WEAPON ENHANCEMENT SEALS ILLUSORY SEAL (MINOR)
D-RANK SEALS Ryo Cost: 500
Weapons imbued with this seal grant its user a +1 bonus
BLOODY SEAL (MINOR) to their Genjutsu Attack.
Ryo Cost: 350 MARTIAL SEAL (MINOR)
Weapons imbued with this seal does 1d4 bonus damage
to bleeding targets. Ryo Cost: 500
Weapons imbued with this seal grant its user a +1 bonus
CHILLING SEAL (MINOR) to their Taijutsu Attack.
Ryo Cost: 500 NINSHOU SEAL (MINOR)
Weapons imbued with this seal deals cold damage
instead of their listed damage. They also deal 1d4 bonus Ryo Cost: 500
damage to slowed targets. Weapons imbued with this seal grant its user a +1 bonus
to their Ninjutsu Attack.
COLD STEEL SEAL (MINOR)
OBSIDIAN IRON SEAL (MINOR)
Ryo Cost: 750
Weapons imbued with this seal grants its user a +1 bonus Ryo Cost: 750
to Saving throws vs Ninjutsu. Weapons imbued with this seal grants its user a +1 bonus
to Saving throws vs Taijutsu.
CORROSIVE SEAL (MINOR)
SERRATED SEAL (MINOR)
Ryo Cost: 500
Weapons imbued with this seal deals acid damage Ryo Cost: 750
instead of their listed damage. They also deal 1d4 bonus Weapons imbued with this seal increase its damage die
damage to corroded targets. by 1 step. (d4>d6>d8>d10>d12)
CRUSHING SEAL (MINOR) SHOCKING SEAL (MINOR)
Ryo Cost: 500 Ryo Cost: 500
Weapons imbued with this seal deals Earth damage Weapons imbued with this seal deals lightning damage
instead of their listed damage. They also deal 1d4 bonus instead of their listed damage. They also deal 1d4 bonus
damage to weakened targets. damage to shocked targets.
DEFENSIVE SEAL (MINOR) SICKENING SEAL (MINOR)
Ryo Cost: 300 Ryo Cost: 500
Weapons imbued with this seal grants its holder a +1 Weapons imbued with this seal deals Poison damage
bonus to their AC. instead of their listed damage. They also deal 1d4 bonus
damage to poisoned targets.
ENHANCED SEAL (MINOR)
STAR METAL SEAL (MINOR)
Ryo Cost: 600
Crafting DC: +1 Ryo Cost: 750
Weapons imbued with this seal gains a +1 Bonus to hit Weapons imbued with this seal grants its user a +1 bonus
and Damage. to Saving throws vs Genjutsu.
EXTENDING SEAL (MINOR) STORING SEAL (MINOR)
Ryo Cost: 250 Ryo Cost: 500
Melee Weapons imbued with this seal increases their Crafting DC: +1
attack range by 5ft. Ranged Weapons imbued with this Select one Ninjutsu, Genjutsu or Bukijutsu (That the
seal increases their attack range by 25ft. selected weapon can be used as a component to cast in
the case for Bukijutsu). The selected Jutsu cannot be
GRIEVOUS SEAL (MINOR) higher than D-Rank.
Ryo Cost: 750 If the selected Jutsu in one which doesn’t deal damage
When you use this weapon in a Bukijutsu of C-Rank or or affect other creatures, the item gains 2 Charges,
lower, affected creatures take a -1 penalty to their saving which recharge at the conclusion of a long rest. You may
throws. spend 1 charge to cast the sealed jutsu. If the jutsu has a
range of self, the effects take place, and additionally if
GUIDING SEAL (MINOR) the jutsu is a Concentration jutsu, you still need to
concentrate on the jutsu, but you do not pay the Chakra
Ryo Cost: 250 cost.
Weapons imbued with this seal gain a +1 Bonus to hit.
If the selected Jutsu is one which deals damage or
HOT SEAL (MINOR) affects other creatures, the item gains 2 charges, which
recharge at the conclusion of a long rest. You may spend
Ryo Cost: 500 1 charge to cast the stored jutsu. If the stored Jutsu is a
Weapons imbued with this seal deals fire damage instead concentration jutsu, you still need to concentrate on the
of their listed damage. They also deal 1d4 bonus damage jutsu, but you do not pay the chakra cost. The sealed
to burning targets. Jutsu cannot affect an Area if it deals damage or affects
other creatures.
149
STRIKING SEAL (MINOR) Weapon property, and other features that increase the
critical threat range.
Ryo Cost: 250
Weapons imbued with this seal gain a +1 Bonus to OCCULT SEAL (REFINED)
Damage.
Ryo Cost: 1250
WOUNDING SEAL (MINOR) Weapons imbued with this seal deals Cold damage in
addition to their listed damage for the purposed of
Ryo Cost: 350 overcoming resistance and capitalizing on
Weapons imbued with this seal that score a critical hit, Vulnerabilities.
increases all damage dealt by 1 step.
(d4>d6>d8>d10>d12). While within 120 feet of an Aberration or Undead
creature, this weapon gains a +2 bonus to attack and
C-RANK SEALS damage rolls.
ABYSSAL SEAL (REFINED) PRIMAL SEAL (REFINED)
Ryo Cost: 1000 Ryo Cost: 1250
Weapons imbued with this seal deals an additional Crafting DC: +1
damage die against Demons and Monstrosities. Weapons imbued with this seal deals Poison damage in
addition to their listed damage for the purposed of
CELESTIAL SEAL (REFINED) overcoming resistance and capitalizing on
Vulnerabilities.
Ryo Cost: 1000
Weapons imbued with this seal deals an additional While within 120 feet of a Beast or Monstrosity
damage die against Sage Beasts and Undead. creature, this weapon gains a +2 bonus to attack and
damage rolls.
CHAOTIC SEAL (REFINED)
SOLAR SEAL (REFINED)
Ryo Cost: 1000
Weapons imbued with this seal deals an additional Ryo Cost: 1250
damage die against Constructs and Mutants. Crafting DC: +1
Weapons imbued with this seal deals Fire damage in
DISRUPTIVE SEAL (REFINED) addition to their listed damage for the purposed of
overcoming resistance and capitalizing on
Ryo Cost: 1250 Vulnerabilities.
Weapons imbued with this seal that deals damage to a
creature concentrating on a Jutsu, forces the target During the day, while under direct sunlight, if this
creature to roll their Chakra Control Check to maintain weapon deals bonus damage of any type by rolling
concentration at a -2 Penalty to the check. additional die, you roll 1 additional damage die for each
source of bonus damage.
FEARSOME SEAL (REFINED)
STELLAR SEAL (REFINED)
Ryo Cost: 1100
Weapons imbued with this seal grants its user Ryo Cost: 1250
proficiency with the Intimidation Skill. Additionally, the Crafting DC: +1
user can use their action in combat to make an Weapons imbued with this seal deals Force damage in
Intimidation check using the infused weapons Primary addition to their listed damage for the purposed of
ability score against a creature within 5 feet of them vs overcoming resistance and capitalizing on
the targets Wisdom (Insight). On a success, the target Vulnerabilities.
drops any weapon they are holding out of fear. The
target then becomes immune to this effect until they During twilight, while the sun, moon, and stars are
complete a long rest. out all at once, this weapon ignores resistance and
immunity.
LACERATION SEAL (REFINED) WARDING SEAL (REFINED)
Ryo Cost: 1500 Ryo Cost: 1750
Weapons imbued with this seal deals double damage to Weapons imbued with this seal can be used to set up
creatures with Temporary Hit points. barriers in a 5-foot cube around its user. As an action or
reaction to being targeted for an attack, or making a
LETHAL SEAL (REFINED) Strength, Dexterity or Constitution saving throw, the
holder can activate this ward, erecting a Barrier large
Ryo Cost: 1500 enough to protect only themselves or another creature.
Weapons imbued with this seal gain a +1 Bonus to the This barrier counts as a structure gaining AC equal to the
weapons Critical Threat range. This stacks with the users Highest Jutsu Save DC. The Barrier also gains Hit
Critical Weapon property, and other features that points equal to three times the user’s level. Creatures
increase the critical threat range. inside the barrier benefit from full cover, and cannot be
targeted by outside influences. Nothing can get in or out,
LUNAR SEAL (REFINED) of the barrier, but the creature inside can breathe
normally. This barrier can last for 1 minute, until its
Ryo Cost: 1250 destroyed, or dispelled as a bonus action. Once used, this
Crafting DC: +1 barrier cannot be erected again until the user completes
Weapons imbued with this seal deals Necrotic damage in a short or long rest.
addition to their listed damage for the purposed of
overcoming resistance and capitalizing on 150
Vulnerabilities.
At Night, under the light of any phase of moon except
the new moon, this weapon gains a +1 bonus to its
critical threat range. This stacks with the Critical
B-RANK SEALS ILLUSORY SEAL (GREATER)
BLOODY SEAL (GREATER) Ryo Cost: 2000
Weapons imbued with this seal grant its user a +2 bonus
Ryo Cost: 2250 to their Genjutsu Attack.
Weapons imbued with this seal does 2d4 bonus damage
to bleeding targets. MARTIAL SEAL (GREATER)
Additionally, the target creature, if they already have 1 Ryo Cost: 2000
stack of bleeding, immediately gain an additional one. Weapons imbued with this seal grant its user a +2 bonus
This effect can be used once per turn. to their Taijutsu Attack.
CHILLING SEAL (GREATER) NINSHOU SEAL (GREATER)
Ryo Cost: 2000 Ryo Cost: 2000
Weapons imbued with this seal deals cold damage Weapons imbued with this seal grant its user a +2 bonus
instead of their listed damage. They also deal 1d4 bonus to their Ninjutsu Attack.
cold damage.
OBSIDIAN IRON SEAL (GREATER)
COLD STEEL SEAL (GREATER)
Ryo Cost: 2500
Ryo Cost: 2500 Weapons imbued with this seal grants its user a +2
Weapons imbued with this seal grants its user a +2 bonus to Saving throws vs Taijutsu.
bonus to Saving throws vs Ninjutsu.
SERRATED SEAL (GREATER)
CORROSIVE SEAL (GREATER)
Ryo Cost: 2500
Ryo Cost: 2000 Weapons imbued with this seal deal increases its
Weapons imbued with this seal deals acid damage Weapon damage by 1 die.
instead of their listed damage. They also deal 1d4 bonus
acid damage. SHOCKING SEAL (GREATER)
CRUSHING SEAL (GREATER) Ryo Cost: 2000
Weapons imbued with this seal deals lightning damage
Ryo Cost: 2000 instead of their listed damage. They also deal 1d4 bonus
Weapons imbued with this seal deals Earth damage Lightning damage.
instead of their listed damage. They also deal 1d4 bonus
earth damage. SICKENING SEAL (GREATER)
DEFENSIVE SEAL (GREATER) Ryo Cost: 2000
Weapons imbued with this seal deals Poison damage
Ryo Cost: 2000 instead of their listed damage. They also deal 1d4 bonus
Weapons imbued with this seal grants its holder a +2 Poison damage.
bonus to their AC.
STAR METAL SEAL (GREATER)
ENHANCED SEAL (GREATER)
Ryo Cost: 2500
Ryo Cost: 2500 Weapons imbued with this seal grants its user a +2
Crafting DC: +1 bonus to Saving throws vs Genjutsu.
Weapons imbued with this seal gains a +2 Bonus to hit
and Damage. STORING SEAL (GREATER)
EXTENDING SEAL (GREATER) Ryo Cost: 2000
Crafting DC: +2
Ryo Cost: 1750 Select one Ninjutsu, Genjutsu or Bukijutsu That the
Melee Weapons imbued with this seal increases their selected weapon can be used as a component to cast, in
attack range by 15ft. Ranged Weapons imbued with this the case for Bukijutsu. The selected Jutsu cannot be
seal increases their attack range by 50ft. higher than B-Rank.
GRIEVOUS SEAL (GREATER) If the selected Jutsu in one which doesn’t deal damage
or affect other creatures, the item gains 3 Charges,
Ryo Cost: 2500 which recharge at the conclusion of a long rest. You may
When you use this weapon in a Bukijutsu of A-Rank or spend 1 charge to cast the sealed jutsu. If the jutsu has a
lower, affected creatures take a 1d6 penalty to their range of self, the effects take place, and additionally if
saving throws. the jutsu is a Concentration jutsu, you still need to
concentrate on the jutsu, but you do not pay the Chakra
GUIDING SEAL (GREATER) cost.
Ryo Cost: 1250 If the selected Jutsu is one which deals damage or
Weapons imbued with this seal gain a +2 Bonus to hit. affects other creatures, the item gains 3 charges, which
recharge at the conclusion of a long rest. You may spend
HOT SEAL (GREATER) 1 charge to cast the stored jutsu. If the stored Jutsu is a
concentration jutsu, you still need to concentrate on the
Ryo Cost: 2000 jutsu, but you do not pay the chakra cost. The sealed
Weapons imbued with this seal deals fire damage instead Jutsu cannot affect an Area if it deals damage or affects
of their listed damage. They also deal 1d4 bonus fire other creatures.
damage.
151
STRIKING SEAL (GREATER) At Night, under the light of any phase of moon except
the new moon, this weapon gains a +2 bonus to its
Ryo Cost: 1250 critical threat range. This stacks with the Critical
Weapons imbued with this seal gain a +2 Bonus to Weapon property, and other features that increase the
Damage. critical threat range.
WOUNDING SEAL (GREATER) OCCULT SEAL (SUPERIOR)
Ryo Cost: 1500 Ryo Cost: 2000
Weapons imbued with this seal that score a critical hit, Weapons imbued with this seal deals Cold damage in
increases all damage dealt by 1 step and deals twice your addition to their listed damage for the purposed of
weapons chosen ability modifier in damage. overcoming resistance and capitalizing on
(d4>d6>d8>d10>d12). Vulnerabilities.
A-RANK SEALS While within 120 feet of an Aberration or Undead
creature, this weapon gains a +5 bonus to attack and
ABYSSAL SEAL (SUPERIOR) damage rolls.
Ryo Cost: 2000 PRIMAL SEAL (SUPERIOR)
Weapons imbued with this seal deals an additional
damage die against Demons and Monstrosities. Ryo Cost: 2500
Weapons imbued with this seal deals Poison damage in
Additionally, such creatures are treated as if they have addition to their listed damage for the purposed of
vulnerability against your weapons damage. overcoming resistance and capitalizing on
Vulnerabilities.
CELESTIAL SEAL (SUPERIOR)
While within 120 feet of a Beast or Monstrosity
Ryo Cost: 2000 creature, this weapon gains a +5 bonus to attack and
Weapons imbued with this seal deals an additional damage rolls.
damage die against Sage Beasts and Undead.
SOLAR SEAL (SUPERIOR)
Additionally, such creatures are treated as if they have
vulnerability against your weapons damage Ryo Cost: 2500
Crafting DC: +1
CHAOTIC SEAL (SUPERIOR) Weapons imbued with this seal deals Fire damage in
addition to their listed damage for the purposed of
Ryo Cost: 2000 overcoming resistance and capitalizing on
Weapons imbued with this seal deals an additional Vulnerabilities.
damage die against Constructs and Mutants.
During the day, while under direct sunlight, if this
Additionally, such creatures are treated as if they have weapon deals bonus damage of any type by rolling
vulnerability against your weapons damage additional die, you roll 2 additional damage die for each
source of bonus damage.
DISRUPTIVE SEAL (SUPERIOR)
STELLAR SEAL (SUPERIOR)
Ryo Cost: 2600
Crafting DC: +2 Ryo Cost: 2500
Weapons imbued with this seal that deals damage to a Crafting DC: +1
creature concentrating on a Jutsu, forces the target Weapons imbued with this seal deals Force damage in
creature to roll their Chakra Control Check to maintain addition to their listed damage for the purposed of
concentration at a -5 Penalty to the check. overcoming resistance and capitalizing on
Vulnerabilities.
Additionally, if the creature breaks concentration,
they cannot concentrate on another jutsu for the next During twilight, while the sun, moon, and stars are
minute. out all at once, this weapon treats creatures with
resistance as if they have vulnerability and ignores
LACERATION SEAL (SUPERIOR) Immunity.
Ryo Cost: 3000 SPEED SEAL (SUPERIOR)
Weapons imbued with this seal deals Triple damage to
creatures with Temporary Hit points. Additionally, if you Ryo Cost: 3000
reduce a creature’s temporary hit points to 0 using this Crafting DC: +2
weapon, the next time they would gain temporary hit Weapons imbued with this seal can be used in extremely
points, they instead gain only half. quick succession. If this weapon was used to make an
attack with the attack action, or with a bonus action, you
LETHAL SEAL (SUPERIOR) make one additional weapon attack with this weapon.
This happens once per turn.
Ryo Cost: 2500
Weapons imbued with this seal gain a +2 Bonus to the S-RANK SEALS
weapons Critical Threat range. This stacks with the
Critical Weapon property, and other features that BLOODY SEAL (MASTERCRAFT)
increase the critical threat range.
Ryo Cost: 5000
LUNAR SEAL (SUPERIOR) Weapons imbued with this seal does 3d4 bonus damage
to bleeding targets.
Ryo Cost: 2500
Crafting DC: +1 Additionally, the target creature, if they already have 1
Weapons imbued with this seal deals Necrotic damage in stack of bleeding, immediately gain an additional two.
addition to their listed damage for the purposed of This effect can trigger twice per turn.
overcoming resistance and capitalizing on
Vulnerabilities.
152
CHILLING SEAL (MASTERCRAFT) SERRATED SEAL (MASTERCRAFT)
Ryo Cost: 3000 Ryo Cost: 5000
Weapons imbued with this seal deals cold damage Weapons imbued with this seal deal increases its
instead of their listed damage. They also deal 2d6 bonus Weapon damage by 2 die.
cold damage.
SHOCKING SEAL (MASTERCRAFT)
COLD STEEL SEAL (MASTERCRAFT)
Ryo Cost: 3000
Ryo Cost: 5000 Weapons imbued with this seal deals lightning damage
Weapons imbued with this seal grants its user a +3 bonus instead of their listed damage. They also deal 2d6 bonus
to Saving throws vs Ninjutsu. Lightning damage.
CORROSIVE SEAL (MASTERCRAFT) SICKENING SEAL (MASTERCRAFT)
Ryo Cost: 3000 Ryo Cost: 3000
Weapons imbued with this seal deals acid damage Weapons imbued with this seal deals Poison damage
instead of their listed damage. They also deal 2d6 bonus instead of their listed damage. They also deal 2d6 bonus
acid damage. Poison damage.
CRUSHING SEAL (MASTERCRAFT) STAR METAL SEAL (MASTERCRAFT)
Ryo Cost: 3000 Ryo Cost: 5000
Weapons imbued with this seal deals Earth damage Weapons imbued with this seal grants its user a +3 bonus
instead of their listed damage. They also deal 2d6 bonus to Saving throws vs Genjutsu.
earth damage.
STORING SEAL (MASTERCRAFT)
DEFENSIVE SEAL (MASTERCRAFT)
Ryo Cost: 5000
Ryo Cost: 5000 Crafting DC: +3
Weapons imbued with this seal grants its holder a +3 Select one Ninjutsu, Genjutsu or Bukijutsu That the
bonus to their AC. selected weapon can be used as a component to cast, in
the case for Bukijutsu. The selected Jutsu cannot be
ENHANCED SEAL (MASTERCRAFT) higher than S-Rank.
Ryo Cost: 5000 If the selected Jutsu in one which doesn’t deal damage
Crafting DC: +3 or affect other creatures, the item gains 3 Charges,
Weapons imbued with this seal gains a +3 Bonus to hit which recharge at the conclusion of a long rest. You may
and Damage. spend 1 charge to cast the sealed jutsu. If the jutsu has a
range of self, the effects take place, and additionally if
GRIEVOUS SEAL (MASTERCRAFT) the jutsu is a Concentration jutsu, you still need to
concentrate on the jutsu, but you do not pay the Chakra
Ryo Cost: 3000 cost.
When you use this weapon in a Bukijutsu of S-Rank or
lower, affected creatures take a 2d6 penalty to their If the selected Jutsu is one which deals damage or
saving throws. affects other creatures, the item gains 3 charges, which
recharge at the conclusion of a long rest. You may spend
GUIDING SEAL (MASTERCRAFT) 1 charge to cast the stored jutsu. If the stored Jutsu is a
concentration jutsu, you still need to concentrate on the
Ryo Cost: 2000 jutsu, but you do not pay the chakra cost. The sealed
Weapons imbued with this seal gain a +3 Bonus to hit. Jutsu cannot affect an Area if it deals damage or affects
other creatures.
HOT SEAL (MASTERCRAFT)
STRIKING SEAL (MASTERCRAFT)
Ryo Cost: 3000
Weapons imbued with this seal deals fire damage instead Ryo Cost: 2000
of their listed damage. They also deal 2d6 bonus fire Weapons imbued with this seal gain a +3 Bonus to
damage. Damage.
ILLUSORY SEAL (MASTERCRAFT) WOUNDING SEAL (MASTERCRAFT)
Ryo Cost: 3000 Ryo Cost: 2500
Weapons imbued with this seal grant its user a +3 bonus Weapons imbued with this seal that score a critical hit,
to their Genjutsu Attack. increases all damage dealt by 1 step and deals three your
weapons chosen ability modifier in damage.
MARTIAL SEAL (MASTERCRAFT) Additionally, your damage die all deal their maximum
possible damage (d4>d6>d8>d10>d12).
Ryo Cost: 3000
Weapons imbued with this seal grant its user a +3 bonus STORING SEAL JUTSU DC Save DC
to their Taijutsu Attack. 15
Jutsu Rank 17
NINSHOU SEAL (MASTERCRAFT) D-Rank 19
C-Rank 21
Ryo Cost: 3000 B-Rank 23
Weapons imbued with this seal grant its user a +3 bonus A-Rank
to their Ninjutsu Attack. S-Rank
OBSIDIAN IRON SEAL (MASTERCRAFT)
Ryo Cost: 4000
Weapons imbued with this seal grants its user a +3 bonus
to Saving throws vs Taijutsu.
153
ARMOR ENHANCEMENT SEALS SHOCKING SEAL (MINOR)
D-RANK SEALS Ryo Cost: 500
Armor imbued with this seal reduces all incoming
BLOODY SEAL (MINOR) lightning Damage by 1d4.
Ryo Cost: 350 SICKENING SEAL (MINOR)
Armor imbued with this seal does grants you resistance
to the bleeding condition and its damage. Ryo Cost: 500
Armor imbued with this seal reduces all incoming poison
CHILLING SEAL (MINOR) Damage by 1d4.
Ryo Cost: 500 STAR METAL SEAL (MINOR)
Armor imbued with this seal reduces all incoming cold
Damage by 1d4. Ryo Cost: 750
Armor imbued with this seal grants its user a +1 bonus to
COLD STEEL SEAL (MINOR) Saving throws vs Genjutsu.
Ryo Cost: 750 C-RANK SEALS
Armor imbued with this seal grants its user a +1 bonus to
Saving throws vs Ninjutsu. ABYSSAL SEAL (REFINED)
CORROSIVE SEAL (MINOR) Ryo Cost: 1000
Armor imbued with this seal grants its wearer resistance
Ryo Cost: 500 against Demons and Monstrosities weapon attacks,
Armor imbued with this seal does grants you resistance bukijutsu and taijutsu.
to the corroded condition and its damage.
CELESTIAL SEAL (REFINED)
CRUSHING SEAL (MINOR)
Ryo Cost: 1000
Ryo Cost: 500 Armor imbued with this seal grants its wearer resistance
Armor imbued with this seal reduces all incoming earth against Sage Beasts and Undead weapon attacks,
Damage by 1d4. bukijutsu and taijutsu.
DEFENSIVE SEAL (MINOR) CHAOTIC SEAL (REFINED)
Ryo Cost: 300 Ryo Cost: 1000
Armor imbued with this seal grants its holder a +1 bonus Armor imbued with this seal grants its wearer resistance
to their AC. against Constructs and Mutants weapon attacks,
bukijutsu and taijutsu.
ENHANCED SEAL (MINOR)
DISRUPTIVE SEAL (REFINED)
Ryo Cost: 600
Crafting DC: +1 Ryo Cost: 1250
Armor imbued with this seal Reduces all incoming Armor imbued with this grants its user a +2 bonus to
damage by 1. Chakra Control Checks, made to maintain concentration.
HOT SEAL (MINOR) FEARSOME SEAL (REFINED)
Ryo Cost: 500 Ryo Cost: 1100
Armor imbued with this seal reduces all incoming Fire Armor imbued with this seal grants its user proficiency
Damage by 1d4. with the Intimidation Skill. Additionally, the user can
use their action in combat to make an Intimidation check
ILLUSORY SEAL (MINOR) using the infused weapons Primary ability score against
a creature within 5 feet of them vs the targets Wisdom
Ryo Cost: 500 (Insight). On a success, the target drops any weapon they
Armor imbued with this seal reduces all incoming are holding out of fear. The target then becomes immune
psychic Damage by 1d4. to this effect until they complete a long rest.
MARTIAL SEAL (MINOR) LUNAR SEAL (REFINED)
Ryo Cost: 500 Ryo Cost: 1250
Armor imbued with this seal reduces all incoming Crafting DC: +1
Bludgeoning, piercing or slashing Damage by 1d4. Armor imbued with this seal gains resistance against
Lightning and Fire damage.
NINSHOU SEAL (MINOR)
At Night, under the light of any phase of moon except
Ryo Cost: 500 the new moon, this armor treats critical hits with
Armor imbued with this seal reduces all incoming weapon attacks or Taijutsu or Bukijutsu as normal hits.
Ninjutsu Damage by 1d4.
OCCULT SEAL (REFINED)
OBSIDIAN IRON SEAL (MINOR)
Ryo Cost: 1250
Ryo Cost: 750 Armor imbued with this seal gains resistance against
Armor imbued with this seal grants its user a +1 bonus to Poison and Psychic damage.
