damage reduction by 1d6 or 1d4.

LIGHTNING RELEASE: LIGHTNING KNUCKLE
[CHANGED]

Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Components: HS, CM, M
Cost: 3 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You cover your Fist in surging electricity. As
part of this ninjutsu you make a melee ninjutsu attack
against a creature within range, or this jutsu ends. On a
hit, deal 2d6 + Ninjutsu ability modifier lightning
Damage in addition to your unarmed attack damage and
becomes shocked until the end of your next turn.

3

LIGHTNING RELEASE: MARK OF JOLTS LIGHTNING RELEASE: RETRIBUTION

Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Reaction, which you take when you take
Range: Self damage.
Duration: Concentration, Up to 1 minute. Range: Self (15-foot Radius Sphere)
Components: HS, CM, CS Duration: Instant
Cost: 5 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Cost: 5 Chakra
Description: You conjure your lightning release chakra Keywords: Lightning Release, Ninjutsu
and mold it around a chakra seal until you form a Kanji Description: You conjure your lightning release chakra and
of your own description and with its own meaning. This mold it to form a defensive instrument of your choice; This
Kanji Floats in a space within 5 feet of you and can be can be a greatsword, shield, wall, or a Lightning construct
moved up to 20 feet in any direction of your choice as a version of yourself. This jutsu cannot trigger against psychic
bonus action. Choose one of the following effects; or chakra reduction.

Jolts: All creatures except you, within a 10-foot radius When you would take damage, you gain Temporary hit
sphere centered on your Kanji takes lightning damage points equal to half of your Ninjutsu Save DC (rounded
equal to 1d6 + Your Ninjutsu ability Modifier at the end down). While you have Temporary hit points gained by this
of each of your turns. jutsu, you have resistance to Earth Damage and
Vulnerability to Wind Damage.
Shocks: All creatures except you, within a 10-foot
radius sphere centered on your Kanji that takes lightning Each time you take damage until the end of the current
damage must make a Constitution saving throw being turn you build up lightning release chakra. You must keep
Shocked until the end of their next turn on a failed save. track of all damage taken until the end of the current turn. If
Once this effect has triggered and inflicted the shocked your hit points are reduced to 0 while this jutsu is active, it
condition 3 times this jutsu immediately ends. immediately ends.

At Higher Ranks: For each rank you cast this jutsu At the end of the current turn, you discharge all of the
above D-Rank, increase the cost of this jutsu by 3 and built-up Lightning Release chakra. All creatures within a 15-
the damage by 1d6 or the number of triggers by +1. foot radius sphere must succeed a Dexterity saving throw,
taking lightning damage equal to the damage you’ve taken +
LIGHTNING RELEASE: PANTHER CLAW 3d6 on a failed save or half as much on a successful save.

Classification: Ninjutsu If a creature is shocked, they make their saving throw at
Rank: D-Rank disadvantage.
Casting Time: 1 Action
Range: 10 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant. D-Rank, increase the cost of this jutsu by 3 and the damage
Components: HS, CM by 1d6.
Cost: 4 Chakra
Keywords: Lightning Release, Ninjutsu LIGHTNING RELEASE: SHATTERING BOLT
Description: You conjure your lightning release chakra
and mold it around your arms until you conjure a Classification: Ninjutsu
construct of your description. Rank: D-Rank
Casting Time: 1 Action
Make a Melee Ninjutsu attack. On a hit you deal 2d10 Range: 60 feet
Lightning Damage. Duration: Concentration, up to 1 minute
Components: HS, CM
If the target has at least 1 rank of shocked your Cost: 5 Chakra
damage die becomes d12. Keywords: Lightning Release, Ninjutsu
Description: A beam of crackling blue lightning lashes out
If the target has at least 2 ranks of shocked you also towards a creature within range, forming a sustained arc of
increase your critical range to 19~20. lightning between you and the target. Make a ranged ninjutsu
attack against that creature. On a hit, the target takes 2d12
If the target has at least 3 ranks of shocked you also Lightning damage and gains 1 rank of shocked. Once each of
add your Ninjutsu Ability Modifier to the damage you your turns for the duration, you can use your action to deal
deal. 2d12 lightning damage, inflict the creature with 1 rank of
shocked automatically. The jutsu ends if you use your action
If the target has at least 5 ranks of shocked, you make to do anything else. The jutsu also ends if the target is ever
an additional melee ninjutsu attack. outside of the jutsu’s range or if it has total cover from you.
When this jutsu ends, the original target loses all ranks of
Overcharge. When you cast this jutsu, as a bonus action or shocked it gained from this jutsu.
reaction, you can overcharge its effects. When you do, you
may add your Ninjutsu ability modifier to the damage dealt. Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do the first
At Higher Ranks: For each rank you cast this jutsu above target creature gains 2 ranks of shocked on the first hit made
D-Rank, increase the cost of this jutsu by 3 and the damage with this jutsu.
by 1d10.
At Higher Ranks: For each rank you cast this jutsu above D-
Rank, increase the cost of this jutsu by 3 and increase the
damage by 1d12.

4

LIGHTNING RELEASE: SHOCK WHIP LIGHTNING RELEASE: THORS MARK

Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 Feet Range: 90 Feet
Duration: Instant Duration: Concentration, up to 1 hour
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You create a whip of lightning, and lash it at a Description: You send a negatively charged spark of
target creature in range. The target must succeed a Strength Lightning release chakra to attach itself to a target
saving throw, taking 2d10 Lightning damage and being creature you can see within range marking it. You do not
pulled or pushed 10 feet on a failed save, or half damage on a need to spend chakra to maintain concentration on this
successful save. jutsu. Until the jutsu ends you deal an extra damage die
to the target whenever you hit it with Ninjutsu with the
Overcharge. When you cast this jutsu, as a bonus action or Lightning Release Keyword. You also have advantage on
reaction, you can overcharge its effects. When you do a Wisdom (Perception) or (Survival) checks you make to
creature who fails their saving throw gains 1 rank of shocked. track or find the target.

At Higher Ranks: For each rank you cast this jutsu above D- If a creature marked with this jutsu reaches 0 hit
Rank, increase the cost of this jutsu by 3 and increase the points you may move the mark to another creature as a
damage by 1d10 and the range by 5ft. bonus action.

LIGHTNING RELEASE: SPARK LIGHTNING RELEASE: THUNDER TEMPEST

Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 25 Foot Cone
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Lightning Release, Ninjutsu, Medical Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra to Description: A wave of electrical force sweeps out from
generate a spark of willpower from within a creature. you. Each creature in a 25-foot cube originating from
you must make a constitution saving throw. On a Failed
A Creature you touch gains 1 Hit point and a number of save a creature takes 4d4 Lightning Damage are pushed
temporary hit points equal to 2d6 + Your Ninjutsu ability back 10 feet and dazed. On a successful save, the creature
Modifier. These Temporary hit points last for 1 minute. takes half as much damage and isn't pushed.

Additionally, the creature gains resistance to Lightning Overcharge. When you cast this jutsu, as a bonus action
damage so long as they have Temporary hit points granted or reaction, you can overcharge its effects. When you do
by this jutsu. a creature who fails their saving throw has their
initiative score reduced by 1d4, falling in the initiative
Overcharge. When you cast this jutsu, as a bonus action or order accordingly as a result. A creature can only have
reaction, you can overcharge its effects. When you do, the their initiative changed twice as a result of this effect.
first time you would take lightning damage while benefiting
from temporary hit points (thp) as a result of this jutsu, you At Higher Ranks: For each rank you cast this jutsu
instead gain bonus thp equal to half the damage dealt. above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 2d4 and knock back distance 5ft.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the LIGHTNING RELEASE: THUNDERBOLT
temporary Hit points by 1d6.
Classification: Ninjutsu
LIGHTNING RELEASE: STATIC SENSE Rank: D-Rank
Casting Time: 1 Action
Classification: Ninjutsu Range: Self (15-Foot radius Sphere)
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: Self Cost: 5 Chakra
Duration: 1 minute Keywords: Lightning Release, Ninjutsu
Components: HS, CM Description: You generate 2 spheres of lightning on each
Cost: 4 Chakra hand, discharging them in a 15-foot radius sphere
Keywords: Lightning Release, Ninjutsu, Sensory originating from you. All Creatures of your choice in the
Description: You gain the ability to see electrical signals target area must make a Dexterity saving throw, taking
occurring in creatures or objects up to 300 Feet away. This 2d10 Lightning Damage and being shocked on a failed
penetrates up to 5-feet of nonmetal surfaces. You can tell save and half as much on a successful one.
when an object that works off of electricity, such as non-
jutsu based communication systems, cameras, computers, Overcharge. When you cast this jutsu, as a bonus action
and other technological devices are in active use, or are or reaction, you can overcharge its effects. When you do
moving, and their general shape. You can tell when Creatures increase this Jutsu's radius by 10 feet.
can generate electricity such as lightning release or as a
natural phenomenon (eels, magnets, batteries etc.) At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10.

5

LIGHTNING RELEASE: THUNDERCLAW LIGHTNING RELEASE: CHIDORI

Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 5 Feet
Duration: Concentration, Up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 8 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Clash
Description: You conjure your lightning release chakra Description: This powerful assassination technique
to generate claws of Lightning around your hands. focuses lightning Chakra into one of your hands, which
will be unable to hold items while charged, but can still
For the duration, you can as an action make a melee be used to make hand seals without harm. You do not
ninjutsu attack. On a hit you deal 2d6 + Your Ninjutsu need to spend chakra to maintain concentration with
ability modifier in Lightning Damage. If a target is this jutsu. As an action on your next turn, you can use
shocked increase the damage die to a d8. your action to make a Melee Ninjutsu Attack on a target
creature within range.
Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do, On a Hit, the target creature takes 5d10 Lightning
the first time each turn you deal damage with this jutsu, Damage and this jutsu ends. This Jutsu has a +1 critical
if a creature has any number of ranks of shocked, threat range.
increase this jutsu’s critical threat range by +1.
At Higher Ranks: If this Jutsu is upcasted to at least B-
At Higher Ranks: For each rank you cast this jutsu Rank you immediately perform the Melee Ninjutsu
above D-Rank, increase the cost of this jutsu by 3. If cast attack instead of waiting till your next turn. For each
B-Rank or higher increase the number of attacks by +1. If rank above C-Rank, increase the cost by 3, increasing the
cast at S-Rank, increase the number of attacks by +1. damage done by 2d10 and Critical threat range by +1.

C-RANK:

LIGHTNING RELEASE: ABSORB LIGHTNING

Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Reaction to taking lightning damage.
Range: Self
Duration: Instant
Components: HS, CM
Cost: 6 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You create a similar charge of Lightning
release chakra inside of you, gaining Resistance to
Lightning Damage until the beginning of your next turn.
You gain a number of Temporary Chakra equal to Half
the damage you take.

LIGHTNING RELEASE: AFTERSHOCK

Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you deal
Lightning Damage to a creature using a jutsu.
Range: Special
Duration: Instant
Components: HS, CM
Cost: Special
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
to generate a jolt of electricity in an attempt to double up
on the effects of the previous jutsu you cast.

As a reaction, when you would deal lightning damage
to a creature you may recast the jutsu targeting the
same creatures or affecting the same area. The jutsu
recast in this way have their cost doubled. If the
jutsu recast has the special cost, then it costs an
additional +3 Chakra.

6

LIGHTNING RELEASE: JOLT space within range that you can see, Lightning Strikes the
area. All creatures within 5 feet of the target space must
Classification: Ninjutsu succeed a Dexterity Saving throw taking 3d10 Lightning
Rank: C-Rank Damage on a failed save, or half as much on a successful
Casting Time: 1 Action one. A creature can only be affected by one lightning strike
Range: Touch at a time.
Duration: Instant
Components: HS, CM Overcharge. When you cast this jutsu, as a bonus action or
Cost: 7 Chakra reaction, you can overcharge its effects. When you do a
Keywords: Lightning Release, Ninjutsu, Medical creature who fails their saving throw has their legs begins to
Description: You conjure your lightning release chakra seize up on them, reducing their walking speed to 5 feet,
to generate a spark of willpower from within a creature. bringing it to a crawl, until the end of their next turn.

A Creature you touch gains 5 Hit points and a number At Higher Ranks: For each rank you cast this jutsu above
of temporary hit points equal to 4d8. These Temporary C-Rank, increase the cost of this jutsu by 3 and select one
hit points last for 1 minute. additional target space.

So long as a creature have temporary hit points as a LIGHTNING RELEASE: LIGHTNING FLASH
result of this jutsu, they gain a 10-foot bonus to their
walking speed and a +2 bonus to their Dexterity saving Classification: Ninjutsu
throws. Rank: C-Rank
Casting Time: 1 Action
A dying creature who is affected by this jutsu gains an Range: Self
additional jolt of energy. Until the end of their next turn, Duration: Instant
they gain an additional Bonus action. Components: HS, CM, W (Thrown)
Cost: 8 Chakra
Overcharge. When you cast this jutsu, as a bonus action or Keywords: Lightning Release, Ninjutsu, Bukijutsu
reaction, you can overcharge its effects. When you do, Description: You coat a weapon with the thrown quality in
increase the die used to determine temporary hit points, by 1 lightning release chakra, increasing the lethality and
step. piercing power of the weapon and throwing them in rapid
succession.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, temporary Hit You throw two of them, Make two ranged ninjutsu
points by 1d8 and +5 walking speed. attacks. On a hit, this jutsu deals 1d8 lightning Damage and
1d8 Piercing Damage. You must roll your ammunition die
LIGHTNING RELEASE: LIGHTNING CURRENT twice for the weapon stack used.

