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CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto

Designer: Kingsare4ever (Tommie)


Editor: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play
test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over 100
Naruto fans who are taking the time to help make this game
infinitely better
ON THE COVER

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the lovely typewriter photo was taken by Wild0ne.
To replace the picture inside the above frame (while keeping
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put in its place.

1
TABLE OF CONTENTS D-Rank: ............................................................................... 38
C-Rank: ............................................................................... 39
B-Rank: ............................................................................... 40
Credits ................................................................................ 1 A-Rank: ............................................................................... 40
Jiton ............................................................................................ 41
Table of Contents............................................................... 2
A Magnetic personality .................................................... 41
Aburame clan..............................................................................4
Jiton Clan Jutsu ........................................................................ 42
Creepy Crawly ...................................................................... 4
D-Rank ................................................................................ 42
Aburame Clan Jutsu .................................................................. 5
C-Rank ................................................................................ 43
D-Rank: .................................................................................5
B-Rank ................................................................................ 44
C-Rank: ..................................................................................5
A-Rank ................................................................................ 45
B-Rank: ................................................................................. 6
Jūgo ............................................................................................ 46
A-Rank: ................................................................................. 6
Monstrous oppressors .....................................................46
Akimichi Clan ............................................................................. 7
Jugo Clan Jutsu ........................................................................ 47
Big Appetite ...........................................................................7
D-Rank ................................................................................ 47
Akimichi Clan Jutsu...................................................................8
C-Rank ................................................................................ 47
D-Rank: ................................................................................ 8
B-Rank ................................................................................ 48
C-Rank: ................................................................................. 8
A-Rank ................................................................................49
B-Rank: ................................................................................. 9
Kaguya Clan ............................................................................. 50
A-Rank: ................................................................................. 9
Savage Battle Instincts .................................................... 50
Bakuton ..................................................................................... 10
Kaguya Clan Jutsu .................................................................... 51
An Explosive Personality ................................................. 10
D-Rank ................................................................................. 51
Bakuton Clan Jutsu .................................................................. 10
C-Rank ................................................................................. 51
D-Rank ................................................................................. 10
B-Rank: ............................................................................... 52
C-Rank ................................................................................. 12
A-Rank: ............................................................................... 52
B-Rank ................................................................................. 13
Kurama Clan ............................................................................ 53
A-Rank ................................................................................. 14
Illusions as Real as Reality .............................................. 53
Fuma Clan ................................................................................. 15
Kuru Clan .................................................................................. 54
We Never Miss .................................................................... 15
The Wolf’s Curse ............................................................... 54
Fuma Clan Jutsu ....................................................................... 16
Kuru Clan Jutsu ....................................................................... 55
D-Rank .................................................................................16
D-Rank ................................................................................ 55
C-Rank: ................................................................................16
C-Rank: ............................................................................... 56
B-Rank: ................................................................................ 17
B-Rank: ............................................................................... 56
A-Rank: ................................................................................ 17
A-Rank: ............................................................................... 57
Futton ......................................................................................... 18
Namikaze .................................................................................. 58
A Corrosive Breath ............................................................. 18
Faster than the eye can see ............................................. 58
Futton Clan Jutsu ..................................................................... 19
Namikaze Clan Jutsu .............................................................. 59
D-Rank .................................................................................19
D-Rank ................................................................................ 59
C-Rank .................................................................................19
C-Rank ................................................................................60
B-Rank ................................................................................ 20
B-Rank ................................................................................ 61
A-Rank ................................................................................ 20
A-Rank ................................................................................ 61
Hatake Clan ............................................................................... 21
Nara Clan .................................................................................. 62
Baring White Fangs ........................................................... 21
Inconceivable foresight ................................................... 62
Hebi Clan .................................................................................. 22
Nara Clan Jutsu ........................................................................ 63
The Basilisk’s Blessings .................................................. 22
D-Rank ................................................................................ 63
Hebi Clan Jutsu .........................................................................23
C-Rank: ............................................................................... 63
D-Rank ................................................................................ 23
B-Rank: ...............................................................................64
C-Rank: ............................................................................... 23
A-Rank: ...............................................................................64
B-Rank: ............................................................................... 24
Non-Clan .................................................................................. 65
A-Rank: ............................................................................... 25
Limitless Potential ........................................................... 65
Hoshigaki Clan ........................................................................ 26
Ranton ....................................................................................... 66
The Tailless Beast ............................................................. 26
Laser Focused ....................................................................66
Hozuki ....................................................................................... 28
Ranton Clan Jutsu ................................................................... 67
Demons Second coming .................................................. 28
D-Rank ................................................................................ 67
Hozuki Clan Jutsu ................................................................... 29
C-Rank ................................................................................ 68
D-Rank ................................................................................ 29
B-Rank ................................................................................69
C-Rank ................................................................................ 30
A-Rank ................................................................................69
B-Rank ................................................................................ 30
Ryu Clan .................................................................................... 70
A-Rank ................................................................................. 31
Wrath of a Dragon ............................................................. 70
Hyūga Clan ................................................................................32
Ryu Clan Jutsu .......................................................................... 71
The Villages Strongest ..................................................... 32
D-Rank ................................................................................. 71
Hyūga Clan Jutsu ..................................................................... 33
C-Rank: ................................................................................ 71
D-Rank: ...............................................................................33
B-Rank: ............................................................................... 72
C-Rank: ............................................................................... 34
A-Rank: ............................................................................... 73
B-Rank: ............................................................................... 35
Sarutobi Clan ........................................................................... 74
A-Rank: ............................................................................... 36
Bound by A Code of Honor .............................................. 74
Inuzuka Clan ............................................................................. 37
Senju .......................................................................................... 75
The Most Loyal .................................................................. 37
The Leaf’s Patriarchs ....................................................... 75
Inuzuka Clan Jutsu ................................................................. 38
Senju Clan Jutsu ...................................................................... 76

2
D-Rank ................................................................................ 76 Aburame ............................................................................. 114
C-Rank ................................................................................ 77 Akimichi ............................................................................. 114
B-Rank ................................................................................ 77 Bakuton .............................................................................. 115
A-Rank ................................................................................ 78 Fuma ................................................................................... 115
Shakuton .................................................................................. 79 Futton ................................................................................. 115
Too Hot to Touch .............................................................. 79 Hatake................................................................................. 116
Shakuton Clan Jutsu............................................................... 80 Hebi ..................................................................................... 117
D-Rank ................................................................................ 80 Hoshigaki ........................................................................... 117
C-Rank ................................................................................. 81 Hozuki ................................................................................ 119
B-Rank ................................................................................. 81 Hyūga .................................................................................. 119
A-Rank ................................................................................ 82 Inuzuka .............................................................................. 119
Shikigami ................................................................................. 83 Jiton .................................................................................... 120
A Work of Art ..................................................................... 83 Jugo .................................................................................... 120
Shikigami Clan Jutsu ............................................................. 84 Kaguya ................................................................................ 121
D-Rank ................................................................................ 84 Kurama ............................................................................... 121
C-Rank ................................................................................ 84 Kuru.................................................................................... 122
B-Rank ................................................................................ 85 Namikaze .......................................................................... 122
A-Rank ................................................................................ 86 Nara .................................................................................... 123
Shoton ....................................................................................... 87 Ranton ............................................................................... 123
Diamonds in the Rough ................................................... 87 Ryu...................................................................................... 124
Shoton Clan Jutsu ................................................................... 88 Sarutobi ............................................................................. 124
D-Rank ................................................................................ 88 Senju .................................................................................. 125
C-Rank ................................................................................ 88 Shakuton ........................................................................... 126
B-Rank ................................................................................ 89 Shikigami .......................................................................... 126
A-Rank ................................................................................ 90 Shoton ............................................................................... 127
Tsuchigumo Clan ..................................................................... 91 Tsuchigumo ..................................................................... 127
Arachnophobia ...................................................................91 Uchiha ................................................................................ 128
Tsuchigumo Clan Jutsu .......................................................... 91 Uzumaki ............................................................................ 128
D-Rank .................................................................................91 Yamanaka ......................................................................... 129
C-Rank: ............................................................................... 92 Yoton .................................................................................. 129
B-Rank: ............................................................................... 93 Yuki .................................................................................... 130
A-Rank: ............................................................................... 93
Uchiha Clan .............................................................................. 94
The Curse of Hatred ......................................................... 94
Uchiha Clan Jutsu ................................................................... 96
D-Rank: .............................................................................. 96
C-Rank: ............................................................................... 97
B-Rank: ............................................................................... 97
A-Rank: ............................................................................... 98
Uzumaki Clan .......................................................................... 99
Never Backing Down ........................................................ 99
Uzumaki Clan Jutsu .............................................................. 100
D-Rank: ............................................................................ 100
C-Rank: ............................................................................. 100
B-Rank: .............................................................................. 101
A-Rank: ............................................................................. 102
Yamanaka Clan....................................................................... 103
Impossible to Pin Down .................................................103
Yamanaka Clan Jutsu ........................................................... 104
D-Rank: ............................................................................ 104
C-Rank: ............................................................................. 105
B-Rank: ............................................................................. 105
A-Rank: ............................................................................. 106
Yoton ........................................................................................ 107
Blood of the Earth ........................................................... 107
Yoton Clan Jutsu ................................................................... 108
D-Rank .............................................................................. 108
C-Rank .............................................................................. 108
B-Rank .............................................................................. 109
A-Rank .............................................................................. 109
Yuki Clan .................................................................................. 110
cold to the Bone ................................................................ 110
Yuki Clan Jutsu ........................................................................ 111
D-Rank ................................................................................ 111
C-Rank: ............................................................................... 111
B-Rank: .............................................................................. 112
A-Rank: .............................................................................. 113
Clan Feats ................................................................................ 114
Bloodline, Latent ............................................................. 114

3
ABURAME CLAN Bug Host [Changed]: Beginning at 1st level, you gain a
+1 bonus to any Constitution saving throw you make, as
“She doesn’t look like much, I can do this alone.” came the
mercenary's voice as he joked with his allies, while looking the bugs inside of your body fight to resist whatever
at the frail young girl whose face was mostly obscured by her detrimental effect may be harming you. This bonus
oddly tall collar. “You look lost girl, you sure you’re in the increases to +2 at 11th level and +3 at 18th level. At 7th level
right place? Maybe we can help you out” he says in a crude this bonus can be applied to Wisdom saving throws as
tone. The lone girl points with a single hand outstretched well.
“Your allies look like they could use your help more than Chakra Sense: Also at 1st Level, by spending 1 minute
me.” she says in a monotone manner causing the mercenary focusing on communicating and controlling the insects
to look back at his two allies who look drained and almost in the surrounding area, you can sense creatures that
mummified from the way their skin sits on almost exposed utilize Chakra within a 1-mile radius and what direction
bone. He shrieks out in confusion before he notices that they are in. Beginning at 11th level, creatures with Chakra
insects of different shapes and sizes are slowly covering his sight cannot discern you and creatures of your choice
body. He tries to run but falls before being covered in the within 15 feet of you from a common large insect by
swarm of insects not even able to yell out in retaliation. viewing Chakra alone.
“People always underestimate the little ones, it's always the Chakra Consumption [Changed]: Starting at 3rd
little ones you overestimate. Isn’t that right slim?” The girl Level, when using Aburame clan jutsu you can choose to
says while looking at a centipede on her finger. either deal the jutsu’s listed damage or deal Chakra
—Tatsunami Aburame. damage to the target creature. When you do, you gain a
The Long Road, Ch. 11 excerpt. number of temporary Chakra points equal half to the
A Forest sectioned off exclusively for them in the leaf rank of the jutsu cast. (D-Rank: 2, C-Rank: 3, B-Rank: 4,
village, with homes built exclusively in the tree’s and A-Rank: 5, S-Rank: 6). This temporary Chakra lasts for 1
partially in the Earth itself. The sounds of insects minute. If you would deal Chakra damage to a creature
moving and the smells of moist Earth and rotting trees. who has 0 Chakra, you instead deal twice the result as
And the defining characteristic of insects living inside Poison damage.
them, are the threads that tie all Aburame together. Insect Focus: Starting at 7th Level you learn to focus
on and specialize in a particular type of insect. Select the
CREEPY CRAWLY insect you wish to specialize in and gain the feature it
comes with. You may select another type at 11th and 15th
The Aburame Clan is one of the four noble clans of the
level..
leaf village. At birth, members of this clan are offered to
several special breeds of insects as a nest, residing just • Beetles: Once per turn, when rolling a Wisdom based

under their host's skin. These insects will then live-in skill check, you may roll an additional 1d4, adding it to
symbiosis with their host from that point on. Because of your result.
this, its members are characterized by their use of • Parasites: When you deal damage to a creature with an
insects as weapons through use of their Insect based Aburame clan jutsu, as a bonus action, you may force a
Ninjutsu. creature to make a constitution save against vs your
The clan members may also carry additional insects in Ninjutsu Save DC. On a failed save you infect their
jars or gourds with them on missions. The insects can body with parasitic insects. At the start of their turns,
leave and enter their host's body through various pores. for up to 1 minute, they take 1d6 poison damage from
They feed on Chakra as a food source, making them quite the insects eating at their body. They can attempt
deadly. The relationship between the shinobi and the another save at the end of each of their turns to end
insects is mutually beneficial. The host grants the the effect. For the duration of this feature while a
insects shelter and allows them to feed off their Chakra, creature remains infected, each time you deal damage
their body becoming a living hive of tens of thousands of with an Aburame clan Hijutsu, increase the damage
these insects, and in return the insects do the user's they take from this feature, at start of their turns by 1
bidding, allowing the shinobi to perform ninjutsu damage die, up to a max of 5d6.
techniques with the use of hand seals & Chakra • Kikaichu Swarm: When using the Chakra Consumption
conversion. A major defining trait of the Aburame clan is clan feature, when you would deal Chakra damage, roll
that all of its known members' eyes are obscured usually an additional damage die, adding the result. Also,
by glasses, as well as they wear clothing that usually When you would deal damage using an Aburame Clan
cover up most of their body. jutsu, you can choose to ignore resistance to Poison
damage with said Hijutsu.
ABURAME TRAITS • Nano-Insects: You gain a new
Ability Score Increase: +2 Intelligence, +1 form of attack other Aburame are
Wisdom unable to imitate. As an Action
Speed: Your base walking speed is 30 feet you can use the following;
Skill Proficiencies: Nature, Animal Handling Nano-Insect Swarm. Ranged
Extra Language: Insect-Speak, you can Ninjutsu Attack, 60 feet range,
understand and speak to insects.
dealing Xd4+ Ninjutsu ability Modifier
Parasitic Technique: You know 1 additional
poison damage on a hit. (X = Your
Aburame Clan D-Rank Ninjutsu.
Proficiency bonus.)
ABURAME FEATURES Beginning at 11th level, this damage counts
Aburame Clan Jutsu: The Aburame Clan has as damage being dealt by an Aburame Clan
access to a separate list of jutsu unique to Hijutsu for the purpose of triggering or
their clan. You can add these Jutsu to your interacting with Aburame Clan Clan features.
jutsu list instead of selecting jutsu
from the normal jutsu list(s).

4
ABURAME CLAN JUTSU PARASITIC DESTRUCTION [CHANGED]
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

HUMAN COCOON
Range: 60 feet
Duration: Instant
Classification: Hijutsu
Components: HS
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: Self
Description: You send your swarm of insects to strike a
Duration: Special
creature in range, ignoring cover. Make a ranged
Components: HS, CM
ninjutsu attack dealing 4d6 poison damage. A creature
Cost: Special
damaged increases the base cost of the next jutsu they
Keywords: Hijutsu, Ninjutsu
cast by +4.
Description: Using the Insects that are inhabiting your
At Higher Ranks: For each rank you cast this jutsu
body, you create a cocoon large enough to hold you and
above D-Rank, increase the cost of this jutsu by 3,
hang from any surface that can hold you for a variety of
damage by 2d6 and Chakra cost increase by +4.
scenarios both in and out of combat.
Out of Combat: This cocoon is Waterproof and can be
used as a Sleeping bag allowing you to hover above the
SPINDLE FORMATION
Classification: Hijutsu
ground, away from land creatures who can’t reach you.
Rank: D-Rank
While inside your Cocoon, you look like a large insect
Casting Time: 1 Action
going through metamorphosis not garnering the
Range: Self
attention of other creatures. If used as a part of a Short
Duration: Concentration, up to 1 Minute
Rest, you recover the maximum possible hit points or
Components: HS
Chakra from hit dice and Chakra dice rolled. If used as
Cost: 5 Chakra
part of a long rest, you recover additional hit points
Keywords: Hijutsu, Ninjutsu
equal to your level + proficiency bonus.
Description: You create a ring of insects that spin around
In-Combat: By spending 3 Chakra, for the next minute,
you violently. Creatures of your choice in a 5-foot radius
you can assume a defensive position within your cocoon
sphere centered on you must succeed a dexterity saving
suspending yourself in a stealthy position. While in this
throw, taking 3d8 poison damage on a failed save or half
stealthy position stealth checks are made with 1d8 bonus
as much on a success as they start their turns in the
to the check. Any movement or action used to complete
target radius or attempt to enter the target radius.
any task other than maintaining your stealth
At Higher Ranks: For each rank you cast this jutsu
immediately ends stealth and this jutsu’s bonus.
above D-Rank, increase the cost of this jutsu by 3, the

INSECT SPHERE [CHANGED]


radius by 5 feet and the damage by 2d8.

Classification: Hijutsu
Rank: D-Rank
C-RANK:
INSECT CLONE
Casting Time: 1 Action
Range: 30 feet
Classification: Hijutsu
Duration: Concentration, up to 1 minute
Rank: C-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: Self
Keywords: Hijutsu, Ninjutsu
Duration: Concentration, up to 1 minute.
Description: You send a swarm of insects to entrap a
Components: HS, CM
target creature. The target must make a Dexterity saving
Cost: Special (8 Chakra)
throw. On a failed save they are restrained as you
Keywords: Hijutsu, Ninjutsu, Clone
deal 4d4 poison damage to the restrained target
Description: Your variation of the shadow clone
at the end of each of your turns. Restrained
technique, where you create a single clone of yourself
creatures can make a Strength saving throw
formed out of Insects, called an Insect Clone. This
at the end of each of their turns. On a
clone does not have any weapons or tools and
success, the jutsu ends on them.
cannot speak. Insect Clones are able to cast up to 2
While restrained in this way
D-Rank Aburame Clan Hijutsu but cannot maintain
Jutsu the creature casts has its
concentration on any jutsu.
base cost increased by +4. If the jutsu
After the clone reaches 0 Hit points, performs 2
requires hand seals (HS) as a component, its
Aburame clan Hijutsu, its Summoner has ended its
base cost increases by an additional +4.
turn more than 120 feet away or is dismissed as a bonus
At Higher Ranks: For each rank you
action the jutsu ends.
cast this jutsu above D-Rank, increase
At Higher Ranks: For each rank you cast this jutsu
the cost of this jutsu by 3, damage by
above C-Rank, increase the cost of this jutsu by 3. If
2d4 and the jutsu cost penalty by +2
this jutsu is cast at A-Rank, increase the rank of
for each cost increase instance.
jutsu Insect clones can cast to C-Rank.

5
INSECT JAMMING [CHANGED] damage die and now adds your ninjutsu ability modifier
Classification: Hijutsu if it did not already.
Rank: C-Rank Additionally, if an Aburame Hijutsu you cast would
Casting Time: 1 Action increase the base cost of a creatures jutsu, that base cost
Range: Self (10-feet) penalty is increased by an amount equal to the rank of
Duration: Concentration, up to 1 minute the Hijutsu cast. (D-Rank: +4, C-Rank: +6, B-Rank: +8, A-
Components: HS Rank: +10, S-Rank: +12)
Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu PARASITIC INSECT CLOUD
Description: You spread hungry and festering insects Classification: Hijutsu
around you in an attempt to secretly infest other Rank: B-Rank
creatures of your choice. Select any number of creatures Casting Time: 1 Action
of your choice within range. Creatures must make a Range: 60 feet (15-foot cube)
constitution saving throw, but remain unaware what you Duration: Concentration, up to 1 minute
have done unless they have Chakra sight or can sense Components: HS
chakra via Chakra Sensing. Cost: 12 Chakra
On a failed save creatures becomes lightly infested Keywords: Hijutsu, Ninjutsu
with your insects. A creature who is infested can become Description: Your insects create a noxious gas that is
aware if they take the Search skill action vs your save DC. exuded from your body. When you cast this jutsu, you
Regardless, for the duration, infested creatures who select an area you can see within range and the gas is
would cast a jutsu that requires any of the following moved to this area. Creatures in the path of the gas on
components, they increase the base cost of the jutsu by the way to the chosen location, and creatures who start
+4 for each component the jutsu cast has; their turn in the gas, must succeed a constitution saving
throw becoming poisoned and taking 5d8 poison
• Hand Seals (HS)
damage. At the beginning of a creatures turn where they
• Chakra molding (CM)
start inside the gas they repeat the saving throw. As a
• Chakra Seals (CS)
bonus action on each turn thereafter, for this jutsu’s
• Mobility (M)
duration you may move this cloud 30 feet.

INSECT JAR TECHNIQUE [CHANGED]


At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu
damage by 2d8
Rank: C-Rank
Casting Time: 1 Reaction, when you or an allied creature
in range would take damage.
A-RANK:
PARASITIC GIANT INSECT
Range: Self (10-feet)
Duration: 1 Round
Classification: Hijutsu
Components: HS, CM
Rank: A-Rank
Cost: 7 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: 120 feet
Description: Your insects swarm around you and allied
Duration: Instant
creatures creating a 10-foot barrier centered on you. The
Components: HS
barrier erected has 4d10+12 hit points, and intercepts
Cost: 20 Chakra
damage meant for you or any creature within the
Keywords: Hijutsu, Ninjutsu
barriers area. This barrier lasts until the beginning of
Description: As part of the activation of this jutsu, you
your next turn and creatures within the barriers area
select one creature you can see within range. The target
cannot be targeted by jutsu or effects that require line of
creature becomes swarmed by parasitic beetle as they
sight.
land on them and begins to attempt to burrow into their
When this barrier is erected, all creatures of your
skin. The target makes a constitution saving throw at the
choice are ejected from its area, being pushed to the
beginning of each of its turns for the next minute as they
closest space on the outside of the barriers area.
resist having the beetles burrow into them.
At Higher Ranks: For each rank you cast this jutsu
Each time a creature fails this saving throw, they gain
above C-Rank, increase the cost of this jutsu by 3 and hit
a rank of Envenomed, Weakened and Dazzled for the
points by 2d10+6
next 10 minutes. A creature who fails this saving throw 5

B-RANK: or more times begins to experience a violent outburst of


constantly reproducing beetles as they escape through

INSECT AMP [CHANGED]


the targets skin and flesh taking 10d12 poison damage
and 12d10 Chakra damage.
Classification: Hijutsu
A creature who succeeds their saving throw 5 or more
Rank: B-Rank
times ends this jutsu immediately.
Casting Time: 1 Bonus Action
Once you cast this jutsu, you cannot cast it again until
Range: Self
you spend at least 10 minutes nurturing a new parasitic
Duration: Concentration, up to 1 minute.
giant insect.
Components: HS
At Higher Ranks: For each rank you cast this jutsu
Cost: 14 Chakra
above A-Rank, increase the cost of this jutsu by 3, the
Keywords: Hijutsu, Ninjutsu
damage by 2d12 poison and 2d10 Chakra damage.
Description: You fill your insects with an intense surge
of Chakra enhancing their overall potential and abilities.
For the duration, when you would cast an Aburame
Hijutsu that deals damage, its increase is increased by +1

6
AKIMICHI CLAN Food Pills: At 3rd Level, the you gain access to a special
form of military food pills. These Pills enhance the
“...Are you sure you’ve got this big guy?” The nervous
intensity of your metabolism allowing for powerful
kunoichi in blue asks her ally, a stocky but seemingly focused
bonuses based on which pill you take. The Pills can be
boy in a green jacket. “Are you still nervous, I GOT THIS!” he
taken in whichever order you wish once you gain access to
yells as he grows almost three times his original size and
them. Regardless, if you ever take two of these pills during
begins charging into a group of bandits as he leaps and
a single initiative, one minute after consumption you must
allows his full body weight to come crashing down on top of
make a DC 18 Constitution Save. On a failure you gain 4
them. His massive size also creates a large hole in the
ranks of Weakened for the next 10 minutes, which cannot
ground revealing the underground cave system he was
be removed, unless by a Jutsu that removes conditions of at
looking for, from the beginning.
least B-Rank cast on you. You gain each pill at the
—Tatsunami Aburame
described levels.
The Long Road, Ch. 6 excerpt.
If you would consume all three pills, after 1 minute you
A large restaurant newly opened on the edge of the
enter the unconscious condition. Every 10 minutes
village. The sign on the door says they open in 10
thereafter, you must make a DC 23 Constitution save. If you
minutes, but the line is already wrapped around the
fail this save three times in 1 hour, you drop to 0 hit points
building by people wearing similar clothing, and all
and begin Dying. While dying in this way, you cannot
sporting markings on their plump cheeks. The doors
regain hit points. The only way to be stabilized is to have a
open and this place is full of hungry patrons, waiting to
Jutsu, with the Medical keyword that removes conditions of
try this new meal. Able to taste the slightest difference in
at least A-Rank cast on you. If you are not stabilized within
texture, salt and herbs. The defining characteristic of
1 hour after entering this state, you die.
consuming all that lie before them and enjoying the
Beginning at 18th level, you cannot fall unconscious as a
spice of life are what tie all Akimichi together.
result of consuming all three pills.