Saving throws vs Taijutsu.
While within 120 feet of an Aberration or Undead
creature, this Armor gains a +2 bonus to AC.
154
PRIMAL SEAL (REFINED) CORROSIVE SEAL (GREATER)
Ryo Cost: 1250 Ryo Cost: 2000
Crafting DC: +1 Armor imbued with this seal has a +1 to AC and
Armor imbued with this seal gains resistance to Wind, resistance to Acid damage and immunity to the corroded
Earth damage. condition.
While within 120 feet of a Beast or Monstrosity CRUSHING SEAL (GREATER)
creature, this armor gains a +2 bonus to AC.
Ryo Cost: 2000
SOLAR SEAL (REFINED) Armor imbued with this seal has a +1 to AC and
resistance to Earth damage.
Ryo Cost: 1250
Crafting DC: +1 DEFENSIVE SEAL (GREATER)
Armor imbued with this seal grants resistance to Cold
and Necrotic damage. Ryo Cost: 2000
Armor imbued with this seal grants its holder a +2 bonus
During the day, while under direct sunlight, if the user to their AC.
of this armor has a bonus to any attack roll or ability
check that allows them to roll additional die. They roll 1 HOT SEAL (GREATER)
additional 1d4 adding the result to the attack roll or
ability check. Ryo Cost: 2000
Armor imbued with this seal has a +1 to AC and
STELLAR SEAL (REFINED) resistance to fire Damage and immunity to the burning
condition
Ryo Cost: 1250
Crafting DC: +1 OBSIDIAN IRON SEAL (GREATER)
Armor imbued with this seal gains resistance to Force
damage. Ryo Cost: 2500
Armor imbued with this seal grants its user a +2 bonus to
During twilight, while the sun, moon, and stars are Saving throws vs Taijutsu.
out all at once, this armor gains resistance to all damage,
and immunity to Force damage. SHOCKING SEAL (GREATER)
WARDING SEAL (REFINED) Ryo Cost: 2000
Armor imbued with this seal has a +1 to AC and
Ryo Cost: 1750 resistance to Lightning Damage and immunity to the
Armor imbued with this seal can be used to set up shocked condition.
barriers in a 5-foot cube around its user. As an action or
reaction to being targeted for an attack, or making a SICKENING SEAL (GREATER)
Strength, Dexterity or Constitution saving throw, the
holder can activate this ward, erecting a Barrier large Ryo Cost: 2000
enough to protect only themselves or another creature. Armor imbued with this seal has a +1 to AC and
This barrier counts as a structure gaining AC equal to the resistance to Poison Damage and immunity to the
users Highest Jutsu Save DC. The Barrier also gains Hit poisoned condition.
points equal to three times the user’s level. Creatures
inside the barrier benefit from full cover, and cannot be STAR METAL SEAL (GREATER)
targeted by outside influences. Nothing can get in or out,
of the barrier, but the creature inside can breathe Ryo Cost: 2500
normally. This barrier can last for 1 minute, until its Armor imbued with this seal grants its user a +2 bonus to
destroyed, or dispelled as a bonus action. Once used, this Saving throws vs Genjutsu.
barrier cannot be erected again until the user completes
a short or long rest. A-RANK SEALS
B-RANK SEALS ABYSSAL SEAL (SUPERIOR)
BLOODY SEAL (GREATER) Ryo Cost: 4000
Armor imbued with this seal grants its wearer resistance
Ryo Cost: 2250 against Demons and Monstrosities weapon attacks,
Armor imbued with this seal has immunity to the bukijutsu, taijutsu, ninjutsu, and genjutsu.
bleeding condition.
CELESTIAL SEAL (SUPERIOR)
CHILLING SEAL (GREATER)
Ryo Cost: 4000
Ryo Cost: 2000 Armor imbued with this seal grants its wearer resistance
Armor imbued with this seal has a +1 to AC and against Sage Beasts and Undead weapon attacks,
resistance to Cold Damage. bukijutsu, taijutsu, ninjutsu, and genjutsu.
COLD STEEL SEAL (GREATER) CHAOTIC SEAL (SUPERIOR)
Ryo Cost: 2500 Ryo Cost: 4000
Armor imbued with this seal grants its user a +2 bonus to Armor imbued with this seal grants its wearer resistance
Saving throws vs Ninjutsu. against Constructs and Mutants weapon attacks,
bukijutsu, taijutsu, ninjutsu, and genjutsu.
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DISRUPTIVE SEAL (SUPERIOR) S-RANK SEALS
Ryo Cost: 4500 CHILLING SEAL (MASTERCRAFT)
Crafting DC: +2
Armor imbued with this grants its user a +5 bonus to Ryo Cost: 3000
Chakra Control Checks, made to maintain concentration. Armor imbued with this seal has a +2 to AC and
Immunity to Cold Damage.
Additionally, you can concentrate on 1 additional
jutsu. DEFENSIVE SEAL (MASTERCRAFT)
LUNAR SEAL (SUPERIOR) Ryo Cost: 5000
Armor imbued with this seal grants its holder a +3 bonus
Ryo Cost: 4000 to their AC.
Crafting DC: +2
Armor imbued with this seal gains Immunity against HOT SEAL (MASTERCRAFT)
Lightning and Fire damage.
Ryo Cost: 3000
At Night, under the light of any phase of moon except Armor imbued with this seal has a +2 to AC and
the new moon, this armor treats critical hits with Immunity to Fire Damage.
weapon attacks or Taijutsu or Bukijutsu as normal hits.
OBSIDIAN IRON SEAL (MASTERCRAFT)
OCCULT SEAL (SUPERIOR)
Ryo Cost: 5000
Ryo Cost: 4000 Armor imbued with this seal grants its user a +3 bonus to
Armor imbued with this seal gains immunity against Saving throws vs Taijutsu.
Poison and Psychic damage from Aberrations or Undead.
SHOCKING SEAL (MASTERCRAFT)
While within 120 feet of an Aberration or Undead
creature, this Armor gains a +5 bonus to AC. Ryo Cost: 3000
Armor imbued with this seal has a +2 to AC and
PRIMAL SEAL (SUPERIOR) Immunity to Lightning Damage.
Ryo Cost: 4000 SICKENING SEAL (MASTERCRAFT)
Armor imbued with this seal gains immunity to Wind,
Earth damage from Beasts or Monstrosities. Ryo Cost: 3000
Armor imbued with this seal has a +2 to AC and
While within 120 feet of a Beast or Monstrosity Immunity to Poison Damage.
creature, this armor gains a +5 bonus to AC.
STAR METAL SEAL (MASTERCRAFT)
SOLAR SEAL (SUPERIOR)
Ryo Cost: 5000
Ryo Cost: 4000 Armor imbued with this seal grants its user a +3 bonus to
Crafting DC: +2 Saving throws vs Genjutsu.
Armor imbued with this seal grants immunity to Cold
and Necrotic damage.
During the day, while under direct sunlight, if the user
of this armor has a bonus to any attack roll or ability
check that allows them to roll additional die. They roll 2
additional d4 adding the result to the attack roll or
ability check.
STELLAR SEAL (SUPERIOR)
Ryo Cost: 4000
Crafting DC: +1
Armor imbued with this seal gains immunity to Force
damage.
During twilight, while the sun, moon, and stars are
out all at once, this armor gains resistance to all damage,
and immunity to Force damage.
Additionally, you reduce resisted damage by an
additional 5 damage.
SPEED SEAL (SUPERIOR)
Ryo Cost: 5000
Crafting DC: +2
Armor imbued with this seal modifies your speed and
reflexes. The wearer of this armor increases their
movement speed by 20 feet, and gains a +2 bonus to all
Dexterity saving throw. Additionally, if you pass a
dexterity save, you suffer no effect or damage. If you fail,
you take half damage, and suffer any additional
conditions as normal.
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LEARNING/ CREATING A STEP ONE: DEVELOPING THE CONCEPT OF YOUR JUTSU
JUTSU
The first step of developing your own Jutsu (Or even
You can spend time between adventures learning a new creating a Variation of one that you already know) is to
Jutsu that your master, your ally or your Mentor may first figure out the type of jutsu it will be. Classifying
know and you want to learn or you may want to create a your Jutsu allows you to create the core requirements of
new path, by creating your own jutsu. Learning or the Jutsu itself. By selecting one of the following Jutsu
Creating jutsu does not count against your Jutsu known Types you set the path you must follow for the rest of
for your class this journey building this Jutsu.
LEARNING A JUTSU a) Ninjutsu- Molding Chakra to perform a technique
that interacts with a creature or the world.
When you want to train towards Learning a New Jutsu,
you must spend Downtime towards adding that jutsu to b) Taijutsu- Using martial Arts techniques with or
your Known jutsu list. After picking the jutsu you wish to without weapons to attack or defend with one's
learn, you must get the holder/owner of that particular body.
jutsu to begin teaching you. Learning a Jutsu may be a
grand experience that the DM can draw out for story c) Genjutsu- Molding Chakra to manipulate a
purposes, but there are a few requirements that must be creature's 5 senses into believing one aspect of
met. reality that they are experiencing.
• You cannot learn Jutsu more than 1 rank Above when Once you have the Concept of your Jutsu decided you will
you are able to learn Normally. (A Level 4 character go direction to your Jutsu’s, Creation section. Each
can spend his Downtime to learn up to a C-Rank Jutsu, section carries its own list of Rules, Range Increments,
but not a B-Rank since a B Rank is two ranks higher Damage types, Keywords etc.
than what he can at his level, which is D-Rank)
• You must have the Nature Affinity to learn a Jutsu with
such a requirement. (You cannot learn a Fire Release
Jutsu, if you only have Wind Affinity.)
You must commit a specified amount of Downtime
towards learning this jutsu. (This downtime does not
need to be at the same time.)
LEARNING A JUTSU
Jutsu Rank Self-Taught Master Taught
E-Rank Downtime Cost Downtime cost
D-Rank 3-Weeks 1-Week
C-Rank 5-Weeks 3-Weeks
B-Rank 10-Weeks 6-Weeks
A-Rank 21-Weeks 13-Weeks
S-Rank 52-Weeks 33 Weeks
80-Weeks 48 Weeks
CREATING A JUTSU
When you want to train towards Creating a Jutsu you are
embarking on a journey that no one else has. The Jutsu
you may create may be a minor form of Medical ninjutsu,
or it may be an all-powerful multi–Elemental Jutsu.
Either way this is a much more difficult and involved
process than Learning a Jutsu. As a Jutsu creator, you
must not only create the Jutsu’s Effects, but you must
decide how much power it has, how much chakra it costs
and the requirements needed to even perform it. Do you
need the Visual prowess of the Sharingan to pull this
jutsu off? Do you need the Massive reserves of chakra
like an Uzumaki to use it? Do you only need to have
access to the Wind Affinity to use it? These are
considerations you must undertake to begin the process
of Jutsu Creation.
Either way, if you decide to Create a Jutsu, you must
follow the following Building Path to achieve such a
Goal. While Building your Jutsu, you will encounter
points where you have to select Keywords to add to the
Jutsu’s overall build. Certain Keywords will Increase or
Decrease the final chakra cost of the Jutsu, you add all of
the selected Keywords costs together to get the final
Chakra cost of your jutsu.
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NINJUTSU CREATION RULES
STEP TWO: NINJUTSU PREREQUISITE(S), COMPONENTS
& RANGE
The second step of developing your ninjutsu is to figure
out the base requirements, how this new Jutsu is
activated regarding its Components, and whether it will
be a ranged or Melee Jutsu. While Selecting the Required
Keywords for your Jutsu, keep in mind Select Jutsu Types
have Mandatory Components and regardless of what type
of jutsu you make your jutsu must have at least 1
Component. If your jutsu does not have a Requirement in
the list (Such as in the Requirement Keywords) then you
may skip that Step. But most Jutsu encompass all or
some of these Categories.
PREREQUISITE KEYWORDS
Requirements Keywords Chakra Cost COMPONENT KEYWORDS
Hijutsu +1
Medical +1 Component Keyword
Fuinjutsu +1 Hand Seals (HS)
Nature Release +1 Chakra Molding (CM)
Required Feature -2
Chakra Seals (CS)
HIJUTSU Mobility (M) Chakra Cost
Weapon (W) -
By selecting this requirement keyword your Ninjutsu Ninja Tools (NT) +1
gains the Hijutsu Keyword, and counts as being a Clan
Jutsu for you. You cannot select this Keyword if you are -
Non-Clan. By selecting this keyword, you reduce the -
final cost of your jutsu by +1. -1
-1
MEDICAL
HAND SEALS (HS)
By selecting this requirement keyword your Ninjutsu
will gain the Medical Keyword. By Selecting this By Selecting this Component Keyword, your ninjutsu
keyword, you increase the final cost of your Jutsu by +1 requires you to have 1 hand free in order to weave
handseals.
FUINJUTSU
CHAKRA MOLDING (CM)
By selecting this requirement keyword your Ninjutsu
will gain the Fuinjutsu Keyword. By Selecting this By selecting this Component Keyword, your ninjutsu
keyword, you increase the final cost of your Jutsu by +1 requires you to mold chakra in order to utilize it. In order
to utilize a Nature Release of any type, you must add this
NATURE RELEASE Component Keyword. Selecting this keyword, you
increase the final cost of your Jutsu by +1.
By selecting this requirement keyword your Ninjutsu
will gain one or many Nature Release Keywords by CHAKRA SEALS (CS)
Selecting this keyword you increase the final cost of your
Jutsu by +1 By Selecting this Component Keyword, your ninjutsu
requires you to have 1 hand free in order to create the
REQUIRED FEATURE chakra seals needed in order to manifest the required
jutsu. In order to utilize Fuinjutsu of any type, you must
By selecting this requirement keyword, you are required add this Component Keyword.
to be able to benefit from a Clan, Class, or Class Mod
Feature to use this Ninjutsu. The chosen feature, must be MOBILITY (M)
a feature that can only be activated by the user. The
chosen feature cannot be something passive like By Selecting this Component Keyword, your ninjutsu
Unarmed Combat from Taijutsu Specialist, or Advanced requires you to have at least 5 feet of movement
Nature Transformation from the Sarutobi Clan. The available to you. While your jutsu doesn’t spend this
feature must require direct input from the player. movement, it requires you to be able to move your body
(For example. If you are creating a Ninjutsu that requires the freely.
Sneak Attack feature, then this jutsu can only be used when
you would be able to benefit from the Sneak attack feature.)
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WEAPON (W) DAMAGE TYPES
By Selecting this Component Keyword, your ninjutsu Component Keyword Chakra Cost
requires you to have a weapon available to you and Fire +1
within reach. Select one weapon type that this Ninjutsu Cold +1
requires in order to function. In order for you to select
this keyword the range of your jutsu must either be Self, Lightning +1
or Touch. Selecting this keyword, you reduce the final Wind +1
cost of your Jutsu by -1. Earth +1
Bludgeoning +1
NINJA TOOLS (NT) Slashing +1
Piercing +1
By Selecting this Component Keyword, your ninjutsu Poison +1
requires you to have a Ninja tool available to you and Force +3
within reach. Select one Ninja Tool that this Ninjutsu Necrotic +2
requires in order to function. In order for you to select
this keyword the range of your jutsu must either be Self, JUTSU RANGES
or Touch. Selecting this keyword, you reduce the final
cost of your Jutsu by -1.
RANGE KEYWORDS
Range Keywords Chakra Cost Jutsu Range Chakra Cost
Self - 30ft +1
Touch (5 feet) - 60ft +2
Ranged (See Range Chart)
SELF 90ft +3
120ft +4
Your Ninjutsu has a range of self. This Ninjutsu either 250ft +5
will only affect you, or use you as the center of its effect
radius. Select this range if your jutsu will do either of JUTSU EFFECT KEYWORDS
these things.
All ninjutsu impose some effect. Effects can include
TOUCH Damage, a new Condition such as poisoned or burned,
being stunned, a healing effect, or a defensive effect.
Your Ninjutsu has a Range of Touch (5 Feet). Your While creating your Jutsu, you add additional effects to
ninjutsu will only be able to apply its effects if you are your jutsu until you have your desired stack of effects.
able to physically touch your target creature. You must Some effects can be applied multiple times increasing its
make a Melee Ninjutsu attack roll to score a hit with this effect by adding the values together for its effect, but
Range. also increasing the overall chakra cost by the Listed
Values.
RANGED
Ninjutsu can only have One Conditional Effect. This
Your Ninjutsu has a range greater than 5 feet base. Your can be increased to two with Secondary effect or Delayed
ninjutsu will be able to travel over a distance to interact Effect. Secondary effect and Delayed effect do not stack
with your target creature or area. Selecting this keyword, and cannot be taken together.
you increase the final cost of your Jutsu by +1. You must
make a Ranged Ninjutsu attack roll to score a hit with JUTSU EFFECT KEYWORDS
this Range.
AREA
STEP FOUR: DAMAGE TYPES, RANGE, EFFECT.
Chakra Cost: +2
The third Step of jutsu creation comes down to selecting Your Jutsu gains an area of effect in the shape of one of
your Jutsu’s Damage Type, The Final Range of your Jutsu the following: 30ft Sphere, 15ft Cone, 30ft Cube, 20ft
Based on the Range Keyword Selected, and what sort of Cylinder or 30ft Line.
effects it may have (If any). Jutsu Effects are Built using
Keywords as Well, with Each Keyword having an Creatures must succeed a Dexterity save vs your
associated Effect or Saving throw attached to it. Ninjutsu Save DC. If your Jutsu requires any other Saving
throw to avoid an additional Condition, this Dexterity
DAMAGE TYPE(S) save replaces that save. This does not count for Effects
Selected with "Secondary Effect". Reduce the Damage
If your Ninjutsu deals damage of any type, you will be Die by 1.
able to select the types of Damage it deals. Jutsu that
deals Multiple types of Damage at once cost additional You can take this Keyword multiple times, each time
Chakra. If the Jutsu has a Certain Nature Affinity it will increasing the Radius of the jutsu by 15ft.
automatically deal that type of Damage.
Creatures suffer half damage and no Conditional
JUTSU RANGE effects on a successful save.
All jutsu have some degree of range, but most jutsu are
casted at a distance. Jutsu that are casted at a distance
generally are advantageous but are also more costly.
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AUGMENTATION DAMAGE
Chakra Cost: +2 Chakra Cost: +1
Required Keywords: Self or Touch, Chakra Molding, Your Jutsu Deals damage of your chosen type. Your Jutsu
starts off dealing 4d4 of your chosen Damage type.
Lasting, Damage This Effect can be taken multiple times. Increasing
Your Jutsu modifies your unarmed or weapons attack in damage done by 1d4 up to a max of 20d4. Each time this
some way, making it more lethal, more powerful, and keyword is taken, past the first time, costs +1 chakra.
overall, more potent. Select either Unarmed or Weapons,
this jutsu will only affect the selected type. Reduce the DEAFENING
damage die by 2.
Chakra Cost: +1
While concentrating on this jutsu, when you would Conditional Effect
deal damage with the modified form of attack, you deal Your jutsu has the chance to cause the deafened
additional damage equal to Damage die remaining from condition. Creatures affected by your jutsu must make a
the Damage Keyword. Constitution (or Wisdom) save vs your Jutsu save DC.
(Choose the saving throw at jutsu Creation, this cannot
BLEEDING be changed later).
Chakra Cost: +1 DELAYED EFFECT
Conditional Effect
Your Jutsu has the chance to inflict the Bleeding Chakra Cost: +1
condition. You can only select this keyword if your Jutsu Your jutsu after affecting a creature has a delayed effect
has the Slashing, Piercing or Wind damage type. that activated on the following round after this jutsu
Creatures Affected by your Jutsu must make a ends. Select one effect Keyword that your jutsu currently
Constitution save vs your Jutsu Save DC. has, other than this one. Your jutsu activates the selected
effect at the beginning of either your, or the affected
BLINDING creature’s next turn.
Chakra Cost: +2 EMPOWERED DAMAGE
Conditional Effect
Your jutsu has the chance to inflict the Blinded Chakra Cost: +2
condition. Creatures affected by your jutsu must make a Required Keywords: Damage
Constitution (or Wisdom) save vs your Jutsu Save DC. Your Jutsu increases its overall damage potential.
(Choose the saving throw at jutsu Creation, this cannot Increase your Damage die by 1 Step.
be changed Later).
(d4>d6>d8>d10>d12.)
BURNED
This effect can be taken multiple times, with each time
Chakra Cost: +1 increasing its damage die up to a maximum of a d12.
Conditional Effect
Your Jutsu has the chance to inflict the burned EMPOWERED HEALING
Condition. You can only select this Keyword if the Jutsu
has Fire Release. Creatures affected by your jutsu must Chakra Cost: +2
make a Constitution save vs your Jutsu save DC or suffer Required Keywords: Healing
the Burned Condition This keyword increases this Jutsu’s overall healing
potential. Increase your healing die by 1 Step.
CLASH (d4>d6>d8>d10>d12.)
Chakra Cost: +1 You can only take this keyword if you already have the
Your Jutsu gains the Ability to clash with other Jutsu Healing Keyword. This effect can be taken multiple
with the Clash Keyword. times. Each time you take this effect it increases the
healing die up to a maximum of a d12.
CONDITIONAL
EMPOWERED SHIELDING
Chakra Cost: -2
Your Jutsu is only effective against creatures who are Chakra Cost: +2
currently suffering from a condition already. If you use Required Keywords: Shielding
this jutsu on a creature currently not under the effects of This Keyword increases this Jutsu’s overall Protective
your selected condition, this jutsu deals half damage (If potential. Increase your Temporary hit point Die by 1
any) and imposes no additional conditions to the Step. (d4>d6>d8>d10>d12.)
creature.
You can only take this keyword if you already have the
Select One Condition from the following list: Bleeding, Shielding Keyword. This effect can be taken multiple
blinded, charmed, deafened, grappled, incapacitated, times. Each time you take this effect it increases the
paralyzed, petrified, poisoned, restrained, shocked, Temporary Hit point die up to a maximum of a d12.
slowed, stunned or unconscious.
ENHANCING
CRITICAL
Chakra Cost: +2
Chakra Cost: +3 Required Keywords: Self or Touch, Chakra Molding,
Your Jutsu Can achieve a critical strike on a roll of a 19- Lasting
20. You can take this keyword up to 4 times. Each time Your Jutsu modifies your Ability scores in some way
you take this effect you increase the critical strike range shape or form.
by 1 up to a maximum of 16-20.
At Jutsu creation, select one Ability score. While
concentrating on this jutsu, the selected Ability score
increases by +1. You may take this keyword up to 5 times.
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EXHAUSTING PETRIFYING
Chakra Cost: +5 Chakra Cost: +5
Your Jutsu has the chance to increase a creature’s Conditional Effect
exhaustion rank by 1. Creatures affected by your jutsu Required Keywords: Lasting
must make a Constitution save vs your Jutsu save DC. Your Jutsu has the chance to inflict the petrify condition.
Creatures affected by a jutsu with this Keyword, can You can only select this keyword if the jutsu has the
never have more than 3 ranks of exhaustion applied to Earth Release Affinity.
them at any time by this jutsu.
Creatures affected by your jutsu must make
HEALING constitution save vs your Jutsu save DC at the beginning
of each of their turns. When the creature fails three
Chakra Cost: +2 times their body fully hardens as they become petrified
Required Keywords: Medical turning fully into stone suffering the Petrified condition.
Your Jutsu Heals a creatures hit points.
POISONING
Additionally, this keyword cannot be taken with the
Damage, Chakra Damage or the Chakra Absorption Chakra Cost: +1
Keywords. Conditional Effect
Required Keywords: Poison Damage type
Your Jutsu starts off healing 3d4 Hit Points or Chakra Your Jutsu has the chance to inflict the poisoned
Points (choose one at jutsu creation). This keyword can Condition.
be taken multiple times, increasing the Healing by 1d4
up to a maximum of 20d4. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
IMMUNITY poisoned condition.
Chakra Cost: +5 POWERFUL
Your Jutsu Grants you Immunity to one Damage or
Condition type. Select One Damage or Condition type Chakra Cost: +3
from the following list: Bludgeoning, cold, earth, fire, Required Keywords: Damage or Shielding or Healing
force, lightning, necrotic, piercing, poison, psychic, Your Jutsu is magnified further. When you would roll
slashing, wind, bleeding, blinded, charmed, deafened, dice for your jutsu’s damage, temporary hit points or
grappled, incapacitated, paralyzed, petrified, restrained, any other linked effect based on the required keywords.
slowed, stunned or unconscious. You add your Ninjutsu Ability Modifier to the roll.
You gain immunity to the given damage type or RESISTANCE
condition until the start of your next turn. If you take
this keyword along with the Lasting keyword, you gain Chakra Cost: +2
these benefits for the duration you concentrate on the Your Jutsu grants a creature with Resistance to a given
created Jutsu. This keyword can be taken multiple times. damage type or Condition.
Each time you take this effect select another damage
type or Condition. Select one Damage type or Condition type from the
following list: Bludgeoning, cold, earth, fire, force,
KNOCK BACK lightning, necrotic, piercing, poison, psychic, slashing,
wind, bleeding, blinded, charmed, deafened, exhaustion,
Chakra Cost: +1 grappled, incapacitated, paralyzed, petrified, restrained,
Your Jutsu has the chance to knock a creature back 10ft. slowed, stunned or unconscious.
Creatures affected by your jutsu must make a Strength
saving throw vs your Jutsu Save DC. You gain Resistance to the given damage type until the
start of your next turn or advantage on the next saving
This effect can be taken multiple times. Each time you throw against the selected condition. If you take this
take this effect it increases the knock back distance by up keyword along with the Lasting keyword, you gain these
to 10ft on a failed save. benefits for the duration you concentrate on the created
Jutsu. This Keyword can be taken multiple times. Each
LASTING time you take this effect select another damage type or
effect.