Classification: Ninjutsu Overcharge. When you cast this jutsu, as a bonus action
Rank: C-Rank or reaction, you can overcharge its effects. When you do
Casting Time: 1 Action the damage you deal ignores resistance and immunities as
Range: Self (30-foot radius sphere) your attacks penetrate even the strongest defense.
Duration: Instant
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 Chakra C-Rank, increase the cost of this jutsu by 3 and increase
Keywords: Lightning Release, Ninjutsu the number of attacks by +1.
Description: You slam your hand onto the ground and
release lightning from your body that surges outwards LIGHTNING RELEASE: LIGHTNING KING’S
up to 30 feet in all directions from you. Creatures in this MANTLE
radius who are not behind total cover must succeed a
constitution saving throw, taking 4d6 lightning damage Classification: Ninjutsu
and being shocked. On a successful save the creature Rank: C-Rank
only takes half damage. At the start of each of a creature Casting Time: 1 Action
shocked by this jutsu turn, they make another Range: Self (15-foot radius sphere)
constitution saving throw to end the shocked condition Duration: Concentration, up to 1 minute
from this jutsu. Components: HS, CM
Cost: 8 Chakra
Overcharge. When you cast this jutsu, as a bonus action or Keywords: Lightning Release, Ninjutsu
reaction, you can overcharge its effects. When you do a Description: You radiate a powerful aura of lightning energy
creature who fails their saving throw becomes unable to in an aura with a 15-foot radius centered on you, enhancing
make handsigns until the end of their next turn, as the combat potential in friendly creatures.
electricity overwhelms their central nervous system.
The aura moves with you. While in the aura, all
At Higher Ranks: For each rank you cast this jutsu above creatures of your choice, deal an additional 1d6
C-Rank, increase the cost of this jutsu by 3 and increase the lightning damage with weapon attacks.
damage by 1d6.
At Higher Ranks: For each rank you cast this
LIGHTNING RELEASE: LIGHTNING FANG jutsu above C-Rank, increase the cost of this jutsu
by 3 and increase the radius by 10 feet.
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 100 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You extend both of your hands into the air,
releasing a mass of Lightning chakra into the sky creating
thunder clouds. As an action on your turn, you can select a

7

LIGHTNING RELEASE: LIGHTNING LIGER LIGHTNING RELEASE: LIGHTNING ROPE

Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 60 feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 7 Chakra Cost: 6 Chakra
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra to Description: You conjure your lightning release chakra
summon a Beast formed of Lightning, that fit your to manifest a rope made of lightning.
description.
Make a ranged ninjutsu attack against a single
Make a Ranged Ninjutsu attack against a creature within creature you can see within range. On a successful hit,
range. On a success they take lightning damage equal to the target becomes restrained and shocked for the
4d8+ your Ninjutsu Ability Modifier. duration. A creature Restrained by this jutsu who takes
lightning damage equal to your Ninjutsu ability Modifier
Additionally, the target must succeed a Constitution at the beginning of each of their turns.
saving throw. On a failed save they become shocked until the
end of their next turn. A creature restrained by this jutsu may make a
Strength saving throw once on their turns as an action to
If a target is already shocked, you make your attack roll at end this jutsu’s effects on them on a success.
advantage and ignore cover as the lightning beast zig zags
across the field to get the best vantage to attack. While maintaining concentration on this jutsu you
must hold the lightning rope with one hand within range.
Overcharge. When you cast this jutsu, as a bonus action or Letting it go immediately ends this jutsu.
reaction, you can overcharge its effects. When you do, select
a second creature to target with this jutsu. Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
At Higher Ranks: For each rank you cast this jutsu above all creatures who fail the initial saving throw gain 1
C-Rank, increase the cost of this jutsu by 3 and the damage additional rank of shocked condition.
by 1d8.
At Higher Ranks: For each rank you cast this jutsu
LIGHTNING RELEASE: LIGHTNING ROD above C-Rank, increase the cost of this jutsu by 3 and the
number of creatures you can target with this jutsu by +1.
Classification: Ninjutsu
Rank: C-Rank LIGHTNING RELEASE: LIGHTNING STEP
Casting Time: 1 Action
Range: Self Classification: Ninjutsu
Duration: Concentration, up to 1 minute Rank: C-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 9 Chakra Range: 90 Feet
Keywords: Lightning Release, Ninjutsu Duration: Instant
Description: You conjure your lightning release chakra Components: HS, CM
creating a lightning release construct lance, staff or polearm Cost: 8 Chakra
of your description. This construct polearm has a reach of 10 Keywords: Lightning Release, Ninjutsu
feet, the trip, deadly and thrown (90/120) properties. Description: You teleport yourself to an unoccupied space
you can see within range. Immediately after you disappear,
For the duration of this jutsu you do not need to spend a thunderous boom sounds, and each creature within 10 feet
chakra to maintain concentration on this jutsu. of the space you left and the space you appeared must make
a constitution saving throw, taking 3d10 Lightning damage
While wielding this construct polearm you gain the on a failed save, or half as much damage on a successful one.
following options using the corresponding actions; Thunder can be heard up to 300 feet away.

Action: Make a Melee Ninjutsu attack dealing 4d10 You can bring along object as long as their weight doesn’t
lightning damage on a hit. exceed what you can carry. You can also teleport one willing
creature of your size or smaller who is carrying gear up to it
Action: Make a Ranged Ninjutsu attack, throwing the carrying capacity. The creature must be within 5 feet of you
lance targeting a creature you can see, within throwing when you cast this jutsu, and there must be an unoccupied
range, dealing lightning damage equal to 5d6 + Ninjutsu space within 5-feet of your destination space for the
ability modifier. Regardless of a hit or miss, the lance then creature to appear in; otherwise, the creature is left behind.
explodes, creatures within 20 feet of the target must
succeed a Dexterity saving throw, taking 3d8 lightning Overcharge. When you cast this jutsu, as a bonus action or
damage on a failed save or half as much on a successful save. reaction, you can overcharge its effects. When you do a
The Jutsu then ends. creature who fail their saving throw have their speed
reduced by the amount of damage they took, rounded down
Bonus Action: You compress your polearm into its most to the nearest 5-foot increment until the end of their next
basic form using it to supercharge the next jutsu you cast turn.
with the Lightning Release Keyword before the end of your
turn. The next jutsu you cast with the Lightning Release At Higher Ranks: For each rank you cast this jutsu above
Keyword that has a casting time of 1 Action has its cost C-Rank, increase the cost of this jutsu by 3 and increase the
reduced by half and deals additional damage equal to your damage by 1d10.
Ninjutsu ability modifier. This jutsu then ends.

Reaction: You spin your polearm in an attempt to
deflect incoming attacks. Roll 1d6. You gain a bonus to
your AC equal to the result and a bonus to your Strength
and Dexterity saves equal to half of the result (Min 1.)
until the beginning of your next turn.

8

LIGHTNING RELEASE: LIGHTNING UPPERCUT LIGHTNING RELEASE: OVERDRIVE

Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet. Range: Self
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Sensory
Description: You conjure your lightning release chakra Description: You send lightning chakra through your
coating it around your hands or legs and using it as a central nervous system speeding up your body's
guiding force when striking. response time and perceptive abilities. Increase your
Movement speed by 20. Gain advantage in Dexterity
Make a ranged ninjutsu attack. On a hit lighting Saves and ability checks. When making a Wisdom
explodes upwards from under the target dealing lightning (Perception) ability check, you may add 1d4 to the result.
damage equal to 4d8, and knocking them 20 feet into the
air. They do not take falling damage unless they fall more At Higher Ranks: For each rank you cast this jutsu
than 20 feet in this circumstance. above C-Rank, increase the cost of this jutsu by 3 and
increase movement speed by 10ft.
Until the end of your turn, the target can be targeted by
Jutsu with the Finisher keyword regardless of range, once LIGHTNING RELEASE: SPIDER WEB
per turn, using either an Action or Bonus action, ignoring
its listed casting time. Classification: Ninjutsu
Rank: C-Rank
Overcharge. When you cast this jutsu, as a bonus action Casting Time: 1 Action
or reaction, you can overcharge its effects. When you do, Range: 60 Feet (15-Foot cube)
the next Ninjutsu you cast with the lightning release Duration: Concentration, up to 1 minute
keyword gains the Finisher keyword and the following Components: HS, CM
effect; If this jutsu is used as a Finisher, you increase the Cost: 9 Chakra
damage you deal by 3 damage die. Keywords: Lightning Release, Ninjutsu
Description: You create a Web like pattern on the ground
At Higher Ranks: For each rank you cast this jutsu out of Lightning chakra expanding outwards in a 30-foot
above C-Rank, increase the cost of this jutsu by 3, the cube at a space of your choice within range. Creatures
damage by 1d8. who begin their turns or enters the webs space must
succeed a constitution saving throw. On a failed save a
LIGHTNING RELEASE: LIGHTNING WALL creature is shocked. A shocked creature remains
incapacitated when they would begin their turns in this
Classification: Ninjutsu jutsu’s radius.
Rank: C-Rank
Casting Time: 1 Full Turn Action Overcharge. When you cast this jutsu, as a bonus action or
Range: 120 feet. reaction, you can overcharge its effects. When you do a
Duration: Concentration, up to 1 minute Shocked creature who begins their turn in the affected area
Components: HS, CM takes 1d8 + Ninjutsu ability modifier in lightning damage.
Cost: Special (50 Chakra)
Keywords: Lightning Release, Ninjutsu, Combination At Higher Ranks: For each rank you cast this jutsu above
Description: You conjure your lightning release chakra until C-Rank, increase the cost of this jutsu by 3, increase the size
you create a wall of lightning that you can place on a solid of the cube by 5 feet and damage dealt while overcharged by
surface or suspend midair. You can make the wall up to 90 1d8.
feet long, 60 feet high and 5 feet thick, or a ringed wall up to
40 feet in diameter, 60 feet high, and 5 feet thick. This wall is
opaque and lasts for the duration.

When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature
takes 8d8 lighting damage and becomes shocked for the
duration or half as much on a successful save.

On both sides of the wall each creature that ends its turn
within 10 feet of it takes 8d8 Lighting damage and must
succeed a Constitution saving throw being shocked until the
end of their next turn. A creature takes the same damage and
gains the same condition when it enters the wall for the first
time or ends its turn there.

The Wall has a number of hit points equal to the collective
total of all Casters Ninjutsu Save DC. Resistance to Earth
Damage and Vulnerability to Wind Damage.

Its casters can decide to allow Jutsu to pass through only
one side of the wall if they choose.

Combination: If this jutsu is cast as a Combination jutsu with 2
or more casters increase the damage by 1d8.

Any creature who assists in casting this jutsu as a combination
jutsu increases this Jutsu's defensive abilities based on the highest
Charisma Modifier within the group of casters. (+0-1: No
Change, +2-3: Increase the walls Hit points by 15. +4-5: Increase
the walls Hit points by 45).