BIG APPETITE • Green Spinach Pill: At 3rd level, you gain the green
spinach pill. As a Bonus action you can eat this pill. Upon
The Akimichi Clan is one of the four noble clans of
consumption, you must spend 3 calories. When you do,
Konohagakure. Many of their clan's techniques revolve
you gain +4 to your Strength ability score, +2 to your
around the manipulation of their body weight and size
constitution saving throws, and temporary hit points
through the use of Yang Release. Members of the clan
equal to your level, for the next minute. You can gain the
possess great physical strength and are able to quickly
benefit for this pill, twice per rest.
convert calories into Chakra, which they then use in • Yellow Curry Pill: At 7th Level, you gain the yellow curry
their various secret techniques. Most of these techniques
pill. As a Bonus action you can eat this pill. Upon
rapidly consume the user's Chakra during use, and
consumption, you must spend 5 calories. When you do,
maintaining them during a prolonged battle can be
increase the damage die of all unarmed attacks and
tiring. For this reason, the Akimichi have high Chakra
Taijutsu you cast by 1 Step (d4> d6> d8> d10> d12) for 1
levels and eat a lot in order to build up or replenish their
minute. You can gain the benefit of this pill, twice per
Chakra reserves. As a tribute, members of the clan wear
long rest.
the kanji for "food" on their clothing. If standard • Red Chili Pill: At 11th Level, you gain the Red Chili Pill. As
calories aren't enough for a battle, Akimichi can use the
a Bonus action you can eat this pill. Upon consumption,
clan's three colored pills to convert excess fat into
you must spend 7 Calories. Increase the damage die of
Chakra, at the cost of one's health.
Unarmed attacks by +1, and Akimichi Clan Jutsu by +2,

AKIMICHI TRAITS for 1 minute. You can gain the benefit of this pill, twice
per long rest.
Ability Score Increase: +2 Con, +1 Str
Speed: Your base walking speed is 30 feet. Fat Insulation: Beginning at 15th level, your fat protects
Skill Proficiencies: Athletics, Survival you from harmful conditions. When you would suffer
the Shocked or Chilled conditions you can spend 4
AKIMICHI FEATURES Calories to end one of such conditions.
Akimichi Clan Jutsu: The Akimichi have access Master Metabolic Manipulation: At 18th
to a separate list of jutsu unique to their Clan. level you reduce the calorie cost of all
You can add these jutsu to your jutsu list Akimichi Clan Jutsu by 2 (Min of 1)
instead of selecting jutsu from the Normal
jutsu list.
Lunch Breaks: When you take a short
rest, you regain additional Hit Points
equal to twice your current Calories.
Calories: At first level you have a set
number of Calories equal to your Level+
your constitution modifier (Min.1). You
gain 1 Calorie every level hereafter. You
regain a number of calories equal to your
constitution modifier after a short Rest,
and all calories after a long or Full Rest.
You can spend these Calories to use Clan
Jutsu or Clan Features.

7
AKIMICHI CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the Chakra cost of this jutsu by 3

D-RANK:
or the Calorie cost by 1 and damage by 2d12 and 2d6. If
this jutsu is cast at B-Rank or higher your hair spikes as
you deal an additional 4d6 piercing damage to the target
BODY FAT CUSHION creature and creatures you pass through. If this jutsu is
Classification: Hijutsu
cast at S-Rank, increase the distance you can move up to
Rank: D-Rank
90 feet, being able to move in any direction and turn
Casting Time: 1 Reaction, which you take when you
corners. Creatures can only be affected by this jutsu no
would take damage.
more than twice if you would pass over them more than
Range: Self
once using this additional movement.
Duration: Instant
Components: CM PARTIAL EXPANSION
Cost: 4 Chakra or 2 Calories Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu Rank: D-Rank
Description: You expand your body like a balloon Casting Time: 1 Bonus Action
reducing damage by cushioning impacts. You gain Range: Self
Immunity to Bludgeoning and Slashing damage and Duration: Concentration, Up to 1 minute
resistance to Earth, Water, and Wind damage until the Components: HS, CM
start of your next turn. You gain Vulnerability to Piercing Cost: 4 Chakra or 2 Calories
& Lightning damage until the start of your next turn. Keywords: Hijutsu, Taijutsu
Description: If you spend Calories to activate this jutsu,
EMPTY CRASH you do not have to spend Chakra to maintain this jutsu for
Classification: Hijutsu
the duration. You temporarily expand a portion of your
Rank: D-Rank
body enhancing the impact potential of each unarmed
Casting Time: 1 Action
attack. Your unarmed attack range is 10 feet for the
Range: 30 feet
duration and your unarmed damage die becomes a d8.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above D-Rank, increase the Chakra cost of this jutsu by 3
Cost: 4 Chakra or 2 Calories
or the Calorie cost by 1. When cast at B-Rank, increase
Keywords: Hijutsu, Taijutsu
the damage by 1d8 (2d8). When cast at S-Rank, increase
Description: You smash the ground upheaving chunks of
the damage by 2d8. (3d8).
stone and hurling them towards a target creature within
range. Make a Ranged Taijutsu attack. On a Hit you deal
4d6 Bludgeoning damage. If the Partial Expansion Clan
C-RANK:
jutsu is active when you use this jutsu, you instead deal
6d6 Bludgeoning damage.
FULL-BODY-EXPANSION
Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank
above D-Rank, increase the Chakra cost of this jutsu by 3
Casting Time: 1 Action
or the Calorie cost by 1 and damage by 2d6
Range: Self

HUMAN BOULDER Duration: Concentration, Up to 1 Minute


Components: HS, CM
Classification: Hijutsu
Cost: 8 Chakra or 4 Calories
Rank: D-Rank
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Action
Description: If you spend Calories to activate this jutsu,
Range: 30 feet
you do not have to spend Chakra to maintain this jutsu for
Duration: Instant
the duration. You temporarily expand your entire body
Components: HS, CM, M
growing in size. For the Duration you increase your Size by
Cost: 5 Chakra or 3 Calories
1 Category (Medium > Large > Huge). You also increase the
Keywords: Hijutsu, Taijutsu, Clash
damage you deal using Akimichi clan jutsu that use
Description: You expand your body like a balloon
strength by xd4 (X= your Strength Modifier). This bonus
retracting your arms and legs inside your fat. You use your
damage can be applied no more than twice per turn.
Chakra to spin your body like a bowling ball while
You also gain advantage on all Constitution saving
also preventing yourself from getting dizzy. You
throws.
hurl yourself in a straight line towards a target
You can cast this Jutsu a second time,
creature and crush everyone else in your way.
increasing your size by 1 category to a
Move yourself up to 30 feet in a straight line,
maximum of Huge. This makes the Cost of
ending your movement occupying the space of
maintaining this jutsu become 8 Chakra per
the target creature. Make a melee taijutsu attack
round. If you become huge as a result of this
against the target creature dealing 2d12+your
Jutsu, the bonus damage your Akimichi clan
strength modifier bludgeoning damage on a
jutsu deals instead becomes Xd6. Also,
successful hit. The target creature is moved to
creatures make saving throws against
the closest space of your choice within 5 feet that
Akimichi Clan Jutsu you cast at
it can occupy.
disadvantage.
Creatures in your path, whom you
pass through must make a dexterity
saving throw, taking 4d6 bludgeoning
damage on a failed save and half as much on
a successful one.

8
MULTI-SIZE ARM MISSILE increase the damage you deal making melee weapon or
Classification: Hijutsu unarmed attacks or casting Akimichi Hijutsu using
Rank: C-Rank strength, by an amount equal to Xd6 (X= your Strength
Casting Time: 1 Action Modifier). If you would cast a Taijutsu that isn’t an
Range: Self (30-foot line) Akimichi clan Hijutsu, you instead increase the damage
Duration: Instant by half the bonus damage die, you would if it were an
Components: HS, CM, M Akimichi Hijutsu. This bonus damage can be applied no
Cost: 9 Chakra or 5 Calories more than twice per turn. You also gain advantage on
Keywords: Hijutsu, Taijutsu, Clash strength and constitution and saving throws, and
Description: You can only cast this jutsu while gaining Strength based ability and skill checks When this jutsu
the benefits of either Partial Expansion or Full-Body- ends, you lose all remaining Calories and cannot gain
Expansion Akimichi clan jutsu. calories until you complete a long rest.
When you cast this jutsu you hold your arm out in
front of you as you then inject a mass of Chakra and CALORIC RECHARGE
calories into it as it rapidly expands. So quickly in fact Classification: Hijutsu
that it strikes, crushes and pushes everyone in a 30-foot Rank: B-Rank
line originating from you. All creatures in range must Casting Time: 1 Action
make a Strength saving throw taking your unarmed Range: Self
damage + 2d8 on a failed save or half as much on a Duration: Instant
success. Components: CM
Creatures who failed their saving throw are bruised, Cost: Special
knocked back 10 feet, and are knocked prone. Keywords: Hijutsu, Taijutsu
At Higher Ranks: For each rank you cast this jutsu Description: By spending any number of calories, you
above C-Rank, increase the Chakra cost of this jutsu by 3 are able to regain hit points by forcibly converting them
or the Calorie cost by 2 and damage by 2d8. into healing energies.
For every Calorie spent this way, you regain 1d6+1 hit
SUPER OPEN HAND SLAP point, up to a maximum of 10 calories spent. Once you
Classification: Hijutsu have spent a total of 10 calories in this way casting this
Rank: C-Rank jutsu prior to completing a rest of any type, you must
Casting Time: 1 Action complete a rest before you can recast this jutsu in this
Range: Touch way.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: CM, M above B-Rank, increase the maximum number of
Cost: 9 Chakra or 5 Calories calories you can spend by +3. If this jutsu is cast at S-
Keywords: Hijutsu, Taijutsu, Clash Rank, the die used to regain hit points is increased to a
Description: As part of the requirements of this jutsu, d10.
you must already have either Partial Expansion or Full-
Body-Expansion jutsu active. Chakra erupts from the A-RANK:
palm of your hand to the point of it becoming visible.
This Chakra increases the weight, muscle density and BUTTERFLY BULLET BOMB
impact of your palms. As a part of the activation of this Classification: Hijutsu
jutsu, make a Melee Taijutsu Attack. On a Hit, you deal Rank: A-Rank
your unarmed damage + 5d8. Casting Time: 1 Action
Regardless if you hit or not, all creatures, excluding Range: Touch
the original target creature, within 10-fee of the original Duration: Instant
target, must make a Dexterity saving throw, taking 4d8 Components: HS, CM, M
bludgeoning damage on a failed save or half as much on Cost: 20 Chakra
a successful one. Keywords: Hijutsu, Taijutsu, Clash
At Higher Ranks: For each rank you cast this jutsu Description: As part of the requirements for this jutsu,
above C-Rank, Chakra cost of this jutsu by 3 or the you must have either Full-Body-Expansion or Butterfly
Calorie cost by 2 and the damage by 2d8 Mode jutsu active. You forcibly convert all of your
remaining calories into Chakra and funneling it into
B-RANK: your fist as you attempt to make a devastating single
attack. Reduce your remaining calories to 0. Make a
BUTTERFLY MODE melee taijutsu attack against a creature in range. On a
Classification: Hijutsu hit, you deal 10d10 Bludgeoning + 1d10 additional
Rank: B-Rank damage for every Calorie you had remaining before this
Casting Time: 1 Action jutsu’s casting and all creatures in a 30-foot cone behind
Range: Self the target creature must make a Dexterity saving throw,
Duration: 1 minute taking half the damage dealt as bludgeoning damage,
Components: HS, CM being knocked back 20 feet and becoming staggard on a
Cost: 6 Calories failed save. After the conclusion of this jutsu, Butterfly
Keywords: Hijutsu, Ninjutsu Mode ends immediately.
Description: You release Chakra from your back as it At Higher Ranks: For each rank you cast this jutsu
forms into the shape of butterfly wings and becomes above A-Rank, Chakra cost of this jutsu by 3 and the
visible to the naked eye of your design. For the duration initial damage by 2d10.
of this jutsu, you cannot use the Full-Body-Expansion
jutsu and you gain immunity to poison damage. You

9
BAKUTON Beginning at 11th level, your shrapnel die size
increases by 1 step to a d8.
“We are in way over our heads!” Senko says. “Don’t you
Beginning at 15th level, you have learned to create
dare give up on me!” her red haired Uzumaki friend
more focused and compressed explosions. Whenever you
responds. They find themselves in a rather dangerous
would spend Shrapnel die to increase the damage of your
situation. The building is collapsing in around them, their
Bakuton Hijutsu, the total damage ignores resistance
enemies have escaped, and they have a downed ally, while
and Damage reduction and you can choose one creature
they are also all wounded. “You have to use it Senko!” the
for each shrapnel die spent making them immune to
Uzumaki screams. “What!? No! I haven’t mastered it yet,
your jutsu’s effect until the end of the current turn.
what if the blow back~” she begins, but is caught off guard
Beginning at 18th level, whenever you roll an 8 or
by her friend’s tearful pleas. “Fine! Stand back. I’m about to
higher on your shrapnel die, you can roll that die again,
blow us out of here. Stand back!!!”
adding the new roll to the previous roll as additional
—Tye Tiken
force damage. If you would roll the maximum amount
At Worlds End, Ch. 3 excerpt.
again, you can repeat this process until you don’t roll the

AN EXPLOSIVE PERSONALITY maximum.


Explosion Release [Changed]: The Bakuton clan has a
The Bakuton Clan is a clan without a clear family name, unique talent for manifesting Explosion Release due to
but one with a fearsome history and purpose. Members their close affinity to both Earth and Lightning Release.
of this clan can be found in villages, across the country, Beginning at 7th level you gain the second Nature
and are used to great effect in different military release you didn’t select from Explosion Release Affinity
institutions. The Bakuton Family line is one of power, clan trait and when casting a Bakuton Clan Hijutsu or
and absolute authority. These shinobi are known to Ninjutsu with the Earth or Lightning release keywords,
control a battlefield through force alone, and very few you can change the damage type if any to force and
can say they would stand a chance against one in a head- increase the size of the area of effect by +15ft, if it has
to-head match. one.

BAKUTON TRAITS
Ability Score Increase: +2 Con, +1 Int
BAKUTON CLAN JUTSU
D-RANK
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Chakra Control, and your choice
between Ninshou or Martial Arts.
Explosion Release Affinity: You begin with either Earth EXPLOSION RELEASE: BREAK
or Lightning Release Affinity. (Pick one) Classification: Hijutsu
Rank: D-Rank
BAKUTON FEATURES Casting Time: 1 Action
Explosive Techniques: The Bakuton Clan has access to Range: 30 feet
a separate list of Jutsu unique to their Clan. You can add Duration: Instant
these Jutsu to your jutsu list instead of selecting jutsu Components: HS, CM
from the Normal jutsu list(s). They do not need both Cost: 3 Chakra
Nature Release’s to use their Clan jutsu. Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Branch Style: At 1st level, you realize which part of the Release
Bakuton branch style you hail from. From time long Description: You create a precise, targeted explosion,
immemorial the Bakuton blood split creating diverging inflicting 10 force damage to an unattended object that you
family traits. You can learn Clan jutsu with the can see within range. Even if the object remains intact, it
corresponding Branch style Keyword. This cannot be flings small shards of shrapnel at creatures within 5 feet of
changed later on. it. Each creature must make a Dexterity saving throw, taking
3d6 piercing damage on a failed save.
• Artistic Style: One with the ability to mold clay, stone
At Higher Ranks: For each rank you cast this jutsu above
and other inorganic material into malleable catalyst D-Rank, increase the cost of this jutsu by 3 and damage to
for your Explosion Release given the title objects by 10 and the damage to creatures by 2d6.
• Reckless Style: One with the ability to manipulate and
create explosions on command within their physical
reach, but at an increased potency.
Cataclysmic: Beginning at 1st level, Hijutsu you cast
deals double damage to structures, constructs and
objects. At 11th level, four times damage, and at 18th, six
times damage.
Concussive Blasts [Changed]: Beginning at 3rd level,
your high ordinance blasts leave your enemies reeling.
You gain a number of shrapnel Dice, which are d6’s
equal to your proficiency bonus. When you would roll
damage for a Bakuton clan Hijutsu, you can increase that
damage by spending shrapnel die, up to your remaining
amount, rolling the spent die and adding the result to
the damage dealt. You regain spent die when you
complete a short or long rest.
Beginning at 7th level, you can add your Ninjutsu
ability modifier to your Bakuton Hijutsu, if you did not
already, twice per turn.

10
EXPLOSION RELEASE: CLAY BIRDS EXPLOSION RELEASE: FURY [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 60 feet Range: Self
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM, CS Components: CM, M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style Release, Reckless Style
Description: You mold clay, earth, or another inorganic Description: You begin to channel explosive chakra
earthen substance into three birds of your description. throughout your body, making everything you touch
These birds then soar towards a target within range, explode on contact, giving you an advantage in hand-to-
ignoring cover. Make one ranged Ninjutsu attacks. On a hit hand combat.
you deal force damage equal to 3d10 + your Ninjutsu ability For the duration your [Unarmed Damage] becomes 2d6
modifier. On a hit, affected creature(s) must make a and instead deals force damage. The first time each turn
Strength saving throw, being knocked prone and blinded when you would deal [Unarmed Damage] to a creature with
until the end of their next turn on a failed save. DR (damage reduction) as a result of Armor, you reduce
At Higher Ranks: For each rank you cast this jutsu above their total DR by -2 for the next minute. This effect can
D-Rank, increase the cost of this jutsu by 3, the number of stack up to 3 times. A creature whose DR is reduced by this
creatures you can target by +1 and the damage by 1d10. jutsu can spend an Action restore their DR back to its
original value.
EXPLOSION RELEASE: CLAY SPIDERS At Higher Ranks: For each rank you cast this jutsu above
[CHANGED] D-Rank, increase the cost of this jutsu by 3. If this jutsu is
Classification: Hijutsu cast at B-Rank or higher, the DR penalty increases to -3. If
Rank: D-Rank this jutsu is cast at S-Rank, the damage die becomes 3d6.
Casting Time: 1 Bonus Action
Range: 45 feet EXPLOSION RELEASE: PUNCH!
Duration: Instant Classification: Hijutsu
Components: HS, CM, CS Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Range: 5 Feet
Release, Fuinjutsu, Artistic Style Duration: Instant
Description: You mold clay, earth, or another inorganic Components: CM, M
earthen substance into a cluster of small spiders that scurry Cost: 4 Chakra
and skitter towards a creature before attaching themselves Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
to it and detonating in a glorious explosion. Release, Reckless Style
Select one creature you can see within range. The spiders Description: You channel explosive chakra into one of your
climb their way onto the target. At the beginning of the fists, before swinging out in a furious haymaker. Make a
creatures next turn you ca decide if the spiders detonate taijutsu attack against a creature or object within range. On
forcing the original target and all creatures within 10 feet of a hit, you deal your unarmed damage + 6d4 force damage.
them to make a Dexterity saving throw. On a failed save Additionally, the target must make a Strength saving
creatures take 3d6 force damage on a failed save or half as throw, being pushed back 15 feet, falling prone and being
much on a successful one. Dazed on a failed save.
If the affected creature would take fire damage before the At Higher Ranks: For each rank you cast this jutsu above
spiders detonate, the spiders react like gunpowder and D-Rank, increase the cost of this jutsu by 3 and the damage
explode immediately, forcing the creature to make a by 2d4. If this jutsu is Cast at B-Rank or higher, the number
dexterity saving throw at disadvantage, taking 5d6 force of attacks you can make is increased to two.
damage on a failed save.
If the affected creature takes lightning damage, or casts a EXPLOSION RELEASE: SOOT PILE [CHANGED]
Jutsu with the lightning release keyword with a range of self Classification: Hijutsu
the spiders become inert immediately ending nullifying this Rank: D-Rank
jutsu. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above Range: Self (15-Foot cube)
D-Rank, increase the cost of this jutsu by 3 and the damage Duration: 1 Minute
by 2d6. Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release
Description: You emit a large explosion of toxic ash and
soot from your palms, creating a lingering cloud of poison
filling a 15-foot cube originating from you, that settles after
one minute. Creatures, other than you, within the cloud
when the jutsu is cast, that enters the clouds radius for the
first time on a turn, or is within the cloud at the beginning
of their turns, must make a constitution saving throw,
gaining 1 rank of envenomed.

11
C-RANK
EXPLOSION RELEASE: CLAY FLIGHT Large Construct, unaligned
Classification: Hijutsu
Rank: C-Rank Armor Class 12+ Your Ninjutsu Ability Modifier
Casting Time: 1 Action Hit Points 67 (7d10 + 21)
Range: Self Speed 45 ft Flying Speed.
Duration: Concentration, up to 10 minutes
Components: HS, CM, CS STR DEX CON INT WIS CHA
Cost: 8 Chakra
14 (+2) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style
Damage Vulnerability Lightning
Description: You mold clay, earth or another inorganic
Damage Immunities Poison, Psychic
earthen substance into the shape of a single bird of your
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
description that you then inject your chakra into through
petrified, poisoned.
a special chakra seal. You do not lose concentration of
Senses passive Perception 10
this jutsu as a result of failing a concentration check.
This bird grows in size until it is large enough to carry
Immutable Form. The Clay Bird is immune to any Jutsu or effect that
one creature on its back and has the capability to aid you
would alter its form.
in battle. This bird is proficient in all saves and uses half
of your ninjutsu ability modifier as its proficiency bonus. Elemental Weapons. The Clay Bird attacks are chakra enhanced.
You can command the bird as a bonus action on your
turn. Additionally, you can as a reaction command the
bird to use its Detonate ability. The bird has the Multiattack. The Clay Bird can attack 2 times with its Peck.
following statistics; Peck. Melee Weapon Attack: reach 5 ft., one creature. Hit: 8 (2d6 + 3)
Piercing damage.
EXPLOSION RELEASE: FLIGHT OF THE Ram. If the Clay Bird flies in a straight line for at least 30 feet it can
TSURUBEBI [CHANGED] perform the Ram attack. All creatures in a straight line after the bird
Classification: Hijutsu has moved at least 30 feet must succeed a Dexterity saving throw,
Rank: C-Rank taking 6d6 bludgeoning damage on a failed save or half as much on
Casting Time: 1 Action a success.
Range: Self
Detonation: The Clay Bird explodes in a beautiful incendiary display. All
Duration: Concentration, up to 10 minutes
creatures within 10 feet of the bird must succeed a Dexterity saving
Components: HS, CM, M
throw vs your Ninjutsu save DC. On a failed save they take 6d8 force
Cost: 8 Chakra
damage or half as much on a successful save.
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Reckless Style
Description: You build up chakra in your palms, and the
soles of your feet, and release it in bursts to fly short
distances. You do not need to spend chakra to maintain EXPLOSION RELEASE: PRIME
Classification: Hijutsu
concentration on this jutsu and it uses your ninjutsu
Rank: C-Rank
attack bonus or save DC for effects that require it.
Casting Time: 1 Bonus Action
For the duration you gain 3 special movements that
Range: Touch
you may take instead of your movement action on each
Duration: 8 Hours
of your turns. Each movement allows you to move up to
Components: HS, CM
half of your speed by flying. This movement does not
Cost: 6 Chakra
provoke attacks of opportunity, and whenever you use
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
one of these movements, all creatures within 5 feet of
Release
where you began your movement must make a dexterity
Description: You seal explosive chakra into a non-
saving throw, taking 3d8 force damage on a failed save.
chakra enhanced medium or smaller object that you
You must end each movement on a solid object or
touch, priming it to be detonated on your command.
ground that can hold you. If you do not, you fall and your
Anytime during the duration of this jutsu, you can use an
movement ends.
action, bonus action, or Reaction to detonate any
At Higher Ranks: For each rank you cast this jutsu
number of objects affected by this jutsu, if you have line
above C-Rank, increase the cost of this jutsu by 3 and the
of sight each of them. Upon detonation, each creature
number of movements by 1.
within 15 feet of it must make a Dexterity saving throw,
or take 3d8 Force damage. A creature in the area of more
than one fiery burst is affected up to three times. Objects
within the radius of the blast take damage as well.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

12
EXPLOSION RELEASE: REPELLING BLAST The constructs have hit points equal to twice your
Classification: Hijutsu ninjutsu save DC and an AC equal to your Ninjutsu save
Rank: C-Rank DC. If the constructs hit points reach 0, it explodes.
Casting Time: 1 Reaction which you take when hit by a Select a target for each construct to hunt down. At the
melee or ranged attack. end of each of your turns, the construct moves 30 feet
Range: 60 feet towards its target, if the target is flying it will move to a
Duration: Instant space where it is as close as physically possible to the
Components: CM, M creature. If the construct ends its movement within 5
Cost: 6 Chakra feet of its target, it explodes.
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth When a construct explodes, all creatures within 10
Release feet of it must make a Strength saving throw. On a failed
Description: You hold up an opened palm, and launch save, they take 8d6 force damage and gain 1 rank of
forth an explosion, precise enough to send projectiles Bruised or half as much on a successful save.
flying back at their senders. Reduce the damage of the At Higher Ranks: For each rank you cast this jutsu
attack by 5d6 + your Ninjutsu Modifier. If this reduces above B-Rank, increase the cost of this jutsu by 3 and
the damage to 0, the attacking creature becomes the damage by 2d6.
target of the attack, using your damage reduction result
as damage so long as they are within range. This jutsu EXPLOSION RELEASE: LANDMINE FIST
can transfer the attack's effects as well. [CHANGED]
Additionally, if this reduces the damage of a melee Classification: Hijutsu
attack to 0, the attacking creature must make a Strength Rank: B-Rank
save. On a failed save, a weapon of Greater or lesser Casting Time: 1 Action
quality is destroyed. Range: 5 Feet
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
above C-Rank, increase the cost of this jutsu by 3 and Components: CM, M
damage reduction by 2d6 and the quality of a melee Cost: 12 Chakra
weapon that can be destroyed is increased by 1 step. Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Reckless Style
B-RANK Description: As a part of the activation of this jutsu, you
must have Explosion Release: Fury! active. You gather a
EXPLOSION RELEASE: ABSOLUTE DEATH frightening amount of chakra into your fist, before
BOMBING slamming it into an opponent. Make a melee taijutsu
Classification: Hijutsu attack. On a hit, you deal your [Unarmed Damage] + 8d6
Rank: B-Rank Force damage. Each creature in a 10-foot cone behind
Casting Time: 1 Action the initial target must make a Dexterity saving throw, On
Range: 200 feet a failed save, creatures take the same damage the
Duration: Instant original creature took. On a success, they take half
Components: HS, CM, M damage.
Cost: 14 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth above B-Rank, increase the cost of this jutsu by 3,
Release damage by 2d6 and the size of the cone by 5 feet.
Description: You create a small, volatile ball of chakra,
hurling it into the air, where it flies towards a space you
can see within range towards the ground and explodes in
a 40-foot radius. All creatures in the area must make a
constitution saving throw, taking 6d8 force damage, or
half as much on a successful save. Creatures who fail the
save by 5 or more take an additional 3d8 damage and
gain the deafened and weakened condition for 1 minute.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

EXPLOSION RELEASE: CLAY CHASE DOWN


[CHANGED]
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 5 feet
Duration: Concentration, Up to 1 Minute
Components: HS, CM, CS
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style
Description: You create two constructs made of clay that
will autonomously hunt down creatures of your choice.