Chakra Cost: +2
Your Jutsu increases its duration from Instant by one RESTRAINING
step. This effect can be taken multiple times. Each time
you take this effect it increases the duration by one more Chakra Cost: +2
step. Instant> Concentration 1 Minute> 10 Minutes> 1 Conditional Effect
Hour. Your Jutsu has the chance to inflict the restrained
condition. Creatures affected by your jutsu must make a
MULTIPLE STRIKES Dexterity (or Strength) save vs your Jutsu save DC or
suffer the restrained condition.
Chakra Cost: +1
Your Jutsu grants you more than a single Attack Roll. SEALING
Your Jutsu Grants you an extra attack roll. Split your
Damage dice between the attacks evenly. You can take Chakra Cost: +3
this Keyword Multiple times. Each time you take this Required Keywords: Fuinjutsu, Touch, Chakra Seals (CS)
effect increase the amount of attack rolls with this jutsu Your Jutsu seals away a creatures Chakra or Jutsu.
by 1 splitting the damage die evenly amongst each Scoring a hit with this jutsu forces the target to make a
attack. Constitution or Wisdom saving throw. (Select at jutsu
creation. Cannot be changed later). On a failed save, the
target is marked with a Single Seal for 1 minute. While
they are marked with this seal, they cannot cast Ninjutsu
or Genjutsu. They can use their action to make a
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Constitution (Chakra control) or Intelligence (Ninshou) STEP FOUR: FINALIZING THE COST, NAME, AND YOUR
check vs your Ninjutsu save DC to remove the seal. LEGACY.
This Keyword can be taken multiple times. Each time The fourth and Final step is to clarify the final rank, cost
you take this keyword, the number of seals you mark and downtime cost of Your Jutsu, while also coming up
your target with increases by +1. with a memorable name.
SECONDARY EFFECT When you are finalizing your jutsu there are a few
things you need to do in order to also get the final Rank
Chakra Cost: +2 of this new Jutsu.
Your jutsu has multiple conditional effects built into it.
You can only select this keyword if you have a keyword First take your Jutsu's damage (If any) and average the
that requires a saving throw of some type. Select a amount of potential damage it can deal. This is done by
second conditional effect. Your Jutsu gains this second taking the damage die (D4, D6, D8, D10, D12) and using
effect and forces a second saving throw alongside the the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6, D12 is
other saving throws. 7).
SHIELDING Second you take this average and Multiply it by the
number of damage die your jutsu has and compare it to
Chakra Cost: +2 the table below to determine the Rank of the Jutsu and
Your Jutsu grants Temporary Hit Points. Your Jutsu the Downtime cost associated with it.
grants up to 3d4 worth of Temporary hit points. These
hit points do not stack with any other ability, feature or If your jutsu does not deal damage, then you instead
jutsu that provides temporary hit points. use the Chakra Cost Column of the table below to
determine the Rank of the Jutsu and the Downtime cost
This keyword can be taken multiple times, increasing associated with it.
the Temp hit points gained by 2d4 up to a maximum of
20d4. FINAL NINJUTSU DAMAGE & RANK CORRELATION
SHOCKING Damage Cost Associated Rank Downtime Cost
1-20 1-8 D-Rank 5-Weeks
Chakra Cost: +1 21-34 9-13 C-Rank 12-Weeks
Conditional Effect
Your Jutsu has the chance to inflict the Shocked 35-49 14-19 B-Rank 25-Weeks
condition. You can only select this keyword if the jutsu 50-69 20-25 A-Rank 52-Weeks
has the Lightning Affinity. 70+ 26+ S-Rank 104-Weeks
Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
Shocked condition.
SLOWING
Chakra Cost: +2
Conditional Effect
Your jutsu has the chance to inflict the slowed condition.
Creatures affected by your jutsu must make a Strength
(or Constitution, Pick one. This cannot be changed later.)
save vs your Jutsu save DC or suffer the Slowed
condition.
SPEEDY
Chakra Cost: +2
Your Jutsu can be cast at a significantly faster speed than
most others. Reduce the cast time of your Jutsu from a
Standard action to a Bonus Action. Reduce your Damage
die by 1. You can take this Keyword a second time further
reducing it to a Reaction, if you do reduce your Damage
die by 1 a second time.
STUNNING
Chakra Cost: +5
Conditional Effect
Your Jutsu has a chance to inflict the Stunned Condition.
Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
stunned condition.
WEAKENING
Chakra Cost: +2
Conditional Effect
Your Jutsu has a chance to inflict the Weakened
condition. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
weakened condition.
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GENJUTSU CREATION RULES HAND SEALS (HS)
STEP TWO: GENJUTSU PREREQUISITE(S), COMPONENTS By Selecting this Component Keyword, your genjutsu
& RANGE requires you to have 1 hand free in order to weave
handseals.
The second step of developing your genjutsu is to figure
out the base requirements, how this new Jutsu is CHAKRA MOLDING (CM)
activated regarding its Components, and whether it will
be a ranged or Melee Jutsu. While Selecting the Required By selecting Genjutsu as your jutsu type, you have to
Keywords for your Jutsu, keep in mind Genjutsu have take this keyword for your jutsu.
Mandatory Components. If your jutsu does not have a
Requirement in the list (Such as in the Requirement CHAKRA SEALS (CS)
Keywords) then you may skip that Step. But most Jutsu
encompass all or some of these Categories. By Selecting this Component Keyword, your genjutsu
requires you to have 1 hand free in order to create the
PREREQUISITE KEYWORDS chakra seals needed in order to manifest the required
jutsu. In order to utilize Fuinjutsu of any type, you must
add this Component Keyword. Selecting this keyword,
increases the final cost of your Jutsu by +1.
Requirements Keywords Chakra Cost WEAPON (W)
Hijutsu +1
Medical +1 By Selecting this Component Keyword, your genjutsu
Fuinjutsu +1 requires you to have a weapon available to you and
Required Feature -2 within reach. Select one weapon type that this Genjutsu
requires in order to function. In order for you to select
HIJUTSU this keyword the range of your jutsu must either be Self,
or Touch. Selecting this keyword, increases the final cost
By selecting this requirement keyword your Genjutsu of your Jutsu by -2.
gains the Hijutsu Keyword, and counts as being a Clan
Jutsu for you. You cannot select this Keyword if you are NINJA TOOLS (NT)
Non-Clan. By selecting this keyword, you increase the
final cost of your jutsu by +1. By Selecting this Component Keyword, your genjutsu
requires you to have a Ninja tool available to you and
MEDICAL within reach. Select one Ninja Tool that this Genjutsu
requires in order to function. In order for you to select
By selecting this requirement keyword your Genjutsu this keyword the range of your jutsu must either be Self,
will gain the Medical Keyword. By Selecting this or Touch. Selecting this keyword, increases the final cost
keyword, you increase the final cost of your Jutsu by +1 of your Jutsu by -2.
FUINJUTSU RANGE KEYWORDS
By selecting this requirement keyword your Genjutsu Range Keywords Chakra Cost
will gain the Fuinjutsu Keyword. By Selecting this Self -
keyword, you increase the final cost of your Jutsu by +1 Touch (5 feet) -
REQUIRED FEATURE Ranged (See Jutsu Ranges)
By selecting this requirement keyword, you are required SELF
to be able to benefit from a Clan, Class, or Class Mod
Feature to use this Genjutsu. The chosen feature, must Your Genjutsu has a range of self. This Genjutsu either
be a feature that can only be activated by the user. The will only affect you, or use you as the center of its effect
chosen feature cannot be something passive like radius. Select this range if your jutsu will do either of
Unarmed Combat from Taijutsu Specialist, or Advanced these things.
Nature Transformation from the Sarutobi Clan. The
feature must require direct input from the player. TOUCH
(For example. If you are creating a Genjutsu that requires
the Actualization feature, then this jutsu can only be used Your Genjutsu has a Range of Touch (5 Feet). Your
when you would be able to benefit from the Sneak attack genjutsu will only be able to apply its effects if you are
feature.) able to physically touch your target creature. You must
make a Melee Genjutsu attack roll to score a hit with this
COMPONENT KEYWORDS Range.
Component Keyword Chakra Cost RANGED
Hand Seals (HS) -
Chakra Molding (CM) +1 (Mandatory) Your Genjutsu has a range greater than 5 feet base. Your
genjutsu will be able to travel over a distance to interact
Chakra Seals (CS) -1 with your target creature or area. Selecting this keyword,
Weapon (W) -2 you increase the final cost of your Jutsu by +1. You must
Ninja Tools (NT) -2 make a Ranged Genjutsu attack roll to score a hit with
this Range.
STEP FOUR: DAMAGE TYPES, RANGE, SENSORY
KEYWORDS, AND EFFECT.
The third Step of jutsu creation comes down to selecting
your Jutsu’s Damage Type, The Final Range of your Jutsu
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Based on the Range Keyword Selected, and what sort of Creatures must succeed a Wisdom or Charisma save vs
effects it may have (If any). Jutsu Effects are Built using your Genjutsu Save DC (Select one at jutsu creation). If
Keywords as Well, with Each Keyword having an your Jutsu requires any other Saving throw to avoid an
associated Effect or Saving throw attached to it. additional Condition, this save replaces that save. This
counts for effects Selected with "Tertiary Effect".
DAMAGE TYPE(S)
You can take this Keyword multiple times, each time
If your Genjutsu Deals Damage by default the damage increasing the Radius of the jutsu by 15ft.
type dealt is Psychic.
Creatures suffer half damage and no Conditional
DAMAGE TYPE(S) effects on a successful save.
Component Keyword Chakra Cost AUGMENTATION
Psychic -
Chakra Cost: +2
JUTSU RANGE Required Keywords: Self or Touch, Chakra Molding,
All jutsu have some degree of range, but most jutsu are Tactile, Lasting, Damage
casted at a distance. Jutsu that are casted at a distance Your Jutsu modifies your unarmed or weapons attack in
generally are advantageous but are also more costly. some way, making it more lethal, more powerful, and
overall, more potent. Select either Unarmed or Weapons,
JUTSU RANGES this jutsu will only affect the selected type. Reduce the
damage die by 2.
Jutsu Range Chakra Cost
30ft +1 While concentrating on this jutsu, when you would
60ft +2 deal damage with the modified form of attack, you deal
additional damage equal to Damage die remaining from
90ft +3 the Damage Keyword.
120ft +4
250ft +5 BLINDING
SENSORY KEYWORDS Chakra Cost: +2
Conditional Effect
Most Genjutsu when cast affects a creature’s senses, but Required Keywords: Visual
not all of them. Each sense is important to the potency of Your jutsu has the chance to inflict the Blinded condition
the genjutsu and affects what effect keywords you can until the start of the affected creature’s next turn.
and cannot add to your Jutsu. Creatures affected by your jutsu must make a Wisdom
(or Charisma) save vs your Jutsu Save DC. (Choose the
SENSORY KEYWORDS saving throw at jutsu Creation, this cannot be changed
Later).
Keyword Chakra Cost Keyword Requirement(s)
BOOSTING
Visual -1
Tactile +1 Chakra Cost: +3
Required Keywords: Self or Touch, Chakra Molding,
Auditory +1 Tactile
Your Jutsu modifies chance in some way shape or form.
Inhaled -1 Ninja Tools (NT) At Jutsu creation, select one from the following;
JUTSU EFFECT KEYWORDS • Attack Rolls
• Saving throws
All genjutsu impose some effect. Effects can include • Ability Checks
Damage, a new Condition such as charmed or
frightened, being stunned, a healing effect, or a When you use this jutsu, you add 1d4 the selected
defensive effect. While creating your Jutsu, you add check, the next time you would roll it before the
additional effects to your jutsu until you have your beginning of your next turn. If you take the Lasting
desired stack of effects. Some effects can be applied Keyword, you instead add the bonus to the check so long
multiple times increasing its effect by adding the values as you maintain concentration. You may take this
together for its effect, but also increasing the overall keyword multiple times. Each time you take this
chakra cost by the Listed Values. keyword add 1 additional d4 to the roll.
Genjutsu can have up to Two Conditional effects. This Alternatively, you may take this keyword an additional
can be increased to three with Tertiary effect or Delayed time selecting a different check.
Effect. Tertiary effect and Delayed effect do not stack and
cannot be taken together in any combination. CHARMING
JUTSU EFFECT KEYWORDS Chakra Cost: +2
Required Keywords: Visual or Auditory or Inhaled
AREA Your Justus has the chance to inflict the Charmed
condition.
Chakra Cost: +2
Your Jutsu gains an area of effect in the shape of one of Creatures affected by your jutsu must make a Wisdom
the following: 15ft Sphere, 10ft Cone, 15ft Cube, 10ft (or Charisma) save vs your Genjutsu Save DC. (Choose
Cylinder or 10ft Line. the saving throw at Jutsu creation, this cannot be
changed later).
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CONDITIONAL EMPOWERED HINDERING
Chakra Cost: -2 Chakra Cost: +2
Your Jutsu is only effective against creatures who are Required Keywords: Hindering
currently suffering from a condition already. If you use Your Jutsu increases its overall hindering potential.
this jutsu on a creature currently not under the effects of Increase your hindering die by 1 Step.
your selected condition, this jutsu deals half damage (If (d4>d6>d8>d10>d12.)
any) and imposes no additional conditions to the
creature. This effect can be taken multiple times, with each time
Select One Condition from the following list: Bleeding, increasing its hindering die further to a maximum of a
blinded, charmed, deafened, grappled, incapacitated, d12.
paralyzed, petrified, poisoned, restrained, shocked,
slowed, stunned or unconscious. EMPOWERED SHIELDING
CRITICAL Chakra Cost: +2
Required Keywords: Shielding
Chakra Cost: +3 This Keyword increases this Jutsu’s overall Protective
Your Jutsu Can achieve a critical strike on a roll of a 19- potential. Increase your Temporary hit point Die by 1
20. You can take this keyword up to 4 times. Each time Step. (d4>d6>d8>d10>d12.)
you take this effect you increase the critical strike range
by 1 up to a maximum of 16-20. You can only take this keyword if you already have the
Shielding Keyword. This effect can be taken multiple
DAMAGE times. Each time you take this effect it increases the
Temporary Hit point die father to a maximum of a d12.
Chakra Cost: +1
Required Keywords: Tactile FRIGHTENING
Your Jutsu Deals damage of your chosen type. Your Jutsu
starts off dealing 4d4 of your chosen Damage type. Chakra Cost: +2
This Effect can be taken multiple times. Increasing Conditional Effect
damage done by 1d4 up to a max of 20d4. Each time this Your Jutsu has the chance to inflict the Frightened
keyword is taken, past the first time, costs +1 chakra. Condition until the start of the affected creature’s next
turn.
DEAFENING
Creatures affected by your jutsu must make a Wisdom
Chakra Cost: +2 (or Charisma) save vs your Genjutsu Save DC. (Choose
Conditional Effect the saving throw at Jutsu creation, this cannot be
Required Keywords: Auditory changed later).
Your jutsu has the chance to cause the deafened
condition until the start of the affected creature’s next HINDERING
turn. Creatures affected by your jutsu must make a
Wisdom (or Charisma) save vs your Genjutsu save DC. Chakra Cost: +3
(Choose the saving throw at jutsu Creation, this cannot Required Keywords: Chakra Molding, Tactile
be changed later). Your Jutsu modifies chance in some way shape or form.
At Jutsu creation, select one from the following;
DELAYED EFFECT
• Attack Rolls
Chakra Cost: +1 • Saving throws
Your jutsu after affecting a creature has a delayed effect • Ability Checks
that activated on the following round after this jutsu
ends. Select one effect Keyword that your jutsu currently When you use this jutsu, your targets reduces the
has, other than this one. Your jutsu activates the selected selected check by 1d4 the next time they would roll it
effect at the beginning of either your, or the affected before the end of their next turn. If you take the Lasting
creature’s next turn. Keyword, they instead add the penalty to the check so
long as you maintain concentration. You may take this
EMPOWERED BOOSTING keyword multiple times. Each time you take this
keyword add 1 additional d4 to the roll up to a maximum
Chakra Cost: +2 of 5d4
Required Keywords: Boosting
Your Jutsu increases its overall boosting potential. Alternatively, you may take this keyword an additional
Increase your bonus die by 1 Step. (d4>d6>d8>d10>d12.) time selecting a different check.
This effect can be taken multiple times, with each time IMMUNITY
increasing its boosting die further to a maximum of a
d12. Chakra Cost: +5
Required Keywords: Tactile
EMPOWERED DAMAGE Your Jutsu Grants you Immunity to one Damage or
Condition type. Select One Damage or Condition type
Chakra Cost: +2 from the following list: Psychic, blinded, charmed,
Required Keywords: Damage deafened, grappled, incapacitated, paralyzed, slowed,
Your Jutsu increases its overall damage potential. stunned or unconscious.
Increase your Damage die by 1 Step.
(d4>d6>d8>d10>d12.) You gain immunity to the given damage type or
condition until the start of your next turn. If you take
This effect can be taken multiple times, with each time this keyword along with the Lasting keyword, you gain
increasing its damage die further to a maximum of a d12. these benefits for the duration you concentrate on the
created Jutsu. This keyword can be taken multiple times.
Each time you take this effect select another damage
type or Condition.
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LASTING TERTIARY EFFECT
Chakra Cost: +2 Chakra Cost: +3
Your Jutsu increases its duration from Instant by one Your jutsu has multiple conditional effects built into it.
step. This effect can be taken multiple times. Each time You can only select this keyword if you have two
you take this effect it increases the duration by one more keywords that are conditional effects. Select a third
step. Instant> Concentration 1 Minute> 10 Minutes> 1 conditional effect. Your Jutsu gains this third effect and
Hour. forces an additional saving throw alongside the other
saving throws.
MULTIPLE STRIKES
SHIELDING
Chakra Cost: +1
Your Jutsu grants you more than a single Attack Roll. Chakra Cost: +2
Your Jutsu Grants you an extra attack roll. Split your Required Keywords: Tactile
Damage dice between the attacks evenly. You can take Your Jutsu grants Temporary Hit Points. Your Jutsu
this Keyword Multiple times. Each time you take this grants you up to 3d4 worth of Temporary hit points.
effect increase the amount of attack rolls with this jutsu These hit points do not stack with any other ability,
by 1 splitting the damage die evenly amongst each feature or jutsu that provides temporary hit points.
attack.
This keyword can be taken multiple times, increasing
POWERFUL the Temp hit points gained by 1d4 up to a maximum of
20d4.
Chakra Cost: +3
Required Keywords: Damage or Shielding or Boosting or SLOWING
Hindering Chakra Cost: +2
Your Jutsu is magnified further. When you would roll Conditional Effect
dice for your jutsu’s damage, temporary hit points or Required Keywords: Tactile or Inhaled
any other linked effect based on the required keywords. Your jutsu has the chance to inflict the slowed condition.
You add your Genjutsu Ability Modifier to the roll. Creatures affected by your jutsu must make a Strength
(or Constitution, Pick one. This cannot be changed later.)
RESISTANCE save vs your Jutsu save DC or suffer the Slowed
condition.
Chakra Cost: +2
Required Keywords: Tactile SPEEDY
Your Jutsu grants a creature with Resistance to a given
damage type or Condition. Chakra Cost: +3
Your Jutsu can be cast at a significantly faster speed than
Select one Damage type or Condition type from the most others. Reduce the cast time of your Jutsu from a
following list: Psychic, blinded, charmed, deafened, Standard action to a Bonus Action. Reduce your Damage
grappled, incapacitated, paralyzed, slowed, stunned or die by 1. You can take this Keyword a second time further
unconscious. reducing it to a Reaction, if you do reduce your Damage
die by 1 a second time.
You gain Resistance to the given damage type until the
start of your next turn or advantage on the next saving STUNNING
throw against the selected condition. If you take this
keyword along with the Lasting keyword, you gain these Chakra Cost: +5
benefits for the duration you concentrate on the created Conditional Effect
Jutsu. This Keyword can be taken multiple times. Each Required Keywords: Tactile or Inhaled
time you take this effect select another damage type or Your Jutsu has a chance to inflict the Stunned Condition.
effect. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
RESTRAINING stunned condition.
Chakra Cost: +2 UNAVOIDABLE
Conditional Effect
Required Keywords: Any Sensory Keyword Chakra Cost: +2
Your Jutsu has the chance to inflict the restrained Your Jutsu does not require you to make an attack roll,
condition. Creatures affected by your jutsu must make a instead always having the chance to hit your target.
Dexterity (or Strength) save vs your Jutsu save DC or Select a target creature within range that you can sense
suffer the restrained condition. with one of the following senses. (Vision, Hearing,
Smell). Target Creature must make a Wisdom (or
SEALING Charisma) save vs your Genjutsu Save DC. (Choose the
saving throw at jutsu creation)
Chakra Cost: +3
Required Keywords: Fuinjutsu, Touch, Chakra Seals (CS) WEAKENING
Your Jutsu seals away a creatures Chakra or Jutsu.
Scoring a hit with this jutsu forces the target to make a Chakra Cost: +3
Wisdom saving throw. On a failed save, the target is Conditional Effect
marked with a Single Seal for 1 minute. While they are Required Keywords: Tactile or Inhaled
marked with this seal, they cannot cast Ninjutsu or Your Jutsu has a chance to inflict the Weakened
Genjutsu. They can use their action to make a condition. Creatures affected by your jutsu must make a
Constitution (Chakra control) or Wisdom (Illusion) constitution save vs your Jutsu save DC or suffer the
check vs your Genjutsu save DC to remove the seal. weakened condition.
This Keyword can be taken multiple times. Each time
you take this keyword, the number of seals you mark
your target with increases by +1.
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STEP FOUR: FINALIZING THE COST, NAME, AND YOUR TAIJUTSU CREATION RULES
LEGACY.
STEP TWO: TAIJUTSU PREREQUISITE(S), COMPONENTS
The fourth and Final step is to clarify the final rank, cost & RANGE
and downtime cost of Your Jutsu, while also coming up
with a memorable name. The second step of developing your taijutsu is to figure
out the base requirements, how this new Jutsu is
When you are finalizing your jutsu there are a few activated regarding its Components, and whether it will
things you need to do in order to also get the final Rank be a ranged or Melee Jutsu. While Selecting the Required
of this new Jutsu. Keywords for your Jutsu, keep in mind Select Jutsu Types
have Mandatory Components. If your jutsu does not have
First take your Jutsu's damage (If any) and average the a Requirement in the list (Such as in the Requirement
amount of potential damage it can deal. This is done by Keywords) then you may skip that Step. But most Jutsu
taking the damage die (D4, D6, D8, D10, D12) and using encompass all or some of these Categories.
the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6, D12 is
7). PREREQUISITE KEYWORDS
Second you take this average and Multiply it by the Requirements Keywords Chakra Cost
number of damage die your jutsu has and compare it to Hijutsu +1
the table below to determine the Rank of the Jutsu and Bukijutsu -
the Downtime cost associated with it. Nature Release +2
Required Feature -2
If your jutsu does not deal damage, then you instead
use the Chakra Cost Column of the table below to HIJUTSU
determine the Rank of the Jutsu and the Downtime cost
associated with it. By selecting this requirement keyword your Taijutsu
gains the Hijutsu Keyword, and counts as being a Clan
FINAL GENJUTSU DAMAGE & RANK CORRELATION Jutsu for you. You cannot select this Keyword if you are
Non-Clan. By selecting this keyword, you increase the
Damage Cost Associated Rank Downtime Cost final cost of your jutsu by +1.
1-20 1-8 D-Rank 5-Weeks
21-34 9-13 C-Rank 12-Weeks BUKIJUTSU
35-49 14-19 B-Rank 25-Weeks By selecting this requirement keyword your Taijutsu
50-69 20-25 A-Rank 52-Weeks gains the Bukijutsu Keyword, and now requires a
70+ 26+ S-Rank 104-Weeks Weapon of some sort. You cannot select this Keyword if
your taijutsu does not also have the Weapon (W)
Component Keyword.
NATURE RELEASE
By selecting this requirement keyword your Taijutsu will
gain one or many Nature Release Keywords by Selecting
this keyword you increase the final cost of your Jutsu by
+2.
REQUIRED FEATURE
By selecting this requirement keyword, you are required
to be able to benefit from a Clan, Class, or Class Mod
Feature to use this Taijutsu. The chosen feature, must be
a feature that can only be activated by the user. The
chosen feature cannot be something passive like
Unarmed Combat from Taijutsu Specialist, or Advanced
Nature Transformation from the Sarutobi Clan. The
feature must require direct input from the player.
(For example. If you are creating a Taijutsu that requires the
Sneak Attack feature, then this jutsu can only be used when
you would be able to benefit from the Sneak attack feature.)
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COMPONENT KEYWORDS STEP FOUR: DAMAGE TYPES, RANGE, EFFECT.
Component Keyword Chakra Cost The third Step of jutsu creation comes down to selecting
Chakra Molding (CM) +1 your Jutsu’s Damage Type, The Final Range of your Jutsu
Based on the Range Keyword Selected, and what sort of
Mobility (M) - (Mandatory) effects it may have (If any). Jutsu Effects are Built using
Weapon (W) - (Mandatory for Bukijutsu) Keywords as Well, with Each Keyword having an
Ninja Tools (NT) -1 associated Effect or Saving throw attached to it.
CHAKRA MOLDING (CM) DAMAGE TYPE(S)
By selecting this Component Keyword, your taijutsu If your Taijutsu deals damage of any type, you will be
requires you to mold chakra in order to utilize it. In order able to select the types of Damage it deals. Jutsu that
to utilize a Nature Release of any type, you must add this deals Multiple types of Damage at once cost additional
Component Keyword. Selecting this keyword, you Chakra. If the Jutsu has a Certain Nature Affinity it will
increase the final cost of your Jutsu by +1. automatically deal that type of Damage.
DAMAGE TYPES
MOBILITY (M) Component Keyword Chakra Cost
Fire +2
By Selecting this Component Keyword, your taijutsu Cold +2
requires you to have at least 5 feet of movement
available to you. While your jutsu doesn’t spend this Lightning +2
movement, it requires you to be able to move your body Wind +2
freely. All Taijutsu must have this keyword. Earth +2
Bludgeoning +1
WEAPON (W) Slashing +1
Piercing +1
By Selecting this Component Keyword, your taijutsu Poison +2
requires you to have a weapon available to you and
within reach. Select one weapon type that this Taijutsu
requires in order to function. In order for you to select
this keyword the range of your jutsu must either be Self,
or Touch.