9

LIGHTNING RELEASE: STATIC FALCON LIGHTNING RELEASE: THUNDER BOMB
[CHANGED]
Classification: Ninjutsu
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 120 Feet (15 Feet Cube) Casting Time: 1 Action
Duration: Instant Range: Self (30-foot radius Sphere)
Components: HS, CM Duration: Instant
Cost: 7 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu Cost: 9 Chakra
Description: You generate a mass of Lightning chakra Keywords: Lightning Release, Ninjutsu
and release it in the form of a bird. This bird then flies Description: You collect a surge of Lightning Release Chakra
towards a target creature you can see within range, into your fingertips as you pinpoint all creatures within your
before it explodes, discharging electricity in a 15-foot Jutsu’s radius that are shocked.
cube with a loud thunderous boom. This thunderous
boom can be heard up to 300 feet away. All Shocked creatures within range can feel the Lightning
chakra on them begin to react before it violently explodes
Creatures in the affected area must succeed a creating audible sounds over 1000 feet away.
constitution save, taking 6d6 Lightning damage and
being shocked on a failed save, and half as much on a Creatures with more stacks of the Shocked Condition suffer
successful save. greater impacts. Shocked creatures within range must
succeed a Constitution saving throw taking lightning damage
Overcharge. When you cast this jutsu, as a bonus action or equal to the following based on the stacks of shocked they
reaction, you can overcharge its effects. When you do a have or half as much on a successful save.
creature shocked by this jutsu must make a Constitution
(Chakra control) check at the start of each of their turns for (1 Stack: 3d8, 2 Stacks: 4d8, 3 Stacks: 5d8, 4 Stacks: 6d8,
the duration of the shocked condition, or be unable to move 5 Stacks: 7d8)
more than 5 feet on their turns.
Creatures within 10 feet of a shocked creature when this
At Higher Ranks: For each rank you cast this jutsu explosion happens makes a Dexterity saving throw taking
above C-Rank, increase the cost of this jutsu by 3 and half the damage on a failed save or no damage on a successful
increase the damage by 1d6. save. If a creature is shocked and within 10 feet of another
shocked creature when this explosion occurs, they make their
LIGHTNING RELEASE: STATIC WEAPON save at Disadvantage.
[CHANGED]
A creature can be affected by no more than 2 explosions.
Classification: Ninjutsu The shocked condition ends on all creatures within range
Rank: C-Rank regardless of passing or failing.
Casting Time: 1 Bonus Action
Range: Self B-RANK:
Duration: Concentration, up to 1 minute
Components: HS, CM LIGHTNING RELEASE: BANQUET OF THUNDER
Cost: 7 Chakra
Keywords: Lightning Release, Ninjutsu Classification: Ninjutsu
Description: A Weapon you touch becomes a chakra weapon Rank: B-Rank
enhanced with lightning release chakra. For the duration, Casting Time: 1 Action
the weapon has a +1 bonus to attack rolls and deals an extra Range: 60 feet
damage die in lightning damage when it hits. This can affect Duration: Instant
a stack of weapons as well. Components: HS, CM, CS
Cost: 12 Chakra
At Higher Ranks: For each rank you cast this jutsu above Keywords: Lightning Release, Ninjutsu
C-Rank, increase the cost of this jutsu by 3 and the number Description: You discharge 3 jolts of lightning that tears
of weapons this can affect by +1. through the ground shooting in a straight line 10 feet wide
and 60 feet long. The ground the lightning travels through
LIGHTNING RELEASE: SURGE becomes difficult terrain. Creatures in the path of this
lightning must succeed a Dexterity saving throw, taking 6d6
Classification: Ninjutsu lightning damage, being shocked and weakened until the
Rank: C-Rank end of their next turn on a failed save or half as much
Casting Time: 1 Action damage on a successful one.
Range: Self
Duration: 1 Minute Overcharge. When you cast this jutsu, as a bonus action or
Components: HS, CM reaction, you can overcharge its effects. When you do a
Cost: 9 Chakra creature shocked by this jutsu must make a Constitution
Keywords: Lightning Release, Ninjutsu saving throw at the beginning of each of their turns for the
Description: You focus on altering your Lightning release next minute. On a failed save, the shocked and weakened
chakra ever so slightly, giving it unique qualities and even conditions persist until the end of their following turn. A
changing its color to one of your choice. creature who passes this saving throw ends both conditions
and this Jutsu's effects on them.
For the duration, reduce the cost of all Ninjutsu with
the Lightning Release keyword of C-Rank or lower by 2 At Higher Ranks: For each rank you cast this jutsu
(Min 1). above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6.
Creatures whom you can see, within 60 feet of you,
which have ranks of shocked, reduce their AC by -1 for
each rank they have.

10

LIGHTNING RELEASE: BEAST LIGHTNING Medium Construct, unaligned
[CHANGED]
Armor Class 11+ Your Ninjutsu Ability Modifier
Classification: Ninjutsu Hit Points 30 (5d12 + Your character level)
Rank: B-Rank Speed 35 ft.
Casting Time: 1 Action
Range: Touch STR DEX CON INT WIS CHA
Duration: Concentration, up to 1 minute 12 (+2) 22 (+6) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
Components: HS, CM
Cost: 11 Chakra Damage Immunities Acid, Lightning, Earth, Psychic
Keywords: Lightning Release, Ninjutsu Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
Description: You focus your lightning chakra, forming it into
the shape of a land animal of your choice such as a Bear, a petrified, poisoned
Panther, or Wolf. The Lightning Beast of your creation can, as Senses passive Perception 10
a bonus action, be directed.
Damage Vulnerability. The Lightning Beast takes double damage from
LIGHTNING RELEASE: CHAINED LIGHTNING Wind damage.

Classification: Ninjutsu Elemental Body. The Lightning Beast weapon attacks are chakra enhanced.
Rank: B-Rank
Casting Time: 1 Action Kill Switch. When your beast reaches 0 hit Points it explodes shooting
Range: 150 Feet lightning in all directions. All Creatures within 10 Feet of it must succeed a
Duration: Instant Dexterity saving throw, taking 4d10 Lightning Damage and being shocked
Components: HS, CM on a failed save and half as much and no additional effects on a successful
Cost: 13 Chakra one
Keywords: Lightning Release, Ninjutsu
Description: You create a bolt of lightning that arcs towards a Bite. Melee Weapon Attack: + (Your ninjutsu attack bonus) to hit, reach 5 ft.,
target of your choice that you can see within range. Three one creature. Hit: 5d8 Lightning damage.
bolts then leap from the first target to as many as three other
targets, each of which must be within 30 feet of the first LIGHTNING RELEASE: LIGHTNING BIND
target. A target can be a creature or an object that be targeted
by only one of the bolts. A target must make a Dexterity Classification: Ninjutsu
saving throw, taking 6d10 lightning damage on a failed save, Rank: B-Rank
or half as much on a successful one. Casting Time: 1 Minute
Range: 1 Mile
Overcharge. When you cast this jutsu, as a bonus action or Duration: Concentration, up to 1 Hour
reaction, you can overcharge its effects. When you do a Components: HS, CM, CS
creature gains one rank of the shocked condition for each Cost: 14 Chakra
creature who previously failed their saving throws +1, which Keywords: Lightning Release, Ninjutsu, Fuinjutsu
last until the end of their next turn. Description: You set up 3 Chakra seals within 15 feet of
one another in a triangle formation and fill them with
At Higher Ranks: For each rank you cast this jutsu above Lightning Release chakra. You decide on a triggering
B-Rank, increase the cost of this jutsu by 3 and one action such as a creature entering the triangle, saying a
additional bolt leaps from the first target to another target. specific word, or even making a certain hand Seal and
the 3 tags will create a 3-point barrier made of Lightning
LIGHTNING RELEASE: FALSE DARKNESS Release Chakra. Trapping whomever is in the barrier
inside. The Barrier has 60 (10d12) Hit Points and a 13 AC.
Classification: Ninjutsu Creatures inside the Barrier cannot mold chakra and if a
Rank: B-Rank creature attempts to exit the interior of the barrier by
Casting Time: 1 Action force, they must make a DC 16 Constitution save, taking
Range: 30-foot cone 5d8 Lightning Damage on a failed save or half as much
Duration: Instant on a successful one. Creatures interacting with the
Components: HS, CM Outside of the barrier do not suffer adverse effects
Cost: 14 Chakra although they cannot pass through the barrier without
Keywords: Lightning Release, Ninjutsu attempting to break it.
Description: You release a massive wave of lightning capable
of disintegrating stone and creatures alike. Creatures in a 30-
foot cone originating from you must succeed a constitution
saving throw taking 10d6 lightning damage and must
succeed a constitution saving throw, being stunned, until the
end of their next turn, on a failed save. After casting this
jutsu you cannot mold chakra until the end of your next turn.

Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do a
creature that fails their saving throw remains blinded for the
next minute. A creature whose blindness persists in this way,
remakes their saving throw at the end of each of their turns
to end the condition on themselves.

At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and the damage
by 1d6.

11

LIGHTNING RELEASE: LIGHTNING LILY LIGHTNING RELEASE: LIGHTNING
[CHANGED] TRANSMISSION

Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 90 feet Range: 120 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 11 Chakra Cost: 11 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You manifest your Lightning release until Description: You manifest your Lightning release until its
you create a floating flower made of Lightning. This covering your body. Select one currently shocked creature
flower sparkles and sparks harmlessly for but a moment within 120 feet. You immediately teleport to them. Until the
before it detonates. end of this turn, you have advantage on the first Melee
Attack made targeting the creature you teleport to.
Select a space you can within range for the flower to
manifest. All creatures within 30 feet of the flower must If the target creature dies before the end of your turn after
succeed a Dexterity and Wisdom Saving throw. teleporting to them you may teleport to another creature
within 60 feet who also has the shocked condition. If you do,
On a failed Dexterity saving throw they take 5d8 you gain advantage on the next melee attack made targeting
Lightning damage and gain 2 ranks of the shocked this creature before the end of your next turn. You can only
condition for the next minute. teleport using this jutsu up to twice per turn.

On a successful Dexterity save they gain 1 rank of the LIGHTNING RELEASE: PENANCE
shocked condition until the beginning of their next turn.
Classification: Ninjutsu
On a failed Wisdom Saving throw they are blinded by Rank: B-Rank
the flash of white light until the end of their next turn. Casting Time: 1 Action
On a successful Wisdom save no further effects. Range: Touch
Duration: Instant
Overcharge. When you cast this jutsu, as a bonus action Components: HS, CM
or reaction, you can overcharge its effects. When you do, Cost: 14 Chakra
the affected creatures only make either a Dexterity or Keywords: Lightning Release, Ninjutsu, Medical
Wisdom save to determine this jutsu’s effects, not both. Description: You conjure your lightning release chakra
Pick one when you overcharge this jutsu. to amplify and bring out, the last spark of willpower
from within a fallen creature.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the A Creature you touch who has been dead no longer
damage by 1d8. than 1 minute has their essence touched. Make a Ninshou
Check vs DC (15 + 1 for every round the target has been
LIGHTNING RELEASE: LIGHTNING SPEAR dead.) On a success, they awake, gaining 1 Hit points and
a number of temporary hit points equal to 6d10. These
Classification: Ninjutsu temporary hit points last for 1 minute. When the creature
Rank: B-Rank runs out of temporary hit points granted by this jutsu,
Casting Time: 1 Action they fall unconscious for 24 hours, unable to awaken by
Range: 60 Feet any means. A creature can be revived by this jutsu no
Duration: Instant more than once per full rest.
Components: HS, CM
Cost: 12 Chakra So long as a creature have temporary hit points as a
Keywords: Lightning Release, Ninjutsu, Clash result of this jutsu, they gain a bonus to their Strength,
Description: You create a concentrated globe of Dexterity and Constitution saving throws equal to your
lightning around your hand, and point it in a direction of Ninjutsu Ability Modifier, their Strength, Dexterity, and
your choice. A beam of lightning shoots at blinding Intelligence ability scores are increased to 20, and any
speeds in a straight-line piercing through everything in damage they deal is instead Lightning Damage that
its path. Creatures up to 60 feet away, in a straight line cannot be resisted.
from you must succeed a Dexterity saving throw, taking
10d6 Lightning Damage on a failed save and half as
much on a successful save.

Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do a
creature that fails their saving throw becomes incapacitated
until the end of their next turn.

At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6.

12

LIGHTNING RELEASE: RAGING STORM LIGHTNING RELEASE: STRIKE ARMOR
[CHANGED]
Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, Up to 1 Minute Components: HS, CM
Components: HS, CM Cost: 11 Chakra
Cost: 13 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu Description: You surround yourself, in dense lightning
Description: You manifest your Lightning release until chakra in the form of armor. This Armor enhances your
its covering the body of an ally. Select one willing speed, and protects you from damage, while also
creature you can see within range. The target creature is enhancing your melee strikes. You cannot lose
engulfed in a raging torrent of lightning. For this concentration on this jutsu as a result of damage.
duration, Jutsu the creature casts deals additional
lightning damage equal to 3d8, once per turn. They gain Increase your movement speed by +20 Feet, AC by +2,
Resistance to Earth Damage a +20 bonus to their speed, and when you would attack with a melee Attack, add 1d6
and advantage on Dexterity saving throws. to the attack roll.

Additionally, Concentration checks they make are LIGHTNING RELEASE: TENACIOUS JOLTS
made at advantage as you assist in managing their
chakra flow. Classification: Ninjutsu
Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above B-Rank, increase the cost of this jutsu by 3 and the Range: 90 feet
number of targets this jutsu can affect by +1. Duration: Concentration, Up to 1 minute
Components: HS, CM
LIGHTNING RELEASE: REVENGE Cost: 11 Chakra
Keywords: Lightning Release, Ninjutsu
Classification: Ninjutsu Description: You conjure your lightning release chakra
Rank: B-Rank forming a jolt of lightning that you use to strike a
Casting Time: 1 Reaction, which you take when you take creature within range.
damage.
Range: Touch Make a ranged ninjutsu attack. On a hit you deal 5d10
Duration: Instant Lightning damage. The target must succeed a
Components: HS, CM Constitution saving throw. On a failed save for the
Cost: Special duration, the affected creature becomes shocked and
Keywords: Lightning Release, Ninjutsu Dazed for the next minute.
Description: You conjure your lightning release chakra
and disperse it so much so that it feels like your chakra Overcharge. When you cast this jutsu, as a bonus action
has vanished entirely. This jutsu cannot trigger against or reaction, you can overcharge its effects. When you do,
psychic or chakra reduction. the all creatures within 10 feet of the target of your
choice must succeed a Constitution saving throw, taking
When you take damage, until the end of the current 5d8 lighting damage on a failed save or half as much on a
turn you build up lightning release chakra in magnitudes success.
greater than the damage you took. You must keep track
of all damage taken until the end of the current turn. If At Higher Ranks: For each rank you cast this jutsu
your hit points are reduced to 0 while this jutsu is active, above B-Rank, increase the cost of this jutsu by 3 and the
it still triggers. damage by 1d10.

At the end of the current turn, or when you reach 0 hit LIGHTNING RELEASE: THUNDERSTORM
points while this jutsu is active, you discharge all of the
built-up Lightning Release chakra onto a single creature. Classification: Ninjutsu
Rank: B-Rank
Select One creature within Range who you can see. Casting Time: 1 Action
Make a Melee Ninjutsu attack. On a hit, you attempt to Range: 250 feet cloud
deal lightning damage equal to twice the damage you’ve Duration: Concentration, up to 1 minute
taken. For every 2 points of lightning damage you deal, Components: HS, CM
you spend 1 chakra. If your chakra would reach 0 before Cost: 14 Chakra
you could deal all of the potential damage, you instead Keywords: Lightning Release, Ninjutsu
deal as much damage as your chakra allows. Description: A churning cloud of lightning forms
centered on a point you can see and spreads out in a 250-
foot cloud and Lightning begins to flash in the area.