13
A-RANK
EXPLOSION RELEASE: ATOMIC MISSILE
Huge Construct, unaligned
Classification: Hijutsu
Armor Class 14+ Your Ninjutsu Ability Modifier
Rank: A-Rank
Hit Points 138 (12d10 + 60)
Casting Time: Full Turn Action
Speed 60 ft Flying Speed.
Range: 120 Feet
Duration: Instant
STR DEX CON INT WIS CHA
Components: CM, M
20 (+5) 16 (+3) 20 (+5) 1 (-5) 10 (+0) 1 (-5)
Cost: 20 Chakra
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Damage Vulnerability Lightning
Release, Reckless Style
Damage Immunities Poison and Psychic; Bludgeoning, Piercing and
Description: You propel yourself at a target within range.
Slashing.
The target can be a space, a creature, object or structure
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
as your use your explosion release launches you like a
petrified, poisoned.
missile. While propelling yourself, your chakra rotates
Senses passive Perception 10
you furiously like a bullet as smoke begins to trail behind
you, as you ram into your target causing a reckless
Immutable Form. The Clay Dragon is immune to any Jutsu or effect that
explosion on impact.
would alter its form.
All creatures, objects and structures within 60 feet of
the target, excluding you must succeed a Dexterity Elemental Weapons. The Clay Dragon attacks are chakra enhanced.
saving throw. On a failed save taking your unarmed Ineffable Makeup. The Clay Dragon cannot be dispelled by any jutsu of
damage + 10d8 force damage or half as much on a B-Rank or Lower.
successful save.
Additionally, all creatures within 15 feet of the target
excluding you must succeed a constitution saving throw. Multiattack. The Clay Dragon can attack 2 times with its Tail.
On a failed save, they take 6d8 force damage and all Tail. Melee Weapon Attack: reach 10 ft., one creature. Hit: 19 (3d8 + 5)
equipment they are carrying or wearing of Greater Bludgeoning damage.
Quality or lower is destroyed.
Ram. If the Clay Dragon flies in a straight line for at least 10 feet it can
At Higher Ranks: For each rank you cast this jutsu
perform the Ram attack. All creatures in a straight line after the
above A-Rank, increase the cost of this jutsu by 3 and
dragon has moved at least 10 feet must succeed a Dexterity saving
damage by 2d8.
throw, taking 6d8 bludgeoning damage on a failed save or half as
EXPLOSION RELEASE: CLAY DRAGON much on a success.
Classification: Hijutsu Explosive Breath (Charges: 3). The Clay Dragon casts Explosion Release:
Rank: A-Rank Clay Birds at A-Rank as if you had cast it, using your Ninjutsu attack
Casting Time: 1 Action bonus, save DC or ability Modifier when needed.
Range: Self Detonation. The Clay Dragon explodes in a beautiful incendiary display. All
Duration: Concentration, Up to 10 minutes creatures within 20 feet of the dragon must succeed a Dexterity saving
Components: CM, HS throw vs your Ninjutsu save DC. On a failed save they take 12d8 force
Cost: Special (22 Chakra) damage or half as much on a successful save.
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Artistic Style
Description: You weave your handsigns, summoning a
huge dragon formed from clay, earth or another
inorganic earthen substance of your description.
EXPLOSION RELEASE: TOWER OF THE SUN
Classification: Hijutsu
You cannot lose concentration on this jutsu as a result
Rank: A-Rank
of a failed concentration check.
Casting Time: Full Turn Action
You command the dragon telepathically and it only
Range: Self
listens to you. It enters the initiative directly after you
Duration: Instant
and requires no action to command it. It is proficient in
Components: CM
all saving throws, using your ninjutsu ability modifier as
Cost: 20 Chakra
its proficiency bonus and uses your ninjutsu attack
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
bonus or save DC for effects that require it.
Release
You may as a bonus action or reaction cause the
Description: You release the chakra limiters in your
dragon to use its Detonation ability.
body, and create a monstrous, tower shaped explosion
The dragon has the following Statistics;
using your body as its catalyst. You die, and leave behind
At Higher Ranks: For each rank you cast this jutsu
no corpse.
above A-Rank, increase the cost of this jutsu by 3 and Hit
All creatures within 500 feet of you must make a
points by 2d10 + 15
Constitution saving throw, taking 200d4 + 100 Force
damage on a failed save or half as much on a success.
Unattended objects and structures within range of this
jutsu are instantly destroyed.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
damage by 25d4 +25.

14
FUMA CLAN Razor Sharp Senses: Fuma Clansmen are expected to
predict the trajectory of an attack long before they even draw
“You aren’t going to get away with this!” The injured kunoichi
their weapon, allowing them to bounce attacks off of
wearing red says aloud to the enemy standing before her. A thin
unsuspecting surfaces. Beginning at 3rd level, twice per short
but seemingly athletic man glares at her before responding. “And
rest, when you would miss a ranged weapon, or taijutsu
who exactly is gonna hold me accountable? They left you here to
attack that uses a weapon with the Thrown Property, you can
watch the safe, it’s their fault for being dumb enough to~” he
remake the attack roll, taking the second result.
stops mid-sentence as a spinning Fuma-shuriken chops his ally
Working the Angles [Changed]: Beginning at 7th
in half. He drops into a defensive stance with eyes darting around
level, attacks you make with ranged weapons or weapons
the room. Unable to find where it could have come from there is
with the thrown property using your Attack action can
only one entrance. A figure appears in the same entrances path. It
become a Trick Shot, up to twice per turn and weapons
reaches into a back pouch before launching multiple shuriken
with the returning property can be returned to you at any
into the room so much so that it begins to tear into the thin man.
range.
“It’s a shame. They sent you to rob it” the man wearing a chunin
Trick Shot. A trick shot is a ranged weapon attack that can
vest says while looking sternly at his student’s adversary.
originate from any point within the weapons range as it
—Tatsunami Aburame
bounces off of different surface. This attack ignores cover.
The Long Road, Ch. 2 excerpt.
Lethal precision [Changed]: Fuma are rarely known for
The training field has thrown weapons stabbed all across the
their lack of accuracy. Beginning at 11th level, weapons
targets with some stabbed in blind spots. A single young girl
with the Thrown property gain +1 rank(s) of the Critical and
sits in the middle of the field sweating and standing while
Lethal property. This increases to +2 of each at 18th level.
using her knees as a bracing tool. Training to never miss, and
always hit their target is what ties the Fuma Clan together.

WE NEVER MISS
The Fuma Clan is a traveling clan that stays within the
borders of the Land of Fire. Many of their clan's techniques
revolve around the manipulation of weapons but most
prolifically, the Fuma-Shuriken. Members of the clan possess
visual prowess and are able to quickly analyze the angles of
attacks increasing the probability to hit with a weapon, which
they then use in their various secret techniques. If standard
weapons aren't enough for a battle, Fuma can use the clan's
secret Bukijutsu to overwhelm their opponents even
defeating enemies who prove to be resistant to normal
weapon attacks.

FUMA TRAITS
Ability Score Increase: +2 Dex, +1 Wis
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Perception, Martial Arts
Weapon Proficiencies [Changed]: You are proficient with all
simple and martial ranged weapons and ranged weapons
with the Thrown property.

FUMA FEATURES
House of Flying Daggers: The Fuma have access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Specialized Tools [Changed]. The Fuma may be known for
their Shuriken but they are masters of all Ninja Tools. You
may attach Paper Bombs to any weapon with the Thrown
Keyword, not just Kunai. At 3rd Level, you may also attach
Battle Wire to weapons with the Thrown property and give it
the Returning Keyword and at 7th level, weapons you attach a
Battle Wire to also gain the grapple property.
Immaculate Precision [Changed]: Fuma Clansmen are
known for their superior skill using throwing weapons.
Beginning at 1st level, when making a ranged weapon attack
or casting a Bukijutsu that requires ranged attacks you can
use Dexterity in place of Strength for your Taijutsu Ability
Modifier. Beginning at 3rd level, you increase the damage dice
of Shuriken by +1. Fuma-Shuriken gain this bonus at 7th level
and Monster Shuriken at 11th level. Additionally, Jutsu and
effects that would multiply your [Weapons Damage] die by
any amount, excluding critical hits, instead increases your
damage die by an amount equal to the following; (Double: +1,
Triple: +2, Quadruple: +3, Quintuple: +4, Sextuple: +5.)
.

15
FUMA CLAN JUTSU FALLING HEAVEN: STORM
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

FALLING HEAVEN: DIVIDE


Range: 60 feet
Duration: Concentration, Up to 1 Minute
Classification: Hijutsu
Components: M, W (Any Thrown & Battle Wire)
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Bukijutsu
Range: 60 feet
Description: You launch your weapons that are lined with
Duration: Instantaneous
your battle wires surrounding a target creature before you
Components: M, W (Any Thrown)
pull back snapping the wire, constricting them. Target
Cost: 5 Chakra
creature must succeed a Strength saving throw, being
Keywords: Hijutsu, Bukijutsu
Restrained for the duration, on a failed check. Target
Description: By Coating your weapon in Chakra, and creating
creature can remake the Strength save on their turn as an
an extremely powerful spin you sharpen the edge just enough
action to end this effect.
to split the air and even sound. Make a Ranged taijutsu attack,
dealing 3d10+ Taijutsu ability modifier Slashing damage on a
hit.
C-RANK:
FALLING HEAVEN: CROSS
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu
the damage by 2d10
Rank: C-Rank
FALLING HEAVEN: SPLIT Casting Time: 1 Action
Classification: Hijutsu Range: 60 feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: M, W (Any Shuriken)
Range: Self (30-foot Cone) Cost: 9 Chakra
Duration: Instant Keywords: Hijutsu, Bukijutsu
Components: M, W (Any Thrown) Description: You perform an enhanced version of Falling
Cost: 5 Chakra Heaven: Divide launching 2 Shuriken with either hand
Keywords: Hijutsu, Bukijutsu forming a cross as it cuts through anything to reach its
Description: You release a collection of thrown weapons that objective. Make two ranged taijutsu attacks, dealing
cover a wide range piercing through everything and one in weapons damage+ 2d8 Slashing damage on each hit. If you
their path. Creature in range must make a Dexterity saving land both hits on the same creature, they must make a
throw, taking your weapons damage+ 2d8 on a failed save or Dexterity saving throw, becoming blinded on a failed save,
half as much with a successful one. until the end of their next turn as their face is slashed and
At Higher Ranks: For each rank you cast this jutsu blood gets into their eyes.
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
damage by 2d8. above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8 for each hit.
FALLING HEAVEN: RAIN
Classification: Hijutsu FALLING HEAVEN: PENETRATE
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: C-Rank
Range: 60 feet (30-foot radius sphere) Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: M, W (Any Thrown) Duration: 1 minute
Cost: 4 Chakra Components: CM
Keywords: Hijutsu, Bukijutsu Cost: 8 Chakra
Description: You launch the thrown weapons into the Keywords: Hijutsu, Bukijutsu
sky before your weapons collide bouncing off of each Description: You focus Chakra onto the edge of your next
other as they rain downward in a cascade of dangerous weapon thrown. For the duration, ranged attacks made with
steel. Every creature in the target area must succeed a a Weapon with the Thrown keyword increases its damage
Constitution Saving throw to weather the rain of steel. die by 1 step. (d4>d6>d8>d10>d12) and gains a +1 bonus to
On a failure they take your weapons damage+1d10 and its critical threat range.
gaining 1 rank of Bleeding. On a success they take half At Higher Ranks: For each rank you cast this jutsu
damage and suffer no effects. above C-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu critical threat range by 1.
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d10.

16
FALLING HEAVEN: PROTECT [CHANGED] A-RANK:
Classification: Hijutsu
Rank: C-Rank FALLING HEAVEN: EXECUTION [CHANGED]
Casting Time: 1 Reaction, that you take when you are hit Classification: Hijutsu
by an attack. Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: 1 Turn Range: 90 feet Line
Components: M, W (Any Thrown) Duration: Instant
Cost: 6 Chakra Components: M, W (Any Thrown)
Keywords: Hijutsu, Bukijutsu Cost: 20 Chakra
Description: You spin your weapon in front of you while Keywords: Hijutsu, Bukijutsu
coated in your Chakra creating a spinning shield. When Description: The perfected and secret art of the Fuma Clan.
you take damage, roll your [Weapons Damage], reducing The most lethal of their Falling Heaven series of jutsu. The
the damage by the result, until the end of the current user takes their Shuriken and line it with Chakra thin enough
turn. to separate Water molecules, and coats the blades of their
At Higher Ranks: For each rank you cast this jutsu weapon in such an aura before launching it with enough force
above C-Rank, increase the cost of this jutsu by 3 and to momentarily cut through gravity itself making the weapon
reduce damage by an additional 1d4. immune to the forces of gravity for a short time. Make one
Ranged Taijutsu Attack and compare the result to each
B-RANK: creature’s AC in range (5 Foot Wide, 90-feet long). On a hit
they take [Weapons Damage] +10d12 Slashing damage.
FALLING HEAVEN: FOCUS
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: M, CM
Cost: 11 Chakra
Keywords: Hijutsu
Description: You pour Chakra into your retina’s increasing
your focus and overall accuracy with ranged weapons. For the
duration, when you make a ranged attack, you may roll an
additional 2d4 adding the result to your roll. On a roll of two
4’s you treat the roll as a critical hit.
You can gain the benefit of this jutsu, twice per turn.

FALLING HEAVEN: CALAMITY


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (40-feet)
Duration: Instant
Components: M, W (Any Thrown)
Cost: 13 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You begin to spin launching weapons in every
direction piercing and slashing enemies as they fall within
range. Creatures of your choice, within 40 feet of you must
succeed a Dexterity saving throw, taking your weapons
damage+ 5d8 Slashing damage on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

17
FUTTON Boiling Chakra [Changed]: Beginning at 3rd level, you
have learned how to boil your chakra in distinct ways. You
“And you think we are just gonna hand over the client?”
gain a pool of Boil points which you use to fuel the following
Diane asks her assailants who are surrounding her traveling
abilities. You have a number of Boil Points equal to your
party. “You seem to think you have the leeway to respond to
proficiency bonus that refreshes on a long rest. You can
my demands with a question huh little girl?” The Black-
spend 1 boil point as a bonus action to accomplish any of the
haired Bandit says with a condescending scowl. “That’s
following effects.
Genin, to you, whoever you are. But I think you better move,
before I get mad, your people end up burned, and boiled” • Boiling Body: Gain a +4 DR bonus vs incoming damage
She responds with an aggravated look in her eye. The until the beginning of your next turn. This bonus becomes
bandits attacks her for her statements. She inhales and +8 vs Fire, Wind or Cold damage. This bonus increases to
exhales a gas of boiling hot steam, that creates a stream of +6 and +10 respectively at 11th level.
screams from her would be assailants that slowly, but surely, • Boiling Might. Gain a +2 bonus to melee Taijutsu attacks
goes silent. and a +2 bonus to all Ability and Skill checks that require
—Lyo Hataka Strength until the beginning of your next turn. Both of
At Worlds End, Ch. 2 excerpt. these bonuses increases to +3 at 11 th level.
• Boiling Power. Increase the damage of the next jutsu a
A CORROSIVE BREATH willing creature (excluding yourself) within 15 feet of you
cast by +2d12 acid damage. This bonus increases to 4d12 at
The Futton Clan is a clan without a clear family name,
11th level.
but one with a deadly history and purpose. Members of
• Boiling Mind: The next Jutsu you cast with the Fire or
this clan can be found in villages across the country, and
Water Release keyword(s) has its cost reduced by an
are used to great effect in different military institutions.
amount equal to half of your proficiency bonus.
The Futton Family line is one that has a clear influence
• Boiling Force. A creature you deal damage to with ranks of
in Kirigakure (The Land of Water), even having one of its
corroded loses all sources of resistance until the beginning
descendants as the Mizukage at one point in time. This
of your next turn. Beginning at 11th level you can instead
clan uses its acidic Jutsu to melt the competition.
choose to make them lose immunity to one source of

FUTTON TRAITS •
damage for the same duration of your choice.
Boiling Focus. You can touch a willing creature (other than
Ability Score Increase: +2 Int or Str, +1 Con
yourself). When you do, their chakra begins to boil over
Speed: Your base walking speed is 30 feet.
granting them a surge of strength. Until the beginning of
Skill Proficiencies: Martial Arts, and your choice
your next turn, they cannot lose concentration on jutsu
between Ninshou or Athletics.
they cast as a result of damage. This bonus can be applied
Boil Release Affinity: You begin with either Water or Fire
to up to two willing creatures, including yourself at 11 th
Release Affinity. (Pick one)
level.
FUTTON FEATURES Boil Release [Changed]: The Futton clan has a unique
Corrosive Techniques: The Futton Clan has access to a talent for manifesting Boil Release due to their close affinity
separate list of Jutsu unique to their Clan. You can add to both Fire and Water Release. Beginning at 7th level you
these Jutsu to your jutsu list instead of selecting jutsu gain the second Nature release you didn’t select from Boil
from the Normal jutsu list(s). They do not need both Release Affinity clan trait and can learn Ninjutsu that deals
Nature Release’s to use their Clan jutsu. Acid damage. Also, at 7th level, when casting a jutsu with
Boil Over [Changed]: Beginning at 1st level, Jutsu you either Fire or Water release keywords, creatures you damage
cast that deals acid damage gain a +2 bonus to the lose all of their temporary hit points before proceeding with
damage they deal. This becomes +4 at 11 th level and +6 at damage calculations. Additionally, you can change the
18th. This bonus damage happens twice per casting. damage type of jutsu you cast with the Fire or Water release
Corrosive Pressure [Name/Changed]: Beginning at 1st keywords, if any to Acid. When you would reach 11th level,
level, your highly corrosive chakra has the ability to melt your Boil release, can evolve a creature corroded condition to
through almost anything. You can learn Jutsu that deals a new level, called Deteriorate. When a creature with 5 ranks
Acid damage or inflicts the corroded Condition. of the corroded condition would gain another rank of the
Additionally, when you would deal Acid damage to a corroded condition, the instead begin to Deteriorate, losing
construct or structure you ignore any DR (damage all ranks of corroded as it is replaced with 1 rank of
reduction) it has, if any. Starting at 11th level, this Deteriorate. A Deteriorating creature suffers the following
pressure enables Futton clan Hijutsu you cast that to effects.
ignore resistance to the damage it deals. Beginning at
• A Deteriorating creature is counted as having 5 ranks of
18th level, Futton clan hijutsu you cast, treats immunity
corroded for the purposes of interacting with feature, traits
as a resistance.
and jutsu and cannot gain ranks of the Corroded condition
Corrosive Aura: Beginning at 3rd level, your highly
while they are Deteriorating.
corrosive chakra has the ability to melt through almost
• A Deteriorating creature gains a -10 penalty to its DR
anything. When you would deal Acid damage to a
(Damage reduction) and cannot gain additional DR for the
creature who has a bonus to their AC as a result of a Jutsu
duration.
or feature that costs chakra, you deal additional damage
• A Deteriorating creature gains a -5 penalty to all
equal to twice your proficiency bonus. At 11th level, this
Constitution based checks and saves.
aura extends to all Boil Release Jutsu you would cast.
• A Deteriorating creature loses all Resistances it has for the
Futton Clan Hijutsu you cast that deals Acid Damage
duration.
ignores Resistance. This increases to Immunity
• A Deteriorating creature can spend a Full-Turn action in an
beginning at 18th level.
attempt to clean the broiling chakra from themselves, by
making a DC 23 Dexterity saving throw to cleanse
themselves.