NINJA TOOLS (NT) JUTSU RANGE
By Selecting this Component Keyword, your taijutsu All jutsu have some degree of range, but most jutsu are
requires you to have a Ninja tool available to you and casted at a distance. Jutsu that are casted at a distance
within reach. Select one Ninja Tool that this Taijutsu generally are advantageous but are also more costly.
requires in order to function. In order for you to select
this keyword the range of your jutsu must either be Self, JUTSU RANGES
or Touch. Selecting this keyword, you reduce the final
cost of your Jutsu by -1. Jutsu Range Chakra Cost
30ft +2
RANGE KEYWORDS 60ft +3
Range Keywords Chakra Cost 90ft +4
Self - 120ft +5
Touch (5 feet) - 250ft +6
Ranged (See Jutsu Range) JUTSU EFFECT KEYWORDS
SELF All taijutsu impose some effect. Effects can include
Damage, a new Condition such as stunned or paralyzed,
Your Taijutsu has a range of self. This Taijutsu either will a self-healing effect, or a defensive effect. While creating
only affect you, or use you as the center of its effect your Jutsu, you add additional effects to your jutsu until
radius. Select this range if your jutsu will do either of you have your desired stack of effects. Some effects can
these things. be applied multiple times increasing its effect by adding
the values together for its effect, but also increasing the
TOUCH overall chakra cost by the Listed Values.
Your Taijutsu has a Range of Touch (5 Feet). Your Taijutsu can only have One Conditional Effect. This
taijutsu will only be able to apply its effects if you are can be increased to two with Secondary effect or Delayed
able to physically touch your target creature. You must Effect. Secondary effect and Delayed effect do not stack
make a Melee Taijutsu attack roll to score a hit with this and cannot be taken together.
Range.
RANGED
Your Taijutsu has a range greater than 5 feet base. Your
taijutsu will be able to travel over a distance to interact
with your target creature or area. Selecting this keyword,
you increase the final cost of your Jutsu by +1. You must
make a Ranged Taijutsu attack roll to score a hit with
this Range.
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JUTSU EFFECT KEYWORDS CHAKRA DAMAGE
AREA Chakra Cost: +2
Required Keywords: Touch, Chakra Molding, Damage
Chakra Cost: +2 Your Jutsu, instead of dealing damage to a creature Hit
Your Jutsu gains an area of effect in the shape of one of points, deal damage to a creatures Chakra Points. Reduce
the following: 15ft Sphere, 10ft Cone, 15ft Cube, 10ft your Damage die by 1.
Cylinder or 15ft Line.
CLASH
Creatures must succeed a Dexterity save vs your
Taijutsu Save DC. If your Jutsu requires any other Saving Chakra Cost: +1
throw to avoid an additional Condition, this Dexterity Your Jutsu gains the Ability to clash with other Jutsu
save replaces that save. This does not count for Effects with the Clash Keyword.
Selected with "Secondary Effect".
CONDITIONAL
You can take this Keyword multiple times, each time
increasing the Radius of the jutsu by 15ft. Chakra Cost: -2
Your Jutsu is only effective against creatures who are
Creatures suffer half damage and no Conditional currently suffering from a condition already. If you use
effects on a successful save. this jutsu on a creature currently not under the effects of
your selected condition, this jutsu deals half damage (If
AUGMENTATION any) and imposes no additional conditions to the
creature.
Chakra Cost: +2 Select One Condition from the following list: Bleeding,
Required Keywords: Self or Touch, Chakra Molding, blinded, charmed, deafened, grappled, incapacitated,
paralyzed, petrified, poisoned, restrained, shocked,
Lasting, Damage slowed, stunned or unconscious.
Your Jutsu modifies your unarmed or weapons attack in
some way, making it more lethal, more powerful, and CRITICAL
overall, more potent. Select either Unarmed or Weapons,
this jutsu will only affect the selected type. Reduce the Chakra Cost: +3
damage die by 2. Your Jutsu Can achieve a critical strike on a roll of a 19-
20. You can take this keyword up to 4 times. Each time
While concentrating on this jutsu, when you would you take this effect you increase the critical strike range
deal damage with the modified form of attack, you deal by 1 up to a maximum of 16-20.
additional damage equal to Damage die remaining from
the Damage Keyword. DAMAGE
BLEEDING Chakra Cost: +1
Your Jutsu Deals damage of your chosen type. Your Jutsu
Chakra Cost: +2 starts off dealing 4d4 of your chosen Damage type.
Conditional Effect This Effect can be taken multiple times. Increasing
Your Jutsu has the chance to inflict the Bleeding damage done by 1d4 up to a max of 20d4. Each time this
condition. You can only select this keyword if your Jutsu keyword is taken, past the first time, costs +1 chakra.
has the Slashing, Piercing or Wind damage type.
Creatures Affected by your Jutsu must make a DEAFENING
Constitution save vs your Jutsu Save DC.
Chakra Cost: +2
BLINDING Conditional Effect
Your jutsu has the chance to cause the deafened
Chakra Cost: +2 condition. Creatures affected by your jutsu must make a
Conditional Effect Constitution save vs your Jutsu save DC.
Your jutsu has the chance to inflict the Blinded
condition. Creatures affected by your jutsu must make a DEFINING
Constitution save vs your Taijutsu Save DC.
Chakra Cost: +2
BURNED Required Keywords: Self or Touch, Chakra Molding,
Lasting
Chakra Cost: +2 Your Jutsu defines your Ability score(s) by locking them
Conditional Effect at a set number
Your Jutsu has the chance to inflict the burned At Jutsu creation, select two Ability scores. While
Condition. You can only select this Keyword if the Jutsu concentrating on this jutsu, the selected Ability score is
has Fire Release. Creatures affected by your jutsu must set to 14. You may take this keyword multiple times, each
make a Constitution save vs your Taijutsu save DC or time increasing the number the ability score(s) are set to
suffer the Burned Condition. by +1, up to a maximum of 20.
CHAKRA ABSORPTION DELAYED EFFECT
Chakra Cost: +3 Chakra Cost: +1
Required Keywords: Touch, Chakra Molding, Damage Your jutsu after affecting a creature has a delayed effect
Your jutsu, instead of dealing damage to a creature hit that activated on the following round after this jutsu
points, absorbs chakra points from a creature and ends. Select one effect Keyword that your jutsu currently
transfer them to you. Reduce your Damage die by 1. has, other than this one. Your jutsu activates the selected
effect at the beginning of either your, or the affected
creature’s next turn
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EMPOWERED DAMAGE MULTIPLE STRIKES
Chakra Cost: +2 Chakra Cost: +1
Required Keywords: Damage Required Keywords: Damage
Your Jutsu increases its overall damage potential. Your Jutsu grants you more than a single Attack Roll.
Increase your Damage die by 1 Step. Your Jutsu Grants you an extra attack roll. Split your
Damage dice between the attacks evenly. You can take
(d4>d6>d8>d10>d12.) this Keyword Multiple times. Each time you take this
effect increase the amount of attack rolls with this jutsu
This effect can be taken multiple times, with each time by 1 splitting the damage die evenly amongst each
increasing its damage die further to a maximum of a d12. attack.
EMPOWERED SHIELDING POISONING
Chakra Cost: +2 Chakra Cost: +3
Required Keywords: Shielding Required Keywords: Poison Damage type
This Keyword increases this Jutsu’s overall Protective Conditional Effect
potential. Increase your Temporary hit point Die by 1 Your Jutsu has the chance to inflict the poisoned
Step. (d4>d6>d8>d10>d12.) Condition.
You can only take this keyword if you already have the Creatures affected by your jutsu must make a
Shielding Keyword. This effect can be taken multiple constitution save vs your Jutsu save DC or suffer the
times. Each time you take this effect it increases the poisoned condition.
Temporary Hit point die father to a maximum of a d12.
RESISTANCE
EXHAUSTING
Chakra Cost: +2
Chakra Cost: +5 Your Jutsu grants a creature with Resistance to a given
Your Jutsu has the chance to increase a creature’s damage type or Condition.
exhaustion rank by 1. Creatures affected by your jutsu
must make a Constitution save vs your Jutsu save DC. Select one Damage type or Condition type from the
Creatures affected by a jutsu with this Keyword, can following list: Bludgeoning, cold, earth, fire, force,
never have more than 3 ranks of exhaustion applied to lightning, necrotic, piercing, poison, psychic, slashing,
them at any time by this jutsu. wind, bleeding, blinded, charmed, deafened, exhaustion,
grappled, incapacitated, paralyzed, petrified, restrained,
IMMUNITY slowed, stunned or unconscious.
Chakra Cost: +5 You gain Resistance to the given damage type until the
Your Jutsu Grants you Immunity to one Damage or start of your next turn or advantage on the next saving
Condition type. Select One Damage or Condition type throw against the selected condition. If you take this
from the following list: Bludgeoning, cold, earth, fire, keyword along with the Lasting keyword, you gain these
force, lightning, necrotic, piercing, poison, psychic, benefits for the duration you concentrate on the created
slashing, wind, bleeding, blinded, charmed, deafened, Jutsu. This Keyword can be taken multiple times. Each
grappled, incapacitated, paralyzed, petrified, restrained, time you take this effect select another damage type or
slowed, stunned or unconscious. effect.
You gain immunity to the given damage type or RESTRAINING
condition until the start of your next turn. If you take
this keyword along with the Lasting keyword, you gain Chakra Cost: +2
these benefits for the duration you concentrate on the Conditional Effect
created Jutsu. This keyword can be taken multiple times. Your Jutsu has the chance to inflict the restrained
Each time you take this effect select another damage condition. Creatures affected by your jutsu must make a
type or Condition. Dexterity (or Strength) save vs your Jutsu save DC or
suffer the restrained condition.
KNOCK BACK
SECONDARY EFFECT
Chakra Cost: +1
Your Jutsu has the chance to knock a creature back 10ft. Chakra Cost: +2
Creatures affected by your jutsu must make a Strength Your jutsu has multiple conditional effects built into it.
saving throw vs your Jutsu Save DC. You can only select this keyword if you have a keyword
that requires a saving throw of some type. Select a
This effect can be taken multiple times. Each time you second conditional effect. Your Jutsu gains this second
take this effect it increases the knock back distance by up effect and forces a second saving throw alongside the
to 10ft on a failed save. other saving throws.
LASTING SHIELDING
Chakra Cost: +2 Chakra Cost: +3
Your Jutsu increases its duration from Instant by one Your Jutsu grants Temporary Hit Points. Your Jutsu
step. This effect can be taken multiple times. Each time grants you up to 3d4 worth of Temporary hit points.
you take this effect it increases the duration by one more These hit points do not stack with any other ability,
step. Instant> Concentration 1 Minute> 10 Minutes> 1 feature or jutsu that provides temporary hit points.
Hour.
This keyword can be taken multiple times, increasing
the Temp hit points gained by 2d4 up to a maximum of
20d4.
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SHOCKING Second you take this average and Multiply it by the
number of damage die your jutsu has and compare it to
Chakra Cost: +2 the table below to determine the Rank of the Jutsu and
Conditional Effect the Downtime cost associated with it.
Your Jutsu has the chance to inflict the Shocked
condition. You can only select this keyword if the jutsu If your jutsu does not deal damage, then you instead
has the Lightning Affinity. use the Chakra Cost Column of the table below to
determine the Rank of the Jutsu and the Downtime cost
Creatures affected by your jutsu must make a associated with it.
constitution save vs your Jutsu save DC or suffer the
Shocked condition. FINAL TAIJUTSU DAMAGE & RANK CORRELATION
SLOWING Damage Cost Associated Rank Downtime Cost
1-20 1-8 D-Rank 5-Weeks
Chakra Cost: +2 21-34 9-13 C-Rank 12-Weeks
Conditional Effect 35-49 14-19 B-Rank 25-Weeks
Your jutsu has the chance to inflict the slowed condition. 50-69 20-25 A-Rank 52-Weeks
Creatures affected by your jutsu must make a Strength 70+ 26+ S-Rank 104-Weeks
(or Constitution, Pick one. This cannot be changed later.)
save vs your Jutsu save DC or suffer the Slowed JUTSU CREATION EXAMPLE(S)
condition.
GIANT RASENGAN
SPEEDY
Step One: Developing the Concept of your Jutsu.
Chakra Cost: +1 Giant Rasengan is a Ninjutsu, which should be apparent
Your Jutsu can be cast at a significantly faster speed than from the way the show and manga presents it. We
most others. Reduce the cast time of your Jutsu from a already know from the show what we need it to do. We
Standard action to a Bonus Action. Reduce your Damage need it to be a powerful, explosive force when we hit an
die by 1. You can take this Keyword a second time further enemy with it.
reducing it to a Reaction, if you do reduce your Damage
die by 1 a second time. Step Two: Requirement, Component & Range Keywords.
Giant Rasengan does not have any Clan or Nature affinity
STUNNING Keywords, it is also a Touch Jutsu since Naruto has to be
in Punching Range. Finally, the only Component it
Chakra Cost: +3 requires of Naruto is for him to be able to Mold Chakra so
Conditional Effect Chakra Molding is the only Component he needs.
Your Jutsu has a chance to inflict the Stunned Condition.
Creatures affected by your jutsu must make a Where are we so far?
constitution save vs your Jutsu save DC or suffer the Currently Giant Rasengan looks like this:
stunned condition.
GIANT RASENGAN
UNARMED/ARMED
Classification: Ninjutsu
Chakra Cost: +2 Rank: -
Required Keywords: Damage or Shielding Casting Time: -
Your taijutsu is magnified even further. You add your Range: Touch
unarmed damage die plus your Taijutsu ability modifier Duration: Instant
to the damage of your Taijutsu. Components: CM
Cost: 1 Chakra
If your taijutsu has the Bukijutsu Keyword, you Keywords: -
instead add your weapon damage die plus your Taijutsu Description: -
ability modifier.
Step Three: Damage Types, Range, Effect Keywords.
WEAKENING Giant Rasengan is a powerful attack but generally has no
damage type other than the extreme drilling force of the
Chakra Cost: +2 spinning chakra, so we will pick force as the damage
Conditional Effect type. +3
Your Jutsu has a chance to inflict the Weakened
condition. Creatures affected by your jutsu must make a Next, we will skip the jutsu range options since our jutsu
constitution save vs your Jutsu save DC or suffer the is a touch range one.
weakened condition.
Next, we will select our list of jutsu keywords going in
STEP FOUR: FINALIZING THE COST, NAME, AND YOUR order we select:
LEGACY.
Clash: The Rasengan’s biggest appeal comes when he
The fourth and Final step is to clarify the final rank, cost clashes with Sasuke’s Chidori. +1 Chakra Cost.
and downtime cost of Your Jutsu, while also coming up
with a memorable name. Damage: Due to the Giant Rasengan being a Powerful
Jutsu, we will apply the Damage Keyword 7 Times just to
When you are finalizing your jutsu there are a few ensure we add to its umph. (10d4) +7 Chakra Cost.
things you need to do in order to also get the final Rank
of this new Jutsu. Empowered Damage: We will Increase the Damage die
Twice. Raising it up to a d8. (10d8) +4 Chakra Cost
First take your Jutsu's damage die (If any) and average
the amount of potential damage it can deal. This is done
by taking the damage die (D4, D6, D8, D10, D12) and
using the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6,
D12 is 7). (If your Jutsu has the Unarmed keyword, you
do not use your current damage die for this calculation.)
171
Knock Back: The Giant Rasengan has an extremely
powerful knockback effect in the show. So, to find a
baseline we will make it a 30ft Knock back, far enough to
create distance but short enough to where Naruto can’t
re-engage in combat next round. +3 Chakra Cost.
After collecting all of the Keywords effects and Chakra
Cost of our New Jutsu Here is how it will look.
GIANT RASENGAN
Classification: Ninjutsu
Rank: -
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: CM
Cost: 19 Chakra
Keywords: Ninjutsu, Damage (Empowered),
Knock Back, Clash
Description: You generate a Powerful sphere of
spiraling chakra to strike an enemy with. Make
a Melee Ninjutsu Attack. On a Hit, the target
creature takes 10d8 Force Damage and must
make a Strength Saving throw vs your Ninjutsu
Save DC, on a failure they are knocked back
30ft.
Step Four: Finalizing the Cost, Name
Giant Rasengan is complete for the most part.
Now we need to figure out the final rank of the
jutsu. We take the Average of the Damage die.
(D8 is 5) We then multiply this by the number
of damage die the jutsu has (10).
10 * 5 = 50. Looking at the above Chart. Giant
Rasengan ends up being an A-Rank jutsu.
GIANT RASENGAN
Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: CM
Cost: 19 Chakra
Keywords: Ninjutsu, Damage (Empowered),
Knock Back, Clash
Description: You generate a Powerful sphere of
spiraling chakra to strike an enemy with. Make
a Melee Ninjutsu Attack. On a Hit, the target
creature takes 10d8 Force Damage and must
make a Strength Saving throw vs your Ninjutsu
Save DC, on a failure they are knocked back
30ft.
172
CUSTOMIZING A JUTSU Genjutsu
Sometimes you don’t want to create something new • You cannot remove the Genjutsu Keyword.
from scratch. Sometimes you want to modify something, • If you remove a Sensory Keyword (Visual, Auditory,
making it your own. This process is called Jutsu
Customization, or Customizing a Jutsu. This process will Inhale etc.) you must replace it with another Sensory
allow you to take an already defined jutsu that you know keyword.
and modify its mechanics in multiple ways. You can take • You cannot remove the Fuinjutsu Keyword.
the simple Fireball Jutsu and modify it, enhancing it with
Lightning Release, so you breathe a ball of multi- CORE KEYWORDS
elemental destruction, without having to start from
scratch. Core Keywords Removing Adding
Chakra Cost Chakra Cost Downtime Cost
As a Jutsu’s Customizer, you must work with a jutsu
that already exists and has predefined limitations built Medical -1 +1 1-Week
in for you to push to their breaking points.
Fuinjutsu -1 +1 1-Week
Select one Jutsu that you know. This jutsu is one you
begin to modify its core functions, mechanics and Earth Release - +2 3-Week
potential.
Wind Release - +2 3-Week
Fire Release - +2 3-Week
CUSTOMIZING A JUTSU RULES Water Release - +2 3-Week
STEP ONE: MODIFYING YOUR JUTSU’S CORE Lightning Release - +2 3-Week
COMPONENTS
Visual -2 +2 2-Week
The First potential step of customizing/modifying your
jutsu is to modify their base component requirements. Auditory -1 +1 2-Week
Changing how this new Jutsu’s version is activated
regarding its Components. You can choose to add Inhale -1 +1 2-Week
additional components or remove existing ones at
varying chakra cost adjustments. If you do not want to Tactile -1 +1 2-Week
modify this jutsu’s component keywords, then you may
skip this step. Clash -1 +1 2-Week
Finisher -1 +1 1-Week
STEP THREE: MODIFYING YOUR JUTSU’S RANGE
COMPONENT KEYWORDS The Third potential step of customizing/modifying your
jutsu is to modify its range. Follow the following guide in
regards to modifying your jutsu’s range.
Component Removing Adding Downtime JUTSU RANGE
Keyword Chakra Cost Chakra Cost Cost
Hand Seals (HS) +1 -1 1-Week Component Decreasing Range Increasing Range Downtime
Chakra Seals (CS) +1 -1 2-Week(s) Keyword Chakra Cost
Weapon (W) +1 -1 1-Week Chakra Cost Cost
Ninja Tools (NT) +1 -1 1-Week Jutsu Range -1
+1 1-Week Per
Increment
STEP TWO: MODIFYING YOUR JUTSU’S CORE KEYWORDS SELF
The Second potential step of customizing/modifying If your Jutsu has a range of self, the next range
your jutsu is to modify the base keyword requirements, increment would be Touch. You cannot reduce range
changing how this new jutsu interacts with the world. below Self
Ninjutsu TOUCH
• You cannot remove the Ninjutsu Keyword If your Jutsu has a range of touch, the next range
• If your Jutsu does not have a Nature Release Keyword, increment would be 15 feet. If you reduce the Range, the
range becomes Self.
you can choose to add it so long as you can cast jutsu
with that keyword. Adding a Nature release keyword RANGED
in this way changes the damage type to match the
corresponding Nature release. If your Jutsu has any range of 10 feet or greater, for each
• If your jutsu already has a nature release keyword, you additional range increase, the range of the jutsu
cannot remove that keyword. increases by double its current range. If you reduce the
• If your jutsu already has a nature release keyword, you range, reduce the range by half to a minimum of 5 feet,
may add additional nature release keywords. For each which is counted as touch.
additional nature release keyword, your jutsu’s
damage is evenly split between each new damage type. AREA OF EFFECT
Taijutsu If your Jutsu has an area of effect, such as a Sphere, Line,
Cone, cylinder, cube or any other shape, for each
• If your Jutsu has the Finisher Keyword you cannot additional range increase, the size of this jutsu increases
remove it. by 10 feet. If you reduce the area of effect size it
decreases by 10 feet.
• You cannot remove the Taijutsu or Bukijutsu
Keywords
173
STEP FOUR: MODIFYING DAMAGE & EFFECTS EMPOWERED SHIELDING
The fourth Step of jutsu modification comes down to Chakra Cost: +2
altering the strength and power behind your chosen Downtime Cost: 2-Weeks
jutsu. This Keyword increases this Jutsu’s overall Protective
potential. Increase your Temporary hit point Die by 1
JUTSU EFFECT KEYWORDS Step. (d4>d6>d8>d10>d12.)
All Jutsu, at their core imparts some effect. Effects can You can only take this keyword if you already have the
include Damage, a new Condition such as poisoned or Shielding Keyword or provides temporary hit points.
burned, being stunned, a healing effect, or a defensive This effect can be taken multiple times. Each time you
effect. While modifying your Jutsu, you manipulate the take this effect it increases the Temporary Hit point die
jutsu’s core formula changing things ever so slightly. up to a maximum of a d12.
JUTSU EFFECT KEYWORDS ENHANCING
AREA Chakra Cost: +2
Downtime Cost: 2-Weeks
Chakra Cost: +3 Your Jutsu modifies your Ability scores in some way
Downtime Cost: 3-Weeks shape or form.
Your Jutsu gains an area of effect in the shape of one of
the following: 30ft Sphere, 15ft Cone, 30ft Cube, 20ft At Jutsu modification, select one Ability score. While
Cylinder or 30ft Line. concentrating on this jutsu, the selected Ability score
increases by +1. You may take this keyword up to 5 times.
Creatures must succeed a Dexterity save vs your
Ninjutsu Save DC. If your Jutsu requires any other Saving POWERFUL
throw to avoid an additional Condition, this Dexterity
save replaces that save. This does not count for Effects Chakra Cost: +3
Selected with "Secondary Effect". Downtime Cost: 3-Weeks
Your Jutsu is magnified further. When you would roll
You can take this Keyword multiple times, each time dice for your jutsu’s damage, temporary hit points or
increasing the Radius of the jutsu by 15ft. any other linked effect based on the required keywords.
You add your Jutsu's Ability Modifier to the roll.
Creatures suffer half damage and no Conditional
effects on a successful save. MULTIPLE STRIKES
BLEEDING Chakra Cost: +2/-2
Downtime Cost: 2-Weeks
Chakra Cost: +2 If your Jutsu grants you more than one Attack Roll. You
Downtime Cost: 2-Weeks can Add or subtract 1 attack roll from your jutsu. If you
Your Jutsu has the chance to inflict the Bleeding add an additional attack roll to your jutsu increase the
condition. You can only select this keyword if your Jutsu chakra cost by +2 and you would roll the same damage as
has the Slashing, Piercing or Wind damage type. all previous attacks. If you would remove an attack,
Creatures Affected by your Jutsu must make a reduce the chakra cost by -2.
Constitution save vs your Jutsu Save DC.
SHIELDING
BURNED
Chakra Cost: +3
Chakra Cost: +2 Downtime Cost: 3-Weeks
Downtime Cost: 3-Weeks Your Jutsu grants Temporary Hit Points. Your Jutsu
Your Jutsu has the chance to inflict the burned grants up to 3d4 worth of Temporary hit points. These
Condition. You can only select this Keyword if the Jutsu hit points do not stack with any other ability, feature or
has Fire Release. Creatures affected by your jutsu must jutsu that provides temporary hit points.
make a Constitution save vs your Jutsu save DC or suffer
the Burned Condition This keyword can be taken multiple times, increasing
the Temp hit points gained by 2d4 up to a maximum of
DAMAGE/HEALING 20d4.
Chakra Cost: +1/-1 SHOCKING
Downtime Cost: 2-Weeks
If your Jutsu deals damage of any type or heals, you can Chakra Cost: +2
modify it. By increases the damage dealt or healing Conditional Effect
received, you can increase or decrease the number of Your Jutsu has the chance to inflict the Shocked
damage dice or healing dice your jutsu has by 1. By condition. You can only select this keyword if the jutsu
increase the number of die, you increase the chakra cost has the Lightning Affinity.
by +1. By reducing the number of die, you reduce the
chakra cost by -1. Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the
EMPOWERED DAMAGE/HEALING Shocked condition.
Chakra Cost: +2/-2 SLOWING
Downtime Cost: 2-Weeks
You can increase or decrease your jutsu’s overall damage Chakra Cost: +2
or healing potential. Increase or decrease your Damage Conditional Effect
or healing die by 1 Step. (d4>d6>d8>d10>d12.) By Your jutsu has the chance to inflict the slowed condition.
increase the size of the die, you increase the chakra cost Creatures affected by your jutsu must make a Strength
by +2. By reducing the size of the die, you reduce the (or Constitution, Pick one. This cannot be changed later.)
chakra cost by -2. save vs your Jutsu save DC or suffer the Slowed
condition.