Creatures of your choice under this cloud must
succeed a Dexterity saving throw at the end of each of its
turns taking 4d6 Lightning Damage and being shocked
on a failed save or half as much damage on a successful
one.

13

A-RANK: roll of 18~20. Deals Lightning Damage, and has its damage
die set to a d12. If the weapon is used to target a shocked
LIGHTNING RELEASE: BANG creature the weapon can score a critical hit on a roll of 16~20
instead.
Classification: Ninjutsu
Rank: A-Rank Additionally, if this weapon scores a critical hit you reroll
Casting Time: 1 Action all 1’s and 2’s, taking the second result.
Range: 120 Feet
Duration: Instant LIGHTNING RELEASE: KINGMAKER
Components: HS, CM
Cost: 20 Chakra Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu, Clash Rank: A-Rank
Description: You focus Lightning chakra into a super Casting Time: 1 Action
compressed point on the tip of your finger, pointing it at Range: Self (120-foot Radius)
a creature you can see in range, and releasing it in a Duration: 10 Minutes
single swift motion. The lightning explodes leaving your Components: HS, CM, CS
finger with an audible explosive boom, that shatters Cost: Special (110 Chakra)
glass and other fragile but rigid material in a 500-foot Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
radius. Make a ranged ninjutsu attack. On a hit, the Combination
target creature takes 24d4 Lightning Damage. Description: You manifest your Lightning release until you
create a Chakra seal made of pure lightning. You mark
If the target of this jutsu has 5 or more ranks of yourself and each willing creature of your choice within
shocked, this jutsu instead deals 24d6 lightning damage. range with this seal. For the duration creatures with this
seal gain the following;
Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do, • Immunity to Earth Damage
while targeting a creature within 10 feet of you, increase • Vulnerability to Wind Damage
your critical threat range by +2. • All Damage they deal is Lightning damage that cannot

At Higher Ranks: For each rank you cast this jutsu be resisted.
above A-Rank, increase the cost of this jutsu by 3 and • Advantage on Dexterity saving throws
increase the damage by 2d4 or 2d6 respectively. • A +2 Bonus to Strength, Wisdom and Intelligence

LIGHTNING RELEASE: CRACKLE Saving throws.
• Once each turn when they deal lighting damage,
Classification: Ninjutsu
Rank: A-Rank affected creatures make a Constitution saving throw
Casting Time: 1 Action being shocked until the end of their next turn on a
Range: Touch failed save.
Duration: Concentration, Up to 1 minute • Once each turn, when they deal lightning damage,
Components: HS, CM they deal an additional 2d6 Lightning damage.
Cost: 16 Chakra • Once each turn, when they make an attack roll, they
Keywords: Lightning Release, Ninjutsu, Medical roll an additional 1d6 adding the result to the roll.
Description: You manifest your Lightning release until it’s a • At the beginning of each of their turns, they gain 10
storm your holding in your hands. temporary hit points.

You supercharge a willing creature you touch tripling This jutsu cannot be ended early, and at the end of this
their heart rate, blood flow, nerve reactions and cognitive jutsu’s duration an affected creature cannot cast jutsu
functions. with the Lightning Release Keyword, their speed is
reduced by 10, they cannot gain advantage on checks or
When cast the target regains 20 Hit points and gains 8d12 saving throws, and they cannot maintain concentration
Temporary Hit points for 1 minute. on jutsu until they complete a long rest.

While concentrating on this jutsu, the target creatures Combination: If this jutsu is cast as a Combination jutsu
movement speed is increased by 25 feet, they gain an with 2 or more casters reduce the cost by -2.
additional Reaction, Advantage on Dexterity, Wisdom &
Intelligence Ability Checks and Saving throws, and the first Any creature who assists in casting this jutsu as a
melee attack they make each turn, is at advantage. combination jutsu increases this Jutsu's offensive abilities
based on the highest Charisma Modifier within the group of
At the end of this jutsu’s duration the target creatures casters. (+0-1: No Change, +2-3: Increase the number of
body reels from the shock of being overworked becoming times all effects can happen each turn to three times per
Stunned for 1d4 of their turns. turn. +4-5: Increase the number of times all effects can
happen each turn to an unlimited number of times each
LIGHTNING RELEASE: KEEN STORM turn.).

Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 20 Chakra
Keywords: Lightning Release, Ninjutsu, Fuinjutsu
Description: You manifest your Lightning release until you
can condense the sparks into a small but obscenely powerful
sparks. This jutsu’s cost cannot be reduced.

A weapon without the two-handed property you touch for
the duration scores a critical hit on a melee weapon attack

14

LIGHTNING RELEASE: LIGHTNING CLONE LIGHTNING RELEASE: LIGHTNING DRAGON
[CHANGED] [CHANGED]

Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet Range: 90 Feet
Duration: 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special (16 Chakra) Cost: 20 Chakra
Keywords: Lightning Release, Ninjutsu, Clash Keywords: Lightning Release, Ninjutsu, Clash
Description: A modified version of the Shadow Clone Description: Your chakra twists and forms into a long
Technique that allows the user to create a shadow clone dragon made of pure lightning, This dragon flies in a
but constructed from solid lightning into your own straight line of your choice. This creature occupies a space
image. The clone has no measurable weight, and cannot 10 feet wide and extends up to 90 feet. Creatures in the
swim. If this clone submerges itself into water it path of this dragon must succeed a Dexterity saving
disperses returning to its natural state of lightning and throw, taking 8d10 lightning Damage or half as much on a
supercharges the body of water its dispersed in. You can failed save.
only create up to 2 clones that is incapable of sentient
thought. The clones can be mentally commanded to A creature who fails their dexterity saving throw
complete a task by the user, while within 120 feet of one against this jutsu must also make a Constitution Saving
another as a Bonus action. Each clone summoned costs throw, becoming blind and deaf on a failed save until the
16 chakra. If the clone and user are ever outside of this end of their next turn.
range the clone explodes like a violent lightning fueled
bomb. Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
The lightning clone has an AC equal to your Ninjutsu the dragon remains on the field as a huge lightning
Save DC, 1 hit point, it does not have chakra of its own construct, with an AC equal to your ninjutsu save DC and
but can cast up to 2, B-Rank or lower Ninjutsu (except hit points equal to 5 x your ninjutsu ability score. It has
Jutsu with “Clone” in its name & Fuinjutsu & Jutsu with the vulnerability to wind damage, immunity to earth damage,
Combination keyword) with the lightning release keyword and if it would take lightning damage, it instead restores
that you know using your Ninjutsu attack bonus and its hit points by the amount of damage it would take. As
Save DC calculations. It has Immunity to Genjutsu, an action on each of your turns, you can command it to
Psychic & Poison damage, Resistance to Bludgeoning perform the effect of this jutsu again in any line extending
and earth damage but Vulnerability to wind damage. It from its current space. Otherwise, it does nothing. You
has a movement speed equal to your movement speed. If must concentrate on this jutsu to maintain this
your Lightning Clone must make a saving throw it uses construct's form.
your Ninjutsu ability modifier regardless of the type of
saving throw made. It can take 1 action when you At Higher Ranks: For each rank you cast this jutsu
command it. The clone cannot use any Clan or Class above A-Rank, increase the cost of this jutsu by 3 and
Features, it also cannot use any Feats you may have. increase the damage by 1d10.

Creatures who have chakra sight can immediately tell LIGHTNING RELEASE: LIGHTNING RAT
the clone is made of lightning and can distinguish the
clone from the original. (You cannot control any other type Classification: Ninjutsu
of clone when using this jutsu. Including Shadow Clones). Rank: A-Rank
Casting Time: 1 Action
When this clones have 0 hit points, has used 2 ninjutsu Range: 60 Feet
with the lightning release keyword, or been dismissed as Duration: Instant
a bonus action, it surges for a brief moment before Components: HS, CM
exploding. Creatures within 20 feet of the clone when it Cost: 18 Chakra
explodes must succeed a constitution saving throw Keywords: Lightning Release, Ninjutsu, Clash
taking 10d6 lightning damage and being stunned on a Description: Your chakra twists and forms into countless
failed save or half as much on a successful one. globes of lightning that hover just in front of you before
you send them flying at a creature you can see in range
and harm the surrounding creatures around that creature.
Make a ranged ninjutsu attack dealing 10d8 lightning
damage. All creatures in a 60-foot, 15 feet wide line
between you and the target creature must succeed a
dexterity saving throw taking 10d4 lightning damage on a
failed save and half as much on a success.

Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
all creatures who fail their saving throw gain 2 ranks of
the shocked condition.

15

LIGHTNING RELEASE: LIGHTNING SHIELD Additionally, while within this massive storm cloud
creatures other than you, treat its area as difficult terrain
Classification: Ninjutsu as powerful winds push against them and you have
Rank: A-Rank advantage on Dexterity (Stealth) Checks.
Casting Time: Reaction, to being damaged.
Range: Self S-RANK:
Duration: Instant
Components: HS, CM LIGHTNING RELEASE: GREAT SNAKE
Cost: 19 Chakra LIGHTNING
Keywords: Lightning Release, Ninjutsu, Clash
Description: A powerful barrier of Lightning forms and Classification: Ninjutsu
protects you. Until the start of your next turn, you have a +8 Rank: S-Rank
AC, and you gain immunity to Lightning & Earth damage. Casting Time: 1 Action
This bonus to AC does not count against Ninjutsu with the Range: 120 Feet
Wind Release keyword or wind damage. Duration: Instant
Components: HS, CM
LIGHTNING RELEASE: POWERFUL BULLET Cost: 23 Chakra
BREATH Keywords: Lightning Release, Ninjutsu, Clash
Description: You collect lightning into two massive
Classification: Ninjutsu spheres covering each hand before compressing them
Rank: A-Rank into globes the size of golf balls. You then perform a
Casting Time: 1 Action chakra molding shape using the balls of lightning,
Range: Self (30-foot cone) turning them into two snakes of your description that
Duration: Instant coil around one another as they fly towards a target of
Components: HS, CM your choice that you can see within range. Make a ranged
Cost: 20 Chakra ninjutsu attack, dealing 10d12 lightning damage. On a
Keywords: Lightning Release, Ninjutsu, Clash hit, the Lightning then explodes outwards in a 30-foot
Description: You exhale a storm of lightning from your radius sphere centering on the target creature. All other
mouth as easily as breathing. This storm covers a massive creatures within 30 feet of the target must succeed a
range and touches everything in a 60-foot cone, starting constitution saving throw, being paralyzed until the end
from you. All creatures in range must succeed a Constitution of your next turn.
saving throw taking 7d8 lightning damage, being
incapacitated, blinded, and deafened until the end of their Overcharge. When you cast this jutsu, as a bonus action
next turn and only half as much damage and no conditions or reaction, you can overcharge its effects. When you do,
on a successful save. you may select a second target for this jutsu.

Overcharge. When you cast this jutsu, as a bonus action or LIGHTNING RELEASE: KIRIN
reaction, you can overcharge its effects. When you do,
creatures who fail their saving throws gain two ranks of the Classification: Ninjutsu
shocked condition. Rank: S-Rank
Casting Time: 1 Full Turn Action
LIGHTNING RELEASE: STORM BREAKER Range: 300 Feet
[CHANGED] Duration: Instant
Components: HS, CM, Thunder Clouds
Classification: Ninjutsu Cost: 25 Chakra
Rank: A-Rank Keywords: Lightning Release, Ninjutsu
Casting Time: 1 Full Turn Action Description: This jutsu requires an active thunderstorm to
Range: Self (1 Mile radius) activate and for you and your target to be under the
Duration: Concentration, Up to 1 minute. thunderstorm’s clouds. You create an opposite magnetic
Components: HS, CM pull from the thunder cloud calling upon all of the lightning
Cost: 20 Chakra that the cloud has built up onto a single space you can see
Keywords: Lightning Release, Ninjutsu within range. This attack affects an area in the shape of a
Description: As a part of the requirements to cast this jutsu, cylinder 20 Feet wide, and up to 300 feet in the sky.
there must be storm clouds above both you and your target. Creatures in the range of the lightning Bolt must make a
Dexterity saving throw, taking 14d12 Lightning Damage on a
You use Lightning Release chakra to manipulate the failed Save and half as much on a successful one. Creatures
wrath of nature causing it to collapse on top of a creature who fail their dexterity save are immediately paralyzed for 1
within range. You cause the storm clouds to fall down to minute.
ground level. All creatures within range has their vision
obscured, being unable to see farther than 5 feet in front of
them. Creatures with Chakra sight have their vision
obstructed by the massive volumes of chakra within the
radius being unable to discern friend from foe or creatures
chakra further than 5 feet from them.

For the this jutsu’s duration Jutsu cast with the Lightning
Release Keyword cannot be resisted and treats Immunity as
resistance. Each time a creature would deal lightning
damage to another creature, a follow up lightning bolt is
attracted to the affected creature forcing them to make a
Dexterity save, taking 5d6 lightning damage on a failed save
or half as much on a successful save.