18
FUTTON CLAN JUTSU BOIL RELEASE: STEAM BULLET [CHANGED]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

BOIL RELEASE: SKILLED MIST [CHANGED]


Range: 60 Feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release,
Range: Self (20-foot Cone)
Clash
Duration: Instant
Description: You expel a powerful bullet of acid from your
Components: HS, CM
body. Make a ranged ninjutsu attack against a creature
Cost: 5 Chakra
within range, dealing 4d8 acid damage on a hit and forcing
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
the target to make a constitution saving throw. On a failed
Description: You expel a powerful cloud of mist from your
save, the target gains 1 rank of the corroded condition and is
mouth that begins to melt anything it touches. Creatures,
blinded until the end of their next turn.
objects and structures in range, must make a Dexterity
At Higher Ranks: For each rank you cast this jutsu above
saving throw, taking 4d6 acid damage on a failed save, and
D-Rank, increase the cost of this jutsu by 3 and damage by
gaining a rank of Corroded or half as much damage and no
2d8. If this jutsu it cast at B-Rank increase the number of
additional effect on a successful one.
creatures you can target by +1.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and damage by
BOIL RELEASE: WATER EVAPORATION/ FIRE
2d6. If this jutsu is cast at B-Rank, you instead inflict 2
ranks of corroded on a failed save.
EXTINGUISH [CHANGED]
Classification: Hijutsu

BOIL RELEASE: ERUPTING PROPULSION Rank: D-Rank

[CHANGED]
Casting Time: 1 Reaction, which you would take when a
creature would cast a Ninjutsu with the Fire or Water release
Classification: Hijutsu
keywords
Rank: D-Rank
Range: 60 Feet
Casting Time: 1 Action
Duration: Instant
Range: Movement speed
Components: HS, CM
Duration: Instant
Cost: 4 Chakra
Components: CM, M
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Cost: 5 Chakra
Description: You see a creature conjuring fire or water using
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release,
it for either an offense or defense as you interrupt the
Clash
casting of the jutsu.
Description: You expel a powerful jet stream of mist from
You attempt to Interrupt the jutsu being cast. Make a
your body that jets you forward allowing you to strike a
Contested check using your Ninshou vs the targets
creature with accelerated force. As a part of the activation
Constitution saving throw. On a success, the target jutsu’s
of this jutsu, you may select a space, you can see within
casting fails. Due to the clash of chakra, they spend twice
your movement speed range, that is adjacent to a hostile
their jutsu’s base cost.
creature, and immediately move to that space. Make a
melee taijutsu attack against the target creature dealing
your [Unarmed Damage] + 2d8 on a hit. On a hit target
C-RANK
BOIL RELEASE: UNRIVALED STRENGTH
creature must make a Constitution saving throw, being
pushed 15 feet and falling prone on a failed save.
At Higher Ranks: For each rank you cast this jutsu above [CHANGED]
Classification: Hijutsu
D-Rank, increase the cost of this jutsu by 3 and damage by
Rank: C-Rank
2d8.
Casting Time: 1 Action
BOIL RELEASE: ERUPTING PHYSIQUE Range: Self
[CHANGED] Duration: Concentration, up to 1 minute
Classification: Hijutsu Components: HS, CM, M
Rank: D-Rank Cost: 6 Chakra
Casting Time: 1 Bonus Action Keywords: Hijutsu, Taijutsu, Fire Release, Water Release
Range: Self Description: You compress your boiling chakra into your
Duration: Concentration, up to 1 minute body rapidly amplifying your physical strength to a great
Components: CM, M degree. You do not need to spend chakra to maintain
Cost: 5 Chakra concentration on this jutsu and you cannot lose
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release concentration of it when you take damage. If you use
Description: You swirl boiling chakra into your muscles. Strength as your Taijutsu ability score, your [Unarmed
You do not need to spend chakra to maintain concentration Damage] die becomes 3d6.
on this jutsu. For the duration, Taijutsu you cast can deal At Higher Ranks: For each rank you cast this jutsu
an additional 1d8 Acid damage twice per turn. above C-Rank. If this jutsu is cast at A-Rank or higher,
At Higher Ranks: For each rank you cast this jutsu above your [Unarmed Damage] die instead becomes 3d8.
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at B-Rank or higher, the bonus damage becomes 2d8.
If this jutsu is cast at S-Rank, the bonus damage becomes
3d8.

19
BOIL RELEASE: STEAM ARMOR [CHANGED] Also, creatures, excluding you, within 5 feet of the
Classification: Hijutsu beam must make a constitution saving throw taking 6d6
Rank: C-Rank Acid damage and 1 rank of corroded on a failed save.
Casting Time: 1 Reaction, which you take when you would At Higher Ranks: For each rank you cast this jutsu
take damage. above B-Rank, increase the cost of this jutsu by 3 and
Range: Self damage by 2d8 and 2d6.
Duration: Instant
Components: HS, CM BOIL RELEASE: SCORPIONS STINGER
Cost: 7 Chakra [CHANGED]
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Classification: Hijutsu
Description: You release powerful jets of steam from every Rank: B-Rank
pore of your body, creating a powerful barrier of steam Casting Time: 1 Action
between you and the triggering attack. Roll 3d10 + 5, Range: 5 Feet
reducing damage by the result. If damage would be reduced Duration: Instant
to 0, and at least one hostile creature it within 20 feet of Components: HS, CM
you, select one hostile creature to takes 5d8 Acid damage Cost: 14 Chakra
and inflict 1 rank of corroded. Keywords: Hijutsu, Taijutsu, Fire Release, Water
If this jutsu would reduce the damage of a jutsu that Release, Clash
deals either the Fire, Wind, or Cold damage, you double the Description: You coat your body in a highly compressed
amount of damage this jutsu would reduce. cloak of steam, that you then shape into a stinger the
At Higher Ranks: For each rank you cast this jutsu above same shape as a Scorpions stinger. Make a melee
C-Rank, increase the cost of this jutsu by 3, The damage Taijutsu attack. On a hit, you deal your unarmed + 5d12
reduction by 1d10+5, and damage done by 2d8. acid damage and the target gains +1 rank of Corroded.
At Higher Ranks: For each rank you cast this jutsu
BOIL RELEASE: CORROSIVE VIPER FANG above B-Rank, increase the cost of this jutsu by 3 and
[CHANGED] damage by 1d12.
Classification: Hijutsu
Rank: C-Rank A-RANK
Casting Time: 1 Action
Range: 5 feet BOIL RELEASE: ACIDIC EXPLOSION
Duration: Instant Classification: Hijutsu
Components: HS, CM Rank: A-Rank
Cost: 8 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Range: Self (20-foot radius sphere)
Description: You coil corrosive Boil Release chakra Duration: Concentration, up to 1 minute.
around your arm as it forms a snake make of steam. Components: HS, CM
Make two melee taijutsu attacks dealing your [Unarmed Cost: 18 Chakra
Damage] + 2d8 Acid Damage. If the target creature has Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
ranks of the Corroded condition, you gain a +2 bonus to Description: You release a massive flux of acidic steam
your attack roll. On a hit, the next time the damaged for your body, enough to fill a 20-foot radius sphere. All
creature would make a saving throw against a Futton creatures, objects, and structures of your choice, in the
clan Jutsu, they reduce the result of their saving throw radius must make a constitution saving throw taking
by -2 until the end of their next turn. 10d10 Acid Damage and gaining 3 ranks of Corroded on a
At Higher Ranks: For each rank you cast this jutsu failed save. On a successful save they take half damage.
above C-Rank, increase the cost of this jutsu by 3 and After this jutsu’s initial casting, your body continues
damage by 1d8. to release acidic steam. At the beginning of each
creatures turns who begins within the steams radius or
B-RANK who would enter the radius for the first time each turn,
they must make a constitution saving throw, taking 5d10
BOIL RELEASE: ACIDIC DRAGONS BREATH acid damage and gaining 2 ranks of corroded on a failed
[CHANGED] save.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above A-Rank, increase the cost of this jutsu by 3, initial
Casting Time: 1 Action and secondary damage by 2d10.
Range: Self (30-Foot line)
Duration: Instant
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Water
Release, Clash
Description: You fire a beam of acid in a straight line
spreading a massive wave of corroding acid. Creatures in
a 30-foot long, 5-feet wide line in front of you must
succeed a Dexterity saving throw, taking 8d8 Acid
damage, and gaining 2 ranks of Corroded on a failed
save, or half as much on a successful one.

20
HATAKE CLAN White Lightning: Beginning at 7th level, when you
would cast a Ninjutsu with the Lightning Release Keyword
Kakato stands in the center of the training field as his
that deals damage by spending a certain amount of White
teammate glares at him. “You sure you want me to do this?
Chakra based on the rank of the jutsu used, you increase
You haven’t perfected it and you could break your hand” His
the number of damage die by +1 for this Jutsu's casting.
teammate asks while looking concerned as he gets into
This damage die bonus increases to +2 at 15 th level. (D-
position. “Yeah, for the last time, I need to master this Jutsu
Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-Rank: 2 WC,
one way or another Just go with it!” Kakato responds calmly
S-Rank: 3 WC)
while making the hand seals needed for the jutsu. His ally
Also, at 7th level, when you would cast a jutsu without
sigh as he then conjures 4 walls of earth one after another in
the Lightning Release keyword, you may spend a number
front of Kakato. Kakato quickly dashes in a straight line as his
of white chakra equal to its rank (D-Rank: 1, C-Rank: 2, B-
hand erupts into a bright, but loud chirping sound as
Rank: 3, A-Rank: 4, S-Rank: 5). When you do, the jutsu
lightning covers it. His speed increases until he is but a blur,
cast gains the lightning release keyword, its damage type
he then crashes through one wall, then two, then…
becomes lightning and increases its damage die by +1.
—Tatsunami Aburame
Beginning at 11th level, once per turn, when you would
The Long Road, Ch. 9 excerpt.
deal damage to a creature, you can deal additional

BARING WHITE FANGS lightning damage equal to your proficiency bonus.

The Hatake Clan is an iconic clan from Konoha. It has


produced several renowned members who have held
positions of high authority, including the Sixth Hokage;
All known members have also been extremely skilled
users of Lightning release jutsu.

HATAKE TRAITS
Ability Score Increase: +2 Int, +1 Cha
Speed: Your base walking speed is 35 feet.
Skill Proficiencies: Ninshou, Perception
Passive Affinity: You have Lightning Release Affinity (You
can learn Ninjutsu with the Lightning Release Keyword)
Lightning Literacy: You reduce the ability score
requirement to learn and cast Jutsu with the Lightning
Release keyword by 2. For Ability score requirements,
check the SHB, pg.121).

HATAKE FEATURES
White Chakra: The Hatake Clan are extremely
proficient Chakra molders. They innately have the ability
to call upon a unique source of Chakra called White Chakra.
Beginning at 1st level, you have 5 White Chakra which you
can only spend on Jutsu with the Lightning Release
keyword. You gain 1 White chakra every level. When you
finish a short rest you regain half of your spent white
chakra. Your White chakra pool is fully refilled on a long
rest.
Lightning Release Simplicity: Beginning at 1st level.
When creating or learning Ninjutsu with the Lightning
Release Affinity, reduce the time it takes to complete the
task by half.
Lightning Release Adept: Also, at 3rd level, reduce the
cost of ninjutsu with the Lightning Release Keyword by
an amount equal to the Rank of the jutsu cast. (D-Rank: 1,
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If you would
spend at least 1 White chakra, this cost reduction per rank
instead becomes the following. (D-Rank: 2, C-Rank: 3, B-
Rank: 4, A-Rank: 5, S-Rank: 6). If another effect would
reduce the cost of a jutsu you cast as a result of its rank,
the cost reduction effects, do not stack. Starting at 7th
level, your skill with lightning Release has grown to a
considerable degree. When you could cast a Jutsu with the
lightning release keyword and an Overcharge effect, you
can choose to spend an amount of White chakra equal to
its rank to fulfill the Overcharge requirements to gain their
effects. (D-Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-
Rank: 2 WC, S-Rank: 3 WC)

21
HEBI CLAN Regeneration [Changed]: You have learned to tap into
your clan’s innate ability to enhance its self-
Lyo draws his blade just as quickly as his enemies drew
regeneration. Beginning at 1 st level you can as a bonus
theirs. Standing in the middle of the road, he realizes he has
action begin to focus on your accelerated regeneration,
been surrounded by about a dozen adversaries. They assault
regaining 1d8+Half your level in hit points. This
him from the shadows throwing kunai and shuriken at him
increases to 2d8+Half your level at 7th and 3d8 + Half
with relentless efficiency. He with his sword drawn begins to
your level at 15th. You can regain hit points in this way
parry them all with ruthless focus. Each swing of his cuts,
twice per rest.
breaks, or deflects three or more weapons launched at him.
Poison Potency [Changed]: The Hebi clans’ rituals,
He keeps up this defense before he realizes he can’t keep it
have been ingrained into you, enhancing your
up much longer. He takes a deep breath, as the weapons
knowledge of poisons and their potency when you use
begin to strike his body, bouncing off of his skin as he dashes
them. Beginning at 3rd level, you have learned to coat
into the darkness. The singing of blades cutting through the
your weapons in a potent poison. As a bonus action you
air ring out as the fighting slowly quiets down to nothing
coat a weapon you are holding in a type of poison known
more than a whisper. Lyo comes staggering out of the brush
as the Vipers Venom. For the next minute your [Weapons
with his hand up in victory, showing his client that he is a lot
Damage] type becomes Poison and twice per turn your
tougher than he looks.
weapon deals a bonus +1d4 damage. This increases to
—Tatsunami Aburame
+1d6 at 11th, and +1d8 at 18th. You can coat a weapon in
The Long Road, Ch. 4 excerpt.
poison this way twice per rest and a weapon coated in

THE BASILISK’S BLESSINGS this way ignores resistance to Poison damage and still
counts as its original damage type for the purpose of
The Hebi Clan is a Custom Homebrew Clan, created by qualifying for Bukijutsu. Beginning at 7 th level, when you
Kingsare4ever and Soren Uzumaki. This clan, began as a deal poison damage to a creature when you roll your
clan of mercenaries. Their infamy spread all across the [Weapon Damage] or using Hebi Clan Hijutsu, the
country, for their skill and ability. Their true home is in affected creature reduces all hit points gained by half
the Land of Grass, but they are found all across the until the end of their next turn.
continent. They are universally known as the Hebi clan,
but different countries have different titles for them. In
the Land of Fire, they are also known as the Viper Clan,
in the land of Earth, they are known as the Cobra Clan.
Their ability to mix blade and poison is unmatched even
against a skilled Medical-Nin. The Hebi Clan have also
learned to mix techniques learned from Serpents
themselves after generations of study and worship.

HEBI TRAITS
Ability Score Increase: +2 Str or Dex, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Survival, Animal Handling
Weapon Proficiencies: You are proficient with Katana’s,
Broadswords and Odachi’s.
Tool Proficiencies: Poisoner’s Kit.

HEBI FEATURES
Hebi Clan Jutsu: The Hebi have access to a separate list
of Jutsu unique to their Clan. You can add these Jutsu to
your jutsu list instead of selecting jutsu from the Normal
jutsu list.
Snake Speech: Hebi Clansmen are known for their
affinity with snakes of all types. Due to their connection
with these reptiles over generations, you can
communicate with and understand snakes of any breed.
Serpent Mimicry: Beginning at 1st level, your heritage
and history with snakes grants you enhanced senses,
similar to theirs. You have Darkvision up to 60 feet and
Tremor sense up to 30 feet.
Beginning at 11th level, you have learned to use your
connected heritage to increase your ability to stalk your
prey. Dexterity (Stealth) Checks made in natural
environments such as forests, woods, and tundra’s are
always made at advantage.
Poisonous Diet [New]: The Hebi clan feeds its young
micro doses of some of the most potent venoms, poisons
and toxins in the known world, enhancing their
resilience towards it. Beginning at 1 st level, you have a +2
bonus to saving throws to resist Poison damage or the
Envenomed condition. This increases to +4 at 11 th level
and starting at 18th level, you gain immunity to Poison
damage and the envenomed condition.

22
HEBI CLAN JUTSU STRIKING STANCE: PYTHON
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

ADAPTIVE CAMOUFLAGE TECHNIQUE


Range: Self
Duration: 1 Minute
[CHANGE] Components: M, W (Broadsword, Kunai, Katana or Odachi)
Classification: Hijutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Hijutsu, Bukijutsu
Casting Time: 1 Action
Description: You can only gain the benefit from one
Range: Self
Striking Stance at a time. If you enter another Striking
Duration: Concentration, up to 1 Minute
Stance while currently benefiting from this one, the one
Components: HS, CM
immediately ends.
Cost: 5 Chakra
You enter the striking stance of a Python. For the
Keywords: Hijutsu, Ninjutsu
duration, taijutsu attacks made using a component weapon
Description: Your coat your body in Chakra, performing a
deals double damage to creatures gaining a bonus to their
more advanced version of the Body Camouflage Technique
AC as a result of a jutsu, feature or trait or double damage
changing the texture of your skin while also adapting to
to a structure summoned as a result of a jutsu, feature or
the changing environment not having to consistently focus
trait intended to intercept damage dealt no more than
on your surroundings. For the duration, you gain a +4
twice per casting.
bonus to checks made with the Hide and Sneak actions.
Additionally, you cannot be tracked without the aid of a
Jutsu as you leave behind no tracks or traces of your
C-RANK:
movement.
MAMBAS HARDENED SCALES [CHANGED]
STRIKING STANCE: COBRA Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu
Casting Time: 1 Reaction, which you take when you take
Rank: D-Rank
damage.
Casting Time: 1 Bonus Action
Range: Self
Range: Self
Duration: 1 round
Duration: 1 Minute
Components: CM
Components: M
Cost: 6 Chakra
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Bukijutsu
Description: You skin becomes encased in Chakra taking
Description: You can only gain the benefit from one
the shape of a snake’s scales layering itself and hardening
Striking Stance at a time. If you enter another Striking
at the point of impact reducing the potency of incoming
Stance while currently benefiting from this one, the one
damage. You gain +6 DR (damage reduction) vs all sources
immediately ends.
of damage until the beginning of your next turn.
You enter the coiling stance of a Cobra. For the duration,
At Higher Ranks: For each rank you cast this jutsu
weapon and taijutsu attacks made using a component
above C-Rank, increase the
weapon ignores temporary hit points, instead dealing
cost of this jutsu by 3 and
direct damage to the target creature.
DR by +4.
FORMATION OF ONE THOUSAND SNAKES
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (15-foot Cube)
Duration: Instant
Components: M, W (Broadsword, Kunai, Katana or Odachi)
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You release a series of blade swings so much
so that you create the visage of one thousand snakes
coiling around you. Your attacks are so viscous that all
creatures of your choice in a 15-foot cube originating from
you must succeed a dexterity saving throw. A creature who
fails the save takes double your weapons damage die plus
your taijutsu ability modifier or half as much on a
successful save. If the weapons has two or more base
damage die (such as an Odachi’s 2d6), you instead add one
additional damage die.
A creature who would fail their saving throw by 5 or
more gains 1 rank of bleed.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the dice
multiplier by 1. (Double or +1 damage die > Triple or +2
damage die > Quadruple or +3 damage die > Quintuple or
+4 damage die > Sextuple or +5 damage die).

23
POISON COBRA DANCE [CHANGED] B-RANK:
Classification: Hijutsu
Rank: C-Rank SERPENT ADAPTATION
Casting Time: 1 Action Classification: Hijutsu
Range: Weapon Range Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: M, W (Broadsword, Kunai, Katana or Odachi) Range: Self
Cost: 9 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Bukijutsu Components: M, CM
Description: You perform a flurry of graceful strikes each Cost: 12 Chakra
with the deadly precision of a cobra’s bite. Make two melee Keywords: Hijutsu, Ninjutsu, Taijutsu, Bukijutsu
Taijutsu attacks, dealing your [Weapons Damage] + 2d8. Description: You pour Chakra throughout your body,
On a hit, the affected creature must make a Strength saving growing fangs, poison sacks, hardening your skin and
throw being knocked prone on a failure. allowing you to elongate your arms and legs like whips.
If these attacks are made against a creature with ranks For the duration, your melee attack, and Bukijutsu range
of envenomed, increase the damage dealt by +1d8. increased by 5 feet as you stretch your arms to compensate.
At Higher Ranks: For each rank you cast this jutsu above Your movement speed increases by 10 feet. If you have
C-Rank, increase the cost of this jutsu by 3. If this jutsu is Mamba’s Hardened Scales on your known jutsu list,
cast at A-Rank, increase the number of attacks made by +1. casting it does not consume Chakra.

PYTHONS GAZE MAMBA POISONOUS BLADE


Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot radius) Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 Minute
Components: HS, CM Components: HS, CM, W (Katana, Broadswords or Odachi)
Cost: 7 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu, Bukijutsu
Description: You inject a surge of Chakra into your eyes Description: You envelop your weapon in a poison only
increasing your visual perception, making it look like the found in the infamous Black Mamba. Twice per turn, your
world is slowing down around you. You do not spend weapon deals an additional +2d6 poison damage. Creatures
Chakra to maintain concentration with this jutsu. who take poison damage from this weapon must make a
For the duration, creatures whom you can see within constitution saving throw, gaining +2 ranks of Envenomed
range actions seemingly slow down to a crawl. Melee on a failed save.
weapons attacks or Hebi clan Bukijutsu you cast cannot be A creature Envenomed by this jutsu has difficulty taking
made at disadvantage and creatures within range cannot reactions. When they are first poisoned or envenomed by
gain advantage against any Hebi clan Bukijutsu. this jutsu, they cannot take a reaction until the beginning of
their next turn. At the beginning of each of their turns, they
STRIKING STANCE: VIPER must remake their constitution saving throw, losing the
Classification: Hijutsu, Bukijutsu ability to take a reaction until the beginning of their
Rank: C-Rank following turn on a failed save. On a success, they can take
Casting Time: 1 Bonus Action reactions as normal.
Range: Self
Duration: Concentration, up to 1 minute
Components: W (Katana, Broadswords or Odachi)
Cost: 7 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You can only gain the benefit from one
Striking Stance at a time. If you enter another Striking
Stance while currently benefiting from this one, the one
immediately ends. You do not spend Chakra to maintain
this Jutsu.
You enter the poisonous stance of a Viper. For the
duration, weapon attacks and Hebi clan Bukijutsu cast
using one of this jutsu’s components ignore slashing
resistance and ignores damage reduction, instead dealing
direct damage to the target creature.
Additionally, the component weapons chosen can now
be used as components with Bukijutsu that requires Melee
Piercing.

24
VIPERS POISONOUS WAVE [CHANGED]
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (30 feet)
Duration: Instant
Components: HS, CM, W (Katana, Broadswords or Odachi)
Cost: 12 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You create a wave of poisonous Chakra that
erupts from your weapon as you swing it. All creatures in a
10-foot wide, 30 feet long line must succeed a Dexterity
saving throw, taking 6d8 Poison damage and half as much
on a failed save.
If the weapon you use is under the effects of Mamba’s
Poisonous Blade, or the Poison Potency Hebi Clan Feature,
creatures make their save with a -2 penalty. If the weapon
you use is under the effects of both Mamba’s Poisonous
Blade and the Poison Potency Hebi Clan Feature, you
instead deal 6d12 Poison damage or half as much on a
failed save.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and damage by
2d8 or 2d10.

A-RANK:
SILVER COBRAS BLESSING
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Components: HS, CM
Cost: Special
Keywords: Hijutsu, Taijutsu
Description: You ingest a powerful potent Poison that
reduces your current Chakra to 0. You gain the Poisoned
condition at the conclusion of this jutsu which cannot be
removed, resisted, or ignored by any means for the next
hour. For the next minute you gain the following effects;
• You cannot suffer the effects of the Bruised, poisoned,
weakened, slowed condition for the duration.
• Your Taijutsu ability score increases by any amount
equal to your Proficiency bonus.
• You can cast all Hebi clan jutsu that you have on
your known jutsu list at no cost.
• Hebi clan jutsu that have the “Striking Stance:”
pre-fix can be cast using an action, bonus
action or reaction.
• You can concentrate on up to 3 different Hebi
Clan Jutsu ignoring any effects that would
prevent you from maintaining more than
one Striking Stances.
After one minute, you fall unconscious for
the next hour, being unable to be awoken
until the hour has passed. When you awake,
you awake with 1 Chakra.

25
HOSHIGAKI CLAN Brute Strength [Changed]: Your immense strength lets
you wield weapons in ways that others would find
Alistair stares down the man in Red. Drawing his Odachi to
impossible. Beginning at 1st level, you gain proficiency in
confront him. He moves in swinging it with ruthless tenacity.
intimidation and weapons with the Versatile property deal
He stabs the blade into the ground after his first attack
their two-handed damage even if you wield them in one
weaving handsigns and conjuring a massive wave of Water
hand. Starting at 3rd level, when you are wielding one
that turns into Sharks before they collide with their target.
weapon, you can still use the hand holding it to cast jutsu
When the dust settles, Alistair looks for his enemy who seems
with the hand seal (HS) and Chakra seal (CS) components,
to have been completely blow away by his assault.
without putting the weapon down. Additionally, you always
“Oh…Well…Looks like I went a tad bit overboard for
add your strength modifier to the damage rolls of to
training, hehe.”
Bukijutsu you cast, unless otherwise specified. Starting at
—Tatsunami Aburame
7th level, while you have temporary chakra as a result of
The Long Road, Ch. 13 excerpt.
the Ravenous Chakra clan feature, you may add your

THE TAILLESS BEAST proficiency bonus to damage rolls that use your strength
twice per turn.
The Hoshigaki Clan is a clan that hails from the Land of Ravenous Chakra [Changed]: Your body yearns to
Water and is famous for all the wrong reasons. Every consume the Chakra of others. The stronger your enemies,
prominent member of their clan has betrayed their home the stronger you can become, using their energy to fuel
village in more than one way. But this does not brand you. Beginning at 3 rd level, when you cast a jutsu with the
them all as traitors, instead it has caused a vast majority Water release keyword, the jutsu also deals Chakra damage
of them to branch out and move to other villages to equal to the result. You gain a number of temporary Chakra
break the stigma of their history. points equal to the rank of the Jutsu cast (D-Rank: 2, C-
Rank: 3, B-Rank: 4, A-Rank: 5, S-Rank: 6). You can use this
HOSHIGAKI TRAITS feature twice per initiative roll. This increases to three
Ability Score Increase: +2 Con, +1 Str times at 15th level.
Speed: Your base walking speed is 30 feet. Beginning at 11th level, your jutsu can also consume the
Skill Proficiencies: Animal Handling, Athletics Chakra in other techniques as your jutsu becomes more
Weapon Proficiencies: Great Axe, Naginata, Odachi shark like. If you would clash with a jutsu while using this
(Greatsword), Scythe, Tetsubo feature, you gain a bonus to the clash check equal to 1d6. If
Dark Vision: You have Darkvision up to 30 feet. you win the clash check, your jutsu deals additional
Passive Affinity: You have Water Release Affinity (You damage equal to twice the losing Jutsu's cost.
can learn Ninjutsu with the Water Release Keyword)
Water Literacy: You reduce the ability score requirement
to learn and cast Jutsu with the Water Release keyword
by 2. For Ability score requirements, check the SHB,
pg.121).