174
SPEEDY RECUPERATING
Chakra Cost: +3 You can use downtime between adventures to recover
Your Jutsu can be cast at a significantly faster speed than from a debilitating injury, disease, or poison.
most others. Reduce the cast time of your Jutsu from a After 1 Week of downtime spent recuperating, you can
Standard action to a Bonus Action. Reduce your Damage make a DC 15 Constitution saving throw. On a successful
die by 1. You can take this Keyword a second time further save, you can choose one of the following results:
reducing it to a Reaction, if you do reduce your Damage
die by 1 a second time. • End one effect on you that prevents you from
regaining hit points.
STUNNING
• For the next week, gain advantage on saving throws
Chakra Cost: +7 against one disease or poison currently affecting you.
Conditional Effect
Your Jutsu has a chance to inflict the Stunned Condition. RESEARCHING
Creatures affected by your jutsu must make a
constitution save vs your Jutsu save DC or suffer the The time between adventures is a great chance to
stunned condition. perform research, gaining insight into mysteries that
have unfurled over the course of the campaign. Research
UNAVOIDABLE can include poring over dusty tomes and crumbling
scrolls in a library or buying drinks for the locals to pry
Chakra Cost: +3 rumors and gossip from their lips.
Downtime Cost: 2-Weeks When you begin your research, the GM determines
Your Genjutsu does not require you to make an attack whether the information is available, how many weeks
roll, instead always having the chance to hit your target. of downtime it will take to find it, and whether there are
Select a target creature within range that you can sense any restrictions on your research (such as needing to
with one of the following senses. (Vision, Hearing, seek out a specific individual, tome, or location). The GM
Smell). Target Creature must make a Wisdom (or might also require you to make one or more ability
Charisma) save vs your Genjutsu Save DC. (Choose the checks, such as an Intelligence (Investigation) check to
saving throw at jutsu creation) find clues pointing toward the information you seek, or a
Charisma (Persuasion) check to secure someone's aid.
WEAKENING Once those conditions are met, you learn the
information if it is available.
Chakra Cost: +3
Conditional Effect SHOPPING
Your Jutsu has a chance to inflict the Weakened
condition. Creatures affected by your jutsu must make a You can use downtime between adventures to go on a
constitution save vs your Jutsu save DC or suffer the little shopping spree looking for the best possible deals
weakened condition. on the items you are looking to buy. For 1 week of
downtime, you search high and low, potentially
STEP FIVE: FINALIZING THE COST, NEW NAME & traveling to other villages, towns, or cities to find the
DOWNTIME COST. items you are looking for. Items you find have a 5d4
percent price reduction in the shop they reside in due to
The Final step is to clarify the final rank, cost and your dedication to looking for a good deal.
downtime cost of Your Jutsu, while also coming up with
a memorable name. TRAINING
When you are finalizing your jutsu there are a few You can spend time between adventures, learning a new
things you need to do in order to also get the final Rank language, training with a set of tools, gaining a new
of this new Jutsu. Feat, or Learning a new Weapon. First, you must find an
instructor willing to teach you. The GM determines how
First take your Jutsu's damage (If any) and average the long it takes, and whether one or more ability checks are
amount of potential damage it can deal. This is done by required. The training lasts for 25 Weeks and costs 50
taking the damage die (D4, D6, D8, D10, D12) and using Ryo per week. After you spend the requisite amount of
the dies Average. (D4 is 3, D6 is 4, D8 is 5, D10 is 6, D12 is time and money, you learn the new language, weapon,
7). feat or gain proficiency with the new tool.
Second you take this average and Multiply it by the
number of damage die your jutsu has and compare it to
the table below to determine the Rank of the Jutsu and
the Downtime cost associated with it.
If your jutsu does not deal damage, then you instead
use the Chakra Cost Column of the table below to
determine the Rank of the Jutsu and the Downtime cost
associated with it.
FINAL JUTSU DAMAGE & RANK CORRELATION
Damage Cost Associated Rank
1-20 1-8 D-Rank
21-34 9-13 C-Rank
35-49 14-19 B-Rank
50-69 20-25 A-Rank
70+ 26+ S-Rank
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CHAPTER 8: COMBAT
Te shrieks of kunai cutting through the air do on your turn, consider taking the Dodge or Ready
flying overhead. The clash of an Uchiha’s action, as described in “Actions in Combat.”
Fireball colliding against a Hyuga’s Palm
Rotation. The crackle of lightning
emanating from a powerful shinobi’s hands
as he yells in despair. The sharp tang of blood in the air,
cutting through the stench of vile monsters. Roars of
fury, shouts of triumph, cries of pain. Combat in D&D
can be chaotic, deadly, and thrilling.
This chapter provides the rules you need for your
characters and monsters to engage in combat, whether it
is a brief skirmish or an extended conflict in a dungeon
or on a field of battle. Throughout this chapter, the rules
address you, the player or Game Master. The Game
Master controls all the monsters and nonplayer
characters involved in combat, and each other player
controls an adventurer. “You” can also mean the
character or monster that you control.
THE ORDER OF COMBAT BONUS ACTIONS
A typical combat encounter is a clash between two sides, Various class features, Jutsu, and other abilities let you
a flurry of weapon swings, feints, parries, footwork, take an additional action on your turn called a bonus
Ninjutsu casting, Genjutsu Illusions, and Taijutsu action. The Flurry of Blows feature, for example, allows a
techniques. The game organizes the chaos of combat Taijutsu Specialist to take a bonus action. You can take a
into a cycle of rounds and turns. A round represents bonus action only when a special ability, Jutsu, or other
about 6 seconds in the game world. During a round, each feature of the game states that you can do something as
participant in a battle takes a turn. The order of turns is a bonus action. You otherwise don’t have a bonus action
determined at the beginning of a combat encounter, to take. You can take only one bonus action on your turn,
when everyone rolls initiative. Once everyone has taken a so you must choose which bonus action to use when you
turn, the fight continues to the next round if neither side have more than one available.
has defeated the other.
You choose when to take a bonus action during your
SURPRISE turn, unless the bonus action’s timing is specified, and
anything that deprives you of your ability to take actions
A squad of shinobi sneaks up on a Mercenary camp, also prevents you from taking a bonus action.
springing from cover to attack them. Ninja Hounds
patrol a hallway, leashed to their handler, unnoticed by OTHER ACTIVITIES ON YOUR TURN
the shinobi until the hound smells one of them. In these
situations, one side of the battle gains surprise over the Your turn can include a variety of flourishes that require
other. neither your action nor your move.
The GM determines who might be surprised. If neither You can communicate however you are able, through
side tries to be stealthy, they automatically notice each brief utterances and gestures, as you take your turn. You
other. Otherwise, the GM compares the Dexterity can also interact with one object or feature of the
(Stealth) checks of anyone hiding with the passive environment for free, during either your move or your
Wisdom (Perception) score of each creature on the action. For example, you could open a door during your
opposing side. Any character or monster that doesn’t move as you stride toward a foe, or you could draw your
notice a threat is surprised at the start of the encounter. weapon as part of the same action you use to attack. If
If you’re surprised, you can’t move or take an action on you want to interact with a second object, you need to
your first turn of combat, and you can’t take a reaction use your action. Some modified items and other special
until that turn ends. A member of a group can be objects always require an action to use, as stated in their
surprised even if the other members aren’t. descriptions.
YOUR TURN The GM might require you to use an action for any of
these activities when it needs special care or when it
On your turn, you can move a distance up to your speed presents an unusual obstacle. For instance, the GM could
and take one action. You decide whether to move first or reasonably expect you to use an action to open a stuck
take your action first. Your speed-sometimes called your door or turn a crank to lower the drawbridge.
walking speed-is noted on your character sheet. The
most common actions you can take are described in the INTERACTING WITH OBJECTS AROUND YOU
“Actions in Combat” section later in this chapter. Many
class features and other abilities provide additional Here are a few examples of the sorts of things you can do
options for your action. in tandem with your movement and action:
The “Movement and Position” section later in this • Draw or stow a weapon
chapter gives the rules for your move. • Open or close a door
• Withdraw a Chakra Pill from your pack
You can forgo moving, taking an action, or doing • Pick up a dropped weapon
anything at all on your turn. If you can’t decide what to • Take an item from a table
176
• Remove a ring from your finger you can move. If the result is 0 or less, you can’t use the
• Stuff some food into your mouth new speed during the current move.
• Plant a banner in the ground For example, if you have a flying speed of 30 and a
• Fish a few Ryo from your wallet walking speed of 60 because you cast the Chakra
• Drink all the liquid in a glass Movement Technique on yourself, you could walk 20
• Throw a lever or a switch feet, then fly 10 feet, and then land to walk 30 feet more.
• Pull a glow stick from a leg Pouch.
• Take a book from a shelf you can reach DIFFICULT TERRAIN
• Extinguish a small flame
• Don a mask Combat rarely takes place in bare rooms or on
• Pull the hood of your cloak up and over your head featureless plains. Boulder-strewn caverns, briar-
• Put your ear to a door choked forests, treacherous staircases-the setting of a
• Kick a small stone typical fight contains difficult terrain.
• Turn a key in a lock Every foot of movement in difficult terrain costs 1 extra
• Tap the floor with a 10-foot pole foot. This rule is true even if multiple things in a space
• Hand an item to another character count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow,
REACTIONS and shallow bogs are examples of difficult terrain. The
space of another creature, whether hostile or not, also
Certain special abilities, Jutsu’s, and situations allow you counts as difficult terrain.
to take a special action called a reaction. A reaction is an
instant response to a trigger of some kind, which can BEING PRONE
occur on your turn or on someone else’s. The
opportunity attack, described later in this chapter, is the Combatants often find themselves lying on the ground,
most common type of reaction. either because they are knocked down or because they
throw themselves down. In the game, they are prone, a
When you take a reaction, you can’t take another one condition described in the Conditions chapter.
until the start of your next turn. If the reaction You can drop prone without using any of your speed.
interrupts another creature’s turn, that creature can Standing up takes more effort; doing so costs an amount
continue its turn right after the reaction. of movement equal to half your speed. For example, if
your speed is 30 feet, you must spend 15 feet of
MOVEMENT AND POSITION movement to stand up. You can’t stand up if you don’t
have enough movement left or if your speed is 0.
In combat, characters and monsters are in constant To move while prone, you must crawl or use Justus that
motion, often using movement and position to gain the teleport. Every foot of movement while crawling costs 1
upper hand. extra foot. Crawling 1 foot in difficult terrain, therefore,
costs 3 feet of movement.
On your turn, you can move a distance up to your
speed. You can use as much or as little of your speed as MOVING AROUND OTHER CREATURES
you like on your turn, following the rules here.
You can move through a non-hostile creature’s space. In
Your movement can include jumping, climbing, and contrast, you can move through a hostile creature’s
swimming. These different modes of movement can be space only if the creature is at least two sizes larger or
combined with walking, or they can constitute your smaller than you. Remember that another creature’s
entire move. However, you’re moving, you deduct the space is difficult terrain for you.
distance of each part of your move from your speed until Whether a creature is a friend or an enemy, you can’t
it is used up or until you are done moving. willingly end your move in its space.
If you leave a hostile creature’s reach during your move,
The "Special Types of Movement’’ section in Chapter you provoke an opportunity attack, as explained later in
7 gives the particulars for jumping, climbing, and the chapter.
swimming.
FLYING MOVEMENT
BREAKING UP YOUR MOVE
Flying creatures enjoy many benefits of mobility, but
You can break up your movement on your turn, using they must also deal with the danger of falling. If a flying
some of your speed before and after your action. For creature is knocked prone, has its speed reduced to 0, or
example, if you have a speed of 30 feet, you can move 10 is otherwise deprived of the ability to move, the creature
feet, take your action, and then move 20 feet. falls, unless it has the ability to hover.
MOVING BETWEEN ATTACKS CREATURE SIZE
If you take an action that includes more than one attack, Each creature takes up a different amount of space. The
you can break up your movement even further by Size Categories table shows how much space a creature
moving between those attacks. For example, a Scout-Nin of a particular size controls in combat. Objects
who can make two attacks with the Extra Attack feature sometimes use the same size categories.
and who has a speed of 25 feet could move 10 feet, make
an attack, move 15 feet, and then attack again.
USING DIFFERENT SPEEDS
If you have more than one speed, such as your walking
speed and a flying speed, you can switch back and forth
between your speeds during your move. Whenever you
switch, subtract the distance you’ve already moved from
the new speed. The result determines how much farther
2
SIZE CATEGORIES Space Diagonals. When measuring range or moving diagonally,
5 by 5 ft. the first diagonal square counts as 5 feet, but the
Size 5 by 5 ft. second diagonal square counts as 10 feet. This pattern
Tiny 5 by 5 ft. of 5 feet and then 10 feet continues whenever you’re
Small 10 by 10 ft. counting diagonally, even if you move horizontally or
Medium 15 by 15 ft. vertically between different bits of diagonal
Large movement. For instance, a character might move one
Huge square diagonally (5 feet), then three squares straight
(15 feet), and then another square diagonally (10 feet)
SPACE for a total movement of 30 feet.
A creature’s space is the area in feet that it effectively ACTIONS IN COMBAT
controls in combat, not an expression of its physical
dimensions. A typical Medium creature isn’t 5 feet wide, When you take your action on your turn, you can take
for example, but it does control a space that wide. If a one of the actions presented here, an action you gained
Medium Hyūga stands in a 5-foot-wide doorway, other from your class or a special feature, or an action that you
creatures can’t get through unless the Hyūga lets them. improvise. Many creatures have action options of their
A creature’s space also reflects the area it needs to fight own in their stat blocks.
effectively. For that reason, there’s a limit to the number
of creatures that can surround another creature in When you describe an action not detailed elsewhere in
combat. Assuming Medium combatants, eight creatures the rules, the GM tells you whether that action is
can fit in a 5-foot radius around another one. Because possible and what kind of roll you need to make, if any,
larger creatures take up more space, fewer of them can to determine success or failure.
surround a creature. If five Large creatures crowd around
a Medium or smaller one, there’s little room for anyone ATTACK
else. In contrast, as many as twenty Medium creatures
can surround a Gargantuan one. The most common action to take in combat is the Attack
If a square costs extra movement, as a square of difficult action, whether you are swinging a Katana, firing a
terrain does, you must have enough movement left to longbow, or brawling with your fists.
pay for entering it. For example, you must have at least 2
squares of movement left to enter a square of difficult With this action, you make one melee or ranged
terrain. attack. See the “Making an Attack” section for the rules
that govern attacks.
SQUEEZING INTO A SMALLER SPACE
Certain features, such as the Extra Attack feature of
A creature can squeeze through a space that is large the Scout-Nin, allow you to make more than one attack
enough for a creature one size smaller than it. Thus, a with this action.
Large creature can squeeze through a passage that’s only
5 feet wide. While squeezing through a space, a creature CAST A JUTSU
must spend 1 extra foot for every foot it moves there, and
it has disadvantage on attack rolls and Dexterity saving All Characters within this system have access to
throws. Attack rolls against the creature have advantage Ninjutsu, Taijutsu and Genjutsu Casting as well as many
while it’s in the smaller space. creatures have access to Jutsu and can use them to great
effect in combat. Each Jutsu has a casting time, which
PLAYING ON A GRID specifies whether the caster must use an action, a
reaction, minutes, or even hours to cast the Jutsu.
If you play out a combat using a square grid and Casting a Jutsu is, therefore, not necessarily an action.
miniatures or other tokens, follow these rules: (If you Most Jutsu do have a casting time of 1 action, so casting a
use a grid often, consider writing your speed in squares Ninjutsu Taijutsu or Genjutsu often uses his or her
on your character sheet.) action in combat to cast such a Jutsu. See chapter 9 for
the rules on Ninjutsu, Taijutsu and Genjutsu casting
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by CLASHING JUTSU
square on the grid. This means you use your speed in While most jutsu will never collide with one another,
5-foot segments. This is particularly easy if you there are some that will. When this collision happens a
translate your speed into squares by dividing the Jutsu Clash is initiated. (This is counted as a type of
speed by 5. For example, a speed of 30 feet translates Contest in Combat as detailed later in this chapter)
into a speed of 6 squares. Jutsu with the Clash Keyword that are used in the same
Entering a Square. To enter a square, you must have at turn (Or Round depending on the Jutsu/Ability) initiates
least 1 square of movement left, unless the square is a clash. When a clash is initiated the opposing users of
diagonally adjacent to the square, you’re in (discussed either ability or jutsu must make opposing Checks using
below). certain skills depending on the ability/jutsu used.
Corners. Diagonal movement can’t cross the corner of a
wall, large tree, or other terrain feature that fills its Ninjutsu Clash: Intelligence (Ninshou) or Constitution
space. (Chakra Control) Ability check (the user’s choice) vs
Ranges. To determine the range on a grid between two an opposing Intelligence (Ninshou) or Constitution
things-whether creatures or objects-start counting (Chakra Control) ability check.
squares from a square adjacent to one of them and
stop counting in the space of the other one. Count by Taijutsu Clash: Strength or Dexterity (Martial Arts),
the shortest route. Strength (Athletics), or Dexterity (Acrobatics) ability
check vs an opposing: Strength or Dexterity (Martial
Arts), Strength (Athletics), or Dexterity (Acrobatics)
ability check.
Ninjutsu vs Taijutsu Clash: Follow the above rules for
the triggering Jutsu.
3
The winner of the Jutsu Clash deals his or her normal benefits, as described in the “Unseen Attackers and
Jutsu effect/damage while the losers jutsu immediately Targets” section later in this chapter.
ends and suffers 1 Degree of exhaustion.
IMPROVISING AN ACTION
ELEMENTAL ADVANTAGE
Your character can do things not covered by the actions
When two different Ninjutsu of differing nature releases in this chapter, such as breaking down doors,
clash or interact, you would normally have to assume the intimidating enemies, sensing weaknesses in defenses,
results. With the Elemental Advantage rules, this will or calling for a parley with a foe. The only limits to the
clear up questionable rulings when a creature uses an actions you can attempt are your imagination and your
ability or Ninjutsu that has one of 5 Nature Release character’s ability scores. See the descriptions of the
Keywords (Earth, Wind, Fire, Water or Lightning Release) ability scores in chapter 6 for inspiration as you
against another ability or Ninjutsu that has a Superior or improvise.
Inferior Nature Release against it.
When you describe an action not detailed elsewhere in
Each of the 5 Nature Releases are Strong or weak to the rules, the GM tells you whether that action is
another with some being neutral to each other. When possible and what kind of roll you need to make, if any,
this interaction happens the user of the Superior to determine success or failure.
element makes their attack roll or Clash check at
advantage, while the user of the inferior element rolls READY
normally.
Sometimes you want to get a jump on a foe or wait for a
The following is the circle of Elemental Superiority; particular circumstance before you act. To do so, you can
(‘>’ means the nature release to the left of this symbol is take the Ready action on your turn so that you can act
superior to the nature release on the right of it.) later in the round using your reaction.
Fire > Wind > Lightning > Earth > Water > Fire First, you decide what perceivable circumstance will
trigger your reaction. Then, you choose the action you
DASH will take in response to that trigger, or you choose to
move up to your speed in response to it. Examples
When you take the Dash action, you gain extra include “If the soldier steps on the trapdoor, I’ll pull the
movement for the current turn. The increase equals your lever that opens it,” and “If the enemy steps next to me,
speed, after applying any modifiers. With a speed of 30 I move away.”
feet, for example, you can move up to 60 feet on your
turn if you dash. When the trigger occurs, you can either take your
reaction right after the trigger finishes or ignore the
Any increase or decrease to your speed changes this trigger. Remember that you can take only one reaction
additional movement by the same amount. If your speed per round.
of 30 feet is reduced to 15 feet, for instance, you can
move up to 30 feet this turn if you dash. When you ready a Jutsu, you cast it as normal but hold
its chakra, which you release with your reaction when
DISENGAGE the trigger occurs. To be readied, a Jutsu must have a
casting time of 1 action, and holding onto the Jutsu’s
If you take the Disengage action, your movement effect requires concentration (explained in chapter 9). If
doesn’t provoke opportunity attacks for the rest of the your concentration is broken, the jutsu dissipates
turn. without taking effect.
DODGE SEARCH
When you take the Dodge action, you focus entirely on When you take the Search action, you devote your
avoiding attacks. Until the start of your next turn, any attention to finding something. Depending on the nature
attack roll made against you has disadvantage if you can of your search, the GM might have you make a Wisdom
see the attacker, and you make Dexterity saving throws (Perception) check or an Intelligence (Investigation)
with advantage. You lose this benefit if you are check.
incapacitated (as explained in Conditions) or if your
speed drops to 0. USE AN OBJECT
HELP You normally interact with an object while doing
something else, such as when you draw a Longbow as
You can lend your aid to another creature in the part of an attack. When an object requires your action for
completion of a task. When you take the Help action, the its use, you take the Use an Object action. This action is
creature you aid gains advantage on the next ability also useful when you want to interact with more than
check it makes to perform the task you are helping with, one object on your turn.
provided that it makes the check before the start of your
next turn. MAKING AN ATTACK
Alternatively, you can aid a friendly creature in Whether you’re striking with a melee weapon, firing a
attacking a creature within 5 feet of you. You feint, weapon at range, or making an attack roll as part of a
distract the target, or in some other way team up to Jutsu, an attack has a simple structure.
make your ally’s attack more effective. If your ally 1) Choose a target. Pick a target within your attack’s
attacks the target before your next turn, the first attack
roll is made with advantage. range: a creature, an object, or a location.
2) Determine modifiers. The GM determines whether
HIDE
the target has cover and whether you have
When you take the Hide action, you make a Dexterity advantage or disadvantage against the target. In
(Stealth) check in an attempt to hide, following the rules addition, Justus, special abilities, and other effects
in chapter 6 for hiding. If you succeed, you gain certain can apply penalties or bonuses to your attack roll.
3) Resolve the attack. You make the attack roll. On a
hit, you roll damage, unless the particular attack has
4
rules that specify otherwise. Some attacks cause teeth, tentacles, or other body part. A few Jutsu also
special effects in addition to or instead of damage. If involve making a melee attack.
there’s ever any question whether something you’re
doing counts as an attack, the rule is simple: if Most creatures have a 5-foot reach and can thus
you’re making an attack roll, you’re making an attack targets within 5 feet of them when making a
attack. melee attack. Certain creatures (typically those larger
than Medium) have melee attacks with a greater reach
ATTACK ROLLS than 5 feet, as noted in their descriptions.
When you make an attack, your attack roll determines When you are unarmed, you can fight in melee by
whether the attack hits or misses. To make an attack making an unarmed strike. You are proficient in your
roll, roll a d20 and add the appropriate modifiers. If the unarmed strikes and unless otherwise indicated, they do
total of the roll plus modifiers equals or exceeds the 1 + your Strength modifier bludgeoning damage. For the
target’s Armor Class (AC), the attack hits. The AC of a purpose of interacting with other features, feats, and
character is determined at character creation, whereas jutsu, your unarmed attacks count as also being finesse.
the AC of a creature is in its stat block.
OPPORTUNITY ATTACKS
MODIFIERS TO THE ROLL
In a fight, everyone is constantly watching for enemies
When a character makes an attack roll, the two most to drop their guard. You can rarely move heedlessly past
common modifiers to the roll are an ability modifier and your foes without putting yourself in danger; doing so
the character’s proficiency bonus. When a creature provokes an opportunity attack.
makes an attack roll, it uses whatever modifier is
provided in its stat block. You can make an opportunity attack when a hostile
creature that you can see moves out of your reach. To
Ability Modifier. The ability modifier used for a melee make the opportunity attack, you use your reaction to
weapon attack is Strength, and the ability modifier used make one melee attack against the provoking creature.
for a ranged weapon attack is Dexterity. Weapons that The attack interrupts the provoking creature’s
have the finesse or thrown property break this rule. movement, occurring right before the creature leaves
Some Jutsu’s also require an attack roll. The ability your reach. A creature can only trigger an attack of
modifier used for a Jutsu attack depends on the Jutsu opportunity from you once per movement
casting ability of the caster, as explained in chapter 10.
You can avoid provoking an opportunity attack by
Proficiency Bonus. You add your proficiency bonus to taking the Disengage action. You also don’t provoke an
your attack roll when you attack using a weapon with opportunity attack when you teleport or when someone
which you have proficiency, as well as when you attack or something moves you without using your movement,
with a Jutsu. action, or reaction. For example, you don’t provoke an
opportunity attack if an explosion hurls you out of a
ROLLING 1 OR 20 foe’s reach or if gravity causes you to fall past an enemy.
Sometimes fate blesses or curses a combatant, causing CONTESTS IN COMBAT
the novice to hit and the veteran to miss.
Battle often involves pitting your prowess against that of
If the d20 roll for an attack is a 20, the attack hits your foe. Such a challenge is represented by a contest.
regardless of any modifiers or the target’s AC. In This section includes the most common contests that
addition, the attack is a critical hit, as explained later in require an action in combat: grappling and shoving a
this chapter. creature. The GM can use these contests as models for
improvising others.
If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers or the target’s AC. GRAPPLING
UNSEEN ATTACKERS AND TARGETS When you want to grab a creature or wrestle with it, you
can use the Attack action to make a special melee attack,
Combatants often try to escape their foes’ notice by a grapple. If you’re able to make multiple attacks with
hiding, casting the camouflage Jutsu, or lurking in the Attack action, this attack replaces one of them.
darkness. When you attack a target that you can’t see,
you have disadvantage on the attack roll. This is true The target of your grapple must be no more than one
whether you’re guessing the target’s location or you’re size larger than you, and it must be within your reach.
targeting a creature you can hear but not see. If the Using at least one free hand, you try to seize the target
target isn’t in the location you targeted, you by making a grapple check, a Strength (Athletics) check
automatically miss, but the GM typically just says that contested by the target’s Strength (Athletics) or
the attack missed, not whether you guessed the target’s Dexterity (Acrobatics) check (the target chooses the
location correctly. ability to use). If you succeed, you subject the target to
the grappled condition (see conditions). The condition
When a creature can’t see you, you have advantage on specifies the things that end it, and you can release the
attack rolls against it. If you are hidden-both unseen target whenever you like (no action required).
and unheard-when you make an attack, you give away
your location when the attack hits or misses. Escaping a Grapple. A grappled creature can use its
action to escape. To do so, it must succeed on a Strength
MELEE ATTACKS (Athletics) or Dexterity (Acrobatics) check contested by
your Strength (Athletics) check.