16

LIGHTNING RELEASE: LIGHTNING CHAKRA LIGHTNING RELEASE: STAR BREAKER
MODE
Classification: Ninjutsu
Classification: Ninjutsu Rank: S-Rank
Rank: S-Rank Casting Time: 10 Minutes
Casting Time: 1 Action Range: 100 Miles
Range: Self Duration: Instant
Duration: 1 Minute Components: HS, CM, CS
Components: HS, CM Cost: Special (138 Chakra)
Cost: Special (35 Chakra) Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
Keywords: Lightning Release, Ninjutsu Combination
Description: You coat your body in a perfectly balanced Description: You manifest your Lightning release chakra
layer of lightning release chakra, enhancing your damage infusing it into hundreds of chakra seals for the casting
resistance, your movement speed, and your overall striking time.
power. Increase your AC by +5, Triple your movement speed
and melee weapon attacks deal your weapon (Or unarmed) You and all casters designate a single target you can
damage + 3d10 lightning damage on a hit. see within range. Upon casting the jutsu you fire a
massive beam of compressed Lighting Release chakra on
If you would cast a Jutsu that would allow you to deal your the target.
weapon or unarmed damage, you only deal this jutsu’s
unarmed damage once, after which you default to your All casters make a ranged ninjutsu attack targeting the
original unarmed damage. same target taking the highest result.

LIGHTNING RELEASE: RAILGUN On a hit, you deal 50d12 Lightning Damage. All
Creatures, objects and Structures within 1 mile must
Classification: Ninjutsu succeed a Dexterity saving throw at disadvantage, taking
Rank: S-Rank 50d8 lightning damage on a failed save and half as much
Casting Time: 1 Action on a successful save. Structures and Objects take double
Range: Self (500 Foot Line) damage.
Duration: Instant
Components: HS, CM, NT (A Small Metallic object such as a Combination: If this jutsu is cast as a Combination jutsu
Coin, Shuriken or something similar which is destroyed with 2 or more casters reduce the cost by -2.
when this jutsu is cast)
Cost: 35 Chakra Any creature who assists in casting this jutsu as a
Keywords: Lightning Release, Ninjutsu combination jutsu increases this Jutsu's offensive abilities
Description: You manifest your Lightning release chakra based on the highest Charisma Modifier within the group of
infusing it into the metallic object so much so that casters. (+0-1: No Change, +2: Increase damage by 5d12 and
electricity radiates up to 60 feet off of it and glows white. 5d8. +3: Increase damage by 10d12 and 10d8. +4: Increase
Electronic tools and appliances begin to overload and short- damage by 15d12 and 15d8. +5: Increase damage by 25d12
circuit. and 25d8.).

You then create a circular barrel made of Lightning LIGHTNING RELEASE: THUNDERCLAP ARROW
release chakra to stabilize the metallic object as you launch
it through the barrel causing unrivaled destruction to Classification: Ninjutsu
anything in its path. Rank: S-Rank
Casting Time: 1 Action
All Creatures, objects and structures in a 15-foot wide, Range: 150 feet
500-foot line must succeed a Dexterity saving throw. A Duration: Instant
shocked creature makes their saving throw at disadvantage. Components: HS, CM
Cost: 28 Chakra
On a failed a creature takes lightning damage equal to Keywords: Lightning Release, Ninjutsu, Clash
12d10, is knocked prone and becomes dazed for the next Description: You conjure a mass of lightning into the shape
minute. If a creature is shocked, they instead take 16d10 and of an arrow, that you launch into the air before
become stunned for the next minute. Objects and structures commanding it to crash into the ground. Choose a point
take the maximum possible damage. within range for the arrow to land that creates a vertical
explosion into the shape of a cylinder 60 feet wide and 100
On a successful save, a creature takes half of 12d10. If feet high. All creatures in the range of this cylinder must
the creature is shocked, they instead take half of 16d10. succeed a Dexterity saving throw taking 12d8 lightning
damage. Creatures must also succeed a constitution saving
Overcharge. When you cast this jutsu, as a bonus action throw being stunned on a failed save. This jutsu ignores
or reaction, you can overcharge its effects. When you do, resistance to lightning damage.
this jutsu ignores cover and creatures cannot make their
saving throws with advantage. Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
each creature in a 10ft wide line between you and the target
space must make a Dexterity save, taking 10d6 lightning
damage on a failed save. All damage from this jutsu ignores
resistance, damage reduction and temporary hit points.

17

SUMMONING JUTSU but to an accelerated degree. They cannot disobey the
summoner's commands.
Summoning is a tool that the lucky few who have been able
to form a blood pact can do, using special techniques to C-Rank (Protector): Similar to Soldiers, but they are
whisk creatures of their chosen blood pact into battle to aid more efficient at what they do. These summons usually
them. Summoned creatures can only be called upon using can cast jutsu of their own as an action and are far more
the D-Rank Summoning Technique Ninjutsu. When selecting competent. These are the creatures that most
this jutsu, players/characters should select one of the above summoners grow alongside and bond with the most.
Creature types that they have encountered or formed a They must obey the summoner's commands.
blood contract with as described in the Summoning
Technique’s description. B-Rank (Guardian): Strong and usually larger than the
previous ranks. These summoned creatures occasionally
SIGNING A BLOOD PACT have special weapons, tools, attacks or abilities they can
use that are unique to their creature race. They must
The first step to being a summoner is finding a tribe's blood obey the summoner.
pact contract and signing it in blood. Such a contract is an
elaborate scroll with the names of all current and past A-Rank (Noble): These require great skill and much
summoners that have signed it with that particular tribe. A Chakra to summon, but they are powerful and dignified
contract is usually signed between the summoner and a combatants. They have free will, but are very partial to
tribe, but summons or tribes often align themselves with a following the summoner's orders. These creatures are
summoner's organization, usually wearing some usually regarded as the strongest within any given tribe
identifying mark of the organization they are allied to (such due to their size, experience or raw power.
as a clan symbol or forehead protector). Tribes often do this
to avoid conflict within their own ranks. S-Rank (Champion): The greatest among their tribe's
brethren, these summonses are of varying size but
FINDING A CONTRACT always substantial strength. They are extremely difficult
and costly to summon, and are less likely to follow a
A contract can be found in one of three ways: A C-Rank summoner's orders if they do not make sense or are not
summoned creature can summon a copy of the contract, a aligning with their own ideas. These creatures are able to
new contract is created, or the original contract is found cast jutsu just as well as or better than most human
within the world (usually under heavy guard or in ancient, shinobi or equal strength in some situations. They also
forgotten places full of danger). hold the key to attaining their tribe's version of Sage
mode.
TRIBES AND LOYALTIES
If you are not in good standing with the summons
When two summonses of the same type are summoned on tribe, a Champion may ask for compensation.
opposing sides of the battlefield, they will often either Compensation usually comes in the form of a mission of
refuse to fight, or only fight when summoned, harboring no atonement. These missions usually encompass the
hostility towards one another afterward. This largely Ranks of A or S-Rank missions in terms of difficulty or
depends on the summon types involved, or even the complexity and usually require some form of
individual creatures summoned. Summons without free will confrontation with a rival tribe to some degree. A tribute
cannot disobey the summoner, and will fight even if they need not always be paid immediately upon summoning,
don't want to. Not all tribes are aware of each other, even as the summon usually agrees to have payment delivered
within their own type, but it is not at all uncommon for at a later time. Generally speaking, if you do not pay the
there to be different kinds of relations between each other tribute after the task is performed, the tribe may refuse
(such as rivalries, alliances or even outright hostilities). to be summoned until payment is fulfilled.

DETERMINE RANK, LEVEL AND COST LEVEL

When you prepare to summon a creature, choose the In addition to Rank, summons have a Level determined
Rank and Level you wish to summon. Note that you by their Rank.
cannot summon a creature that has a Higher Rank than
you can cast normally. • D-Rank: Level 4
• C-Rank: Level 8
RANK • B-Rank: Level 12
• A-Rank: Level 16
A summoned creature's Rank indicates its status among • S-Rank: Level 20
its peers and its relative power. To summon a creature of
a specific Rank you must be able to cast jutsu of an equal COST
rank according to your class levels. Summons of C-Rank
and higher are capable of speech, and can summon their A summoned creatures Chakra cost is based on its Rank.
tribe's blood pact contract as a full-round action, or
dismiss it as a free action. Some tribes may differ (e.g., • D-Rank: 5 Chakra
Insectoids never have speech). Summons of B-Rank and • C-Rank: 10 Chakra
below cannot disobey the summoner's orders, though • B-Rank: 15 Chakra
they cannot be forced to summon their tribe's contract. • A-Rank: 20 Chakra
• S-Rank: 30 Chakra
D-Rank (Soldiers): Soldiers are the grunts, summoned
for simple tasks like providing a distraction, aiding in
combat or supporting their summoner in different tasks;
these summons usually do not have the ability to cast
jutsu instead opting to using their races natural talents

18

STATISTICS AND ADVANCEMENT Creature Level:
Beast, Neutral, Proficiency + x
To determine the statistics of a summon, you look up the
description of the summon type and fill up an empty stat Armor Class 10 + Half your Prof Bonus + Half the Creatures
block (see further below) as follows: Level.
1. Determine its level. This is determined by the Rank
Hit Points X
you cast the Summoning Technique at. All summons Chakra Points X
levels are predetermined by, the rank the jutsu was Speed X
cast at. (D-Rank: Level 4, C-Rank: Level 8, B-Rank:
Level 12, A-Rank: Level 16, S-Rank: Level 20) STR DEX CON INT WIS CHA
2. Determine its size. This is determined by two very 10(+0) 10(+0) 10(+0) 10(+0) 10(+0) 10(+0)
specific factors. The Rank of the Creature, and its
size Limits. Each summoned creature has a size Saving Throws enter here
limit based on its rank which will be listed under the Skills enter here
creature’s section of this chapter. Damage Resistances enter here
3. Determine its Ability Scores. This is determined by Damage Immunities enter here
the tribe of the creature you summon. Each Tribe Senses
has a Standard Ability Score Line up which all of Attack Bonus: (Offensive Ability Score + Your proficiency
their tribe adhere to. As either the creatures Rank
improves, or you summon higher ranked creatures, Bonus)
the variety in their Ability Scores begin to become Save DC: 8 + Half your Proficiency + Half Creature Level
ever present.
4. Determine its movement types & speeds. This is Features.
determined by the creatures Tribe (species) and the
rank of the creature. Attack. This is where you will put the creatures attack options.
5. Determine its Save DC’s. 8 + Half your Prof Bonus +
Half the Creatures Level. DM NOTE
6. Determine its AC. 10 + Half your Prof Bonus + Half
the Creatures Level. There is no need to require your players to make a new
7. Determine its HD and CD. All Summoned Creatures Stat block each time they summon a creature of the same
have hit and chakra die similar to that of a PC, in rank. Majority of the time, they are summoning the
that for every level a summoned creature has, they same creature. Doing so slows the pace of the game
have an equal number of hit and chakra die. otherwise. Please work with your Players to figure a list
of predetermined Summoned creatures they may
When calculating a summons maximum hit and summon before the game to keep the pace of the game
chakra points, you then either, take the average of smooth.
the collection of die, or roll, recording the result.
You then add the result of their Constitution SUMMON DURATION
Modifier multiplied by their level.
8. Apply all bonuses and penalties from features, A summons Chakra Point total is calculated like that of a
abilities, tribe modifiers and ability scores where player character, and decreases by 1 every 1 hour while it
applicable. is summoned. Summons cannot have their Chakra
restored or increased by any means while summoned,
Size Damage Die: The applicable bonuses are listed in the and once a summoned creature's Chakra Pool reaches 0,
table below. it is immediately unsummoned to their home plane
where they recover their Hit and chakra points over the
SIZE MODIFIERS course of 8 hours. If a Summon is summoned before a
full 8 hours passes, they roll up to half their Chakra Dice
Size Natural/Weapon Damage Die to recover chakra. A summon with free will, or one who
Tiny 1d4 is ordered to, can unsummon itself as a full-round
Small 1d6 action.
Medium 1d8
Large 1d10
Huge 2d6
Gargantuan 2d8

BUILDING A STAT BLOCK

To use a summon, must use a stat block. A stat block is a
creature entry (like those for monsters) listing all of its
relevant statistics. When you look at a summons
description and table and combine it with the way you
use summons, you can build a complete stat block.

Doing so looks like the one presented (where an x is a
value to be filled in) All Creatures of a given type
generally have the same statistics with the DM creating
unique variants of said creature.

19

DEATH AND INJURY

When a summon is reduced below 0 hit points, it is
defeated and returns to its original plane of existence.
Summoned creatures will rest and recover naturally
while in their home plane, and when summoned again
will be summoned with their current HP and CP,
meaning summoning one too quickly after it was
defeated will summon it in an injured state.
When a unique summon drops below 0 hp it starts dying
(as normal characters do), but has a chance each round
to return to its home plane, where it automatically
stabilizes and starts recovering naturally. (Roll 1d20, on
a roll of 19-20 they unsummon themselves) If a summon
would die (reduced to at least -10 hit points or below or
fails 3 death saving throws) they cannot be summoned
again, and most likely the structure of the tribe changes.
If a summon does not return to its home plane, it dies
and can never be summoned again. Its body does not
return to its home plane. If the summoner is slain, a
summoned creature without free will continues to follow
the summoner's last given order.