HOSHIGAKI FEATURES
Aquatic Adaptation: You have a Swimming and Water
walking speed equal to your walking speed.
Amphibious: You can breathe air and Water.
Water Release Simplicity: When creating or learning
Ninjutsu with the Water Release affinity reduce the time
it takes to complete the task by half. This does not stack
with other similar effects.
Commander of the Deep: Beginning at 1 st level,
aquatic creatures have an affinity with people of your
clan. You can communicate simple ideas with beasts that
can breathe Water. They can understand the meaning of
your words, though you have no special ability to control
them directly. Starting at 7th level you learn the
Summoning Technique D-Rank ninjutsu with a contract
with the Shark tribe. You can cast this jutsu ignoring
Ability Score Requirements. The Shark tribe you are
contracted with are a bit more powerful than other shark
tribes. This shark tribe gains additional ASI points
equal to its rank. (D-Rank: +2, C-Rank: +3, B-Rank:
+4, A-Rank +5, S-Rank: +6). Additionally, when
you summon these sharks, they are
summoned in a large bubble of Water that
they use for land travel, using their
swimming speed to traverse the land. If
they ever end their turns more than 60 feet away
from you and they are not in a body of Water that
is not this bubble, they are automatically
unsummoned.

26
Shark Skinned Predator [Changed]: Beginning at 1st
level, your skin begins to resemble that of a sharks
becoming tougher and more resilient. You can use your
Constitution instead of Dexterity to calculate your Armor
Class.
Starting, at 11rd level, you tap into your innate
bloodline limit, allowing you to become one with your
inner apex predator. As a bonus action on your turn, you
enter a shark like form, growing large gills on your neck,
large wing like fins grow from your shoulders down to
your wrists, you grow webs between your fingers, your
hair, if any fuses into your scalp, as your head,
shoulders, and neck fuse into each other as your spine
also grows into a long tail like appendage. You cannot
cast Ninjutsu that does not have the Water Release
Keyword. For the next minute you gain the following
benefits;
• You can as an action perform a special action known as
the Apex Gaze against a single creature you can see
within 60 feet of you.
Apex Gaze. Targets must make a Wisdom saving
throw vs your Taijutsu or Ninjutsu save DC (Your
choice). On a failure, the target gains 2 ranks of
Demoralized.
• You have advantage on Strength & Constitution
Checks.
• You gain a +2 bonus on Strength & Constitution Saving
throws.
• You gain a swim speed and Water walking speed of
twice your movement speed.
• You gain 30 feet of true sight while submerged
underwater
• When you make a melee attack using strength, you
gain a bonus to damage equal to your
Constitution modifier.
• You have resistance to Bludgeoning,
Piercing, or Slashing damage. (Pick 2,
This can’t be changed later).

Once you enter this form, you must


complete a rest before you are able to enter
this form again. You gain an additional use
of this form beginning at 18th level.

27
HOZUKI Reflective Surface: Beginning at 7th level, whenever you
cast a Ninjutsu with the Water Release Keyword, gain an
The Rogue from the badlands, sits waiting patiently, hunting his
amount of Temporary Hit points equal to the rank of jutsu
prey. He takes a jug of Water from his pouch and begins to drink
used, until the beginning of your next turn. (D-Rank: 3, C-
from is carefully, not wasting a single drop. After finishing, he
Rank: 6, B-Rank: 10, A-Rank: 15, S-Rank: 20).
reaches behind himself and grabs a large Odachi with one hand,
When you reach 15th level the amount of temporary hit
as his arm expands showing a massive increase in strength. He
points gained becomes the following; (D-Rank: 5, C-Rank:
leaps from his hiding place bring the blade down on his mark.
10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
—Hato Hyoshi
At Worlds End, Ch. 17 excerpt.

DEMONS SECOND COMING


The Hozuki Clan is a relatively small clan that hails from the
Land of Water. While the clan itself is small, it has had
prominent members, whom have attained the rank of 7
Swordsmen and garnered a notoriety of being excellent
swordsman and even better assassins. The Hozuki clan has a
unique trait, allowing them to turn their body into a liquid
form passively. Though due to this extreme affinity with the
Water Release affinity, they have lost the ability to access
the Lightning Release Affinity, in its entirety.

HOZUKI TRAITS
Ability Score Increase: +2 Str, +1 Int
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Martial Arts, Chakra Control.
Water Release Affinity: You begin with the Water Release
affinity (You can learn Ninjutsu with the Water Release
Keyword.)
Lightning Release Inability: You cannot use or Learn
Ninjutsu with the Lightning Release Keyword

HOZUKI FEATURES
Hozuki Techniques: The Hozuki Clan has access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list(s).
Amphibious: You can breathe air and Water.
Water Dependency: The Hozuki has a dependency on
Water, they must consume at least a gallon of Water or
immerse themselves in Water for one hour each day. If the
Hozuki fails to do this they suffer 1 level of exhaustion at the
end of that day. The Hozuki, can recover from this
exhaustion by drinking a gallon of Water or immersing
yourself in Water for at least 1 hour.
Made of Water: Starting at 1st level, your body counts as a
sufficient source of Water to reduce the cost of Water release
Jutsu (You cannot gain the alternative effect of a Water Release
Jutsu using this feature). If the Jutsu cast cannot have its cost
reduced by having a sufficient source of Water, you instead
reduce the cost of ninjutsu with the Water Release Keyword
by an amount equal to the Rank of the jutsu cast. (D-Rank: 1,
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
Water Reservoirs: Beginning at 3rd level, you store extra
Water in your body, giving you an amount of uses equal to
your proficiency bonus per long rest. You can use these
reservoirs to empower a ninjutsu with the Water Release
Keyword, either increases its damage by 1 damage die or
save DC by +1. At 11th level, increase the damage die or save
DC by 2 and at 18th level, increase the damage die or save DC
by 3.

28
HOZUKI CLAN JUTSU WATER MUSCLES [CHANGED]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

GREAT WATER ARM


Range: Self
Duration: Concentration, up to 1 minute.
Classification: Hijutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Water Release
Range: 5 feet
Description: You empower your muscles by controlling the
Duration: Instant
Water inside your body. This jutsu does not cost Chakra to
Components: W (Any Melee), CM, M
maintain concentration. For the duration damage dealt with
Cost: 5 Chakra
attacks and jutsu that rely on your Strength adds 2d4 for
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release
their damage rolls. You can only gain the benefit of this
Description: You quickly enlarge your main arm by moving
bonus damage, twice per turn.
the Water in your body.
Additionally, you can add +4 to skill checks that use your
Make a melee Ninjutsu or Taijutsu attack with the weapon
Strength modifier in any way.
used to cast this jutsu. On a hit, you deal your weapons
If you are currently benefitting from the Hydrofication Clan
damage + 2d8 and force a target to make a Strength saving
jutsu, the damage bonus instead becomes 5d4.
throw. On a failed save, they are knocked back 15 feet and are
At Higher Ranks: For each rank you cast this jutsu above
dazed. On a success, nothing happens.
D-Rank, increase the cost of this jutsu by 3 and the damage
If you are gaining the effects of the Hydrofication Hozuki
bonus by 1d4.
clan Jutsu, increase the damage die by 1 step.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
WATER ESCAPE
Classification: Hijutsu
cast at C-Rank or higher, increase the damage by 1d8. If this
Rank: D-Rank
jutsu is cast at B-Rank or higher, increase the number of
Casting Time: 1 Bonus Action
attacks made by +1. If this jutsu is cast at S-Rank, increase
Range: Self
the damage die by one step.
Duration: 1 Round

WATER BODY [CHANGED]


Components: CM
Cost: 5 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Water Release
Rank: D-Rank
Description: You turn yourself into Water to escape your
Casting Time: 1 Reaction, which you take when you take
restraints. If you are currently grappled or restrained, you
damage from an attack.
turn into a puddle of Water, escaping the grapple or
Range: Self
restrained conditions.
Duration: 1 Round
Components: -
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You are able to quickly turn yourself into Water,
allowing you to dodge more attacks. When damaged by an
attack, you may increase your AC by +3 until the start of your
next turn. Additionally, you gain Immunity to bludgeoning,
piercing and slashing damage but Vulnerability to Lightning
and Earth until the start of your next turn.

29
C-RANK WATER GUN
Classification: Hijutsu
HOZUKI BLADE Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute. Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release
Cost: 9 Chakra Description: You form a bullet on the edge of your finger and
Keywords: Hijutsu, Ninjutsu, Water Release shoot it at a target within range. Make two ranged Ninjutsu
Description: You weave together streams of Water to create a attacks against two separate creatures within range. On a hit,
sword of solidified Water in your hand. This construct sword you deal 5d8 + Ninjutsu ability Modifier cold damage. If you
lasts until the jutsu ends. It counts as a simple melee weapon are currently using Hydrofication jutsu, increase the damage
with which you are proficient. It deals 3d6 + your Strength or die by one step (d8 > d10).
Dexterity modifier in either cold, Slashing, Piercing or At Higher Ranks: For each rank you cast this jutsu above
Bludgeoning damage on a hit and has the Versatile (d8), C-Rank, increase the cost of this jutsu by 3 and the damage
Deadly and Finesse properties. You choose the damage type by 2d8.
at the time of casting this jutsu.
In addition, when you use the sword to attack a target that WATER GUN: DOUBLE
is at least halfway submerged in Water, you make the attack Classification: Hijutsu
roll with advantage. If you are currently using the Rank: C-Rank
Hydrofication Jutsu, the dice size increases by one step (d6 > Casting Time: 1 Action
d8 > d10 > d12). If you drop the weapon, it dissipates at the Range: Self (15-foot cone)
end of the turn. Thereafter, while the jutsu persists, you can Duration: Instant
use a bonus action to cause the sword to reappear in your Components: HS, CM
hand. Cost: 9 Chakra
If you would cast a jutsu that would allow you to deal this Keywords: Hijutsu, Ninjutsu, Water Release
weapons damage that is under the effects of this jutsu, you Description: You form bullets on the edge of each of your
only deal this jutsu’s damage once, after which you default to fingers and Fire them off with enough spread to imitate a
2d6 (or d8, if holding with two hands) shotgun. Creatures in a 15-foot cone in front of you must
succeed a Dexterity saving throw, taking 6d6 cold damage
WATER BLOB and being chilled on a failed save, or half as much on a
Classification: Hijutsu successful one.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action C-Rank, increase the cost of this jutsu by 3 and the damage
Range: 5 feet by 2d6 and the cone size by 5 feet.
Duration: Concentration, up to 1 minute.
Components: CM B-RANK
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release HYDROFICATION
Description: A target creature you can see within range must Classification: Hijutsu
succeed on a Dexterity saving throw or they are now grappled Rank: B-Rank
with their head being submerged in a bubble of Water, made Casting Time: 1 Action
from your body. While grappled this way, they begin to Range: Self
suffocate. While suffocating this way, it is difficult to Duration: Concentration, up to 1 minute.
maintain concentration on jutsu and must make a Components: HS, CM
Constitution (Chakra Control) check to maintain Cost: 12 Chakra
concentration, losing the jutsu on a failure. A creature begins Keywords: Hijutsu, Ninjutsu, Water Release
to drown after a number of rounds equal to its Constitution Description: You turn yourself into a mixture of Water and
modifier (Min 1). oil, liquifying entirely turning into a sentient pool of fluid
While grappled in this way, when a creature attempts to that you can control. For the duration of this jutsu, you can
escape this grapple, they can spend their action to make their transform any part of your body into this liquid mixture,
Strength (Athletics) or Dexterity (Acrobatics) checks allowing you to fit through any crack large enough for Water
contested by either your Strength (Chakra Control), or to fit through. You gain resistance to bludgeoning, piercing,
Constitution (Chakra Control) check. slashing and immunity to Fire damage. You gain
At the start of its first turn after these rounds and the vulnerability to Lightning damage.
beginning of each of its turns it remains grappled, it takes Additionally, your strength and Constitution scores
necrotic damage equal to 4d8 + Your Ninjutsu ability increase by +4, while using this jutsu.
modifier. If you are currently using the Hydrofication Jutsu,
skill checks made to escape the grapple is made with a 1d4
penalty.

30
WATER BALLOON A-RANK
Classification: Hijutsu
Rank: B-Rank DEMON WAVE
Casting Time: 1 Action Classification: Hijutsu
Range: 60 feet (15-foot Cube) Rank: A-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Action
Components: HS, CM Range: Self
Cost: 10 Chakra Duration: Concentration, up to 1 minute.
Keywords: Hijutsu, Ninjutsu, Water Release Components: HS, CM
Description: You create a puddle of Water mixed with oil, Cost: 16 Chakra
producing bubbles that float around you. These bubbles are Keywords: Hijutsu, Ninjutsu, Water Release
then launched at a 15-foot cube of area within range with Description: As a requirement to activate this jutsu, you must
enough speed to cause concussive damage. Creatures of your have Hydrofication currently active. You end your
choice, who first enter the chosen area or who begin their concentration on that jutsu and this one takes its place. You
turn within it must succeed a Dexterity saving throw taking retain all effects of Hydrofication, including extra effects
4d10 bludgeoning damage and being Dazed or half as much given to other jutsu and add this jutsu's effects to them.
on a successful save. Additionally, you can only cast jutsu with the Water
As an action on your turn, you can choose to move the Release keyword while this jutsu is active.
target area up to 30 feet in any direction within range. You create and merge with a larger body of Water,
If you are currently using the Hydrofication Jutsu, increase increasing your size to large and increasing your Strength
the damage die by 1 step. (d10 > d12). score by +4.
At Higher Ranks: For each rank you cast this jutsu above Additionally, as a reaction when you see an allied creature
B-Rank, increase the cost of this jutsu by 3 and damage by within 10 feet of you, targeted for an attack, you can
2d10. interpose for that ally changing the target of that attack to
you.

31
HYŪGA CLAN • Main House: The Head portion of the family considered
the “royal” part of the clan overall. This Portion of the
“You don’t quite understand the situation you're in...do you
clan Focuses on the Hyūga clan’s secret techniques. If
boy?” Haizo bellowed out from the darkness he created with
you select this branch of the family, you will have
his Ninjutsu. “The Darkness is my ally, while you skulk
access to the main house’s Hyūga clan techniques.
through it, I was born of it. I have made it my partner in
This is due to the fact, most main branch Hyuga’s do
battle.” He speaks in a tone of assured victory, guaranteed of
not become ninjas or shinobi in the classical sense
his success, his acute senses allow him to feel where his
instead becoming staff in the Villages information
target is, a boy of average height who looks remarkably slim
council.
with long dark hair. Haizo begins to make his assault final
• Side House: The guardian/protector portion of the
as he rushes towards the boy who has been standing
Hyūga clan. They are generally made to be like
remarkably still the entire time. As Haizo enters striking
servants to the main house while inside the Hyūga
range the boy reacts with monstrous precision striking Haizo
villa. While not given access to the entirety of the
in multiple points across his torso in the blink of an eye
Hyūga clan’s secret techniques, they have formulated
dispersing the Jutsu he had up, allowing light to shower the
their own advanced versions of the general gentle fist
two. “But how!? It was total Darkness how did you know
and 8 trigram techniques.
where I would strike!?” Haizo cried out. The boy stared at
him, eyes pale white with veins running across his face
leading both too and from his eyes as they stare almost
through Haizo. “You overestimated yourself and
underestimated my Byakugan, that was your fatal mistake”
the boy said with a grin that would infuriate even the most
composed of men.
—Tatsunami Aburame
The Long Road, Ch. 3 excerpt.
Byakugan: One of the hidden Leaf village’s 2 great
THE VILLAGES STRONGEST dojutsu. The Byakugan is an eye of extreme refined
The Hyūga Clan is one of the four noble clans of Konoha focus. At 1st level you can spend 5 Chakra to activate the
as well as the strongest clan in the village. All members Byakugan as a bonus action which remains active for up
born into this clan possess the Byakugan, a bloodline to 1 hour. You may deactivate and reactivate the
trait that gives them extended fields of vision and the Byakugan during this time period with no additional
ability to see through solid objects and even the Chakra cost. While active the Byakugan gains the following
circulatory system, amongst other things. Members of benefits:
this clan also possess an innate ability which allows • All Seeing White Eye: You have 500 feet of Chakra sight
them to excel Chakra from any of the tenketsu in their while out of combat and half of that, while in combat.
body. The Hyūga clan are descendants from the You gain the ability to see a creature’s Chakra nature, if
Ōtsutsuki clan, specifically from Hamura Ōtsutsuki's any. You can see through material up to 10 feet thick.
lineage. As a result, they are also distant cousins of the creatures cannot be obscured to you in any way if you
Uchiha, Senju, Uzumaki, and Kaguya clans. They are can see through the obstruction.
considered to be one of, if not currently, the most • 360° Vision: You can see in a 360-degree field around
powerful clan in Konoha. Their fame and prowess you up to half your Chakra sight range, originating from
stretch far and wide, leading others to both praise and you in combat. While out of combat, your field of vision
covet their abilities. increases to match your Chakra sight range. You can see
The clan is separated into two parts: the main house without having to turn your head or avert your eyes.
and the branch house, a system that protects the secrets
At 3rd Level, while training with your Byakugan, you
of the Byakugan from outsiders. The main house runs
gain one of the following additional features that further
the family while the branch house protects it.
exemplify your skill with the Dojutsu. At 11th and 18th
HYŪGA TRAITS Level you may select an additional feature from this list.
Ability Score Increase: +2 Wis, +1 Dex • Combat Insight [Changed]: You gain amazing combat
Speed: Your base walking speed is 30 feet. senses while your Byakugan is active. If you are
Skill Proficiencies: Perception, Insight proficient in Dexterity saving throws you gain a +2 bonus
Dark Vision: Even without the power of a fully active to them. If you are not proficient, you gain a +1 bonus
Byakugan, you have Darkvision up to 30 feet. instead.
Hyūga Hijutsu: You know 1 additional Hyūga Clan D- • Combative Vision: You also add your Wisdom ability
Rank Jutsu, this does not count against your jutsu modifier to the first unarmed attack roll, using the
known. Gentle Fist Stance, you make on each of your turns.
• Immense Distance: Doubles the range of Chakra sight to
HYŪGA FEATURES 1,000ft. You can see things up to 1 mile away as if they
Hyūga Clan Jutsu: The Hyūga Have access to a separate were within 50 feet of you.
list of Jutsu unique to their Clan. You can add these Jutsu • Penetrative Vision [Changed]: You can see through
to your jutsu list instead of selecting jutsu from the obstructions up to 30 feet thick within your Chakra sight
Normal jutsu list. You can only Add these Jutsu to your range. You gain a +2 bonus to Perception while your
list as long as you are from the correct branch within the Byakugan is active.
clan Unless it does not have any restrictive keywords.
Branch Family: At first Level, choose which part of the
Hyūga Family you reign from. This cannot be changed
later on.

32
• Perceptive Insight [Changed]: You can discern a creature
from any clones they may make, regardless of the clone
HYŪGA CLAN JUTSU
used. Additionally, you gain advantage on checks made
with the See through lies skill-action. D-RANK:
• Perceptive Predictions [Changed]: You gain unmatched
predictive combat senses. When you would cast a Hyūga GENTLE COUNTER [CHANGED]
Classification: Hijutsu
Hijutsu as a reaction to taking damage, the jutsu gains a
Rank: D-Rank
bonus 4 DR, based on the rank it is cast for the duration
Casting Time: 1 Reaction, which you take when you take
for the jutsu. (D-Rank/C-Rank: 4 DR, B-Rank/A-Rank: 8
damage from a melee attack.
DR, S-Rank: 12 DR).
Range: Self
• Perceptive Resilience [Changed]: Increase your
Duration: Instant
resistance to misdirection. When making a Wisdom
Components: CM, M
saving throw against Genjutsu with the Visual
Cost: 4 Chakra
Keyword, you gain a +2 bonus if you are proficient in
Keywords: Hijutsu, Taijutsu
Wisdom saving throws. If you are not proficient you
Description: As a part of casting this jutsu, you must be
gain a +1 bonus instead. These saves cannot be made
gaining the benefits of the Gentle Fist Stance. You instantly
at disadvantage.
react to an incoming attack. When you are damaged with a
melee attack, you may roll 1d8 + Your Unarmed attack
Gentle Fist Stance [Changed]: The Gentle Fist is the bonus. Reduce the damage you received by the result.
premiere fighting style for the Hyūga clan. Starting at a At Higher Ranks: For each rank you cast this jutsu
young age, both main and side branch clansmen are above D-Rank, increase the cost of this jutsu by 3 and
trained in this art of Taijutsu. The primary focus is on reduce damage by an additional 2d8.
injecting chakra into an opponent’s chakra network
disrupting the flow of a creature's chakra network. PALM ROTATION
Beginning at 1st level, you can use Dexterity instead of Classification: Hijutsu
Strength while in this stance, for the attack and damage Rank: D-Rank
rolls of unarmed strikes and Hyūga Clan Taijutsu attack Casting Time: 1 Reaction, which you take when you are
rolls and Save DC’s calculations. targeted for an attack, would take damage, or make a
Also, at 1st level your [Unarmed Damage] becomes a Strength or Dexterity saving throw.
d6 and deals chakra damage. This becomes 2d6 at 7th Range: Self (5 feet)
level and a 3d6 at 11th level. When you deal chakra Duration: 1 Round
damage to a creature with 0 chakra, you instead deal an Components: CM, M
equal amount of force damage to their hit points. Cost: 5 Chakra
Alternatively, you can choose to deal bludgeoning Keywords: Hijutsu, Taijutsu, Clash
damage to a creatures in this stance, if you do, your Description: You spin at a violent speed, while releasing
damage die is 1d6. You deal half damage to constructs Chakra from every Chakra point on your body. Creating a
and undead while in this stance. dome of blue Chakra repelling most attacks. Until the start
Starting at 3rd level, while in this stance, once per turn, of your next turn, you have a +5 Bonus to AC including to
when you would increase the cost of a hostile creatures the triggering attack. If you are subject to a jutsu that
jutsu, you may add 1d4 to the cost increase. This requires you to make a Strength or Dexterity saving throw
increases to 1d6 at 111th level and 1d8 at 18th. you make the save at advantage. Creatures who are within 5
Beginning at 7th level if you deal Chakra damage with feet of you when you cast this jutsu must succeed a Strength
this stance and the target has 0 Chakra, you instead deal saving throw, taking 2d8 Force damage and being pushed
double force damage to the targets hit points. back 5 feet on a failed save.
.