Used in hand-to-hand combat, a melee attack allows
you to attack a foe within your reach. A melee attack Moving a Grappled Creature. When you move, you can
typically uses either unarmed or handheld weapons such drag or carry the grappled creature with you, but your
as an Axe, a Katana, or Tonfa’s. A typical monster makes speed is halved unless the creature is two or more sizes
a melee attack when it strikes with its claws, horns, smaller than you.
5
SHOVING A target with three-quarters cover has a +5 bonus to
AC and Dexterity saving throws. A target has three-
Using the Attack action, you can make a special melee quarter cover if about three-quarters of it is covered by
attack to shove a creature, either to knock it prone or an obstacle. The obstacle might be a portcullis, an arrow
push it away from you. If you’re able to make multiple slit, or a thick tree trunk.
attacks with the Attack action, this attack replaces one of
them. A target with total cover can’t be targeted directly by
an attack or a Jutsu, although some Jutsu can reach such
The target of your shove must be no more than one a target by including it in an area of effect. A target has
size larger than you, and it must be within your reach. total cover if it is completely concealed by an obstacle.
You make a Strength (Athletics) check contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics) DAMAGE AND HEALING
check (the target chooses the ability to use). If you win
the contest, you either knock the target prone or push it Injury and the risk of death are constant companions of
5 feet away from you. those who explore the worlds of D&D. The thrust of a
Katana, a well-placed Shuriken, or a jolt of lightning
RANGED ATTACKS from a Lightning affinity Jutsu all have the potential to
damage, or even kill, the hardest of creatures.
When you make a ranged attack, you fire an arrow or
crossbow bolt, hurl a Kunai, or otherwise send HIT POINTS
projectiles to strike a foe at a distance. A creature might
have a natural ranged weapon. Many Jutsu also involve Hit points represent a combination of physical and
making a ranged attack. mental durability, the will to live, and luck. Creatures
with more hit points are more difficult to kill. Those with
RANGE fewer hit points are more fragile.
You can make ranged attacks only against targets within A creature’s current hit points (usually just called hp)
a specified range. If a ranged attack, such as one made can be any number from the creature’s hit point
with a Jutsu, has a single range, you can’t attack a target maximum down to 0. This number changes as a creature
beyond this range. Some ranged attacks, such as those takes damage or receives healing.
made with a ranged weapon, have two ranges. The
smaller number is the normal range, and the larger Whenever a creature takes damage, that damage is
number is the long range. Your attack roll has subtracted from its hit points. The loss of hit points has
disadvantage when your target is beyond normal range, no effect on a creature’s abilities until the creature drops
and you can’t attack a target beyond the long range. to 0 hit points.
RANGED ATTACK IN CLOSE COMBAT DAMAGE ROLLS
Aiming a ranged attack is more difficult when a foe is Each weapon, Jutsu, and harmful monster ability
next to you. When you make a ranged attack with a specifies the damage it deals. You roll the damage die or
weapon, a Jutsu, or some other means, you have dice, add any modifiers, and apply the damage to your
disadvantage on the attack roll if you are within 5 feet of target. Modified weapons, special abilities, and other
a hostile creature who can see you and who isn’t factors can grant a bonus to damage.
incapacitated.
When attacking with a weapon, you add your ability
TWO-WEAPON FIGHTING modifier-the same modifier used for the attack roll-to
the damage. A Jutsu tells you which dice to roll for
When you take the Attack action and attack with a light damage and whether to add any modifiers.
weapon that you’re holding in one hand (or a double
weapon), you can use a bonus action to attack with a If a Jutsu or other effect deals damage to more than
different light weapon that you’re holding in the other one target at the same time, roll the damage once for all
hand. You don’t add your ability modifier to the damage of them. For example, when a Ninjutsu Specialist casts
of the bonus attack, unless that modifier is negative. Fireball Jutsu or a Nara casts a Black Spider Lily, the
If a weapon has the thrown property, you can throw the Jutsu’s damage is rolled once for all creatures caught in
weapon, instead of making a melee attack with it. the blast.
COVER CRITICAL HITS
Walls, trees, creatures, and other obstacles can provide When you score a critical hit, you get to roll extra dice for
cover during combat, making a target more difficult to the attack’s damage against the target. Roll all of the
harm. A target can benefit from cover only when an attack’s damage dice twice and add them together. Then
attack or other effect originates on the opposite side of add any relevant modifiers as normal. To speed up play,
the cover. you can roll all the damage dice at once.
There are three degrees of cover. If a target is behind For example, if you score a critical hit with a Kunai,
multiple sources of cover, only the most protective roll 2d4 for the damage, rather than 1d4, and then add
degree of cover applies; the degrees aren’t added your relevant ability modifier. If the Attack involves
together. For example, if a target is behind a creature other damage dice, such as from the Hunter-Nin’s Sneak
that gives half cover and a tree trunk that gives three- Attack feature, you roll those dice twice as well.
quarters cover, the target has three-quarters cover.
DAMAGE TYPES
A target with half cover has a +2 bonus to AC and
Dexterity saving throws. A target has half cover if an Different attacks, damaging Jutsu’s, and other harmful
obstacle blocks at least half of its body. The obstacle effects deal different types of damage. Damage types
might be a low wall, a large piece of furniture, a narrow have no rules of their own, but other rules, such as
tree trunk, or a creature, whether that creature is an damage resistance, rely on the types.
enemy or a friend.
The damage types follow, with examples to help a GM
assign a damage type to a new effect.
6
Acid. The corrosive spray of a black viper wolf’s breath hit points and has a hit point maximum of 20, the
and the dissolving enzymes secreted by a black Hunter regains 6 hit points from the Medical-Nin, not 8.
pudding deal acid damage
A creature that has died can’t regain hit points until a
Bludgeoning. Blunt force attacks—hammers, falling, Jutsu such as Healing-Hands has restored it to life.
constriction, and the like—deal bludgeoning damage.
DROPPING TO 0 HIT POINTS
Cold. The chill of a cold wave of water or chilling wave of
Ice deals cold damage. When you drop to 0 hit points, you either die outright or
fall unconscious, as explained in the following sections.
Earth. The damage made by Earth based attacks.
Fire. The concussive damage of an explosion or an open DESCRIBING THE EFFECTS OF DAMAGE
flame deal fire damage. Game Masters describe hit point loss in different ways.
Force. Certain techniques that channel the pure energy of When your current hit point total is half or more of your
hit point maximum, you typically show no signs of
Chakra deal force damage. injury. When you drop below half your hit point
Lightning. The electrifying energy of the force lightning maximum, you show signs of wear, such as cuts and
bruises. An attack that reduces you to 0 hit points strikes
or electroshock Jutsu’s deals lightning damage. you directly, leaving a bleeding injury or other trauma,
Necrotic. Necrotic damage dealt by techniques that deals or it simply knocks you unconscious.
directly with one’s life force. INSTANT DEATH
Piercing. Puncturing and impaling attacks, including
Massive damage can kill you instantly. When damage
spears and monsters’ bites, deal piercing damage. reduces you to 0 hit points and there is damage
Poison. Venomous stings and toxic liquids deal poison remaining, you die if the remaining damage equals or
exceeds your half your point maximum.
damage.
Psychic. The crippling agony caused by techniques that For example, a Scout-Nin with a maximum of 12 hit
points currently has 6 hit points. If she takes 12 damage
affect the mind, deals psychic damage. from an attack, she is reduced to 0 hit points, but 6
Slashing. Swords, axes, and monsters’ claws deal damage remains. Because the remaining damage equals
half her hit point maximum, the Scout-Nin dies.
slashing damage.
Wind. Any sort of damage done by an attack that uses air FALLING UNCONSCIOUS
or is made of air, such as a gust of wind or a raging If damage reduces you to 0 hit points and fails to
tornado is treated as wind damage. instantly kill you, you fall unconscious (see Conditions).
This unconsciousness ends if you regain any hit points.
DAMAGE RESISTANCE AND
VULNERABILITY DEATH SAVING THROWS
Some creatures and objects are exceedingly difficult or Whenever you start your turn with 0 hit points, you must
unusually easy to hurt with certain types of damage. If a make a special saving throw, called a death saving
creature or an object has resistance to a damage type, throw, to determine whether you creep closer to death or
damage of that type is halved against it. If a creature or hang onto life. Unlike other saving throws, this one isn’t
an object has resistance to a condition, they roll their tied to any ability score. You are in the hands of fate now,
saving throws at advantage. If a creature or an object has aided only by Jutsu and features that improve your
vulnerability to a damage type, damage of that type is chances of succeeding on a saving throw. Roll a d20. If
doubled against it. If a creature or an object has the roll is 10 or higher, you succeed. Otherwise, you fail.
vulnerability to a condition, they make their saving A success or failure has no effect by itself. On your third
throw at disadvantage. success, you become stable (see below). On your third
failure, you die. The successes and failures don’t need to
Resistance and then vulnerability are applied after all be consecutive; keep track of both until you collect three
other modifiers to damage. For example, a creature has of a kind. The number of both is reset to zero when you
resistance to Wind damage and is hit by an attack that regain any hit points or become stable.
deals 25 Wind damage. The creature is also within an
aura that reduces all damage by 5. The 25 damage is first Rolling 1 or 20. When you make a death saving throw
reduced by 5 and then halved, so the creature takes 10 and roll a 1 on the d20, it counts as two failures. If you
damage. roll a 20 on the d20, you regain 1 hit point.
Multiple instances of resistance or vulnerability that Damage at 0 Hit Points. If you take any damage while
affect the same damage type count as only one instance. you have 0 hit points (for example, by catching fire
For example, if a creature has resistance to lightning because your limbs were all chopped off next to a pit of
damage as well as resistance to all Ninjutsu damage, the lava), you suffer a death saving throw failure. If the
damage of Ninjutsu based lightning damage is reduced damage is from a critical hit, you suffer two failures
by half against the creature, not reduced by three- instead. If the damage equals or exceeds your hit point
quarters. maximum, you suffer instant death.
HEALING STABILIZING A CREATURE
Unless it results in death, damage isn’t permanent. Even The best way to save a creature with 0 hit points is to
death is reversible through certain Jutsu. Rest can heal it. If healing is unavailable, the creature can at least
restore a creature’s hit points (as explained in chapter be stabilized so that it isn’t killed by a failed death saving
7), and special methods such as a Healing Jutsu or a throw.
Blood Pill can remove damage in an instant.
When a creature receives healing of any kind, hit
points regained are added to its current hit points. A
creature’s hit points can’t exceed its hit point maximum,
so any hit points regained in excess of this number are
lost. For example, a Medical-Nin grants a Hunter-Nin 8
hit points of healing. If the Hunter-Nin has 14 current
7
You can use your action to administer first aid to an duration, but most condition’s effects don’t get worse. A
unconscious creature and attempt to stabilize it, which creature either has a condition or doesn’t.
requires a successful DC 15 Wisdom (Medicine) check.
In rare conditions such as “Bleeding” or “Slowed”
A stable creature doesn’t make death saving throws, these conditions can get worse if applied multiple times
even though it has 0 hit points, but it does remain detailed by the Condition gaining a number next to it
unconscious. The creature stops being stable, and must (I.e., Bleeding 3 or Slowed 5). A select few of these
start making death saving throws again, if it takes any conditions will persist outside of combat. The following
damage. A stable creature that isn’t healed regains 1 hit definitions specify what happens to a creature while it is
point after 8 hours. subjected to a condition.
ADVERSARIES AND DEATH BERSERK
Most GMs have a monster die the instant it drops to 0 hit • A berserk creature is driven mad with blind rage, most
points, rather than having it fall unconscious and make commonly due to the effects of a drug, a Genjutsu, or a
death saving throws. creature associated with madness.
Mighty villains and special nonplayer characters are • A berserk creature must use its action each round to
common exceptions; the GM might have them fall attack the creature nearest to it. If it can make extra
unconscious and follow the same rules as player attacks as part of the Attack action, it uses those extra
characters. attacks, moving to attack the next nearest creature
after it fells its current target. If it has multiple
KNOCKING A CREATURE OUT possible targets, it attacks one at random.
Sometimes an attacker wants to incapacitate a foe, • If a berserk creature can use its reaction and/or bonus
rather than deal a killing blow. When an attacker reduces action to deal damage directly to a creature, it must do
a creature to 0 hit points with a melee or Ranged weapon so.
that deals Lightning or Bludgeoning damage, the
attacker can knock the creature out. The attacker can • When a non-hostile creature moves out of a berserk
make this choice the instant the damage is dealt. The creature's reach, it provokes an opportunity attack.
creature falls unconscious and is stable.
• A berserk creature has disadvantage on Wisdom ability
TEMPORARY HIT POINTS checks and saving throws.
Some Jutsu and special abilities confer temporary hit • A berserk creature automatically fails Intelligence
points to a creature. Temporary hit points aren’t actual ability checks and saving throws.
hit points; they are a buffer against damage, a pool of hit
points that protect you from injury. • A berserk creature is immune to the charmed and
frightened conditions.
When you have temporary hit points and take damage,
the temporary hit points are lost first, and any leftover • The condition ends if the berserk creature starts its
damage carries over to your normal hit points. For turn with no creatures within 60 feet of it that it can
example, if you have 5 temporary hit points and take 7 see or hear.
damage, you lose the temporary hit points and then take
2 damage. • Creatures that are immune to the charmed condition
are also immune to the berserk condition. A Jutsu
Because temporary hit points are separate from your which cures the charmed condition also cures this
actual hit points, they can exceed your hit point Condition.
maximum. A character can, therefore, be at full hit
points and receive temporary hit points. • Creatures who are suffering from this condition
cannot mold chakra.
Healing can’t restore temporary hit points, and they
can’t be added together. If you have temporary hit points BLEEDING
and receive more of them, you decide whether to keep
the ones you have or to gain new ones. A bleeding creature has been dealt a serious wound that
has opened a vein or artery. They are still conscious, but
If you have 0 hit points, receiving temporary hit points unless the wound is treated, they could die. Bleeding
doesn’t restore you to consciousness or stabilize you. prevents resting.
They can still absorb damage directed at you while
you’re in that state, but only true healing can save you. • At the end of their turn, a bleeding creature takes 1d4
necrotic damage which cannot be reduced by any
Unless a feature that grants you, temporary hit points means.
has a duration, they last until they’re depleted or you
finish a long rest. • The creature may attempt to stop the bleeding by
succeeding on a DC 15 medicine check.
CONDITIONS
• The Bleeding condition can grow in lethality, If the
Conditions alter a creature’s capabilities in a variety of creature affected by the bleeding condition is affected
ways and can arise as a result of a Jutsu, a class feature, a by the Bleeding condition again, they gain another
monster’s attack, or other effects. Most conditions, such rank, increasing the necrotic damage by 1d4.
as blinded, are impairments, but a few, such as invisible,
can be advantageous. BLINDED
A condition lasts either until it is countered (the prone • A blinded creature can’t see and automatically fails
condition is countered by standing up, for example) or any ability check that requires sight.
for a duration specified by the effect that imposed the
condition • Attack rolls against the creature have advantage, and
the creature’s attack rolls have disadvantage.
If multiple effects impose the same condition on a
creature, each instance of the condition has its own • A creature can willingly close their eyes for an
extended period of time. Doing so imposes this
Condition on them.
8
BURNED below 1. Finishing a long rest reduces a creature’s
exhaustion level by 1, provided that the creature has also
• A creature or object that comes under the effect of the ingested some food and drink.
Burned condition may feel an agonizing pain in the
affected area as well as flames catching onto them. EXHAUSTION LEVEL
Burned creature takes 1d10 fire damage at the start of
each of their turns as fire damage for 1 minute. This Rank Effect
effect can be hindered by environmental conditions 1 Disadvantage on ability checks
such as rain and creatures affected can end the 2 Speed halved
condition on them by taking an action to pat out the 3 Disadvantage on attack rolls and saving throws
flames. 4 Hit point maximum halved
5 Speed reduced to 0
• Creatures that are immune to fire damage are immune 6 Death
to this condition.
FRIGHTENED
CHARMED
• A frightened creature has disadvantage on ability
• A charmed creature can’t attack the charmer or target checks and attack rolls while the source of its fear is
the charmer with harmful abilities or effects. within line of sight.
• The charmer has advantage on any ability check to • The creature can’t willingly move closer to the source
interact socially with the creature. of its fear.
• A charmed creature cannot mold chakra. • A creature immune to the charmed condition is also
immune to this condition as well.
DAZED
• A Frightened Creature cannot mold chakra.
• A Dazed creature is recovering from a powerful blow
and cannot take as many actions as usual. GRAPPLED
• A Dazed creature can only take a Move action or a • A grappled creature’s speed becomes 0, and it can’t
Standard action. benefit from any bonus to its speed.
• A Dazed creature cannot take a bonus action or benefit • The condition ends if the grappler is incapacitated (see
from a reaction. the condition).
• The Dazed Condition lasts until the End of the affected • The condition also ends if an effect removes the
creature’s next turn. grappled creature from the reach of the grappler or
grappling effect.
DEAFENED
INCAPACITATED
• A deafened creature can’t hear and automatically fails
any ability check that requires hearing. • An incapacitated creature can’t take actions or
reactions.
ENVENOMED
INVISIBLE
• An envenomed character takes 1d6 poison damage at
the beginning of each of its turns for the duration. • An invisible creature is impossible to see without the
aid of powers or a special sense. For the purpose of
• Creatures that are immune to the poisoned condition hiding, the creature is heavily obscured. The
or poison damage are immune to the envenomed creature’s location can be detected by any noise it
condition. makes or any tracks it leaves.
• Envenomed can be applied to a creature a up to 5 times • Attack rolls against the creature have disadvantage,
total. Each application increases the amount of poison and the creature’s attack rolls have advantage.
damage by 1d6, up to a maximum of 5d6 at max ranks.
PARALYZED
• Each application of Envenomed does not reset the
time a creature is poisoned unless otherwise stated. • A paralyzed creature is incapacitated (see the
condition) and can’t move or speak.
• Creatures that apply the poisoned condition can
choose to apply the envenomed condition instead, • The creature automatically fails Strength and
however, the duration is halved (to a minimum of 1 Dexterity saving throws. Attack rolls against the
round), if any. creature have advantage.
EXHAUSTION • Any attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Some special abilities and environmental hazards, such
as and the long-term effects of freezing or scorching PETRIFIED
temperatures, can lead to a special condition called
exhaustion. Exhaustion is measured in six levels. An • A petrified creature is transformed, along with any
effect can give a creature one or more levels of object it is wearing or carrying, into a solid inanimate
exhaustion, as specified in the effect’s description. substance (usually stone). Its weight increases by a
factor of ten, and it ceases aging.
If an already exhausted creature suffers another effect
that causes exhaustion, its current level of exhaustion • The creature is incapacitated (see the condition), can’t
increases by the amount specified in the effect’s move or speak, and is unaware of its surroundings.
description. A creature suffers the effect of its current
level of exhaustion as well as all lower levels. For • Attack rolls against the creature have advantage.
example, a creature suffering level 2 exhaustion has its • The creature automatically fails Strength and
speed halved and has disadvantage on ability checks.
Dexterity saving throws.
An effect that removes exhaustion reduces its level as
specified in the effect’s description, with all exhaustion
effects ending if a creature’s exhaustion level is reduced
9
• The creature has resistance to all damage. • Attack rolls against the creature have advantage.
• The creature is immune to poison and disease, • Any attack that hits the creature is a critical hit if the
although a poison or disease already in its system is attacker is within 5 feet of the creature.
suspended, not neutralized.
WEAKENED
POISONED
• A weakened creature deals only half damage with
• A poisoned creature has disadvantage on attack rolls melee attacks, and has disadvantage on Strength and
and ability checks. Dexterity checks and Saves.
• A Poisoned Creature do not gain the benefits of a Short • A weakened creature's speed is reduced by 10 feet, to a
or Long Rest. minimum of half its base speed.
PRONE
• A prone creature’s only movement option is to crawl,
unless it stands up and thereby ends the condition.
• The creature has disadvantage on melee attack rolls.
• The creature has disadvantage on ranged attack rolls
against targets within 30 feet.
• An attack roll against the creature has advantage if the
attacker is within 5 feet of the creature. Otherwise, the
attack roll has disadvantage.
RESTRAINED
• A restrained creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
• Attack rolls against the creature have advantage, and
the creature’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity saving
throws.
SHOCKED
• A shocked creature’s speed is reduced by half.
• The creature can’t take reactions.
• A creature resistant or Immune to Lightning damage
also has resistance or immunity to this condition.
SLOWED
• A slowed creature has its speed halved.
• Slowed creatures have their AC reduced by 2 while they
are slowed, and have disadvantage on Dexterity saving
throws.
• A Slowed Creature can be slowed even further with
multiple applications of this condition. If a Slowed
creature is affected by the Slowed Condition again,
their AC is further reduced by 2, and their speed is
reduced by half again. (Rounded to the nearest 5 feet,
with a min of 5 Feet)
• Slowed creatures can't use reactions, and can only use
an action or bonus action on their turn, not both. A
slowed creature can also never make more than one
attack per turn.
STUNNED
• A stunned creature is incapacitated (see the
condition), can’t move, and can speak only falteringly.
• The creature automatically fails Strength and
Dexterity saving throws.
• Attack rolls against the creature have advantage.
UNCONSCIOUS
• An unconscious creature is incapacitated (see the
condition), can’t move or speak, and is unaware of its
surroundings
• The creature drops whatever it holding and falls
prone.
• The creature automatically fails Strength and
Dexterity saving throws.
10
CHAPTER 9: JUTSU CASTING
agic exists in the worlds of Naruto in the your chakra points. (see chapter 7 for the rules on
resting).
Mform of Jutsu. This chapter provides the
rules for casting these Jutsu. There are CASTING IN ARMOR
Three Types of Jutsu: Ninjutsu, Genjutsu,
and Taijutsu. Jutsu follow the following Because of the mental focus and precise gestures
rules here. required for Hand Seal Weaving, you must be proficient
with the armor you are wearing to cast a Jutsu with any
WHAT IS A JUTSU? Hand Seal component. You are otherwise too distracted
and physically hampered by your armor for Jutsu
A Jutsu is a discrete or blatantly obvious effect, a shaping casting.
of chakra from one’s body that creates a desired effect.
In casting a Jutsu, a character carefully constructs the CASTING A JUTSU
desired effect using their chakra, and then releases it, all
in the span of a few seconds. When a character casts any Jutsu, the same basic rules
are followed, regardless of the character’s class or the
Jutsu can be versatile tools, powerful weapons, or Jutsu’s effects.
protective wards. They can deal damage or heal it,
impose or remove conditions (see Conditions), drain life Each Jutsu’s description in chapters 10, 11, and 12
energy away, and restore life to the dead. begins with a block of information, including the Jutsu’s
name, Rank, Chakra Cost, prerequisites (if it has any),
A great number of Jutsu exist and over time many have casting time, range, and duration. The rest of a Jutsu
been created and forgotten. An ancient Ninjutsu entry describes the Jutsu’s effect.
technique may exist in a long-lost Ninja Scroll.
CASTING A JUTSU AT A HIGHER RANK
JUTSU KNOWN
When a shinobi casts a Jutsu, that jutsu is normally
Before a Shinobi can use a Jutsu, he or she must have the locked to whatever rank it is casted it. But in some
Jutsu learned, or must have access to the Jutsu in an special cases, some jutsu can be upcasted to higher ranks
enhanced item. Once a Jutsu’s learned, it is always if you can both learn & cast jutsu of at least one rank
prepared. The number of Jutsu a Ninja can have at any higher than the jutsu’s base rank. As a general rule of
given time depends on the character’s level and Ninja thumb, unless stated otherwise by a class or clan feature,
Class. or a feat you can upcast jutsu to the following ranks at
the appropriate levels;
When you learn a Jutsu of E-Rank, S-Rank, or
anywhere in between, you choose from the list of Jutsu • C-Rank Starting at 5th Level
provided in Chapters 10, 11, & 12. You can learn Jutsu • B-Rank Starting at 9th level
from any level up to your Max Jutsu Known, including E- • A-Rank Starting at 13th level
Rank Jutsu. The total number of Jutsu you learn in this • S-Rank Starting at 17th level
way can’t exceed your Jutsu Known for your class.
CLASSIFICATION
If a Jutsu is granted to you by a class feature, that Jutsu
does not count against your Jutsu known and you can’t All jutsu fall into one of 5 classifications. A Hijutsu,
voluntarily unlearn it but instead switch it with another Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. While
Jutsu following the rules and conditions of the feature Ninjutsu and Genjutsu are mutually exclusive. Bukijutsu
that granted you the extra jutsu. If you already know that is a subtype of Taijutsu. And Hijutsu can technically be
Jutsu, you may learn an additional Jutsu that is available any of the above.
to you that still meets the features conditions.
HIJUTSU
Additionally, every time you learn a new Jutsu as a
result of gaining a level, you can choose one or all of the A jutsu with the Hijutsu Classification usually indicates
Jutsu you know and replace it with other Jutsu of the it’s a Jutsu from a clan, and not something can be easily
same type (Ninjutsu, Genjutsu or Taijutsu, as long as or normally learned by anyone outside of that clan.
that Jutsu’s not of a higher level than your max jutsu
rank. NINJUTSU
CHAKRA POINTS A jutsu with the Ninjutsu Classification has the ability to
affect the physical world in some way shape or form.