SUMMONED CREATURES DESCRIPTIONS

Summon Type: The type or race of the Summoned
creatures.
Creature Rank: The Rank of the summoned Creature.
Creature Level: The level of the summoned creature in
accordance to its Rank.
Hit Dice: The summoned Creatures hit dice.
Chakra Dice: The summoned creatures chakra dice.
Armor Class: The summoned creatures Armor Class
Saving Throws: The summoned creatures Save
proficiencies.
Creature Skills/Senses: The summoned creatures’
proficient skills and special senses.
Summon Features: The summoned creatures special
features if any.
Natural/Weapons: The summoned creatures’ natural
weapons or unique weapons.
Special Jutsu/Abilities: The summoned creatures known
list of Jutsu or special abilities unique to their creature
type. All Creatures
Summon Jutsu Specialty: Summoned Creatures will all
have access to a select variety of Jutsu. These summons
can add jutsu that fit each tribes specialty to their known
jutsu lists. This does not include Hijutsu.

20

BEAR BEAR JUTSU SPECIALTY

Powerful and proud, bears are feared and charge into Bears have access to any Jutsu with the following
battle head first. They accept only those with courage in Keywords or conditions without the Hijutsu Keyword;
their hearts, and make loyal, dependable allies.
Summon Type: Carnivoran • Earth Release.
Hit Dice: d12 • Taijutsu Keyword, with jutsu that require an attack
Chakra Dice: d6
Saving Throws: Strength, Constitution roll.
Creature Skills: Athletics, Perception, Survival • Bukijutsu Keyword, with jutsu with a Melee Slashing
Creature Senses: Darkvision (60ft), Keen Smell
(Advantage on Perception Checks requiring Smell.) Weapon Component.

Natural/Weapons

Claws. (Melee Weapon Attack: Reach 5ft., one target. Str
+ Prof to hit, +Str Slashing damage.)

Bite. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level.
All Jutsu Attack bonus: Wisdom Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Kuma Grapple: When you score an attack with your
Bite, you immediately attempt to grab the target.

• Kuma Assault: Attacks made with your Claws cannot be
made at disadvantage while within 30 feet of your
summoner.

C-Rank: Select 1.
• Multiattack: You can make up to two attacks using

your Bite. Bite attacks add your Dexterity to Damage
rolls once per turn.
• Multiattack: You can make up to two attacks using
your Claws. Claw attacks add your Constitution to
Damage rolls once per turn.
B-Rank: Select 1.
• Kuma Toughness: Gain Advantage on Strength &
Constitution Saving throws.
• Kuma Agility: Gain Proficiency on Dexterity Saving
throws
S-Rank: Select 1.
• Kuma Savagery: All Weapon Attacks ignore
Resistances.
• Kuma Focus: Bear Jutsu cost reduced by an amount
equal to its rank (D-Rank: -1, C-Rank: 2, B-Rank: 3, A-
Rank: 4, S-Rank: 5)

BEAR Level Size STR DEX CON INT WIS CHA Jutsu Speed
30ft
Rank 4th M 16 10 14 8 12 8 2 D-Rank 30ft
D-Rank 40ft
C-Rank 8th M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 50ft
A-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

21

BOAR BOAR JUTSU SPECIALTY

Boars are oafish, but extremely dedicated to their task at Boars have access to any Jutsu with the following
hand. Boars serve those who have ample focus and Keywords or conditions without the Hijutsu Keyword;
determination to reach a goal or serve an ideal.
Summon Type: Carnivoran • Earth Release Keyword
Hit Dice: d10 • Fire Release Keywords
Chakra Dice: d8 • Bukijutsu Keyword, with jutsu with a Melee Piercing
Saving Throws: Constitution, Charisma
Creature Skills: Athletics, Intimidation, Perception Weapon Component.
Senses: Darkvision(60ft), Keen Smell (Advantage on
Perception Checks requiring Smell.)

Natural/Weapons:

Tusk. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Cha Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank.
Higher Ranked Summons select 1 feature from each
previous rank.
D-Rank: Select 1.

• Inoshishi Trample: If you move at least 20 feet
straight toward a target and then hits with a Tusk
attack on the same turn, the creature must succeed a
Strength saving throw or be knocked prone.

• Inoshishi Gore: If you didn’t move last round, your
next Tusk attack is made at advantage and scores a
critical on a roll of 19~20.

C-Rank: Select 1.
• Multiattack: You can make up to two attacks using

your Tusk.
• Angry Casting: When casting a Jutsu, you deal

additional damage equal to half your Level.
A-Rank: Select 1.
• Relentless (Recharges after a short or long rest): If you

hit with two tusk attacks in the same turn, you can
disengage as a part of the same action gaining an
additional 30 feet of movement and an additional
action that can be used to attack with a Tusk attack.
• Tireless (Recharges after a short or long rest): If you
hit with a jutsu you cast that requires an attack roll,
you may immediately cast the same jutsu again, for
half the cost, dealing half the damage on a successful
hit.
S-Rank: Select 1.
• Unstoppable: Your movement speed can never be
reduced and you ignore difficult terrain.
• Unreasonable: When your hit points are below 50%,
reduce your AC by -5 and increase your Attack and
damage rolls by an equal amount.

BOAR Level Size STR DEX CON INT WIS CHA Jutsu Speed
30ft
Rank 4th M 16 8 14 8 10 12 2 D-Rank 30ft
D-Rank 40ft
C-Rank 8th M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 50ft
A-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

22

DEER A-Rank: Select 1.
• Keeper of Shadows: The Deer can learn up to two Nara
Deer are timid, docile creatures, who do not like to fight
as a general rule. Caring, kind, and almost parental, they Clan jutsu of B-Rank or lower, in addition to their
nonetheless can be roused to fight in defense of those normal jutsu list.
they care about. They will not stand for outright warfare • Charging Rush: As an action, the Deer may target a
or cruelty in any form, and will usually stop fighting as space that they can reach with their movement speed.
soon as the losing side surrenders, flees, or is unable to They then move swiftly and furiously along the
fight. They will only truly serve those who are healers or straightest possible route to that space, moving
kind leaders, who see violence as a last resort.. through enemy spaces as if they were unoccupied.
Summon Type: Herbavorian Choose your hooves or antler attacks, and make a
Hit Dice: d8 melee attack for each enemy space you move through.
Chakra Dice: d10 If made with hooves, creatures that are hit must also
Saving Throws: Strength, Wisdom make a Dexterity saving throw to avoid being knocked
Creature Skills: Medicine, Perception, Survival prone. If made with antlers, creatures that are hit
Senses: Darkvision(30ft) must make a Strength saving throw to avoid being
pushed with the charge, ending in any space within 5
Natural/Weapons: ft of the charge’s endpoint.
S-Rank: Select 1.
Hooves. (Melee Weapon Attack: Reach 5ft., one target. Str • Serine Nature: Add your level to hit points regained
+ Prof to hit, +Str bludgeoning damage) from jutsu you cast.
• Resurgance: The first time an allied creature would
Antlers (Melee Weapon Attack: Reach 5ft., one target. Str fall to 0 hit points, you can transfer all remaining
+ Prof to hit, +Str bludgeoning damage) chakra to the fallen creature, restoring a number of hit
points equal to your remaining chakra points.
SAVE DC’S & ATTACK BONUSES:
DEER JUTSU SPECIALTY
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level Deers have access to any Jutsu with the following
All Jutsu Attack bonus: Wisdom Modifier + Your Keywords or conditions without the Hijutsu Keyword;
Proficiency Bonus.
• Medical Keyword.
SPECIAL FEATURES: • Earth Release Keyword.
• Bukijutsu Keyword, with jutsu with a Melee
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous Bludgeoning or Piercing Weapon Component.
rank.
D-Rank: Select 1.

• Herd Mentality: As long as they are within 15 ft of a
creature, the Deer and all creatures within 15 ft of the
Deer have advantage on Saving throws against
Mental conditions.

• Wise Healer: You can add your Wisdom modifier to
any jutsu that restores hit points.

C-Rank: Select 1.
• Protective Aura: As an action, you invoke an aura of

calm around you for 1 minute. Allies within 30 feet
of you, gain advantage on saving throws against
Genjutsu that would inflict Sensory conditions.
• Defensive Kick: When a creature makes a melee
attack against you and misses, you can use your
reaction to attempt to shove that creature up to 10
feet away. Target creature must make a STR saving
throw vs the Deer’s jutsu save DC, being moved 10ft
away from the Deer on a failed save.

DEER Level Size STR DEX CON INT WIS CHA Jutsu Speed
40ft
Rank 4th M 14 12 10 10 16 8 2 D-Rank 40ft
D-Rank 60ft
C-Rank 8th M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft
B-Rank 80ft
A-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th M-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

23

DOG/WOLF • Pack Master: Allies have advantage on attack rolls
against a creature if you are within at least 5 feet of the
Dogs and wolves are loyal animals. They are kind and creature and you are not incapacitated.
protective of their friends and family. Dogs serve those
who treat them with kindness and respect. Wolves serve • Right Hand: While within 5 feet of an allied creature,
powerful and unnerving leaders. you and that creature gain a +5 bonus to saving
Summon Type: Carnivoran throws. This bonus only applies to Saving throws each
Hit Dice: d8 creature isn’t proficient in.
Chakra Dice: d10
Saving Throws: Dexterity, Intelligence DOG/WOLF JUTSU SPECIALTY
Creature Skills: Athletics, Perception, Insight
Creature Senses: Darkvision (30ft), Keen Smell Dogs/Wolves have access to any Jutsu with the following
(Advantage on Perception Checks requiring Smell.), Keywords or conditions without the Hijutsu Keyword;
Keen Hearing (Advantage on Perception Checks
requiring Hearing.) • Ninjutsu without a Nature Release, Fuinjutsu, or
Medical Keyword.
Natural/Weapons:
• Taijutsu Keyword, with jutsu that requires a melee
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str or attack roll
Dex (Pick one) + Prof to hit, +Str Piercing damage.)
• Bukijutsu Keyword, with jutsu with a Piercing Weapon
SAVE DC’S & ATTACK BONUSES: Component.

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Wisdom + Your Proficiency
Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Howl: When you make a bite attack, you may
instead howl granting an ally of your choice with
1d6 bonus to their next Attack, Skill, or Ability
Check. This bonus increases to 1d8 at 8th level,
1d10 at 12th level, and 1d12 at 20th level.

• Growl: When you make a bite attack, you may
instead growl. All hostile creatures within 30 feet
of you must succeed a Wisdom Saving throw
gaining 1 rank 1of Fear for the next minute.

C-Rank: Select 1.
• Pack Tactics: You have advantage on attack rolls

against a creature If at least one of your allies are
within 5 feet of the creature and the ally isn't
incapacitated.
• Pack Assault: You reroll 1’s and 2’s when you deal
damage with a melee attack if at least one of your
allies are within 5 feet of the creature and the ally
isn’t incapacitated.
B-Rank: Select 1.
• Multiattack: You can make up to two attacks using
your Bite.
• Concentrated Effort: When casting a jutsu that
targets a creature, while an ally is within 5 feet of
them, you cannot roll at disadvantage by any
means.

S-Rank: Select 1.

DOG/WOLF

Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 30ft
C-Rank 4th S 14 14 13 9 12 9 2 D-Rank 45ft
B-Rank 50ft
A-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft
S-Rank 75ft
12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank

16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

24

HARE/ RABBIT C-Rank: Select 1.
• Multiattack (Kick): You can make up to two attacks
Typically used for their speed and agility, Hares make for
excellent messengers and couriers, though their combat using your Kick Weapons.
prowess may leave something to be desired. • Multiattack (Claw): You can make up to two attacks
Summon Type: Rodents
Hit Dice: d6 using your Claw Weapons.
Chakra Dice: d12 A-Rank: Select 1.
Defensive Ability Score: Dexterity • Multiattack (2, Kick): You can make up to two attacks
Saving Throws: Dexterity, Intelligence
Creature Skills: Acrobatics, Perception, Stealth, using your Kick. If you already have Multiattack (Kick)
Creature Senses: Keen Smell (Advantage on Perception you instead can make three.
Checks requiring Smell.), Keen hearing (Advantage on • Multiattack (2, Claw): You can make up to two attacks
Perception Checks requiring hearing.) using your Claw. If you already have Multiattack (Claw)
you instead can make three.
Natural/Weapons: S-Rank: Select 1.
Kicks. (Melee Weapon Attack: Reach 10ft., one target. • Skyfall: The first Kick Attack made after leaping more
than 30ft into the air is made at advantage.
Dex + Prof to hit, +Dex bludgeoning damage.) • Burst Blitz: The first Claw Attack made after moving
Claws. (Melee Weapon Attack: Reach 5ft., one target. 80 or more feet scores a critical hit on an 18~20.

Dex + Prof to hit +Dex slashing damage.) HARE/RABBIT JUTSU SPECIALTY

SAVE DC’S & ATTACK BONUSES: Hare/ have access to any Jutsu with the following
Keywords or conditions without the Hijutsu Keyword;
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level • Wind Release Keyword
• Ninjutsu with the Fuinjutsu Keyword
All Jutsu Attack bonus: Intelligence Modifier + Your • Genjutsu with the Visual Keyword.
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Jumper: You can leap up to your movement speed, high
into the air. Attacking another creature using your
kicks after falling 20 or more feet deals additional
damage, equal to 1 damage die for every 20 feet fallen.