33
PALM STRIKE [CHANGED] Make a ranged Taijutsu attack. On a hit you deal 5d4 force
Classification: Hijutsu damage.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: Special above D-Rank, increase the cost of this jutsu by 3 and
Range: 5 feet damage by 2d4 and the range by +10 feet. If this jutsu is
Duration: Instant cast at B-Rank or higher, you force the target creature to
Components: CM, M make a constitution saving throw, becoming unable to
Cost: 5 Chakra mold Chakra until the beginning of their next turn.
Keywords: Hijutsu, Taijutsu
Description: As part of the requirements of this jutsu, C-RANK:
you must be benefiting from the Gentle Fist Stance. Once
per turn, you cast this jutsu when you would deal Chakra 8-TRIGRAMS 64 PALMS [CHANGED]
Damage with a melee attack. When this jutsu is cast you Classification: Hijutsu
deal an additional 3d8 chakra damage and you can Rank: C-Rank
choose to either Disrupt I or Block I their chakra Casting Time: 1 Action
pathways. Range: Self (5 feet)
If you deal Chakra damage to a creature that has 0 Duration: Instant
Chakra, you instead deal double the resulting Chakra Components: CM, M
damage as force damage. Cost: 7 Chakra
Disrupt I: You increase the cost of all jutsu they cast by Keywords: Hijutsu, Taijutsu
+3, until the end of their next turn. Description: As part of the requirements of this jutsu you
Block I: You force the target creature to make a must have Byakugan active and be benefitting from the
constitution saving throw, becoming unable to mold Gentle Fist Stance. You perform the Hyūga clan final
Chakra until the start of your next turn on a failed save. maneuver of the Gentle fist. Make a single melee Taijutsu
At Higher Ranks: For each rank you cast this jutsu attack, comparing the result against all creatures of your
above D-Rank, increase the cost of this jutsu by 3, the choice AC, within 5 feet of you. On a hit, you deal your
damage by 2d8 and if you use Disrupt I increase the cost [Unarmed Damage] + 3d8 Chakra damage and half of the
of their next jutsu by an additional +3. chakra damage dealt as force damage and you can choose to
either Disrupt II or Block II their chakra pathways. If the
GENTLE REPRIEVE [NEW] target creature has 0 Chakra, you instead deal double the
Classification: Hijutsu result as force damage.
Rank: D-Rank Disrupt II: You increase the cost of all jutsu they cast
Casting Time: 1 Action or 1 Bonus Action. by +9, until the end of your next turn.
Range: Touch Block II: You force the target creature to make a
Duration: Instant constitution saving throw, becoming unable to mold
Components: CM, M Chakra for 2 of their turns (or Elite Actions).
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Taijutsu, Medical above C-Rank, increase the cost of this jutsu by 3 and
Description: As part of the requirements of this jutsu be damage by 1d8 and if you use Disrupt II increase the cost
benefiting from the Gentle Fist Stance. You reach out to of their next jutsu by an additional +6. If this jutsu is cast
touch an allied creature, using your chakra to speed up at B-Rank or higher, you instead make 2 attacks and
the flow of their chakra network aiding in their chakra creatures you strike with both attacks suffer increased
efficiency or their chakra recovery effects from Disrupt II and Block II. This jutsu cannot
If you choose to aid in their chakra recovery, this jutsu make more than 2 attacks by any means per casting.
is an Action and you force the target creature to spend up Disrupt II: You increase the cost of all jutsu they cast
to 2 Chakra die, recovering the result + Your Wisdom by +12, until the end of your next turn.
modifier. Block II: You force the target creature(s) to make a
If you choose to aid in their chakra efficiency, this constitution saving throw, becoming unable to mold
jutsu is a Bonus action and reduces the cost of the next Chakra for 3 of their turns (or Elite Actions).
jutsu an allied creature casts by 2. This effect cannot be
used on yourself. 8-TRIGRAMS GRID PALM [NEW]
At Higher Ranks: For each rank you cast this jutsu Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3. If Rank: C-Rank
aiding in efficiency reduce the cost by an additional 1 at Casting Time: 1 Action
B-Rank, and by 2 at S-Rank. If aiding in chakra recovery, Range: Self (15-foot radius)
increase the number of Chakra die spent by +1 for every Duration: Concentration, up to 1 minute
rank above D-Rank. Components: CS, CM, M
Cost: 7 Chakra
VACUUM WALL PALM [CHANGED] Keywords: Hijutsu, Taijutsu, Fuinjutsu
Classification: Hijutsu Description: You slam your hand on the ground creating a
Rank: D-Rank network of grids along the ground that then cover all
Casting Time: 1 Action enemies inflicting great pain on them. All creatures of
Range: 30 feet your choice, within range, must make a charisma saving
Duration: Instant throw, becoming restrained by the intense pain they
Components: CM, M experience for the duration. Creatures restrained in this
Cost: 3 Chakra way remake their saves at the end of each of their turns.
Keywords: Hijutsu, Taijutsu
Description: You thrust your palm forward at a creature
you can see in range creating an invisible blast of Chakra.

34
GIANT PALM ROTATION [CHANGED] B-RANK:
Classification: Hijutsu
Rank: C-Rank 8-TRIGRAMS SPIRALING HEAVEN PALM [NEW]
Casting Time: 1 Reaction, when you or an allied creature Classification: Hijutsu
within range are targeted, would make a Strength, Rank: B-Rank
Dexterity, Constitution saving throw, or take damage. Casting Time: 1 Action
Range: Self (10-foot radius sphere) Range: Self
Duration: 1 Round Duration: Concentration, up to 1 minute
Components: CM, M Components: CM, M
Cost: 9 Chakra Cost: 10 Chakra
Keywords: Hijutsu, Main Branch, Taijutsu, Clash Keywords: Hijutsu, Taijutsu
Description: The perfected form of the “Palm Rotation” Description: As part of the requirements of this jutsu you
taught only to those of the main branch of the Hyūga must be benefitting from the Gentle Fist Stance and have the
clan. As part of the requirements of this jutsu you must Byakugan active.
be benefitting from the Gentle Fist Stance. This creates a You take a single breath sharpening your Gentle Fist
dome of visible blue Chakra, repelling everything of your stance making each strike more precise and lethal than
choice up to 15 feet away in a radius centered on you. the last, making each strike accurately bludgeon the
Until the start of your next turn, you and all creatures internal organs of your foes. This jutsu costs no Chakra
you have selected to not be affected by this jutsu within to concentrate on. For the duration you gain the
10 feet of you benefit from this Jutsu’s effects. You & following benefits:
affected allies gain a +5 Bonus to AC; This includes the
• Chakra damage you deal ignore Damage reduction.
triggering attack. If any of you are subject to a jutsu that
• When you make an unarmed attack that deals chakra
requires you to make a Strength, Dexterity or
damage, you deal an equal amount of damage to the
Constitution saving throw you make the save at
target as Force damage.
advantage. Creatures benefiting from this jutsu cannot
• Each successful unarmed attack you make in the same
benefit from bonuses to AC from other Reactions.
turn, that deals Chakra damage increases the cost of
Hostile creatures who are within 10 feet of you when
the next Jutsu the affected creature casts by +2. This
you cast this jutsu must succeed a Strength saving throw
stacks up to 3 times per round.
against your Taijutsu Save DC taking 4d8 Force damage
and being knocked back 10 feet on a failed save.
8-TRIGRAMS 64 PALMS DEFENSE
ONE-BODY BLOW Classification: Hijutsu
Rank: B-Rank
Classification: Hijutsu
Casting Time: 1 Action or 1 Reaction to being damaged.
Rank: C-Rank
Range: Self (5 feet)
Casting Time: 1 Reaction which you take when you are
Duration: Instant
grappled, restrained, or Prone as a result of a hostile
Components: CM, M
creatures jutsu, feature, trait or action.
Cost: 14 Chakra
Range: Self
Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Duration: Instant
Description: Created by a main branch Hyūga years ago.
Components: CM
This is a variation on the “8-Trigrams 64 Palms”. As part of
Cost: 6 Chakra
the requirements of this jutsu you must have Byakugan
Keywords: Hijutsu, Side Branch, Taijutsu
active and be benefitting from the Gentle Fist Stance.
Description: You release Chakra from every Chakra
As an action, when using this jutsu, all creatures of your
point in the body creating a shockwave originating from
choice in a 5-foot radius centered on you must succeed a
you knocking creatures around you away from you.
dexterity saving throw, taking 8d8 force damage and being
First, if you are under the effect of a jutsu, feature,
pushed back 5 feet. Until the start of your next turn, you
trait or action that would allow you to make a skill check
gain a +3 AC bonus.
or saving throw to end any of the triggering conditions,
As a Reaction to taking damage. Until the start of your
you automatically succeed the skill check or saving
next turn, you gain a +8 bonus to AC against the triggering
throw.
attack and all subsequent attacks. If this reaction triggers a
Finally, all creatures of your choice, within 10ft of you
Clash, add 1d6 to your clash check.
must make a Strength saving throw, being knocked
At Higher Ranks: For each rank you cast this jutsu
prone on a failed save and becoming unable to mold
above B-Rank, increase the cost of
Chakra for until the end of your next turn.
this jutsu by
3 and
damage by
2d8.

35
MOUNTAIN CRUSHER LION PALM
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (30-foot cone) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: CM, M Components: CM
Cost: 12 Chakra Cost: 15 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu, Clash Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Description: As part of the requirements of this jutsu Description: The ultimate culmination of the Main
you must have Byakugan active and be benefitting from Branches research and training. You release Chakra from
the Gentle Fist Stance. An advanced and amplified version your hands coating and molding it into two guardian
of the “Vacuum Wall Palm”. All Creatures in range must lions with a visible but intimidating presence. For the
make a constitution saving throw, taking 15d4 force Duration of this jutsu, you do not spend Chakra to
damage on a failed save, being knocked back 15 feet, and maintain this jutsu.
falling prone on a failed save. On a successful save, they As part of the requirements of this jutsu you must
instead take half damage with no additional effects. have Byakugan active and be benefitting from the Gentle
At Higher Ranks: For each rank you cast this jutsu Fist Stance.
above B-Rank, increase the cost of this jutsu by 3 and Additionally, unarmed attacks using the Gentle Fist
damage by 2d4. Stance and Hyūga Clan Hijutsu that make Melee Taijutsu
attacks use a D10 damage die, Hyūga Clan Hijutsu have
A-RANK: their costs reduced by -3 & Hyūga clan jutsu deal an
extra damage die on a hit.
8-TRIGRAMS 128 PALMS [CHANGED] As a Bonus action on your turn, you can make a
Classification: Hijutsu Ranged Taijutsu attack on a creature you can see up to 30
Rank: A-Rank feet away, firing off one of the Lions on your hand at
Casting Time: 1 Action them like a missile. On a Hit, you deal 3d10 + Taijutsu
Range: Self (10-foot Radius) ability modifier in Force damage.
Duration: Instant
Components: CM, M
Cost: 17 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu
Description: This is the result of years of training and
trying to achieve greater techniques than the main
branch usually allows. This is the absolute peak of the
Hyūga Gentle Fist technique within the Side Branch. As
part of the requirements of this jutsu you must have
Byakugan active and be benefitting from the Gentle Fist
Stance and have the 8-Trigrams 64 palms learned.
Make a three melee Taijutsu attack, comparing the
result against all creatures of your choice AC within 10
feet of you as you dash between each one striking faster
than the eye can see. On a hit, you deal your [Unarmed
Damage] +3d8 Chakra damage and dealing half of the
chakra damage dealt, as force damage the targets hit points
and you can choose to either Disrupt III or Block III their
chakra pathways. If the target creature has 0 Chakra,
you instead deal double the result as force damage.
Disrupt III: You increase the cost of all jutsu they
cast by +15, until the end of your next turn.
Block III: You force the target creature to make a
constitution saving throw, becoming unable to mold
Chakra for 4 of their turns (or Elite Actions).
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
damage by 1d8. If this jutsu is cast at S-Rank, creatures
you strike suffer increased effects from Disrupt III and
Block III.
Disrupt III: You increase the cost of all jutsu they
cast by +20, until the end of your next turn.
Block III: You force the target creature(s) to make a
constitution saving throw, becoming unable to mold
Chakra for 5 of their turns (or Elite Actions).

36
INUZUKA CLAN • At levels 4, 8, 12, 16 and 20 your Nin-Dog gains +8
ability score increases following its associated max
“Come on Sutemaru, let's sniff these guys out,” Aria says
ability score with its rank as seen in the Dog/Wolf
while petting the head of her ninja-dog who’s sniffing some
summon table.
left behind tents. “Are we sure he can find them? I mean,
• Your Nin-Dogs size begins as small, grows to medium
he’s not all that smart” Aria’s teammate Levi says while
when it reaches 8th level and grows to Large at 12 th.
looking unamused at the ninja dog sniff through random
• Your Nin-Dog regain half of their spent Jutsu Slots on a
objects. As Sutemaru begins to dig at the ground directly
short rest and all of their spent slots on a long rest.
under him. “See he just wants to play. Dumb dog” Levi says
• If your Nin-Dog spends all of its Jutsu Slots, it does not
as he begins to walk away annoyed the dog's antics. “Hey
vanish or become unsummoned like a normal
don’t be mean to him, He’s trying-” Aria begins before she
summoned creature.
is cut off by Sutemaru and starts scratching at Metal beneath
the dirt. “You’ve gotta be kidding me…” Levi says while Finally, Unlike Dog/Wolf summons, Nin-Dogs cannot
looking in complete disbelief. “Told you to give him a have the listed Roles in the Dog/Wolf summon page.
chance. He’s a good boy!” They Instead treat their breed as their Role.
—Tatsunami Aburame Choose between one of the following breeds. Your
The Long Road, Ch. 1 excerpt. Nin-Dog gains the chosen breed as its Role;
While traveling with man's best friend, a ninken (or • Young Inuit: A breed known for its hunting skill. This
ninja dog). Exploring the countryside, training together Nin-Dog gains the following;
and understanding one another and growing close o Proficiency in Investigation and Stealth.
enough to know what the other is thinking is the bond o Expertise in Perception.
Inuzuka’s share with their Ning-Dog and one another. o +10 increase to their speed and ignores difficult

THE MOST LOYAL


terrain.
o This breed can either Dash or Disengage at no
The Inuzuka Clan or Inuzuka Family is a family of action cost, once per round as part of one of their
shinobi in Konoha known for their use of ninja-dogs as commands.
fighting companions and are easily identified by the o Beginning at 11th level, your Nin-Dog gains the
distinctive red fang markings on their cheeks. The benefits of your Wild Sense feature.
members are given their own canine partner(s) when • Young Kugsha: A breed known for its combat skill.
they reach a certain age. Thereafter, the shinobi and This Nin-Dog gains the following;
their dog(s) are practically inseparable. The shinobi and o Proficiency in Acrobatics and Martial Arts.
canine allies fight using Cooperation Ninjutsu, which o Expertise in Athletics.
takes advantage of their teamwork and their sharp claws o Multiattack: You can make up to two attacks using
and teeth. The clan members are also able to your Bite. Bite attacks add your Dexterity to
communicate with canines. The members of this clan, damage rolls once per turn.
much like their canine partners, have greatly enhanced o Gains +1 additional D-Rank Dog/Wolf special
senses, especially their sense of smell. features.
o Beginning at 11th level, Gains +1 additional
INUZUKA TRAITS Dog/Wolf special feature of either D or C-Rank.
Ability Score Increase: +2 Str or Dex, +1 Wis • Young Tamaskan: A breed known for its ability to
Speed: Your base walking speed is 35 feet. mold Chakra. This Nin-Dog gains the following;
Skill Proficiencies: Animal Handling, Acrobatics o Proficiency in Chakra control and Ninshou.
Extra Language: Dog-Speak, you can speak to & o Expertise in Insight..
understand canine creatures. o Learns 1 Jutsu of D-Rank following the Dog/Wolf
Inuzuka Hijutsu: You Nin-Dog knows 1 Inuzuka Clan D- Jutsu specialty limits
Rank Jutsu, that you do not need to add to your known o The first jutsu your Nin-Dog casts per short rest,
jutsu list. does not spend a Jutsu Slot.
o Beginning at 11th level, this Nin-Dog learns 1 C-
INUZUKA FEATURES Rank jutsu following the Dog/Wolf Jutsu specialty
Inuzuka Clan Jutsu: The Inuzuka have access to a limits
separate list of Jutsu unique to their Clan. You can add
In the event you are incapacitated or
these Jutsu to your jutsu list instead of selecting jutsu
absent, your Nin-Dog acts on their own
from the Normal jutsu list.
based on how you've commanded them
Beast Master [Changed]: Starting at 1st level you have
before, considering your allies, its
a canine companion raised and bred by the Inuzuka clan
allies, and will follow them until you
known as a Nin-Dog. Your Nin-Dog possesses the same
cross paths again. If your Nin- Dog is
statistics as a Dog/Wolf summon of D-Rank. When the
alone, they will perform the Search
Nin-Dog would reach levels 8, 12, 16 and 20 it would
skill action until they find you. If your
become the associated rank, gain 1 new Special feature of
Nin-Dog dies, you can spend 1 week
the appropriate rank and increase its Jutsu slots to the
of downtime with your clan training
listed value. Your Nin-Dog mechanics are as follows;
another Nin-Dog.
• Shares your level Starting at 18th level, you and
• Proficient in all saving throws your Nin-Dog have bonded in
• Cannot learn jutsu like a Dog/Wolf summon, instead such a way where there is no need
knowing all Inuzuka Clan Hijutsu you know. to verbally communicate. It
• Your Nin-Dogs Toughness is 10 continues to act on your turn as
• You calculated your Nin-Dogs AC as follows: 12+Half normal, but no longer requires a
Nin-Dogs Level + Nin-Dogs Defensive Ability score. bonus action to command.

37
Feral Ability: Beginning at 1 st level you specialize in a
quick, fast and feral fighting style to better synergize with
INUZUKA CLAN JUTSU
D-RANK:
your canine companion. You can use Dexterity as your
Taijutsu ability modifier for Inuzuka clan Jutsu.
Wild Sense [Changed]: Beginning at 3 rd level, you have
learned to imitate your Nin-Dogs nasal and auditory senses BEAST-HUMAN CLONE
Classification: Hijutsu
with Chakra. You gain a +2 bonus to checks made with the
Rank: D-Rank
Search, Sense Motive and Sense Direction skill actions. This
Casting Time: 1 Bonus Action
bonus becomes +4 at 11th level and +6 at 18th level.
Range: Self
Savage Attack: Beginning at 3rd level, you and your
Duration: 10 minutes
Nin-Dog carry within them the savage fighting spirit of
Components: HS, CM
the Inuzuka. When you and your Nin-Dog are on
Cost: 4 Chakra
opposite sides of a creatures, the first attack roll either
Keywords: Hijutsu, Ninjutsu
of you make is at advantage, once per turn.
Description: Your Nin-Dog uses the advanced
Starting at 7th level, when either you or your Nin-Dog
transformation technique, transforming to look exactly
scores a critical hit, you deal an additional die of damage.
like you, with notable differences. They still need to be on
If this critical hit was scored with an Inuzuka Clan jutsu,
all fours and they cannot talk, so they make poor
you can deal two additional die of damage.
replacements for infiltration.
Beginning at 15th level, when either you or your Nin-
While in this form, when your Nin-Dog is within 15 feet
Dog damage a bloodied (Under 50% hit points) creature,
of you and either of you, are the target of an attack, the
with an unarmed strike, weapon attack, or Inuzuka clan
other one, not being targeted, can switch places with the
jutsu, you increase the damage die by 1 step.
target of the attack and make an unarmed or natural
Bestial Fury [Changed]: Beginning at 11 th level, you gain
weapon attack (their choice) as a reaction. If the result of
expertise on initiative checks. When you would roll for
their attack roll is higher than the triggering creature’s
initiative, you or your Nin-Dog can cast an Inuzuka Clan
attack was a melee attack, the creature automatically takes
jutsu as part of rolling for initiative, ignoring the Jutsu’s
damage attributed to the attack type you or your Nin-Dog
listed casting time, but only one of you can do this. The jutsu
chose.
cast cannot target an allied or hostile creature aside from you
At Higher Ranks: For each rank you cast this jutsu above
or your Nin-Dog.
D-Rank, increase the cost of this jutsu by 3 and the
Finally at 18th level, when either you or your Nin-Dog casts
distance the special reaction can be used by 10 feet. If this
an Inuzuka Clan jutsu and the other has not acted, the other
jutsu is cast at B-Rank, while you are within 15 feet of your
can use their reaction to cast the same Inuzuka clan jutsu
Nin-Dog, if you cast an Inuzuka Clan Hijutsu that has a
targeting the same creature.
casting time of “1 Action, 1 Bonus Action”, you can choose to
only spend 1 action. If you do, both you and your Nin-Dog
cast the jutsu simultaneously, attempting to target the
same creature.

DYNAMIC MARKING
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: 10 Minutes
Components: M
Cost: 4 Chakra
Keywords: Hijutsu, Taijutsu, Sensory
Description: Your Nin-Dog leaps into the air, and spins
while releasing Chakra charged urine over the area.
Creatures in a 10-foot radius centered on the Nin-Dog
are covered in the Urine. Affected creatures exude a faint
but obvious stench that can be tracked by you or
your Nin-Dog. For the duration, you & your nin-
dog have blindsight when searching for or attacking
creatures affected by this jutsu. When you make a
perception check to find an affected creature, you gain
advantage on the roll. Also, when you or your Nin-Dog
make an attack using an Inuzuka clan jutsu against an
affected creature, roll a 1d4, adding the result to your
attack roll.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the radius of this jutsu, by 5ft.

38
FOUR LEGS TECHNIQUE At Higher Ranks: For each rank you cast this jutsu above
Classification: Hijutsu C-Rank, increase the cost of this jutsu by 3 and damage by
Rank: D-Rank 1d6 for each damage type for only your attack using the
Casting Time: 1 Bonus Action jutsu.
Range: Self
Duration: 1 Minute FANG TEARING FANG
Components: HS, CM Classification: Hijutsu
Cost: 4 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Action
Description: You gain the ability to move like a dog. For the
Range: Touch
duration of this jutsu, you ignore difficult terrain and your
movement speed increases by 15 feet and your wall Duration: Instant
walking, Water walking, and climbing speed becomes Components: M
equal to your movement speed. Your movement speed also Cost: 7 Chakra
cannot be reduced as a result of a jutsu, feature or trait. Keywords: Hijutsu, Taijutsu
(This does not count for conditions). Description: As part of the requirements of this jutsu you
At Higher Ranks: For each rank you cast this jutsu above must have the Four Legs Technique active. As part of the
D-Rank, increase the cost of this jutsu by 3 and movement activation of this jutsu, make two melee Taijutsu attacks
speed bonus by +5. against a target creature in range. On a hit you deal unarmed
damage + 2d6. If you hit with both attacks, the target
TUNNELING FANG creature must succeed a strength saving throw, being
Classification: Hijutsu knocked prone on a failed save.
Rank: D-Rank You also gain an additional Bonus action until the end of
Casting Time: 1 Action this turn.
Range: 30 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant C-Rank, increase the cost of this jutsu by 3. If this jutsu is
Components: CM, M cast at B-Rank or higher, increase the number of attacks
Cost: 5 Chakra made by +1. If this jutsu is cast at S-Rank, increase the
Keywords: Hijutsu, Taijutsu number of attacks made by +1
Description: As part of the requirements of this jutsu you
must have the Four Legs Technique active or your Nin-Dog
must have Beast-Human Clone active. You or your nin-dog
begin to spin at an accelerated rate attempting a spiraling
body slam. Move up to 30 feet into an adjacent space next
to the target creature and make a melee Taijutsu attack
against it, so long as you can see or smell it within range.
On a hit, you deal 2d6 slashing and 2d6 bludgeoning
damage.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d6 for each damage type.

C-RANK:
FANG OVER FANG
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action, 1 Bonus Action.
Range: 30 feet
Duration: Instant
Components: CM, M
Cost: 7 Chakra
Keywords: Hijutsu, Taijutsu, Clash
Description: As part of the requirements of this jutsu you
must have the “Four Legs Technique” active and your Nin-
Dog must have “Beast-Human Clone” active. You or your
Nin-Dog begin to spin at an accelerated rate chasing down
enemies and performing a spiraling body slam in rapid
succession.
As an action, make a melee Taijutsu attack against a
target creature in range. On a hit dealing 3d6 slashing
damage and 3d6 bludgeoning damage.
As a bonus action you may command your Nin-Dog to
cast this jutsu. They make a melee Taijutsu attack. On a hit
they deal 3d4 slashing damage and 3d4 bludgeoning
damage.
If both Attacks Hit the same creature, the target creature
must make a strength save, falling prone on a failed save.

39
IRON FANGS FANG WOLF FANG
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: 90 feet
Duration: 1 minute Duration: Instant
Components: HS Components: HS, CM, M
Cost: 6 Chakra Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Taijutsu
Description: You or your nin dog focus Chakra into your Description: As part of the requirements of this jutsu, you
nails, enhancing their sharpness and hardness, making your must have the Double Headed Wolf Inuzuka clan jutsu active.
unarmed strikes and Taijutsu much more effective. For the You perform a much more devastating variation of the
duration, your unarmed damage becomes 4d4 Slashing tunneling fang as a double headed wolf, tearing into your
damage and you can use Dexterity for unarmed attack rolls target and ripping them apart. Make a melee Taijutsu attack,
for the duration. You cannot add your ability modifier to dealing 5d6 slashing & 5d6 piercing damage.
unarmed damage rolls. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
above C-Rank, increase the cost of this jutsu by 3 and damage by 2d6 for each damage type.
damage by 1d4.
A-RANK:
B-RANK:
TAIL CHASING FANG
DOUBLE HEADED WOLF Classification: Hijutsu
Classification: Hijutsu Rank: A-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 120 feet
Range: Self Duration: Instant
Duration: Concentration, up to 1 Minute Components: M
Components: HS, CM Cost: 15 Chakra
Cost: 12 Chakra Keywords: Hijutsu, Taijutsu, Clash
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this jutsu, you
Description: As part of the requirements of this jutsu you must have the Double Headed Wolf Inuzuka clan jutsu active.
must be in direct contact with your Nin-Dog. An ultra-violent variation on the Fang Wolf Fang technique
You perform the Inuzuka Clans Secret Transformation where you curl into a ball and roll at a ferocious speed
Technique, fusing you and your dog, and transforming you towards an enemy as if chasing after your own tail. Move up
both into a huge creature with 2 heads and combining your to 120 feet in any direction, being able to turn or change
senses and strengths. For the duration, you gain the direction. At the end of your movement, all creatures in the
following benefits; You do not need to spend Chakra to path of your movement must make a Dexterity saving throw,
maintain this jutsu, and you cannot lose concentration on taking 7d8 slashing & 7d8 piercing damage on a failed save,
this jutsu as a result of damage. or half as much on a successful one.
• Increase your Strength, Dexterity, Constitution and
Wisdom Ability scores by +4.
• You are now a Huge creature.
• You can no longer perform hand seals, but can
perform any Inuzuka Clan jutsu ignoring its need for
hand seals (HS) if any.
• Your speed is increased by 30 feet.
• You gain resistance to bludgeoning, piercing, and
slashing damage.
• You gain a pool of Temporary hit points equal
to 10 times you or your Nin-Dogs
constitution modifier (whichever is
higher). When this pool of Temporary hit
points are reduced to 0, this jutsu end
early.
• You can no longer command your Nin-
Dog, but you gain all of its senses,
traits, features, skill proficiencies,
and attack actions for the duration of
this jutsu.
• Inuzuka clan jutsu you cast while in
this form cost is reduced by half and
adds your Strength and Dexterity
modifier to damage rolls if they don’t
already, ignoring any limitation such as
with Iron Fangs.