Regardless of how many Jutsu a ninja knows, he or she Ninjutsu is a unique category of jutsu which forms the
can cast only a limited number of Jutsu before resting. basis of the five nature releases (Earth, Wind, Fire, Water
Manipulating your Chakra and channeling its energy & lightning)
into even a simple Jutsu is physically and mentally
taxing, and higher-Ranked Jutsu are even more so. Thus, GENJUTSU
each class’s description includes a table showing that
classes Chakra Die (Similar to the Classes Hit die). A jutsu with the Genjutsu Classification is one of
illusions and affects the mind, and personal realities of
When a character casts a Jutsu he or she expends a those it would target. Genjutsu for the most part do not
number of points based on the chakra cost of the Jutsu to directly affect the physical world and instead affects
cast it. When Umara casts Substitution Technique, a D- one’s perception of the physical world.
Rank Jutsu she spends 5 of her 12 chakra points, leaving
7 remaining.
Finishing a long rest restores up to half of your
maximum chakra points, while a full rest restores all of
11
TAIJUTSU they can be mastered. Some A-rank techniques also pose
a risk to the user, resulting in their classification as
A jutsu with the Taijutsu Classification is one of physical kinjutsu (Literally meaning: Forbidden Techniques).
activity. Taijutsu is one where someone is using their
body to complete a series of complicated movements. There are also A-rank missions. These missions relate
to what is in a village or country's personal interests and
BUKIJUTSU are extremely difficult or dangerous to complete, usually
assigned to jōnin.
A jutsu with the Bukijutsu Classification is one of tool
manipulation. Bukijutsu utilizes physical tools such as S-RANK
swords, wires, kunai, shuriken etc. to complete a series
of complicated movements. This is a subsection of S-Rank is preceded by A-rank. It is typically used when
Taijutsu since they both require the physical movements classifying techniques intended for highly experienced
of the user. jōnin and Kage-level shinobi. S-rank techniques are
almost always unique to a single user, and as such are
RANK trademark abilities of that user.
Ranks describe the level of power a jutsu, item, or in Missions can also be classified as S-rank, these are the
some cases a shinobi is expected to have. There are highest paying and most dangerous type of mission a
effectively 6 ranks within the hierarchy of jutsu and ninja can go on. These missions are exclusively assigned
shinobi. E, D, C, B, A & S-Rank. to highly skilled jōnin or large squads of ninja
E-RANK CASTING TIME
E-Rank describes the lowest and least powerful, Most Jutsu require a single action to cast, but some
effective or even useful techniques, threats, or tools. E- Jutsu’s require a bonus action, a reaction, or much more
Rank is the most widely known amongst the common time to cast.
population and is considered the most basic thing a
shinobi could know. BONUS ACTION
D-RANK A Jutsu cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the Jutsu,
D-Rank is preceded by E-rank and followed by C-rank. It provided that you haven’t already taken a bonus action
is typically used when classifying techniques intended this turn.
for ninja of the genin level. D-rank techniques are often
one of the first techniques a ninja will learn after leaving FULL TURN ACTION
the Academy.
A Jutsu cast with a Full turn action is one that requires
There are also D-rank missions, the lowest time and focus. You must use Your standard and bonus
classification a mission can receive. These missions are action on your turn to cast the Jutsu, provided that you
usually assigned to genin. Naruto Uzumaki describes D- haven’t already taken a standard and/or bonus action
rank missions as not being actual missions as they deal this turn.
with tasks as simple as finding missing pets and weeding
a garden. REACTION
C-RANK Some Jutsu can be cast as reactions. These Jutsu take a
fraction of a second to bring about and are cast in
C-Rank is preceded by D-rank and followed by B-rank. It response to some event. If a Jutsu can be cast as a
is typically used when classifying techniques intended reaction, the Jutsu’s description tells you exactly when
for ninja of the chunin level. C-rank techniques are often you can do so.
one of the first techniques a ninja will learn that require
some amount of training. LONGER CASTING TIMES
There are also C-rank missions. These missions are Certain Jutsu require more time to cast: minutes or even
usually assigned to chunin, or in some cases, genin. hours. When you cast a Jutsu with a casting time longer
Assignments include bodyguard duty and hunting wild than a single action or reaction, you must spend your
animals, all of which will likely pose some risk to the action each turn casting the jutsu, and you must
ninja. maintain your concentration while you do so (see
“Concentration” below). If your concentration is broken,
B-RANK the Jutsu fails, but you don’t expend chakra points. If
you want to try casting the jutsu again, you must start
B-Rank is preceded by C-rank and followed by A-rank. It over.
is typically used when classifying techniques intended
for ninja of the jōnin or chunin level. B-rank techniques RANGE
are typically useful and can be learned relatively easily
with enough time, such as the Multi-Shadow Clone The target of a Jutsu must be within the Jutsu’s range.
Technique. For a Jutsu like Agonizing Thorn, the target is a creature.
For a Jutsu like Earth Flow Spears, the target is the point
There are also B-rank missions. These missions are in space where the Spikes rise from the ground.
usually assigned to jōnin or chunin. Assignments can
involve spying or assassinations, and ninja are expected Most Jutsu have ranges expressed in feet. Some Jutsu
to go up against enemy ninja during the course of the can target only a creature (including you) that you touch.
mission. Other Jutsu, such as the Substitution Technique, affect
only you. These Justus have a range of self.
A-RANK
Jutsu that create cones or lines of effect that originate
A-Rank is preceded by B-rank and followed by S-rank. It from you also have a range of self, indicating that the
is typically used when classifying techniques intended origin point of the power’s effect must be you (see
for ninja of the Kage and jōnin levels. A-rank techniques “Areas of Effect” later in this chapter).
are often very useful, but need extensive training before
12
Once a Jutsu is cast, its effects aren’t limited by its NINJA TOOLS (NT)
range, unless the Jutsu’s description says otherwise.
Ninja tools are usually a series of particular items such
COMPONENTS as Scrolls, flowers, Tool Kits and a number of other
items. Jutsu that requires a Ninja tool as component will
A Jutsu’s components are physical requirements you usually have the tool needed as well. (Ex. NT (Medicine
must meet in order to cast it. Each jutsu’s description Kit)). If a jutsu requires multiple tools they will be listed
indicates whether it requires handseals (HS), chakra with the word “and” in-between them. If a jutsu
molding (CM), chakra seals (CS), mobility (M), weapons requires a ninja tool from a list they will be separated by
(W) or ninja Tools (NT) components. If you can’t provide a comma. These tools are always consumed by the use of
one or more of a jutsu’s components, you are unable to the jutsu and are lost.
cast the jutsu.
DURATION
HAND SEALS (HS)
A Jutsu’s duration is the length of time the Jutsu persists.
Hand signs that are made in an extremely specific order A duration can be expressed in rounds, minutes, hours,
fast enough to be done in the span of a few seconds If a or even years. Some Jutsu specify that their effects last
Jutsu requires hand seals as a component, the caster until the Jutsu is dispelled or destroyed.
must have free use of at least one hand to perform theses
gestures. INSTANTANEOUS
CHAKRA MOLDING (CM) Many Jutsu are instantaneous. The Jutsu harms, heals,
creates, or alters a creature or an object in a way that
An advanced technique that requires the casters to mold can’t be dispelled, because its effect exists only for an
and shape chakra into specific forms or shapes. If a jutsu instant.
requires chakra molding as a component, the caster
must be able to mold chakra. Thus, a character who has CONCENTRATION
their chakra network sealed, disrupted or are under
mentally compromising conditions such as Berserk or Some Jutsu require you to maintain concentration in
Charmed can’t cast a jutsu with a chakra molding order to keep their effect active. If you lose
component. concentration, those Jutsu end. You can maintain up to
two different Jutsu at once.
If you lose the ability to mold chakra while
concentrating on a Jutsu that requires Chakra molding, If a jutsu must be maintained with concentration, that
you lose the ability to concentrate on such a jutsu, thus fact appears in its Duration entry and the jutsu specifies
ending its effects immediately. how long you can concentrate on it. You can end
concentration at any time (no action required).
CHAKRA SEALS (CS)
Jutsu that are maintained cost half (Round down) of
Paper tags with a personal formula printed on it with ink the chakra spend to cast the jutsu. The cost to maintain
and chakra to symbolize your personal design. These concentration must be paid at the beginning of each of
chakra seals are then infused with different chakra your turns or the Jutsu ends immediately.
signatures to get the desired effect. If a jutsu requires a
Chakra seal, the caster must have a free use of at least Normal activity, such as moving and attacking,
one hand to imprint the needed chakra signature onto it. doesn’t interfere with concentration. The following
factors can break concentration:
MOBILITY (M)
• Casting a third Jutsu that requires concentration. You
The ability to move one’s entire body to perform an lose concentration on a jutsu if you cast a third jutsu
action. A jutsu that requires mobility as a component that requires concentration. You can’t concentrate on
requires that the caster is able to move all parts of their more than 2 jutsu at once.
body and must have a movement speed greater than 0.
Conditions that would restrict movement removes the • Whenever you take damage while you are
casters ability to be mobile such as “Restrained” or concentrating on a jutsu, you must make a
“Paralyzed” Constitution (Chakra control) ability check to
maintain your concentration. The DC equals 15 or Half
WEAPONS (W) the damage you take + The number of Jutsu you are
concentrating on. whichever number is higher. If you
Weapons are tools of war and usually used for combat take damage from multiple sources during the same
exclusively. Jutsu that requires a Weapon as a round, such as multiple motes of fire, you make a
component will usually have the weapon needed as well separate saving throw for each source of damage.
(Ex. W (Katana)). If a jutsu requires multiple weapons
they will be listed with the word “and” in-between • Being incapacitated or killed. You lose concentration
them. If a jutsu requires a weapon from a list they will be on a jutsu if you are incapacitated or if you die.
separated by a comma. Melee weapons are not consumed
when used. Thrown or Ranged weapons do consume The GM might also decide that certain environmental
ammunition unless otherwise stated. phenomena, such as turbulence on a ship or train or
rocky terrain while on a horse, require you to succeed on
There are times when a jutsu that requires a weapon a DC 10 Constitution saving throw to maintain
will instead list a damage type common to weapons as concentration on a jutsu.
the weapon needed. This means any weapon that deals
that damage type can be used as a component for that Sometimes you would cast a Jutsu that requires
jutsu. Concentration while outside of direct combat or conflict
on a mission or during a roleplay session. GM’s are urged
to not track a player’s time while using the jutsu, instead
only charging them for the initial cost of the jutsu for the
duration. Concentration as a mechanic is designed to
restrict extremely powerful Jutsu from remaining in play
during combat by having a “tax” imposed for such a
13
powerful effect. When using jutsu outside of such • Inhaled- Jutsu with the Inhaled keyword, are genjutsu
situations, they instead create unique and powerful that are triggered by inhaling a type of poison or drug.
roleplay opportunities. Immunity to poison provides immunity to jutsu with
this keyword.
KEYWORDS
• Tactile- Jutsu with the Tactile keyword, are genjutsu
There is an additional section right before a jutsu’s that tricks the targets perception of touch (both
description labeled as keyword. Keywords are a handy pleasure and pain).
way to search for certain jutsu that interact with each
other, Class or Clan features or feats. While Keywords • Clash-Jutsu with the Clash keyword can initiate a
doesn’t directly pertain to a jutsu’s effects, they can Jutsu Clash. You can find more rules on Clashing until
affect who can and cannot pick up certain jutsu without the Clashing jutsu section in Chapter 8: Combat.
completing some conditions.
• Finisher-Jutsu with the Finisher keyword are
• Ninjutsu-Jutsu with the Ninjutsu Keyword when cast especially powerful techniques usually reserved for
use your Ninjutsu attack bonus or Save DC. Taijutsu and Bukijutsu. Jutsu with the Finisher
keyword can usually be used at the end of a string of
• Genjutsu-Jutsu with the Genjutsu Keyword when cast other Jutsu that calls for a finisher in their jutsu
use your Genjutsu attack bonus or Save DC description. Jutsu with the finisher keyword can be
cast without being a part of a string of other taijutsu.
• Taijutsu-Jutsu with the Taijutsu Keyword when cast
use your Taijutsu attack bonus or Save DC TARGETS
• Bukijutsu-Jutsu with the Bukijutsu keyword when cast A typical jutsu requires you to pick one or more targets
also uses your Taijutsu attack bonus or save DC to be affected by the Jutsu’s effect. A Jutsu’s description
tells you whether the Jutsu targets creatures, objects, or
• Hijutsu- Jutsu with the Hijutsu keyword are unique to a point of origin for an area of effect (described below).
Clans only. This keyword doesn’t affect the casting Unless a jutsu has a perceptible effect, a creature might
requirements of a jutsu it is attached to. not know it was targeted by a jutsu at all. An effect like
crackling lightning is obvious, but a more subtle effect,
• Medical-Jutsu with the Medical keyword are such as an attempt to read a creature’s thoughts,
considered Medical Ninjutsu and you must have a typically goes unnoticed, unless a jutsu says otherwise.
feature or feat that allows you to add jutsu with this
keyword to your jutsu list. A CLEAR PATH TO THE TARGET
• Earth Release-Jutsu with the Earth Release keyword To target something, you must have a clear path to it, so
are considered earth release jutsu and you must have a it can’t be behind total cover.
feature or feat that allows you to add jutsu with this
keyword to your jutsu list. (Such as the Nature Release If you place an area of effect at a point that you can’t
feat) see and an obstruction, such as a wall, is between you
and that point, the point of origin comes into being on
• Wind Release- Jutsu with the Wind Release keyword the near side of that obstruction.
are considered wind release jutsu and you must have a
feature or feat that allows you to add jutsu with this TARGETING YOURSELF
keyword to your jutsu list. (Such as the Nature Release
feat) If a Jutsu targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or
• Fire Release- Jutsu with the Fire Release keyword are specifically a creature other than you. If you are in the
considered Fire release jutsu and you must have a area of effect of a jutsu you cast, you can target yourself.
feature or feat that allows you to add jutsu with this
keyword to your jutsu list. (Such as the Nature Release AREAS OF EFFECT
feat)
Jutsu’s such as 10,000 Slicing Blades and Great Fireball
• Water Release- Jutsu with the Water Release keyword cover an area, allowing them to affect multiple creatures
are considered water release jutsu and you must have a at once.
feature or feat that allows you to add jutsu with this
keyword to your jutsu list. (Such as the Nature Release A Jutsu’s description specifies its area of effect, which
feat) typically has one of five different shapes: cone, cube,
cylinder, line, or sphere. Every area of effect has a point
• Lightning Release- Jutsu with the Lightning Release of origin, a location from which the Jutsu effect erupts.
keyword are considered lightning release jutsu and The rules for each shape specify how you position its
you must have a feature or feat that allows you to add point of origin. Typically, a point of origin is a point in
jutsu with this keyword to your jutsu list. (Such as the space, but some Jutsu have an area whose origin is a
Nature Release feat) creature or an object.
• Fuinjutsu- Jutsu with the Fuinjutsu keyword are A Jutsu’s effect expands in straight lines from the
considered summoning or Sealing jutsu. Jutsu that has point of origin. If no unblocked straight line extends
the Fuinjutsu keyword usually requires Chakra seals to from the point of origin to a location within the area of
cast. effect, that location isn’t included in the Jutsu’s area. To
block one of these imaginary lines, an obstruction must
• Sensory-Jutsu with the Sensory keyword are jutsu provide total cover, as explained in chapter 8.
designed to track and find other creatures through
manipulation of chakra.
• Visual- Jutsu with the Visual Keyword, are genjutsu
that tricks the targets visual perception. Creatures
with True sight or Blindness are immune to jutsu with
this keyword. Chakra sight provides advantage against
Jutsu with this keyword.
• Auditory- Jutsu with the Auditory keyword, are
genjutsu that tricks the targets personal perception of
sound. Deafness provides immunity to jutsu with this
keyword.
14
CONE COMBINING EFFECTS
A cone extends in a direction you choose from its point The effects of different jutsu add together while the
of origin. A cone’s width at a given point along its length durations of those jutsu overlap. The effects of the same
is equal to that points distance from the point of origin. jutsu cast multiple times don’t stack, however. Instead,
A cone’s area of effect specifies its maximum length. A the most potent effect such as the highest bonus-from
cone’s point of origin is not included in the cone area of those castings applies while their durations overlap.
effect, unless you decide otherwise.
For example, if two allies cast Bravery on the same
CUBE target, that character gains the Jutsu’s benefit only once;
he or she doesn’t get to roll two bonus dice.
You select a cube’s point of origin, which lies anywhere
on a face of the cubic effect. The cube’s size is expressed ELEMENTAL RELEASE
as the length of each side. A cube’s point of origin is not
included in the cube’s area of effect, unless you decide When searching through Ninjutsu, you will see different
otherwise. keywords such as Earth Release, Wind Release, Fire
Release, etc. These indicate that in order to learn these
CYLINDER jutsu you must have a matching nature release affinity.
You can gain these affinities in one of three ways.
A cylinder’s point of origin is the center of a circle of a
particular radius, as given in the power description. The • Clans: Some clans provide early access to a nature
circle must either be on the ground or at the height of release affinity such as the Uchiha clan and their
the power effect. The energy in a cylinder expands in Passive Affinity, which gives their Fire release affinity.
straight lines from the point of origin to the perimeter of Meaning they can add ninjutsu with the fire release
the circle, forming the base of the cylinder. The power’s keyword.
effect then shoots up from the base or down from the
top, to a distance equal to the height of the cylinder. A • Classes: Some classes provide opportunities to learn
cylinder’s point of origin is included in the cylinder’s nature release affinities, such as the Ninjutsu
area of effect. specialist, Ninjutsu Focus subclasses. By select one at
2nd level, you gain the corresponding nature release
LINE affinity allowing you to learn jutsu with the same
keyword.
A line extends from its point of origin in a straight path
up to its length and covers an area defined by its width. A • Feats: By taking the Nature Release Feat, when you are
line’s point of origin is not included in the lines are of able, you select one of the five nature releases and gain
effect, unless you decide otherwise. its affinity, allowing you to learn jutsu with the same
keyword.
SPHERE
JUTSU COST ORDER
You select a sphere’s point of origin, and the sphere
extends outward from that point. The sphere’s size is Sometimes when combining a series of features, jutsu
expressed as a radius in feet that extends from the point. and abilities affects the total cost of the jutsu being cast
A sphere’s point of origin is included in the sphere’s area and it can become a question of what order to apply said
of effect. cost affecting features. To simplify the experience, you
apply Cost altering features in the following order;
SAVING THROWS
1) Base Jutsu cost
Many powers specify that a target can make a saving 2) Jutsu Upcasting Cost (If any)
throw to avoid some or all of a Jutsu’s effects. The jutsu
specifies the ability that the target uses for the save and o Jutsu Upcasting Cost Reduction (If any)
what happens on a success or failure. 3) Additional Chakra Costs (If Any)
4) Chakra Cost Reductions (If any)
The DC to resist one of your jutsu equals 8 + your
Ninjutsu, Genjutsu or Taijutsu modifier (The Type of
Jutsu you use, is the modifier you use) + your proficiency
bonus + any special modifiers.
ATTACK ROLLS
Some Jutsu require the ninja to make an attack roll to
determine whether the jutsu effect hits the intended
target. Your attack bonus with a Jutsu attack equals your
Ninjutsu, Taijutsu or Genjutsu ability modifier (The Type
of Jutsu you use, is the modifier you use) + your
proficiency bonus. Most Jutsu that require attack rolls
involve ranged attacks. Remember that you have
disadvantage on a ranged attack roll if you are within 5
feet of a hostile creature that can see you and that isn’t
incapacitated (see chapter 8).
15
CHAPTER 10: NINJUTSU
NON-ELEMENTAL NINJUTSU
Non-Elemental Ninjutsu are ninjutsu that do not require Nature Release mastery or investment. These jutsu are more
focused on versatility and chakra manipulation and control, such as increasing your movement speed by pooling chakra to
the soles of your feet before taking off. Although a lot of these techniques are not as complicated as using a nature
transformation, they are still extremely useful when on missions not requiring high level combat. There are Higher level
Non-Elemental Jutsu such as Rasengan, the pinnacle chakra molding without elemental chakra. Non-Elemental Ninjutsu
have no advantages or disadvantage against any other nature release.
E-Rank (0 Level) Healing Elixir B-Rank Negative Emotion
Healing Hands Sensing
Chakra Hands Lock Release Banishing Seal Regenerate
Chakra Movement Oppressive Aura Body pathway Reverse Seal Summoning
Chakra Pulse Sensing Technique Derangement Seal of Discord
Chakra Strike Shadow Snake Bite Death Ward Tobirama's Sword
Enhanced Defense Substitution Technique Displacement Sealing
Enhanced Resistance Summoning Technique Trap S-Rank
Enhanced Skill Thunderous Screech Fly
Escape Technique Gift of the Apex Chakra Distortion Field
Firecracker Flash C-Rank Kagura's Mind Eye Creation Rebirth:
Invisibility Cloak Life Transference Strength of 1000
Light Acid Spray Multi-Shadow Clone Demiplane
Mending Aid Technique Flying Thunder God:
String Light Formation Beast Senses Nondetection Guiding Thunder
Virtue Chakra Needles Polymorph Four Red Yang
Chakra Transfer Revival Formation
D-Rank Darkness Strength of 100 Plane Shift
Living Weapon Technique Reality Break
Alarming Technique Restorative Summoning: Rashomon Reaper Death Seal
Arms of Buddha Needle Jizo Thousand-Armed
Technique Poison Mist Murder Technique
Body Camouflage Poison Weapons Vitriolic Sphere
Body Flicker Rasengan Warding Seal
Catapult Technique Ray of Sickness
Chakra Leaping Shadow Clone Technique A-Rank
Chakra Mark Shadow Shuriken
Chakra Skin Technique Animate Objects
Detect Poison and Shatter Aura of power
Disease Stinking Cloud Crown of Stars
Enhanced Reactions Vampiric Touch Technique
Ensnaring Strike Flying Thunder God
Goodberry Forcecage
Healing Wave
Lion Mane Needle Hell
E-RANK: On a hit, the target suffers the attacks normal effects and
takes an additional 1d6 damage.
CHAKRA HANDS
At Higher Ranks: This Jutsu’s effectiveness increases
Classification: Ninjutsu by 1d6 at 5th level (2d6), 11th level (3d6), 17th level (4d6)
Rank: E-Rank
Casting Time: 1 Action ENHANCED DEFENSE
Range: 30 feet
Duration: 1 minute Classification: Ninjutsu
Components: CM Rank: E-Rank
Cost: 1 Chakra Casting Time: 1 Action
Keywords: Ninjutsu Range: Self
Description: A spectral, floating hand appears at a point Duration: Instant
you choose within range. The hand lasts for the duration Components: HS
or until you dismiss it as an action. The hand vanishes if Cost: 2 Chakra
it is ever more than 30 feet away from you or if you Keywords: Ninjutsu
dismiss the jutsu. You can use your action to control the Description: You focus chakra into the top layer of your
hand. skin, providing your resistance to Bludgeoning, Piercing,
and slashing damage until the start of your next turn.
You can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an item ENHANCED RESISTANCE
from an open container, or pour the contents out of a
vial. You can move the hand up to 30 feet each time you Classification: Ninjutsu
use it. The hand can’t attack, activate chakra items, or Rank: E-Rank
carry more than 10 pounds. Casting Time: 1 Action
Range: Self
CHAKRA MOVEMENT Duration: Instant
Components: HS
Classification: Ninjutsu Cost: 2 Chakra
Rank: E-Rank Keywords: Ninjutsu
Casting Time: 1 Bonus Action Description: You focus chakra throughout your body
Range: Self reinforcing it to attacks. You can roll an additional 1d4
Duration: Instant and add the number rolled to one saving throw of your
Components: HS choice. You can roll the die, before or after making the
Cost: 1 Chakra saving throw. This jutsu lasts until the start of your next
Keywords: Ninjutsu turn.
Description: You transfer chakra to the bottom of your
feet, creating a strong repulsive force upon release of At Higher Levels: This Jutsu’s body reinforcement increases
this jutsu, increasing your movement speed as you increase in level. Roll an additional 1d4 at 5th Level
momentarily. Increase your movement speed by 10 until (2d4), 11th level (3d4), 17th level (4d4)
the end of your next turn.
ENHANCED SKILL
At Higher Levels: This Jutsu’s movement speed boost
increases by 10ft at 5th level (20ft), 11th level (30ft), 17th Classification: Ninjutsu
level (40ft) Rank: E-Rank
Casting Time: 1 Bonus Action
CHAKRA PULSE Range: Self
Duration: Instant
Classification: Ninjutsu Components: HS
Rank: E-Rank Cost: 1 Chakra
Casting Time: 1 Action Keywords: Ninjutsu
Range: 5 feet Description: You focus chakra toward different parts of
Duration: Instant your body to enhance your ability to complete different
Components: HS tasks. You can roll an additional 1d4 and add the number
Cost: 2 Chakra to one ability check using any skill of your choice. You
Keywords: Ninjutsu can roll the die before or after making the ability check.
Description: You create a forceful pulse of chakra that This jutsu lasts until the start of your next turn.
erupts from your body. Each creature within 5 feet of
you, other than you, must succeed a Dexterity saving At Higher Levels: This Jutsu's skill reinforcement increases
throw or take 2d4 force damage. as you increase in level. Roll an additional 1d4 at 5th Level
(2d4), 11th level (3d4), 17th level (4d4)
At Higher Levels: This Jutsu’s effectiveness increases by
2d4 at 5th level (4d4), 11th level (6d4), 17th level (8d4) ESCAPE TECHNIQUE
CHAKRA STRIKE Classification: Ninjutsu
Rank: E-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: E-Rank Range: Self
Casting Time: 1 Action Duration: Instant
Range: 5 feet Components: -
Duration: 1 round Cost: 2 Chakra
Components: HS, CM, W(any) Keywords: Ninjutsu
Cost: 2 Chakra Description: You use chakra to feel the knots of ropes
Keywords: Ninjutsu chains, and other tools used to bind and restrain you.