• Blitz: If you have 20ft more movement speed than the
target of your claw attack, you gain a +1 bonus to
attack and damage rolls. You gain an additional +1
bonus to attack and damage rolls for every additional
10 feet of movement speed you have beyond that, up to
a maximum of +5.

HARE/ RABBIT

Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 40ft
C-Rank 4th T 6 16 12 12 12 11 2 D-Rank 40ft
B-Rank 60ft
A-Rank 8th T-S +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft
S-Rank 80ft
12th T-M +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank

16th T-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th T-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

25

HAWK/ PREDATOR BIRDS S-Rank: Select 1.
• Predator: When you attack, target or affect a creature,
Hawks are powerful predators, relying on their keen
eyesight, speed and agility to hunt their foes. Hawks who has not acted yet, is surprised, or who cannot see
serve those who try to protect their close friends and you they have disadvantage on Strength and Dexterity
family, as well as those that follow its way of hunting. saving throws against you.
Summon Type: Avian • Wind Span: When an allied creature within 15 feet of
Hit Dice: d6 you would be affected or targeted by a hostile
Chakra Dice: d12 creature’s attack or jutsu, you may as a reaction,
Saving Throws: Dexterity, Intelligence spread your wings protecting them. Regardless of the
Creature Skills: Acrobatics, Insight, Perception effect or jutsu cast, the new target is you and you are
Creature Senses: Darkvision (90ft), Keen Sight the only creature that makes a saving throw if
(Advantage on Perception Checks requiring Sight.) required.

Natural/Weapons: HAWK/PREDATOR BIRDS JUTSU SPECIALTY

Talons. (Melee Weapon Attack: Reach 5ft., one target. Hawk/Predator Birds have access to any Jutsu with the
Dex + Prof to hit, +Dex Piercing damage.) following Keywords or conditions without the Hijutsu
Keyword;
SAVE DC’S & ATTACK BONUSES:
• Wind Release Keyword
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature • Sensory Keyword
Level • Taijutsu Keyword, with jutsu that requires a saving

All Jutsu Attack bonus: Wisdom Modifier + Your throw.
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Harass: When you hit a creature with a Talon attack,
they reduce their next attack roll by 1d4.

• Guide: When you would make a talon attack, you may
instead guide an ally’s attack to success. Select one
allied creature, the next attack roll they make, has in
increased Critical Threat range of +1.

C-Rank: Select 1.

• Multiattack (Talon): You can make up to two attacks
using your Talons.

• Wing Beat: As an Action you can kick up Dust. Select a
space you can see within 30 feet of you that is on the
ground. You kick up a dust cloud filling a 25-foot cube
centering on the selected space. This dust cloud
heavily obscures the vision of all creatures within it
except you. Creatures outside of the dust cloud cannot
see within it. The dust cloud disperses at the end of
your next turn.

B-Rank: Select 1.

• Multiattack (2): You can make up to three attacks using
your Talons. If you already have Multiattack (Talon)
you instead can make three.

• Kill Dive: When you make a melee attack after moving
your full movement speed in a straight line, if you
score a critical Hit, you deal maximum damage.

HAWK/PREDATOR BIRDS

Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th S 5 14 12 11 16 10 2 D-Rank 30ft Fly
C-Rank 8th S-M 2 D-Rank, 2 C-Rank 40ft Fly
B-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft Fly
A-Rank 16th S-H +6 Ability Score Increases up to 20. 3 B-Rank (or Lower), 1 A-Rank. 60ft Fly
S-Rank 20th S-G +6 Ability Score Increases up to 22. 3 A-Rank (or Lower), 1 S-Rank. 90ft Fly
+6 Ability Score Increases up to 24.

26

INSECT SWARM INSECT SWARM JUTSU SPECIALTY

These insects are mindless soldiers, following orders Insect Swarms have access to any Jutsu with the
without question regardless of personal safety, but only following Keywords or conditions without the Hijutsu
if the summoner has earned such loyalty. They serve Keyword;
anyone with a commanding presence.
Summon Type: Insectoid • Medical Keyword, with jutsu that deals damage.
Hit Dice: d6 • Ninjutsu Keyword, with jutsu that deals chakra
Chakra Dice: d12
Saving Throws: Constitution, Intelligence damage.
Creature Skills: Acrobatics, Stealth, Perception • Sensory Keyword.
Creature Senses: Blindsight (15ft)

Natural/Weapons:

Stingers. (Melee Weapon Attack: Reach 5ft., one target.
Dex + Prof to hit, +Dex Piercing damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Dexterity Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Swarm: You have advantage on Grapple checks against
any target equal to your size or smaller.

• Untouchable. You can occupy any space a creature is
currently occupying and attacks rolls against you are
always at disadvantage.

C-Rank: Select 1.

• Poison Stingers: When the Swarm stinger attack deals
damage, the target makes a constitution save gaining
the poison condition on a failed save.

• Parasitic: When the Swarm deals damage with a jutsu it
casts, it regains hit points equal to the damage dealt.

A-Rank: Select 1.

• Multiattack (Stingers): You can make up to two attacks
using your Stingers.

• Feast: When the Swarm deals damage with its Stingers,
it regains Chakra points equal to the damage dealt.

S-Rank: Select 1.

• Multiattack (2): You can make up to two attacks using
your Stingers. If you already have Multiattack
(Stingers) you instead can make three.

• The Plague Swarm: The Swarm has immunity from
attacks or jutsu that target it.

INSECT SWARM

Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 30ft Fly
C-Rank 4th S 5 16 16 11 12 5 2 D-Rank 40ft Fly
B-Rank 60ft Fly
A-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft Fly
S-Rank 90ft Fly
12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank

16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

27

LIZARD [CHANGED] S-Rank: Select 1.

Lizards are patient and capable warriors. They can be • Multiattack (2): You can make up to two attacks using
bipeds or quadrupeds, and are suited to a number of your Tail or Melee Weapons. If you already have
different tasks. They are often seen as lesser cousins of Multiattack, you instead can make three.
dragons, a comparison they heavily dislike. Lizards love
to win, and will only serve those who do not look down • I Never Lose: When you would fall to 0 Hit points, your
upon the weak. summoner can instead spend 50 chakra, when they
Summon Type: Dragon do, you gain half of your Maximum Hit points back
Hit Dice: d8 immediately.
Chakra Dice: d10
Saving Throws: Strength, Constitution LIZARD JUTSU SPECIALTY
Creature Skills: Athletics, Acrobatics, Stealth
Creature Senses: Tremor sense (30ft), Keen Smell Lizards have access to any Jutsu with the following
(Advantage on Perception Checks requiring smell.) Keywords or conditions without the Hijutsu Keyword;

Natural/Weapons • Medical Keyword, with jutsu that deal damage.
• Fire Release Keyword
Tail. (Melee Weapon Attack: Reach 5ft., one target. Str + • Bukijutsu Keyword that doesn’t have a target of self.
Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Wisdom Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each
applicable rank. Higher Ranked Summons select 1
feature from each previous rank.
D-Rank: Select 1.

• Simple Weapon Prof: You have proficiency with all
Melee Simple weapons and when summoned you have
any single Simple Melee weapon on your person. This
weapon follows your Size Damage die rules for
damage rolls, but can use Strength or Dexterity if the
weapon has the finesse property.

• Pay Me: Your summoner can spend 5 chakra. When
they do, the next weapon or Tail attack you make deals
maximum damage.

C-Rank: Select 1.

• Multiattack: You can make up to two attacks using your
Tail or Melee Weapons.

• Vile: You are immune to Poison and Acid Damage.

B-Rank: Select 1.

• Martial Weapon Prof You have proficiency with all
Melee Martial weapons and when summoned you have
any single Martial Melee weapon on your person. This
weapon follows your Size Damage die rules, but can
use Strength or Dexterity if the weapon has the finesse
property.

• Overtime: When you have 50% or less hit points, you
are immune to critical hits.

LIZARD Level Size STR DEX CON INT WIS CHA Jutsu Speed
30ft
Rank 4th S 14 12 12 9 14 10 2 D-Rank 40ft
D-Rank 50ft
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft
B-Rank 60ft
A-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

28

MONKEY/ PRIMATE S-Rank: Select 1.

Playful, intelligent and shy, monkeys can use almost any • Perfect Transform: You transform into any Melee
weapon or tool a human could, and are extremely weapon for your summoner to use. They have
dangerous when angered. Monkeys only serve those with proficiency with your transformed state. They gain a
creative minds that like to have fun +2 Bonus to their AC, Weapon, and Taijutsu attack and
Summon Type: Primate damage rolls. If you already have Transform, then you
Hit Dice: d10 instead gain a +5 Bonus to attack and damage rolls.
Chakra Dice: d8
Saving Throws: Strength, Dexterity • Back and forth: When you or your summoner scores a
Creature Skills: Athletics, Acrobatics, Perception hit with a melee attack, while within 5 feet of the same
Creature Senses: - creature, the attacking creature may spend their
bonus action. If you spend your bonus action, your
Natural/Weapons: summoner can attack on your turn with either the
Attack Action or Casting a Taijutsu targeting the same
Claws. (Melee Weapon Attack: Reach 5ft., one target. Str Creature. If your summoner spends their bonus action,
+ Prof to hit, +Str Slashing damage.) you can attack on their turn with either the Attack
Action or Casting a Taijutsu targeting the same
Weapon. (Melee Weapon Attack: X) creature.

SAVE DC’S & ATTACK BONUSES: MONKEY/PRIMATE JUTSU SPECIALTY

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature Monkey/Primates have access to any Jutsu with the
Level following Keywords or conditions without the Hijutsu
Keyword;
All Jutsu Attack bonus: Strength Modifier + Your
Proficiency Bonus. • Any Taijutsu, without the medical keyword.
• Any Bukijutsu, without the medical keyword.
SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank:

• All Weapon Prof.: You have proficiency with All Melee
weapons and when summoned you have any one
Melee weapon on your person.

C-Rank: Select 1.
• Transform: You transform into the weapon that you or

your summoner is currently carrying for your
summoner to use. They have proficiency with your
transformed state. Add +2 to their AC, Weapon &
Taijutsu Attack and Damage rolls, that use your
transformed state.
• Tag-Team: When you score a hit with a melee attack,
your summoner can spend their reaction to take
the attack action, or cast a taijutsu targeting the
same creature.

B-Rank: Select 1.

• Multiattack: You can make up to two attacks using your
Claws or Weapon.

• Combination Force: When your summoner scores a hit
with a melee attack, you can spend your reaction to
take the attack action or cast a jutsu targeting the
same creature.

MONKEY/PRIMATE

Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 30ft
C-Rank 4th M 14 14 12 12 10 9 2 D-Rank 40ft
B-Rank 40ft
A-Rank 8th M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft
S-Rank 50ft
12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank

16th M-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th M-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

29

OX/RAM S-Rank: Select 1.

The most notable characteristic of an ox or ram is its • Stampede: As an action by moving 45ft you can move
great fortitude and strength. These creatures can push through creatures of equal size or smaller spaces
themselves for many long hours without tiring. Oxen are pushing them to the side. Creatures who’s space you
quite slow to anger, but are powerhouses once enraged. pass through must make a Dexterity saving throw,
The frail has no chance of being accepted by an ox, only being knocked prone and taking 10d6 bludgeoning
the hearty is accepted. damage on a failed save.
Summon Type: Herbavorian
Hit Dice: d12 • Tireless Fortitude: When you are forced to make a
Chakra Dice: d6 Strength or Constitution saving throw you can choose
Saving Throws: Strength, Constitution to instead succeed. When you do, you suffer no further
Creature Skills: Athletics, Survival, Intimidation effects. You can only do this twice per long rest.
Creature Senses: Darkvision (30ft)
OX/RAM JUTSU SPECIALTY
Natural/Weapons:
Ox/Ram have access to any Jutsu with the following
Horns. (Melee Weapon Attack: Reach 5ft., one target. Str Keywords or conditions without the Hijutsu Keyword;
+ Prof to hit, +Str piercing damage.)
• Earth Release Keyword
SAVE DC’S & ATTACK BONUSES: • Taijutsu that forces a Saving throw
• Bukijutsu with a Melee Piercing Component.
All Jutsu Save DC’s: 8+ Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Strength Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Trample: If you moved more 20ft or more before you
make a Horn attack. One a hit, target creature makes a
Strength saving throw, being knocked prone on a failed
save.

• Sure Footed: You have Advantage on Strength and
Dexterity Saving throws.

C-Rank: Select 1.

• Gore: If you moved 30ft or more before you make a horn
attack. On a hit, target creature makes a constitution
saving throw being impaled taking 6d6 piercing
damage on a failed save.

• Ram: If you moved 30ft or more before you make a horn
attack, on a hit, target creature makes a Strength saving
throw being Dazed for the next minute on a failed save.

B-Rank: Select 1.

• Multiattack: You can make up to two attacks using your
Natural Weapons.

• Slam: As an action, you slam your hooves into the
ground. All creatures of your choice within 60 feet of
you must succeed a Dexterity saving throw taking 6d6
bludgeoning damage and being knocked prone on a
failed save or half as much on a successful save. All
ground within 60 feet of you at the time of using this
feature becomes difficult terrain. You cannot use this
feature again until the end of your next turn.

OX/RAM Level Size STR DEX CON INT WIS CHA Jutsu Speed
40ft
Rank 4th L 16 10 14 12 8 8 2 D-Rank 50ft
D-Rank 50ft
C-Rank 8th L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft
B-Rank 70ft
A-Rank 12th L-H +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th L-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th L-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

30

RAT [CHANGED] S-Rank: Select 1.