40
JITON (including you) misses it with an attack made with a
metal weapon, or the target succeeds on a saving throw
The Genin from the sand stands with his arms crossed,
against any Jiton clan Hijutsu, once per turn you can
watching, unimpressed with the showing of his rival during
spend your reaction to allow the creature to reroll the
the chunin exams. “I thought you showed more promise
attack roll, or force the target to reroll their saving
than this Judo” The Sand Genin states. His rival on one knee,
throw.
stands up dusting himself off before weaving handsigns and
At 7th level, if a marked creature hits you or a creature
conjuring a massive amount of Chakra creating a dense ball
you can see within 5 feet of you with an attack, you can
of wind. “Yeah, I thought I did too. Let’s not disappoint these
spend your reaction to impose a 1d6 penalty to
people. They came to see a show Gura, Let’s give them one.”
triggering creatures attack roll. If the attack still hits, the
Judo responds as he creates a powerful blast of Air, that
target gains resistance to the triggering attack's damage.
Gura, the Sand Genin smirks and responds with a drilling
At 15th level, the penalty increases to 1d10.
construct of Dust and Sand.
Swirling Currents: Also at 3rd level, your magnetic
—Himari Hyūga
field constantly slows metal objects thrown or fired at
At Worlds End, Ch. 1 excerpt.
you. You have resistance to bludgeoning, piercing, or

A MAGNETIC PERSONALITY slashing damage from ranged weapons. You select which
one of these damage types each time you complete a
The Jiton Clan is a clan that hails proudly from the Land long rest. At 11th level, you have resistance to all three
of Wind. Every Kazekage has held this Nature Release damage types from ranged weapon attacks. At 18th level,
and it have brough about an era of prosperity and peace your magnetic field has grown strong enough that you
within the Land of Wind. Using Jiton, or Magnet release, have a natural resistance to all bludgeoning, piercing, or
a user is usually seen as an extremely oppressive slashing damage. Additionally, each time you complete a
opponent able to fight without lifting a finger a lot of rest, select a damage type between wind or earth. You
time due to this clan using their Jutsu almost entirely gain resistance to the chosen damage type until you
through Chakra control with only a few of their complete a rest.
techniques requiring the chakra focusing of handsigns to
enable.

JITON TRAITS
Ability Score Increase: +2 Int, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Survival.
Magnet Release Affinity: You begin with either Earth or
Wind Release Affinity. (Pick one)

JITON FEATURES
Magnet Techniques: The Jiton Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s). They do not need both
Nature Release’s to use their Clan jutsu.
Dust Layer: Beginning at 1st level, the first time each
turn you deal earth damage with a Hijutsu you cast, it
coats the target in a thin layer of dust, imposing a -1
Penalty to checks and saving throws made to resist Jutsu
with the Earth Release Keyword until the end of your
next turn. This penalty does not stack. Beginning at 11 th
level, this penalty can stack up to 2 times, and each
application resets its duration. Finally at 18 th level this
penalty can stack up to 3 times and each application
resets its duration.
Magnet Release: The Jiton clan has a unique talent for
manifesting Magnet Release due to their close affinity to
both Earth and Wind Release. Beginning at 7th level you
gain the second Nature release you didn’t select from
Magnet Release Affinity clan trait. Also, at 7th level, twice
per turn, when casting a jutsu with either Earth or Wind
Release keywords, you can change the damage type to
earth and increase the damage die by 1 step, up to a
maximum of D12. (D4>D6>D8>D10>D12).
Magnetic Mark: Using their abilities often, Jiton clan
members develop a natural magnetic field that they can
use offensively or defensively. Beginning at 3rd level,
when you would affect another creature with any of your
Jiton clan Hijutsu, you mark that creature until the end
of your next turn. While the creature is marked by you,
you always know their location, and the creature cannot
benefit from being hidden from you. While the marked
creature is within 60 feet of you, if another creature

41
JITON CLAN JUTSU MAGNET RELEASE: DUST PARTICLE DRIZZLE
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

MAGNET RELEASE: DUST IMMOBILIZATION


Range: Self (30-foot Cone)
Duration: Instant
Classification: Hijutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Range: Touch
Description: You form a mass of dust particles in front of
Duration: 1 Hour
you of your own description (Gold, Iron, Sand, Salt,
Components: HS, CM, CS
Gravel), firing a wave of tiny bullets at everything of your
Cost: 4 Chakra
choice. Each creature of your choice within a 30-foot cone,
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
must succeed a Dexterity saving throw, taking 2d4 Piercing
Wind Release.
damage and 2d4 Earth damage and are poisoned on a failed
Description: You touch an object that weighs no more
save, or half as much damage and no conditions on a
than 10 pounds, and use dust of your description (Gold,
successful one.
Iron, Sand, Salt, Gravel) to create a chakra seal to affix it
Objects and constructs that fail this saving throw,
in place. You and the creatures you designate when you
become weakened instead of poisoned. A poisoned or
cast this jutsu, can move the object normally.
weakened creature repeats this saving throw at the end of
If the object is fixed in the air, it can hold up to 4000
each of its turns, ending the condition on a success.
pounds in weight. More weight causes the object to fall,
At Higher Ranks: For each rank you cast this jutsu above
otherwise, a creature can use an action to make a
D-Rank, increase the cost of this jutsu by 3, Increase both
Strength (Athletics) check against your Ninjutsu save
damage types by 1d4 and increase the size of the cone by 10
DC. On a success the creature can move the object up to
feet. When you cast this jutsu at B-Rank or higher, all
10 feet. If the object is more 20 feet or more from its
creatures that fail their saving throw become weakened,
original position, the seal breaks, ending this jutsu.
poisoned and slowed.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. When
you cast this jutsu at C-Rank, the DC to move the object
MAGNET RELEASE: DUST SHIELD
Classification: Hijutsu
increases by 5, it can carry up to 8000 pounds of weight,
Rank: D-Rank
and the duration is increases to 24 hours. If you cast this
Casting Time: 1 Action or 1 Reaction, which you take when
jutsu at A-Rank or Higher, the DC to move the object
you or an allied creature would take damage.
increases by 10, it can carry up to 20,000 pounds of
Range: Special
weight, and the duration becomes permanent until
Duration: Special
dispelled.
Components: HS, CM

MAGNET RELEASE: DUST COAT [CHANGED]


Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Classification: Hijutsu
Description: You draw dust particles around yourself of
Rank: D-Rank
your description (Gold, Iron, Sand, Salt, Gravel) to create a
Casting Time: 1 Action
wall made entirely of the substance of choice, in any design
Range: Self
of your choosing. This wall protects you from damage and
Duration: 10 Minutes
can even protect other willing creatures.
Components: CM
As an Action, you can manifest this dust shield
Cost: 5 Chakra
surrounding either yourself or another willing creature
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
within 30 feet of you. If the affected creature moves from
Release.
its current space at all, this jutsu ends. While active, a
Description: You draw dust particles around yourself of
creature gains a Dust Shield. This Dust shield protects
your description (Gold, Iron, Sand, Salt, Gravel) to create
them from all attacks, from any direction. This Dust shield
a virtually invisible armor to protect yourself from
has an AC equal to your Ninjutsu save DC, is treated as an
attacks. For the Duration, your AC is calculated as 13 +
Earthen construct, has total of 15 Hit points and remains
your Ninjutsu Ability Modifier + Your Proficiency bonus.
until dispelled, the creature moves out of its current space,
Additionally, you gain a number of Temporary hit points
or the Dust shields hit points are reduced to 0.
equal to your Ninjutsu save DC. This jutsu ends early if
Alternatively, as a reaction when you or an allied
you don armor of any type, change your AC calculation
creature within 30 feet of you, would take damage, and
source or you end it as a bonus action.
neither of you are already under the effect of this jutsu, you
If you lose all temporary hit points granted by this
can protect that creature, granting them a Dust Shield that
jutsu; as a bonus action, you can pay 5 chakra to gain
has 15 Hit points and lasts until the beginning of their next
temporary hit points equal to your Ninjutsu save DC.
turn.
At Higher Ranks: For each rank you cast this jutsu
Regardless of how you cast this jutsu, the Dust shield
above D-Rank, increase the cost of this jutsu by 3. When
created by this jutsu has resistance to Cold, Fire and Earth
you cast this jutsu at B-Rank, Your AC begins its
Damage, but Vulnerability to Lightning Damage.
calculation with 14. When you cast this jutsu at S-Rank,
At Higher Ranks: For each rank you cast this jutsu above
Your AC begins its calculation with 15.
D-Rank, increase the cost of this jutsu by 3 and the Dust
Shield Hit points by 15. When you cast this jutsu a B-Rank
or higher, affected creature cannot be moved by any means
if you don’t want them to be, while gaining the benefits of
this jutsu.

42
MAGNET RELEASE: MAGNETIC POLARIZATION MAGNET RELEASE: MAGNET WAVE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self (15 feet)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: CM Components: HS, CM
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Description: You focus your magnetic chakra on a point Release.
within range. Your chakra then expands to fill a 20-foot Description: You form a mass of dust particle of your
cube from that point, magnetizing any objects and creatures description (Gold, Iron, Sand, Salt, Gravel) and release it
within that area when you cast this jutsu. Each target must from your current position. All creatures within 15 feet of
succeed on a constitution saving throw or become you of your choice when you cast this jutsu, must
magnetized for the duration. Unattended objects succeed a constitution saving throw, taking 4d10 earth
automatically fail this saving throw. While Magnetized any damage on a failed save, or half as much on a successful
attack rolls against the target has advantage if the attacker one. This damage happens once per casting.
uses weapons made of metals and the affect targets have A creature that fails this saving throw becomes
their speed, if any, reduced by 15 feet. magnetized for the duration. While a creature is magnetized
At Higher Ranks: For each rank you cast this jutsu above in this way, you can use your bonus action and choose a
D-Rank, increase the cost of this jutsu by 3, and increase the point, object or other creature within 60 feet of the
size of the cube by 10 feet. magnetized creature that you can see. When you do, you
forcefully attempt to pull a magnetized creature in a
C-RANK straight line towards the target, ending in an unoccupied
space as close to the target as possible (even if that space is
MAGNET RELEASE: DUST WINGS in the air). The magnetized creature must succeed a
Classification: Hijutsu Strength saving throw to resist this effect. If the creature is
Rank: C-Rank marked as a result of the Magnetic Mark Jiton Clan feature,
Casting Time: 1 Action they make this saving throw at disadvantage.
Range: Self You can choose any number of magnetized creatures to
Duration: Concentration, up to 1 minute attempt pull towards that same point, object or other
Components: HS, CM creature.
Cost: 9 Chakra A magnetized creature can use its action to repeat their
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. saving throw to end the magnetized condition on
Description: You form a mass of dust particle of your themselves on a successful save.
description (Gold, Iron, Sand, Salt, Gravel) on your back, At Higher Ranks: For each rank you cast this jutsu above
forming massive wings of your design and description. C-Rank, increase the cost of this jutsu by 3 and increase the
While this jutsu is active, you gain a flying speed of 30 damage by 2d10 and the range by 5 feet.
feet, and can hover. Additionally, you can use an action
to do one of the following; MAGNET RELEASE: SEALING DUST SPHERE
Dust Feathers: You form dust particles from your wings of Classification: Hijutsu
the same material into darts. Make a ranged ninjutsu attack Rank: C-Rank
against a target within 60 feet of you, that you can see. If the Casting Time: 1 Action
creature is marked with your Magnetic Mark feature, you Range: 90 feet
can target them as if you can see them, even if you are Duration: Concentration, up to 1 minute
blinded or in darkness and even ignoring full cover. On a hit, Components: HS, CM, CS
the target takes 2d8 piercing damage and 2d8 earth damage. Cost: 9 Chakra
Dust Spear: You form your wings into a giant spear of Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
dust. Make a ranged ninjutsu attack against a target within Wind Release.
30 feet of you that you can see. If the creature is marked Description: Using your magnetic chakra and a special seal,
with your Magnetic Mark feature, you can target them as if you create a sphere of dust particles of your description
you can see them, even if you are blinded or in darkness and (Gold, Iron, Sand, Salt, Gravel) with a 10-foot radius on a
even ignoring full cover. On a hit, the target takes 4d8 point you can see within range. The sphere can hover in the
piercing damage and 4d8 earth damage. Additionally, each air, but no more than 10 feet off the ground. The sphere
creature within 10 feet of the target must make a Dexterity remains for the jutsu’s duration.
saving throw. On a failed save, a creature takes 4d8 Any creature in the sphere's space must make a Strength
bludgeoning damage and is pushed back 10 feet. On a saving throw. On a successful save, a creature is ejected
success, a creature takes half as much damage and is not from that space to the nearest unoccupied space outside it. A
pushed back. Huge or larger creature succeeds on the saving throw
Using Dust Spear, uses all of the dust in your wings, automatically. On a failed save, a creature is restrained by
ending this jutsu immediately after resolving its effects. the sphere and is engulphed by the dust particles. At the end
At Higher Ranks: For each rank you cast this jutsu above of each of its turns, a restrained target can repeat the saving
C-Rank, increase the cost of this jutsu by 3. When you use throw. The sphere can restrain a maximum of four Medium
Dust Feathers, make an additional attack with it for every or smaller creatures or one Large creature. If the sphere
rank you casted this jutsu above C-Rank. When you use Dust restrains a creature in excess of these numbers, a random
Spear, increase the Piercing earth and bludgeoning damage creature that was already restrained by the sphere falls out
by 1d8 each. of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a
straight line. If it moves over a pit, cliff, or other drop, it

43
safely descends until it is hovering 10 feet over ground. Any score is less than or equal to the hand's Strength score. If its
creature restrained by the sphere moves with it. You can Strength score is higher than the hand's Strength score, the
ram the sphere into creatures, forcing them to make the target can move toward you through the hand's space, but
saving throw, but no more than once per turn. When the that space is difficult terrain for the target.
spell ends, the sphere falls to the ground and extinguishes At Higher Ranks: For each rank you cast this jutsu above
all normal flames within 30 feet of it. Any creature B-Rank, increase the cost of this jutsu by 3, and the damage
restrained by the sphere is knocked prone in the space from the clenched fist option by 2d8, and the grasping hand
where it falls by 2d6.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, and the size of MAGNET RELEASE: IMPERIAL DUST
the gold sphere increases. At B-Rank, the sphere has a 15- FUNERAL
foot radius, and can restrain a maximum of five Medium or Classification: Hijutsu
smaller creatures, one Large creature, or one Huge creature. Rank: B-Rank
At A-Rank, the sphere has a 20-foot radius, and can Casting Time: 1 Action
restrain a maximum of six Medium or smaller creatures, Range: 300 feet
two Large creatures, one Huge creature, or one Gargantuan Duration: Concentration, up to 5 rounds
creature. At S-Rank, the sphere has a 30-foot radius, and Components: HS, CM
can restrain a maximum of eight Medium or smaller Cost: 14 Chakra
creatures, three Large creatures, two Huge creatures, or one Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Gargantuan creature Release.
Description: Using your magnetism, you summon a wall of
B-RANK dust particles of your description (Gold, Iron, Sand, Salt,
Gravel) into existence at a point you choose within range.
MAGNET RELEASE: MAGNETIC DUST FIST You can make the wall up to 250 feet long. 250 feet high, and
Classification: Hijutsu 50 feet thick. The wall lasts for the duration.
Rank: B-Rank When the wall appears, each creature within its area must
Casting Time: 1 Action make a strength saving throw. On a failed save, a creature
Range: 120 feet takes 5d8 earth damage, or half as much damage on a
Duration: Concentration, up to 1 minute successful save. At the start of each of your turns after the
Components: HS, CM wall appears, the wall, along with any creatures in it, moves
Cost: 13 Chakra 50 feet away from you. Any Huge or smaller creature inside
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. the wall or whose space the wall enters when it moves must
Description: You create a large hand of dust particles of your succeed on a Strength saving throw or take 4d8 earth
description (Gold, Iron, Sand, Salt, Gravel) in an unoccupied damage. A creature can take this damage only once per
space you can see within range. The hand lasts for the jutsu's round. At the end of the turn, the wall's height is reduced by
duration, and it moves at your command, mimicking the 50 feet, and the damage creatures take from the jutsu on
movements of your own hand. subsequent rounds is reduced by 1d8. When the wall reaches
The hand is an object that has AC 20 and hit points equal to 0 feet in height, the jutsu ends.
your hit point maximum. If it drops to 0 hit points, the jutsu A creature caught in the wall can attempt to move within
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). it, but every foot moved costs 3 feet of movement. Because
The hand doesn't fill its space. of the force of the wave, the creature must make a
When you cast this jutsu, and as a bonus action on your successful Strength (Athletics) check against your ninjutsu
subsequent turns, you can move the hand up to 60 feet and save DC in order to move at all. If it fails the check, it can't
then cause one of the following effects with it. move. A creature that moves out of the area falls to the
Clenched Fist: The hand strikes one creature or object ground.
within 5 feet of it. Make a melee ninjutsu attack for the hand
using your game statistics. On a hit the target takes 4d8 earth
damage.
Forceful Hand: The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a check
with the hand's Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed, the
hand pushes the target up to 5 feet plus a number of feet
equal to 5 times your ninjutsu ability modifier. The hand
moves with the target to remain within 5 feet of it.
Grasping Hand: The hand attempts to grapple a Huge or
smaller creature within 5 feet of it. You use the hand's
Strength score to resolve the grapple. If the target is Medium
or smaller, you have advantage on the check. While the hand
is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your ninjutsu ability modifier.
Interposing Hand: The hand interposes itself between you
and a creature you choose until you give the hand a different
command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
target can't move through the hand's space if its Strength

44
A-RANK
MAGNET RELEASE: DUST PARTICLE WORLD
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 150 feet (40-foot radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Description: You create a two masses of dust particles of
your description (Gold, Iron, Sand, Salt, Gravel) of opposing
magnetic fields, and then merge them together, repelling
the particles across a 40-foot radius sphere centered on a
point you choose within range. The particles then come
together, forming massive arrays of spikes that branch off
irregularly, making the spikes nearly impossible to evade,
and the area very difficult to see through. For the duration,
the jutsu's area is difficult terrain. Creatures attempting to
see through the area have disadvantage.
Any creature of your choice, that enters the jutsu's area
for the first time on a turn or starts its turn there must make
a constitution saving throw. The creature takes 4d10
piercing damage and 4d10 earth damage on a failed save
becoming poisoned, or half as much damage on a successful
one.
If a poisoned creature fails this saving throw, the creature
becomes paralyzed instead. If a creature fails this saving
throw while paralyzed in this way, the creature instead
becomes unconscious. A creature rendered unconscious
from this jutsu no longer takes damage from it.
A creature that is paralyzed or unconscious as a result of
this jutsu and is no longer within this jutsu’s range, can
make a constitution saving throw at the end of each of its
turns. On a success, an unconscious creature becomes
paralyzed instead and a paralyzed creature ends its
paralyzed condition.

45
JŪGO Raw Chakra Form: Starting at 3rd level, you can warp
Raw Chakra to alter your body temporarily, allowing you
Daisuke casually walked through the forest without much
to tap into a Raw, unfocused and untamed version of
concern. 'A beast is giving us trouble'? This job should be
Sage Mode. Your Raw Chakra Form turns your skin gray,
easy. Reaching a creak, he looks around at the peaceful
and enhances your strength, speed, and durability. You
environment. A twig snaps behind him. Turning around and
may enter this form as an Action, twice per long rest, for
drawing his kunai, he plunges it into the unseen threat. A
up to 1 minute. You can transform an additional time per
human man with dull brown hair stares at him. Before he
long rest at 11th and 18th levels. For its duration you gain
can apologize, Daisuke watches the human turn grey and
the following benefits;
grow up to 7ft tall. A lone whimper is heard as the creature
mutters out "I only wanted to enjoy the peaceful river with • When making a Strength Ability check or saving
him...". throw, add 1d4. This becomes a d6 at 11th level.
—Lyo Hataka • As a part of transforming and entering your Raw
At Worlds End, Ch. 19 excerpt. Chakra Form, you gain Temporary hit points equal to
twice your character level. Beginning at 7th level,
MONSTROUS OPPRESSORS when you transform you can spend Raw Chakra die to
gain additional temporary hit points equal to twice the
The Jugo clan does not hold many members due to their
result. This cannot be done after transforming.
unique power and often, far more unique personalities. • Your unarmed damage die becomes 1d8 unless already
Those that find themselves gifted with this ability often
higher. If it is higher, increase the die size by 1 step.
lose themselves to madness and turn into raging
(1d10>1d12). Also, your unarmed strikes are chakra
monsters on the battlefield. Able to call on durability and
enhanced.
health at a simple beckon call, these shinobi should not • Your Jugo clan Hijutsu do not cost chakra to maintain
be taken lightly
concentration, unless otherwise stated.

JŪGO TRAITS
• Your Jutsu Clan Hijutsu lose any Hand sign (HS)
component.
Ability Score Increase: +2 Str, +1 Con
• Your speed increases by 5ft. This bonuses increases to
Speed: Your base walking speed is 35 feet.
10ft at 7th, and 15ft at 15th.
Skill Proficiencies: Athletics, Acrobatics.
• Beginning at 11th level, when initiative is rolled, by
Jugo Hijutsu: You know 1 additional Jugo Clan D-Rank
spending 1 Raw Chakra die, you may transform
Jutsu, this does not count against your Jutsu known.
immediately as a part of your initiative roll while
JŪGO FEATURES adding the result to the initiative check. You do not
Raw Chakra Techniques: The Jugo Clan has access to a gain this benefit while surprised.
• At 18th level, you cannot be moved by a hostile effect,
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu by any means.
• At 18th level, you are immune to the
from the Normal jutsu list(s).
Nature’s Brute: You can use Strength in place of Slowed, and weakened
Intelligence for Jugo clan Ninjutsu. conditions.
Raw Chakra: Starting at 1st level, you gain an amount
of Raw Chakra die, equal to your proficiency bonus. Raw
Chakra die are d4’s and you can spend any amount when
using the following effects. Beginning at 7 th and 11th
levels the size of your Raw Chakra dice increase to a d6
and d8, respectively. You regain half your spend Raw
Chakra die on a short rest, and all on a long rest;
• Amplify. When you make a melee attack, Taijutsu
attack, or cast a Jugo Clan Ninjutsu, you may add Raw
Chakra die to the damage roll.
• Absorb. As an action, you can attempt to absorb a
creature chakra you can reach. Target creature must
make a Constitution Saving throw vs your Ninjutsu
Save DC as if you were casting a Jugo Clan Ninjutsu. On
a failed save, spend any number of remaining Raw
Chakra die. They take chakra damage equal to twice
the result, and you gain temporary chakra equal to the
chakra damage dealt.
• Reduce. As part of casting a Taijutsu or Jugo Clan
Hijutsu, you may spend one Raw Chakra die. Reduce
the cost of the jutsu cast by half the result.
• Heal. As an action, you may heal yourself or allies with
Raw Chakra. Spend a number of Raw Chakra die either
yourself or an allied creature you can reach, regains
hit points equal to the result.