Description: As part of the action used to cast this This helps you figure out the best course of escape while
ninjutsu, you must make a melee attack with a weapon trapped. You can roll Sleight of Hand at advantage, when
against one creature within the Jutsu's range, otherwise restrained, bound, or tied up in anyway.
the jutsu fails.
FIRECRACKER FLASH STRING LIGHT FORMATION
Classification: Ninjutsu Classification: Ninjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 30 Feet
Duration: Instant Duration: Concentration, Up to 1 minute
Components: NT Components: HS, CM
Cost: 2 Chakra Cost: 2 Chakra
Keywords: Ninjutsu, Bukijutsu Keywords: Ninjutsu, Fuinjutsu
Description: You take a bundle of flash firecrackers, and Description: You use your chakra to create a sealing
use your chakra to light the wicks of each one before formation stretching from yourself to a target creature
throwing them in an arc in front of you. Creatures you can see within range, in a straight line. Target
standing in front of you in a 15-foot-wide space must creatures must succeed a Strength saving throw,
succeed a Wisdom Save, giving you advantage on your reducing both your movement speed and the targets to 0
next attack against them and disadvantage on their next on a failed save. This can be used along with others on a
attack on a failed save. single target creature, when you do increase the Save DC
by +1 for each additional user. At the end of the target
INVISIBILITY CLOAK creatures turn, they make another saving throw to end
this effect.
Classification: Ninjutsu
Rank: E-Rank VIRTUE
Casting Time: 1 Action
Range: Self Classification: Ninjutsu
Duration: Instant Rank: E-Rank
Components: NT Casting Time: 1 Action
Cost: 1 Chakra Range: Touch
Keywords: Ninjutsu Duration: 1 Round
Description: You quickly pull a chameleon cloak over Components: HS, CM
yourself while against a wall or other standing surface. Cost: 1 Chakra
You roll a stealth check when using this jutsu Blending Keywords: Ninjutsu, Medical
into the scenery. You can roll an additional 1d6+1 and Description: You touch one willing creature, imbuing it
add the result to a single Stealth roll. You can roll the die with vitality. If the target has at least 1 hit point, it gains
before or after the results of the check is revealed. This a number of temporary hit points equal to 1d4 + you
jutsu lasts until you end it, or you take any other action. ninjutsu ability modifier. The temporary hit points are
You must make additional stealth checks if you wish to lost when the start of the creatures next turn.
maintain this jutsu on your following turn.
D-RANK:
LIGHT
ALARMING TECHNIQUE
Classification: Ninjutsu
Rank: E-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: Touch Casting Time: 1 Action
Duration: 1 Hour Range: 30 Feet Cube
Components: CM Duration: 8 Hours
Cost: 1 Chakra Components: HS, CS
Keywords: Ninjutsu Cost: 5 Chakra
Description: You touch one object that is no larger than Keywords: Ninjutsu, Fuinjutsu
10 feet in any dimension. Until the jutsu ends, the object Description: You set a chakra seal that expands 30 feet
sheds bright light in a 10-foot radius and dim light for an across the ground or surface it is placed on and it
additional 10 feet, the light is a soft blue/ Completely releases a very faint and mostly undetectable aura of
covering the object with something opaque blocks the chakra in a 30-foot cube. Until the Jutsu ends, an alarm
light. The jutsu ends if you cast it again or dismiss it as alerts you whenever a creature touches or enters the
an action. Seals area. When you set the seal, you can designate
creatures that don’t set off the alarm. You can also
If you target an object held or worn by a hostile choose to make the alarm mental or audible.
creature, that creature can must succeed on a Dexterity
saving throw to avoid the jutsu. ARMS OF BUDDHA
MENDING Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: E-Rank Range: Touch
Casting Time: 1 Action Duration: Instant
Range: Touch Components: HS, CM
Duration: Instant Cost: 5 Chakra
Components: CM Keywords: Ninjutsu
Cost: 1 Chakra Description: You focus your chakra throughout your
Keywords: Ninjutsu body, culminating in a golden buddha forming around
Description: This jutsu repairs a single break or tear in you and making multiple strikes with its 100 arms. Make
an object you touch, such as a broken chain link, two a Melee Ninjutsu Attack, on a hit the target creature
halves of a broken key, a torn cloak, or a leaking takes 4d6 bludgeoning damage.
wineskin. As long as the break or tear is no larger than 1
foot, you mend it, leaving no trace of the former damage.
At Higher Ranks: For each rank you cast this jutsu your jumping strength astronomically. Until the end of
above D-Rank, increase the cost of this jutsu by 3 and this turn, Double your jumping height.
the damage by 1d6.
CHAKRA MARK
BODY CAMOUFLAGE
Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 5 feet
Range: Self Duration: 1 Minute
Duration: 1 minute Components: HS, CS
Components: HS Cost: 5 Chakra
Cost: 5 Chakra Keywords: Ninjutsu, Fuinjutsu
Keywords: Ninjutsu Description: You create a chakra seal and attempt to
Description: You coat your body in chakra and begin to place it on a creature you can see within range. Make a
imitate the color and texture of the area around you ninjutsu Attack . On a hit, target creature is marked for
blending in like a chameleon. For the duration, roll an the duration. Marked creatures have disadvantage on
additional 1d10 adding the result to your stealth checks. Dexterity (stealth) checks to remain hidden from you.
Add 1d8 to melee attacks made targeting a marked
At Higher Ranks: For each rank you cast this jutsu creature.
above D-Rank, increase the cost of this jutsu by 3 and
you can target one additional creature for each rank and If you can teleport you can choose to teleport to a
they gain the benefits of this jutsu as well. marked creature so long as they are within 1 mile of you.
Once you teleport to a creature who is marked with this
BODY FLICKER jutsu, the mark vanishes, ending this jutsu.
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. At C-
Casting Time: 1 Bonus Action Rank This jutsu’s Duration becomes 1 Hour. 8 Hours at
Range: Self B-Rank, 24 Hours at A-Rank, 1 Week at S-Rank.
Duration: 1 round
Components: HS, M CHAKRA SKIN
Cost: 4 Chakra
Keywords: Ninjutsu Classification: Ninjutsu
Description: You gain a mastery of movement, allowing Rank: D-Rank
you to cover much greater distance in a shorter amount Casting Time: 1 Action
of time. Until the start of your next turn, Double your Range: Self
movement speed. Duration: 8 Hours
Components: HS, CM
CATAPULT TECHNIQUE Cost: 5 Chakra
Keywords: Ninjutsu
Classification: Ninjutsu Description: This jutsu can only be used when you are
Rank: D-Rank not wearing Armor.
Casting Time: 1 action
Range: 150 feet You coat yourself in a Protective aura of chakra,
Duration: Instant protecting you from damage. Your AC becomes 13 +
Components: HS, CM Dexterity or Intelligence (Pick one) + Half of your
Cost: 4 Chakra proficiency Bonus (Rounded Down). This jutsu ends if
Keywords: Ninjutsu you wear armor or dismiss the jutsu as a Bonus action.
Description: Choose one object weighing 1 to 5 points
within range that isn’t being worn or carried. The object DETECT POISON AND DISEASE
flies in a straight line up to 90 feet in a direction you
choose before falling to the ground, stopping early if it Classification: Ninjutsu
impacts a solid surface. If the object would strike a Rank: D-Rank
creature that creature must make a dexterity saving Casting Time: 1 Action
throw. On a failed save, the object strikes the target and Range: Touch
stops moving. In either case, both the object and the Duration: 10 minute
creature or solid surface takes 3d8 bludgeoning damage. Components: HS, CM
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Ninjutsu, Medical
above D-Rank, increase the cost of this jutsu by 3 and Description: For the duration, you can sense the
the maximum weight of the objects that you can target presence and location of poisons, poisonous creatures
with this jutsu increases by 5 pounds and the damage and diseases within 30 feet of you. You also identify the
increases by 1d8. kind of poison, poisonous creatures, or disease in each
case. This jutsu can penetrate most barriers, but is
CHAKRA LEAPING blocked by 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt.
Classification: Ninjutsu
Rank: D-Rank ENHANCED REACTIONS
Casting Time: 1 Bonus action
Range: Self Classification: Ninjutsu
Duration: Instant Rank: D-Rank
Components: HS, M Casting Time: 1 Action
Cost: 3 Chakra Range: Self
Keywords: Ninjutsu Duration: 8 Hours
Description: You focus chakra into your legs, increasing Components: HS
Cost: 5 Chakra
Keywords: Ninjutsu
Description: You store chakra in pockets behind your HEALING HANDS
eyes and joints in preparation to move with a burst of
speed at any moment. The first time you would roll Classification: Ninjutsu
initiative for the duration, you may add 1d4+1 to your Rank: D-Rank
roll. This jutsu then ends. 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
the bonus to your Initiative by 1d4+1 Cost: 5 Chakra
Keywords: Ninjutsu, Medical
ENSNARING STRIKE Description: You cover your hands in chakra that glows
with a warm green hue, reactivating a creature's cells
Classification: Ninjutsu reproductive process closing their wounds. A Creature
Rank: D-Rank you touch regains a number of hit points equal to 1d10 +
Casting Time: 1 bonus action Your ninjutsu ability modifier.
Range: Self
Duration: 1 round At Higher Ranks: For each rank you cast this jutsu
Components: CM, M above D-Rank, increase the cost of this jutsu by 3 and
Cost: 4 Chakra the healing by 1d10.
Keywords: Ninjutsu, Medical
Description: The next time you hit a creature with a LOCK/RELEASE
weapon attack before this jutsu ends, you inject chakra
into your enemy’s muscles attempting to restrict their Classification: Ninjutsu
movements. The target must succeed a Constitution Rank: D-Rank
saving throw or be restrained. A large or larger creature Casting Time: 1 Action
has advantage on the saving throw. While restrained by Range: Touch
this jutsu, the target takes 1d6 force damage at the start Duration: Until dispelled
of each of its turns. Components: HS, CS
Cost: 3 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Ninjutsu, Fuinjutsu
above D-Rank, increase the cost of this jutsu by 3 and Description: You place a chakra seal on a closed door,
the damage by 1d6 window, gate, chest, or other entryway, and it becomes
locked for the duration. You and creatures you designate
GOODBERRY when the jutsu is used can open the object normally. You
can also set a password that when spoken within 5 feet
Classification: Ninjutsu of the object releases the jutsu for 1 minute. This jutsu
Rank: D-Rank also works inversely allowing you to attempt to lock pick
Casting Time: 1 action using your chakra alone. Make a Chakra Control Check
Range: Touch (CON) against the DC of the lock to see if you pick it. You
Duration: Instant can then afterwards lock it using this jutsu. Creatures
Components: HS, M attempting to open the object you have locked with this
Cost: 5 Chakra jutsu must succeed an Athletics check to force open the
Keywords: Ninjutsu, Medical object against your ninjutsu save DC.
Description: With fine chakra control, you can touch up
to 5 fruits or nuts that are then infused with medical OPPRESSIVE AURA
release chakra for the duration. A creature can use its
action to eat any of the 5 affected food items. Eating a Classification: Ninjutsu
food infused with this jutsu restores 1 hit point and Rank: D-Rank
provides enough nourishment to sustain a creature for Casting Time: 1 Action
one day. A creature cannot benefit from this jutsu more Range: 10 feet
than twice per long rest. The infused food loses its Duration: Concentration, Up to 1 minute
potency if they have not been consumed within 24 hours Components: HS, CM
of casting this jutsu. Cost: 5 Chakra
Keywords: Ninjutsu
HEALING ELIXIR Description: You begin to exert chakra into an
oppressive aura around yourself with enough intensity
Classification: Ninjutsu to be seen by the naked eye and even move loose
Rank: D-Rank materials such as dirt, leaves, and water droplets.
Casting Time: 1 Action Creatures who are within 10 feet of you upon activation
Range: Touch of this jutsu must succeed a Constitution saving throw to
Duration: 1 Hour not be pushed to their knees and become prone for the
Components: HS, CM, NT (Medical Kit) duration, becoming unable to stand while inside the
Cost: 5 Chakra aura. Creatures knocked prone by this jutsu makes a
Keywords: Ninjutsu, Medical Constitution saving throw on their turn to end the effect.
Description: You use your medical kit to assist in If a you, or an affected creature moves outside of the
creating a healing elixir which is contained in a simple aura, the jutsu’s effect ends on them immediately. A
vial that appears in your hand. The elixir retains its creature affected by this jutsu, who ends or escapes its
potency for the duration or until its consumed. effects, cannot be affected again until the end of their
As an action, a creature can drink the elixir or administer next turn.
it to another creature. The drinker regains 2d4+2 hit
points.
SENSING TECHNIQUE Description: You have formed a Blood Contract with a
Sage creature. Upon learning this Jutsu, select 1 Sage
Classification: Ninjutsu creature you wish to form a contract with from the
Rank: D-Rank summoning creature table at the end of the Ninjutsu
Casting Time: 1 Action Chapter. You must have encountered this breed of
Range: Self creature at least once in order to form a contract. This
Duration: Concentration, up to 10 minutes technique summons one of the creatures the user has a
Components: HS blood pact with. The chakra cost of the technique is equal
Cost: 5 Chakra to the summon level and rank of the summoned creature
Keywords: Ninjutsu, Sensory summoned. If a creature refuses or cannot be
Description: You create a field of chakra emanating from summoned, only the technique's base chakra cost is
you up to 60 feet away. For the duration, you know if spent. (5 Chakra)
there's a creature within 60 feet of you, as well as where
the creature is located. Similarly, you know if there is a It appears where the user designates and can act as a
place or object within 60 feet of you that has been Bonus Action on the user's turn, on the user's initiative
augmented or affected by Chakra. This jutsu can order. If no commands are given to the creature, it
penetrate most barriers but it is blocked by 5 feet of any performs the dodge action automatically until you order
material. For the duration of this jutsu, creature in range it to do something else. You can communicate with the
cannot gain the benefit of being hidden, or obscured creature and it will listen to you and only you in combat.
from you. You can direct it to perform the following actions: Attack
(Unarmed, Weapon, or Jutsu), Dodge, and Help. The
SHADOW SNAKE BITE creature can perform a Standard Action and a Move
Action. If the summoned creature has a reaction ability
Classification: Ninjutsu or jutsu, and the conditions for that reaction are met (if
Rank: D-Rank any) then they can perform that reaction without
Casting Time: 1 Action command form their summoner. The creature must
Range: 15 Feet remain within 120 feet of the user.
Duration: Instant
Components: HS, CS If the creature cannot speak, the user, and the user
Cost: 4 Chakra alone, may roll an Insight check (DC 15) to decipher what
Keywords: Ninjutsu, Fuinjutsu the creature is trying to say by its body language. The
Description: You summon a snake under your command duration of the summoning is based directly on the
that is formed from chakra that originates from a summoned creature's Hit Points & Chakra Pool. When it
location of your choice on your body that reaches out runs out of Chakra or Hit points—it simply vanishes and
and attacks the target creature in range. Make a Ninjutsu cannot be summoned again for 8 hours.
attack. Target creature takes 2d8 Poison damage and
must make a Strength saving throw on a Hit. On a failed At Higher Ranks: For each rank you cast this jutsu
strength save, the target creature is restrained by the above D-Rank, you summon a corresponding creature
snake. As an action on a restrained creatures turn, they equal in level and rank to the Rank used upon activation.
can attempt another strength saving throw to end this
condition on themselves. THUNDEROUS SCREECH
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
the number of targets this jutsu affects by +1. Casting Time: 1 Action
Range: 20 Foot Cone
SUBSTITUTION TECHNIQUE Duration: Instant
Components: HS, CM
Classification: Ninjutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Ninjutsu
Casting Time: 1 Reaction, which you take when you Description: You create a focused high-pitched screech
would take damage or make a Dexterity saving throw. that affects creatures in the direct path of the sound
Range: Self waves. Creatures in the target area must succeed a
Duration: Instant Constitution saving throw, becoming deafened & dazed
Components: HS, M on a failed save until the end of their next turn. and no
Cost: 5 Chakra additional effects on a successful one.
Keywords: Ninjutsu
Description: You are able to more quickly utilize the At Higher Ranks: For each rank you cast this jutsu
substitution technique allowing you a swifter escape above D-Rank, increase the cost of this jutsu by 3 and
with smaller margins for error. When Targeted for an the range by an additional 10ft.
attack you may Increase your AC by +5 until the start of
your next turn. Attacks that target areas, and require you C-RANK:
to make a Dexterity Saving throw, are made with a +2 to
the Dexterity saving throw. ACID SPRAY
SUMMONING TECHNIQUE Classification: Ninjutsu
Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: 30 Feet Line
Casting Time: Full Turn Action Duration: Instant
Range: 10 Feet Components: HS, NT
Duration: Instant Cost: 6 Chakra
Components: HS, CS, CM Keywords: Ninjutsu, Medical
Cost: 5 Chakra (See Summoning Section for Jutsu Description: You take a vial of poison ingesting and
breakdown) using your fine control of chakra, blend it with your
Keywords: Ninjutsu, Fuinjutsu
stomach acid that you spray out like a jet in a straight Keywords: Ninjutsu, Medical
line. Creatures in range must make a Dexterity saving Description: You place your hand on a creature and
throw taking 6d4 Acid Damage on a failed save and they share your chakra with them, transferring it to them.
take another 2d4 Acid damage at the start of their next Transfer up to 6 Chakra to a willing creature when you
turn. On a success the target takes half as much damage do, you lose that chakra and they gain the same amount
on the initial attack and no additional damage. of chakra. If the creature is affected by a Genjutsu, they
gain advantage on their next saving throw. You cannot
At Higher Ranks: For each rank you cast this jutsu transfer temporary chakra.
above C-Rank, increase the cost of this jutsu by 3 and the
initial and delayed damage by 1d4. DARKNESS
AID Classification: Ninjutsu
Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Action Duration: Concentration, Up to 10 minutes.
Range: 30 Feet Components: HS, CM, CS
Duration: 8 Hours Cost: 9 Chakra
Components: HS, CM, CS Keywords: Ninjutsu, Fuinjutsu
Cost: 8 Chakra Description: You imbue your chakra seal with chakra
Keywords: Ninjutsu, Medical that it uses to conjure a field of chakra-based darkness.
Description: You imbue a chakra seal with medical You throw your seal at a point you choose within range.
release chakra before placing it on up to three creatures The chakra-based darkness spreads from the seal, to fill
within range. Each targets hit point maximum and a 15-foot radius sphere for the duration. The darkness
current hit points increase by 10 for the duration. spreads around corners. A creature with Darkvision can’t
see through this darkness, and light can’t illuminate it.
At Higher Ranks: For each rank you cast this jutsu If the point you choose is on an object you are holding or
above C-Rank, increase the cost of this jutsu by 3 and a one that isn’t being worn or carried, the darkness
targets hit point increase by an additional 5. emanates from it and moves with it. If any of this jutsu’s
area overlaps with an area of light created by a jutsu of
BEAST SENSES B-Rank or higher this darkness is dispelled.
Classification: Ninjutsu LIVING WEAPON
Rank: C-Rank
Casting Time: 1 Action Classification: Ninjutsu
Range: Touch Rank: C-Rank
Duration: Instant Casting Time: 1 bonus action
Components: HS, CM, CS Range: Touch (60 feet)
Cost: 6 Chakra Duration: Concentration, Up to 1 Minute
Keywords: Ninjutsu, Sensory Components: CM
Description: You touch a willing beast. for the duration Cost: 8 Chakra
of the jutsu, you can use your action to temporarily gain Keywords: Ninjutsu, Fuinjutsu
the special senses or sensory features of the beast you Description: You touch a weapon an imbue it with your
touch for up to 1 hour. After which this jutsu ends. chakra and it begins to float within range and does so for
the duration or until you dismiss this jutsu.
At Higher Ranks: For each rank you cast this jutsu When you cast this jutsu you can move the weapon 30
above C-Rank, increase the cost of this jutsu by 3 and the feet an make a melee ninjutsu attack against a creature
length of time you retain the special senses by 1 hour. within 5 feet of the weapon. On a hit, the target takes the
2d8 + your ninjutsu ability modifier.
CHAKRA NEEDLES As a bonus action on your turn, you can move the
weapon up to 20 feet and repeat the attack against a
Classification: Ninjutsu creature within 5 feet of it.
Rank: C-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 60 Feet above C-Rank, increase the cost of this jutsu by 3 and the
Duration: Instant damage by 1d8.
Components: HS, W
Cost: 6 Chakra RESTORATIVE
Keywords: Ninjutsu, Medical
Description: You create needles formed from your Classification: Ninjutsu
chakra and launch them at a creature you can see within Rank: C-Rank
range. Make a Ranged Ninjutsu check. Target creature Casting Time: 1 Action
takes 6d6 Piercing damage on a hit and must succeed a Range: Touch
Constitution saving throw, Losing 10 movement speed Duration: Instant
until the end of their next turn on a failed save. Components: HS, CM
Cost: 8 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Ninjutsu, Medical
above C-Rank, increase the cost of this jutsu by 3, Description: Your hands glow with a warm blue hue as
damage by 1d6 and reduce target movement by 5. you touch a willing creature filtering out impurities and
fixing debilitating conditions, they are suffering from
CHAKRA TRANSFER with precise chakra control. Creatures suffering from
Berserk, Bleeding, Blinded, Burned, Dazed, Deafened,
Classification: Ninjutsu Paralyzed, Poisoned, Shocked, or Weakened conditions
Rank: C-Rank from the use of a jutsu of equal rank or lower, are healed
Casting Time: 1 Action of one of those conditions.
Range: Touch
Duration: Instant
Components: CM
Cost: X Chakra
At Higher Ranks: For each rank you cast this jutsu RASENGAN
above C-Rank, increase the cost of this jutsu by 3. The
number of conditions imposed by a jutsu of lower rank, Classification: Ninjutsu
that are removed increases by +1. Rank: C-Rank
Casting Time: 1 Action
NEEDLE JIZO Range: Touch
Duration: Concentration
Classification: Ninjutsu up to 1 Minute
Rank: C-Rank Components: CM
Casting Time: 1 Reaction Cost: 8 Chakra
Range: Self Keywords: Ninjutsu, Clash
Duration: Concentration, Up to 1 minute. Description: As a standard
Components: HS, CM action you collect chakra
Cost: 9 Chakra into your hand generating
Keywords: Ninjutsu a Powerful sphere of
Description: You activate the roots of your hair causing spiraling chakra to strike an
your hair to grow at a heightened rate, while you control enemy with. This jutsu does not
it to wrap around your body and harden with spiked, cost any additional chakra while
needle like hair protruding from it. While inside your concentrating. At the beginning of your next turn, you
hardened hair reduce your movement speed to 0. You can use your attack action to make a Melee Ninjutsu
gain +3 AC until you end this jutsu. Creatures who make Attack on a target creature within range. On a Hit, the
a melee attack against you take 3d8 Piercing damage. target creature takes 5d8 Force Damage and must make
a Strength Saving throw, on a failure they are knocked
At Higher Ranks: For each rank you cast this jutsu back 30ft and gain the Dazed Condition, this jutsu then
above C-Rank, increase the cost of this jutsu by 3. ends. If a creature knocked back by this jutsu collides
Increase the AC Bonus by +1 and damage by 1d8 with a solid object, their movement is stopped and they
take damage as if they had fallen a distance equal to how
POISON MIST TECHNIQUE far they had moved.
Classification: Ninjutsu At Higher Ranks: If this Jutsu is upcasted to at least B-
Rank: C-Rank Rank you immediately perform the Melee Ninjutsu
Casting Time: 1 Action attack instead of waiting till your next turn. For each
Range: 60 Feet (30 Foot Cloud) rank above C-Rank, increase the cost by 3 and you may
Duration: 1 minute change both the Nature Release Keyword & damage type
Components: HS, NT of this jutsu to any Nature Release that you currently
Cost: 9 Chakra know while also increasing the damage done by 3d8 and
Keywords: Ninjutsu, Medical the knock back by 10ft. You gain the following benefits
Description: You ingest a vial of poison, and exhale it as depending on the Nature Release you change the
a thick cloud of purple smoke that obscures vision up to Rasengan to:
60 feet away that expands into a 30-foot radius sphere
that spreads around corners. It lasts for the Duration. • Earth: Target Creature, must also make a Constitution
When a creature enters the area for the first time on a saving throw, losing the ability to Mold Chakra for 1d6
turn or starts its turn there, the creature must make a Rounds, and Weakened until the end of their next turn.
Constitution saving throw taking 3d10 poison damage
and gaining the poisoned condition on a failed save and • Wind: The Rasengan gains a Range of 60 Feet, and you
half as much on a successful one. Creatures are affected can make a Ranged Ninjutsu attack at a creature
even if they hold their breath and don’t need to breathe. within range. On a Hit, the target creature takes the
damage, and the Rasengan expands. All Creatures,
POISON WEAPON TECHNIQUE except the original target, in a 15-foot radius sphere
centered on the original target of this jutsu must
Classification: Ninjutsu succeed a Dexterity saving throw, taking the damage
Rank: C-Rank of this jutsu as well.
Casting Time: 1 Action
Range: Touch • Fire: Target creature, and all creatures in a 30-foot
Duration: Concentration, Up to 1 Minute cone behind the target creature must also make a
Components: HS, CM, W Constitution saving throw, gaining the burned
Cost: 7 Chakra condition. Creatures suffering the burned condition
Keywords: Ninjutsu, Medical from this jutsu instead take 2d10 damage instead of
Description: You touch a weapon, coating it in a vile 1d10.
black and green glowing poison and enhancing its
potency. A creature struck by this weapon takes an • Water: Target creature, makes their Strength Saving
additional 2d4 Poison damage and must succeed a throw at Disadvantage. On a Failed save, target
Constitution save or gain the poisoned condition. creature is instead knocked back 60ft. Taking double
falling damage if they hit a solid surface like a tree,
At Higher Ranks: For each rank you cast this jutsu wall, or floor.
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d4. • Lightning: Target creature must make a Constitution
saving throw, being Shocked for 1d4 rounds and
Slowed until the end of their next turn on a failed
saved.