A rat is a creature that lives on the fringes of human • Plague Spreader: Creatures poisoned by you generate a
society. Almost like parasites they create their nest in 5ft poisonous aura. Other creatures that begin their
our homes and eat our food. A rat's greatest quality is its turn in this aura must make a constitution save
stealth, as often the only sighting of a rat is by what it becoming poisoned as if you poisoned them.
has done. Rats are feared by many, not for their combat
prowess, but for the fact that they are often disease • Venomous (2): If you hit a creature with your bite, you
carriers. A brash and loud person has no chance of being deal an additional 1d6 poison damage. If you already
accepted as a master, as they have little to no use for have Venomous you instead deal 3d6 poison damage.
sneaking by an enemy.
Summon Type: Rodent RAT JUTSU SPECIALTY
Hit Dice: d6
Chakra Dice: d12 Rats have access to any Jutsu with the following
Saving Throws: Dexterity, Intelligence Keywords or conditions without the Hijutsu Keyword;
Creature Skills: Acrobatics, Stealth, Sleight of Hand
Creature Senses: Darkvision (30ft), Keen Smell • Medical Keyword.
(Advantage on Perception Checks requiring smell.) • Bukijutsu that require melee piercing.
• Fuinjutsu Keyword.
Natural/Weapons:

Bite. (Melee Weapon Attack: Reach 5ft., one target. Dex +
Prof to hit, +Dex piercing damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Multiattack: You can make up to two attacks using
your bite.

• Stealthy Escape: You can as a bonus action take the
Disengage and Hide actions at the same time so long
as you are at lease lightly obscured.

C-Rank: Select 1.

• Poisonous: If you hit a creature with your Bite, target
creature must make a constitution saving throw vs
your Save DC, becoming poisoned on a failed save.

• Venomous: If you hit a creature with your bite or
Bukijutsu, you deal an additional 1d6 poison damage.

A-Rank: Select 1.

• Extreme Poison: Poison damage from you ignores
resistance. When dealing poison damage, assume 2
damage dice are their highest possible roll. Roll all
other dice as normal.

• Surprisingly Lethal: When you attack from being
hidden, and score a hit you treat the hit as if you
scored a critical hit. Once used, you cannot use this
feature again until the end of your next turn.

RAT Level Size STR DEX CON INT WIS CHA Jutsu Speed
45ft
Rank 4th S 5 16 12 14 11 10 2 D-Rank 45ft
D-Rank 60ft
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 60ft
B-Rank 75ft
A-Rank 12th S-M +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th S-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

31

SHARK/PREDATOR FISH S-Rank: Select 1.

There are few aquatic predators more dangerous than • Apex: The Shark scores a critical strike on its Bite
the shark. Though it is limited to the seas, the shark has attack on a roll of 17, 18, 19, or 20.
always been a creature that strikes fear and awe in the
hearts of those it crosses. The shark will not accept a • Predator: The Shark scores a critical strike with its
complacent or cowardly master; they are ruthless jutsu on a roll of 18, 19, or 20.
creatures of a single mind.
Summon Type: Amphibian SHARK JUTSU SPECIALTY
Hit Dice: d12
Chakra Dice: d6 Sharks have access to any Jutsu with the following
Saving Throws: Constitution, Charisma Keywords or conditions without the Hijutsu Keyword;
Creature Skills: Athletics, Stealth, Perception
Creature Senses: Blindsight (30ft), Keen Smell, Water • Water Release Keyword
Breathing (The shark Can only breathe in water.) • Sensory Keyword
(Advantage on Perception checks that requires smell.) • Genjutsu with the Tactile Keyword.

Natural/Weapons:

Bite. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str piercing damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Charisma Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Charge: As an action the shark can dash at twice its
movement speed. If it does, the first creatures space
the shark would move through, must succeed a
Dexterity saving throw. On a failed save they take 5d6
piercing damage and becomes grappled by the shark.

• Bloodletting: When a creature submerged in the same
body of water as the shark, is bleeding, the shark
grains 120 feet of truesight against that creature

C-Rank: Select 1.

• Multiattack: You can make up to two attacks using your
Bite.

• I Bite: When you score a hit using your bite attack
against a creature. They gain 1 rank of Bleeding.

B-Rank: Select 1.

• Blood Frenzy: The Shark has advantage on melee
attack rolls against any creature that doesn’t have all
its hit points, that it attacks while swimming. If a
creature if bleeding when the shark deals damage as a
result of a bite attack, they suffer all ranks of
bleedings effects on them immediately.

• Multiattack (2): You can make up to two attacks using
your Bite. If you already have Multiattack, you instead
can make three.

SHARK Level Size STR DEX CON INT WIS CHA Jutsu Speed
40ft Swim
Rank 4th M 15 9 12 8 12 14 2 D-Rank 50ft Swim
D-Rank 60ft Swim
C-Rank 8th M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 70ft Swim
B-Rank 80ft Swim
A-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

32

SLUG [CHANGED] S-Rank:

This creature is often looked down upon by the others • Hard to Kill: Slugs that have their hit points reduced to
because of its appearance and lack of defense 0, explode into 8 C-Rank Slugs. These C-Rank Slugs
mechanism. While its greatest weapon may not be its are all actually pieces of the original Slug. Each of
body, it is a knowledgeable and kind hearted creature, these C-Rank Slugs carry 1/8thh (Rounded Down) of
with a compassionate heart that knows not hate. It will the original Slugs Maximum Hit points. These Slugs
refuse to serve a master that goes against its principles can communicate telepathically across 100 miles, and
and way of life. The slugs also grow unusually large in can remain separated until the slug is unsummoned.
size.
Summon Type: Amphibian SLUGS JUTSU SPECIALTY
Hit Dice: d8
Chakra Dice: d10 Slugs have access to any Jutsu with the following
Saving Throws: Wisdom, Intelligence Keywords or conditions without the Hijutsu Keyword;
Creature Skills: Stealth, Medicine, History
Creature Senses: Tremor Sense (20ft), Water Breathing • Medical Keyword
• Sensory Keyword
Natural/Weapons: • Water Release Keywords.

Acid Spray. (Ranged Weapon Attack: Reach 5ft., one
target. Dex + Prof to hit, +Dexterity Acid damage.)

SAVE DC’S & ATTACK BONUSES:

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Slimy Body: Slugs are immune to the grappled or
restrained condition.

• Impeccable Memory: Slugs have minds like vaults,
never forgetting what they see or hear. When a
creature that the you can see, casts a Jutsu. Make a
Intelligence (History) Check vs the Jutsu’s Save DC. On
a success, you know the jutsu being used and all of its
effects and can relay it back to your summoner.

C-Rank: Select 1.

• Resistance: Slugs are resistant to Slashing and Piercing
damage.

• Invertebrate: You have Advantage on Dexterity Saving
throws.

A-Rank: Select 1.

• Immune: Slugs are Immune to Cold and Poison
Damage

• Quick Hibernation: Slugs can regain a number of chakra
points equal to their summoners Level when they take
a short rest. They can regain chakra points this way
twice per long rest.

SLUG Level Size STR DEX CON INT WIS CHA Jutsu Speed
40ft
Rank 4th S 8 12 14 14 11 12 2 D-Rank 40ft
D-Rank 50ft
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft
B-Rank 60ft
A-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

33

SNAKE • Hunter: When you attack a creature, who has not acted
yet, is surprised, or who cannot see you, you deal
There are few land creatures more dangerous, cunning, additional damage equal to Xd4, where X is equal to
and powerful than a snake. The snake is a beast which your Proficiency bonus.
has ties and stories that date back to before time was
tracked. The snake’s greatest weapon is its cunning and S-Rank: Select 1.
powerful body with its sharp fangs to pierce the flesh of
its enemies. • Apex: The Snake scores a critical strike on its Bite
Summon Type: Dragon attack on a roll of 17, 18, 19, or 20.
Hit Dice: d10
Chakra Dice: d8 • Fang: When the snake reduces a creatures hit points to
Saving Throws: Dexterity, Charisma 0 as a result of a bite attack swallows them whole, fully
Creature Skills: Athletics, Stealth, Perception consuming them. A swallowed creature fully digests
Creature Senses: Darkvision (60ft), Keen Smell after 24 hours being unable to be revived.
(Advantage on Perception checks that requires smell.)
SNAKE JUTSU SPECIALTY [CHANGED]
Natural/Weapons:
Snakes have access to any Jutsu with the following
Bite. (Melee Weapon Attack: Reach 5ft., one target. Dex + Keywords or conditions without the Hijutsu Keyword;
Prof to hit, +Dex piercing damage.)
• Fire Release Keyword
SAVE DC’S & ATTACK BONUSES: • Wind Release Keyword
• Medical Keyword, with jutsu that deal poison damage.
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level

All Jutsu Attack bonus: Charisma Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:

You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Constrict: If you score a successful hit with your Bite
attack, target creature makes a strength saving throw
being restrained as you grab them on a failed save. As
an Action, you can constrict a restrained target dealing
5d6 Bludgeoning damage.

• Devils Glare: When you would make a bite attack, you
may instead glare at a creature that you can see within
60 feet of you. That creature makes a Charisma saving
throw. On a failed save they are Paralyzed until the end
of their next turn. A creature Paralyzed this way
becomes immune to this feature for 24 hours.

C-Rank: Select 1.

• Venom Sacks: Scoring a hit with your bite attack, target
creature makes a constitution saving throw, gaining 3
ranks of Envenomed for the next minute on a failed
save.

• Poison Sacks: Your Bite attacks deal an additional 3d6
poison damage on a hit.

B-Rank: Select 1.

• Predator: When you attack a creature, who has not
acted yet, is surprised, or who cannot see you they
have disadvantage on Strength and Dexterity saving
throws against you.

SNAKE Level Size STR DEX CON INT WIS CHA Jutsu Speed
40ft
Rank 4th S 8 12 14 14 11 12 2 D-Rank 50ft
D-Rank 60ft
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 70ft
B-Rank 80ft
A-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

34

SPIDER [CHANGED] C-Rank: Select 1.

There are few creatures as feared as a spider. Its • Venomous: Scoring a hit with your bite attack, target
appearance is one from the darkest nightmares of creature makes a constitution saving throw, gaining 4
mankind. However, the spider should not be feared for ranks of envenomed for the next minute on a failed
its looks alone, many spiders are able to inject powerful save. The creature makes a save at the end of each of
venoms and trap creatures in its webs. The preferred their turns to end the envenomed condition.
master of a spider is one that can see through
appearances and are able to see the power within the • Iron Silk: Your Webbings AC becomes equal to your
unusual. Jutsu Save DC and Its Hit Points become equal to twice
Summon Type: Insectoid your level.
Hit Dice: d8
Chakra Dice: d10 B-Rank: Select 1.
Saving Throws: Dexterity, Charisma
Creature Skills: Acrobatics, Stealth, Intimidation • Weaver: When you Score a hit with your webbing
Creature Senses: Darkvision (60ft), Keen Sight attack, the target is paralyzed instead of restrained.
(Advantage on Perception checks that requires sight.) They still make their saves at the end of their turn
instead of as an Action.
Natural/Weapons:
• Extreme Toxicity: When you would deal Poison damage,
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str + reroll 1’s and 2’s.
Prof to hit, +Str Piercing damage.)
S-Rank: Select 1.
Webbing. Ranged Weapon Attack: Reach 30ft., one
target. Target is restrained by webbing. As an action, • Extreme Poison: The Spiders Poison damage is tripled.
the restrained creature can make a Strength check vs If a creature fails a constitution saving throw, you deal
your Jutsu Save DC, freeing themselves on a success. double poison damage.
The webbing can also be attack and destroyed. (AC 10,
5 HP, Vulnerability to fire damage; Immune to • Web Cocoon: Creature restrained or Paralyzed by your
Bludgeoning, poison, and psychic damage.) webbing do not make any ability checks or saving
throws to escape. They are treated as Stunned and
SAVE DC’S & ATTACK BONUSES: Paralyzed until freed.

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature SPIDER JUTSU SPECIALTY
Level
Spiders have access to any Jutsu with the following
All Jutsu Attack bonus: Intelligence Modifier + Your Keywords or conditions without the Hijutsu Keyword;
Proficiency Bonus.
• Earth Release Keyword
SPECIAL FEATURES: • Medical Keyword, with jutsu that deal poison damage.
• Fuinjutsu Keyword.
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.

• Spider Climb: Spiders can climb on any Surface and are
immune to difficult terrain. Spiders can also spend
their bonus action before moving to produce a sticky
web from their legs. Until the end of the spiders turn,
each space they move into leaves a sticky webbing
which creates difficult terrain for all creatures
excluding its summoner, until the start of your next
turn.

• Poison Stingers: When you score a hit on a creature
with your Bite attack, you deal additional poison
damage equal to 1d6. This damage increases to 2d6
at C-Rank, 3d6 at B-Rank, 4d6 at A-Rank and 5d6
at S-Rank. If the creature is also Restrained by
webbing, they instead take the maximum possible
damage.

SPIDER Level Size STR DEX CON INT WIS CHA Jutsu Speed
30ft
Rank 4th S 14 11 12 14 10 10 2 D-Rank 40ft
D-Rank 40ft
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft
B-Rank 60ft
A-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank
S-Rank
16th S-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank.

20th S-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank.

35


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