46
JUGO CLAN JUTSU FURIOUS FISTS
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

MISPLACED MISFIRE
Range: Self
Duration: Concentration, up to 1 Minute.
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: Special.
Keywords: Hijutsu, Ninjutsu.
Range: Touch
Description: You grow jets at the back of your elbows or
Duration: Instant
ankles, enhancing unarmed attacks with the power of
Components: M, CM
chakra thrusters. For the duration, melee weapon
Cost: 5 Chakra
attacks or melee taijutsu attacks you make deal an
Keywords: Hijutsu, Taijutsu.
additional 1d8 force damage.
Description: After missing an unarmed strike or Taijutsu
attack roll, you quickly fix your mistakes, using a jet on
one of your legs or arms to quickly propel an attack
C-RANK
HELLFIRE JETS
forward. Make a Taijutsu Attack dealing your unarmed
strike in force damage. You can only use this jutsu once
Classification: Hijutsu
per round.
Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Bonus action
above D-Rank, increase the cost of this jutsu by 3, the
Range: Self
damage by 1 damage die.
Duration: Concentration, up to 10 minutes
CHAKRA CANNON Components: HS, CM
Classification: Hijutsu Cost: 9 Chakra
Rank: D-Rank Keywords: Hijutsu, Taijutsu.
Casting Time: 1 Action Description: You grow multiple tunnels of chakra out of
Range: 90 feet your back, that blast out raw chakra to propel yourself.
Duration: Instant For the duration of this jutsu, your speed is increased by
Components: HS, CM 20ft.
Cost: 5 Chakra Additionally, all opportunity attacks made against you
Keywords: Hijutsu, Ninjutsu. are made at disadvantage. Your jump distance is
Description: Turning one of your arms into a cannon, quadrupled, and while you cannot fly, you can move in
you fire a beam of raw chakra. Make a ranged ninjutsu any direction you desire while falling. You ignore the
attack. On a hit, you deal 4d6 force damage, first 60 feet of fall damage, only beginning to take the
At Higher Ranks: For each rank you cast this jutsu first increment of fall damage after this.
above D-Rank, increase the cost of this jutsu by 3, the Additionally, when you would jump, you can choose to
damage by 2d6. not fall until the end of your next turn.

RAW CHAKRA TRANSFERENCE CHAKRA CANNON: OVERDRIVE


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Full Turn Action Casting Time: 1 Action
Range: Touch Range: Self (30-foot Line)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special Cost: 8 Chakra
Keywords: Hijutsu, Taijutsu. Keywords: Hijutsu, Ninjutsu.
Description: You convert your own raw chakra into Description: An evolved form of Chakra Cannon, instead
another, allowing them to temporarily benefit from your of an attack, you project your cannon as a large beam.
Raw Chakra clan feature. Choose a number of Raw This jutsu has a range of 30ft and a width of 10ft. All
Chakra die. You lose that amount, and that creature creatures hit by this attack must pass a dexterity saving
gains them. While in possession of Raw chakra die, they throw or take 4d8 force damage, half on a successful
can only use them for either the Amplify or Reduce save.
effects. They can keep Raw chakra dice in this way for up At Higher Ranks: For each rank you cast this jutsu
to 10 minutes. above C-Rank, increase the cost of this jutsu by 3, the
range by 5feet, and the damage by 2d8.

47
IRON-SHINE GUARD WARP BEAM REFLECTION
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when targeted Casting Time: 1 Reaction, which you take when a
by an attack or would make a dexterity save that would creature targets you with a ninjutsu attack roll
deal damage. Range: Touch
Range: Self Duration: Instant
Duration: Instant Components: M, CM
Components: HS, CM Cost: 13 Chakra
Cost: 6 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Taijutsu. Description: Aiming cannons from out of your chest, you
Description: Quickly using Raw chakra, to manifest a attempt to produce so much fire-power you can push
shield out of your own hardened skin, you use it to back an attack. When a creature makes a ninjutsu attack
defend yourself. If the triggering attack would still hit, roll at you, by casting this jutsu you can propel it back.
you gain resistance to the damage dealt. You gain a +5 Make a ninjutsu attack roll. If your attack roll is higher
bonus to AC against the triggering attack. than theirs, you are not hit by the attack, instead
If you are making a dexterity saving throw, you sending it back at them. The pushed back attack deals
instead make a strength saving throw. On a success, you the full damage it would have and any other effects that
instead suffer no effects. the jutsu you reflected dealt. You must cast this jutsu
before the creature makes its attack roll.
B-RANK
TOUGHENED FOREST
JET PROPULSION BARRAGE Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Bonus action
Casting Time: 1 Action Range: Self
Range: Touch Duration: Concentration, up to 1 minute
Duration: Instant Components: HS, CM
Components: M, CM Cost: 13 Chakra
Cost: 13 Chakra Keywords: Hijutsu, Ninjutsu.
Keywords: Hijutsu, Taijutsu. Description: You form hardened skin all across your
Description: An enhanced version of the Machine Gun body that serve to deflect blows. For the duration of this
Punch taijutsu. You unleash a barrage of rapid strikes, jutsu, your AC increases by +2, and you have advantage
fueled by jets at your elbow. on constitution saving throws. When a creature hits you
Make a number of Taijutsu attacks, equal to your with a melee attack, they must pass a dexterity saving
proficiency bonus, dealing your unarmed damage + 1d4 throw or take 1d8 force damage as a wild spike juts out of
force damage. These attacks do not add your Taijutsu your body.
ability modifier. By spending 2 Raw Chakra die, you can
make one additional attack, adding the result to the
damage dealt. You can spend up to 6 Raw chakra die this
way at once.

48
A-RANK A creature who enters this jutsu’s area while you are
concentrating on this jutsu, takes 5d10 force damage.
OBLITERATION WARP CANNON A creature who starts their turn in it, while you are
Classification: Hijutsu concentrating on this jutsu, takes 2d10 force damage.
Rank: A-Rank On each turn that you continue to maintain
Casting Time: 1 Full Turn Action concentration on this jutsu you must spend a Full Turn
Range: Self (90-Foot Cone) Action, completing one of the following;
Duration: Concentration, up to 1 minute • Creatures within range must make a Constitution
Components: HS, CM Saving Throw. On a failed save they take 10d10 Force
Cost: 21 Chakra damage or half as much on a successful save.
Keywords: Hijutsu, Ninjutsu, Clash • You move the cannon in a 90-degree fashion, forcing
Description: Resting both your arms together, you more creatures to face the destructive wrath of this
transform them into a single, large chakra cannon. You cannon. This new point cannot form a straight line
cannot reduce this jutsu’s cost by any means. with where the cannon was centered. All creatures
When you fire from this cannon, you release a blast of within this new area of effect, the old area of effect,
raw chakra, firing in a 90-foot cone originating from and all spaces in-between must make a Dexterity
you. This blast atomizes any and everything in its path. Saving Throw as if you cast this jutsu again, but you
Creatures within range must make a Dexterity Saving roll half the amount of damage die..
Throw. On a failed save, they take 10d10 Force damage. A
You must always pay this jutsu’s full concentration cost
creature reduced to 0 hit points, are turned to dust,
at the beginning of each of your turns. This jutsu has
unable to be revived. On a successful save, they take half
advantage on clash checks against jutsu of B-Rank or
damage and their movement speed is halved until the
lower.
end of their next turn.
At Higher Ranks: For each rank you cast this jutsu
After this jutsu’s initial casting, you can choose to
above A-Rank, increase the cost of this jutsu by 3, the
maintain concentration. If you do, your speed is reduced
range by 10 feet, and the damage by 2d10.
to 0, and you cannot gain any bonuses to your speed for
the duration. You cannot end concentration of this jutsu
on another creatures turn, and only at the start of your
own turns.

49
KAGUYA CLAN higher than the weapon they are imitating (Ex. A Bone
Short Sword deals 1d8, instead of 1d6).
Kamira ejects a bone of hers from her shoulder creating a
Beginning at 3rd level, hostile creatures who would
short sword. She’s wounded. Weakened, and outgunned. She
cast a Jutsu that requires hand signs (HS) within your
is standing against her Jonin teacher who has fallen prey to
weapons range, triggers an attack of opportunity. A
a Genjutsu. Her teammates already downed by the
creature whom you deal [Weapon Damage] to as a result
overwhelming power of their Sensei. Kamira thinks to
of an attack of opportunity, must make a Strength saving
herself, that she needs to survive to save her friends, and
throw vs your Taijutsu save DC. On a failed save they are
stop her sensei. She reaches deep and draws a second short
knocked prone and have their movement speed reduced
sword made of bone from her ribcage. She dashes in towards
by half, until the end of the current turn.
him. He parries her attacks easily. She pushes through her
Beginning at 7th level once per casting, when you
pain and begins to perform one of her Clans infamous Dance
make a taijutsu attack as a result of a Kaguya clan
Arts. She cuts at his knees, ankles and elbows to disable him.
Hijutsu you gain +10 movement speed. For each creature
Catching him off guard she is able to fell her obviously
you successfully score a hit against with these taijutsu
superior sensei, before passing out herself.
attacks, you gain a +1 bonus to your AC, until the
—Tatsunami Aburame
beginning of your next turn, up to a maximum of +2.
The Long Road, Ch. 16 excerpt.
Beginning at 11th level, when you would cast the Dance

SAVAGE BATTLE INSTINCTS of the Willow Kaguya clan Hijutsu as a Reaction to taking
damage, its cost is reduced by -2. Each time it is cast
The Kaguya Clan was an Extinct clan known for their after the first each turn; Its cost is reduced by and
savage battle tactics and archaic values. additional -2 down to a minimum of 0. Finally, each
There are stories of Kaguya who loved war so much, time the jutsu is cast per turn, you may make one
they would enter battles and conflicts purely to show off additional attack targeting another hostile creature
their fighting prowess. The ability to manipulate their other than the one who triggered the jutsu’s casting.
own bone structure creating weapons of their own Beginning at 15th level, each time you would cast the
bodies gives them amazing and powerful Dance of the Willow Kaguya clan Hijutsu per turn, you
taijutsu/bukijutsu fighting skills. gain +4 Damage reduction vs the triggering creature
until the end of turn you cast it.
KAGUYA TRAITS Beginning at 18th level, the first time each turn you
Ability Score Increase: +2 Str or Dex (pick one), +1 Con cast a Kaguya clan Hijutsu, you gain a number of
Speed: Your base walking speed is 35 feet. temporary hit points equal to half of its chakra cost,
Skill Proficiencies: Athletics, Martial Arts until the beginning of your next turn.
Battle Hunger [Name/Changed]: The Kaguya clan are
KAGUYA FEATURES known for their bloodlust in battle constant battles have
Dead Bone Pulse: The Kaguya clan possess the awakened this from within you. Beginning at 11 th level,
Shikotsumyaku (Dead Bone Pulse) blood line trait you have learned to tap into the lust for battle, blacking
allowing them to manipulate their bone structure. The out your thoughts, entering a state of known to the
Kaguya have access to a separate list of Jutsu unique to Kaguya as your Lust for Battle. You remain in this state
their Clan. You can add these Jutsu to your jutsu list for 1 minute, until you are incapacitated, knocked
instead of selecting jutsu from the Normal jutsu list. unconscious, are calmed down in some other way or
Bone Weapons [Changed]: The Kaguya clan are spend a bonus action to end this status. Once you use
known for their amazing Taijutsu prowess when using this feature, you cannot do so again until you finish a
their ability to manipulate their bone structures to create rest.
weapons. Bone Weapons are unique in their structure and
make up. All Bone Weapons have the Light and Finesse
weapon properties if they did not already have them.
When creating or learning Bukijutsu with the Hijutsu
keyword, reduce the time it takes to complete the task by
half. You are proficient with all Bone Weapons you
conjure with this feature.
Beginning at 1st Level, as a bonus action you can eject Calcified Structure [Changed]: The Kaguya clan were
some of your bones in your body to create a Bone known for their alien and almost foreign bone and body
Weapon. Using your bones, you can create any simple structure, making it exceedingly difficult to truly know
melee weapon. Beginning, at 7 th level you have mastered how any Kaguya functioned as they were all unique and
your bone structure manipulation. You can create far different in their own way. Beginning at 3 rd level, this
more complex weapons. You can create any martial unique trait materializes within you. Whenever you
melee weapon of your choice so long as that weapon would make a saving throw against a hostile creature
does not have the Heavy weapon property. Beginning at using a Jutsu with the Medical or Inhaled keywords you
11th level, this extends to even uniquely rare weapons. gain a +2 bonus to the result. This bonus is further
You can create any exotic melee weapon of your choice increased to+4 at 11 th. Beginning at 15th level When you
so long as that weapon does not have the Heavy weapon would pass a saving throw vs a jutsu with the Medical or
property. Inhaled keywords, you instead suffer no effects.
Shikotsumyaku Stance [Changed]: The Shikotsumyaku
Stance is the primary fighting style for the Kaguya clan
which trains their young ruthlessly to utilize their unique
physiology. Beginning at 1st Level, while in this stance you
can use Dexterity as your Taijutsu ability modifier for
your Kaguya Clan Hijutsu and Bone Weapons you use while
in this stance have its damage die increased one step

50
KAGUYA CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 the

D-RANK
damage by 2d4 and the number of creatures you can
target by +1.

DANCE OF THE CAMELLIA [CHANGED] DANCE OF THE KATSURA [CHANGED]


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: M, W (Any Bone Weapon) Components: M, W (Bone Weapon)
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu Keywords: Hijutsu, Bukijutsu
Description: With your bone weapon in hand, you stab Description: With your Bone Weapon in hand, you strike
forward at an increasingly chaotic pace fast enough to with a flurry of focus and grace befitting of the weapons
create the appearance of afterimages as each strike chosen striking preference. Make 2 melee taijutsu
attempts to strike a slightly different part of the target attacks, dealing this [Weapons Damage]. On a hit, the
from a slightly different angle. Make two melee taijutsu target must make a Constitution saving throw. On a
attacks. On a hit, you deal your [Weapons Damage] + failed save, based on the damage type of your weapon
1d6. If at least one of these attacks hits a creature, the this jutsu inflicts a different condition.
target must make a Strength saving throw, being
• Bludgeoning. +1 rank of Bruised.
knocked prone on a failed save and you can move 10 feet
• Piercing. +1 rank of Weakened.
into any direction of your choice.
• Slashing. +1 rank of Bleeding.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
the damage by 1d6. If this jutsu is cast at B-Rank or above D-Rank, increase the cost of this jutsu by 3 and
higher, on a failed save the target is also pushed 10 feet the damage you deal by 1d6.
in any direction of your choice. If this jutsu is cast at S-
Rank, this jutsu’s casting time can be 1 Reaction that you C-RANK
take when a creature triggers your attack of opportunity.
DANCE OF THE WILLOW [CHANGED]
DANCE OF THE LARCH [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: Reaction, which you take when you would
Casting Time: 1 Bonus action take damage from a melee attack.
Range: Self Range: Weapons Range
Duration: 1 minute Duration: Instant
Components: M Components: M, W (Bone Weapon)
Cost: 5 Chakra Cost: 8 Chakra
Keywords: Hijutsu, Bukijutsu Keywords: Hijutsu, Bukijutsu
Description: You extract bones to a greater degree, Description: As a reaction to being hit you twirl, spin,
allowing them to stick out in a variety of positions, and gracefully retaliate against your attacker. Make a
creating a makeshift lethal but protective armor. You melee taijutsu attack vs the triggering creature. On a hit
gain 12 temporary hit points. If a creature hits you with you deal your [Weapons damage] + 1d8 and can move up
a melee attack while you have these hit points, the to 10 feet in any direction of your choice. At the
creature takes 8 piercing damage that ignores DR conclusion of your attack as a result of this jutsu, you
(damage reduction). gain an additional reaction which can only be used to
At Higher Ranks: For each rank you cast this jutsu cast this jutsu.
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
the temporary hit points and piercing damage by +8. above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d8 for each hit.
DANCE OF BULLET SEEDLINGS [CHANGED]
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 45 feet
Duration: Instant
Components: M
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You outstretch a free hand and fire off the
bones in your fingers like bullets with enough force to
tear through armor and flesh like paper. You fire a
collection of bone bullets. You can select up to three
creatures within range that you can see. Make a single
ranged taijutsu attack, comparing the result against the
selected creatures AC. On a hit, a target takes 5d4
Piercing damage.

51
DANCE OF THE SETSUGEKKA [CHANGED] calcifying it creating a large drill shaped bone that
Classification: Hijutsu covers the lower half of your arm starting at your elbow.
Rank: C-Rank You dash as your full movement in a straight line
Casting Time: Special stopping at the first creature you encounter. Make a
Range: Special melee taijutsu attack against the creature dealing 7d10
Duration: Concentration, up to 1 minute piercing damage. This attack has a +2 bonus to its
Components: M, W (Bone Weapon) critical threat range.
Cost: 9 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Bukijutsu above B-Rank, increase the cost of this jutsu by 3 and
Description: When you would strike a creature, you leave damage by 2d10.
behind a small bone fragment inside of them that you
then cause to grow and expand. DANCE OF CLEMATIS: VINE [CHANGED]
As a part of the same action used to cast another Classification: Hijutsu
Kaguya clan Hijutsu that deals damage to a creature, you Rank: B-Rank
can cast this jutsu forcing them to make a Constitution Casting Time: 1 Action
saving throw. On a failed save you leave behind the bone Range: Self
fragment. On a success you are unable to leave it behind. Duration: 1 minute
A creature who failed their Constitution saving throw Components: M
begins to experience their internal organs being stabbed Cost: 12 Chakra
by the growing bone mass, taking 3d8 Necrotic damage Keywords: Hijutsu, Bukijutsu
that ignore damage reduction. Description: You tear out your spine while also tripling
For the next minute the affected creature remakes this its length and changing its structure by adding
saving throw at the beginning of each of its turns taking sharpened spikes to it. This becomes a modified Bone
3d8 Necrotic damage on a failed save or no damage on a Weapon modeled after a whip. It uses the statistics of the
success. whip weapon, but its damage die is 2d6 and it has the
A creature can attempt to dig out this fragmented Reach 4 weapon property. Creatures grappled by this
bone from them by making a Strength (Medical) check weapon cannot form Hand signs (HS).
vs your Taijutsu Save DC, forcibly removing it on a
success. A creature can only be under the effects of this A-RANK:
jutsu once at any given time.
At Higher Ranks: For each rank you cast this jutsu DANCE OF THE SEEDLING FERN [CHANGED]
above C-Rank, increase the cost of this jutsu by 3. If cast Classification: Hijutsu
at A-Rank increase the damage by 1d8. Rank: A-Rank
Casting Time: 1 Action
TEN-FINGER DRILLING BULLETS [CHANGED] Range: Self (30-foot radius sphere)
Classification: Hijutsu Duration: Instant
Rank: C-Rank Components: CM
Casting Time: 1 Action Cost: 20 Chakra
Range: Self (30-foot cone) Keywords: Hijutsu, Bukijutsu
Duration: Instant Description: The perfected and final dance of the
Components: CM Kaguya clan. The Sixth and final dance is also the most
Cost: 8 Chakra devastating and deadly. By means of this technique you
Keywords: Hijutsu, Bukijutsu focus and empower your bones before sending them
Description: You clasp your hands together pointing through the ground around you, expanding them and
your fingers in any direction of your choice firing them having them rise like trees in a forest. Creatures in range
all at once with enough of a combined force to rip other than you, must make a Dexterity saving throw
through even chakra barriers. You finger bullets like a taking 11d8 Piercing damage on a failed save, or half as
shotgun burst in a 30-foot cone originating from you. much on a successful one.
All creatures in range must make a Dexterity saving The bone forest remains for 1 minute after casting this
throw taking 6d4 piercing damage and gains 2 ranks of jutsu. The bone pillars are 10 to 15 feet tall and occupy a
Bleeding on a failed save or half as much damage and no portion of each space in range. Creatures moving within
additional effects on a success. the affected area must spend 3 feet of movement for
At Higher Ranks: For each rank you cast this jutsu every 1 feet traveled (5 traveled costs 15 feet of speed). You
above C-Rank, increase the cost of this jutsu by 3 and can fuse into and teleport freely throughout the bone
damage by 2d4. forest, up to twice per turn. Bone pillars have 45 hit
points. If a bone pillar takes damage while you’re inside,
B-RANK: you take any remaining damage the bone pillar could
not. At the end of the 1-minute duration after this jutsu
DANCE OF CLEMATIS: FLOWER was cast, the bones dissolve into clay like clumps.
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Movement Speed
Duration: Instant
Components: M, CM
Cost: 14 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You pour chakra into your arm, over-

52
KURAMA CLAN • Punishing Onijutsu: When your target rolls a save
against a Genjutsu that you cast, you manifest the
“There has to be a way out!” the bandit screamed as he
illusion into one with more weight by forcing the
raced down the same hallway for the 20th time. “How did we
target to roll an additional d20, using the lowest result
end up here!? This was supposed to be an easy job.” The
of all d20 results.
bandit screams as his voice echo’s infinitely. Elsewhere a
• Infectious Onijutsu: When a creature would take
young girl wearing a chunin vest sits in a tree eating ice
damage from a Genjutsu you cast, you can spread the
cream as she watches the bandit run in circles screaming
pain. Select one creature you can see within 15 feet of
pointlessly. She giggles to herself before finishing her snack.
the target, forcing them to make an Intelligence
She reaches into her side pouch drawing a single kunai and
saving throw vs your Genjutsu save DC dealing half of
approaches them “I guess, I had my fun. Time to put an end
the listed damage on a failed saving throw.
to this.”
• Overwhelming Onijutsu: When a creature would
—Tatsunami Aburame
critically fail a saving throw for a Genjutsu you cast,
The Long Road, Ch. 3 excerpt.
you treat the Genjutsu cast as if you had upcasted it by

ILLUSIONS AS REAL AS REALITY 1 rank. If they would fail by 10 or more you treat the
Genjutsu cast as if you had upcasted it by 2 ranks,
The Kurama Clan is a clan of extremely skilled genjutsu ignoring rank limitations.
users. This talent in genjutsu is due to the Kekkei Genkai • Quickened Onijutsu: When you cast a Genjutsu with
that the clan possesses. However, once every few the casting time of 1 action, you can change the
generations, a member of the clan will be born with such casting time to 1 bonus action for this casting.
enormous skill in genjutsu that their illusions causes the • Subtle Onijutsu: When you cast a Genjutsu you can
brain to make anything that happens to the victim cast it without handseals or Chakra seal components.
within the genjutsu physically real, allowing the clan • Tenacious Onijutsu: When a creature would attempt to
member to potentially kill their opponents with dispel or interrupt a genjutsu that you are casting or
genjutsu. have casted they reduce their check made to
accomplish the task by 1d6.
KURAMA TRAITS • Authoritative Onijutsu: When you would cast a
Ability Score Increase: +2 Wis or Cha, +1 Int Genjutsu with a sensory keyword that a target would
Speed: Your base walking speed is 30 feet. be immune to, you ignore their immunity affecting
Skill Proficiencies: Illusions, Insight them anyway.
Genjutsu Literacy: You reduce the ability score • Cursed Onijutsu: When you would cast a Genjutsu that
requirement to learn and cast Genjutsu by 2. For requires a saving throw, you can select a another
Ability score requirements, check the SHB, pg.121). Genjutsu of D-Rank or lower that you know. If the
target of the Genjutsu fails, they suffer the effects of
KURAMA FEATURES the second genjutsu as if they failed the save even if
Genjutsu Specialty: Beginning at 1st level, your ability they critically failed their original save.
with Genjutsu easily eclipses others within the same • Cherry Blossom Onijutsu: When a creature would
field of expertise. When you would cast a Genjutsu that critically fail a Genjutsu you cast, you can choose one
requires concentration. You reduce the cost to maintain ability score between Strength, Dexterity, Intelligence
all Genjutsu by an amount equal to their rank (D-Rank: 1, or Wisdom. You reduce the chosen score by 1d4 for
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.). Your either the duration of the jutsu if it is concentration or
genjutsu concentration costs can be reduced to 0, for 1d4 turns if it is an Instant effect.
regardless of what other features dictate. • Elemental Onijutsu: When a creature would take
Genjutsu Resistance: Beginning at 3rd level, when you damage from a Genjutsu you cast, you can choose to
are subjected to a saving throw to resist a Genjutsu, add change the damage type to any one of the following;
a bonus +1 to your saving throw. This becomes a +2 at Earth, Wind, Fire, Cold, Lightning, Acid, Poison or
11th level and a +3 at 18th levels. Necrotic.
Onijutsu: Beginning at 3rd level you learn how to
Genjutsu Conversions: Beginning at 7th level, select
manipulate your Genjutsu using the Kurama clans secret
two Ninjutsu, Taijutsu or Bukijutsu of C-Rank or lower
Kekkei Genkai known as Onijutsu. Born once every 10
that you qualify for and add them to your known jutsu
generations, the Kurama’s Onijutsu manifests in the
list. You do not need to meet ability score requirements
form of Onijutsu coils. These coils are proof of the
to learn the chosen jutsu, but you must still meet other
Kurama’s ability to bend fiction into truth. You
keyword requirements such as Nature Release or
have a number of coils equal to your level, per
Medical. These selected Jutsu does not count against
long rest. You know three of the following
your Jutsu known limit and are converted into
Onijutsu of your choice. You gain another one at
Genjutsu, losing their Ninjutsu, Taijutsu and
11th and 18th levels. When casting a Genjutsu
Bukijutsu keywords and instead gaining the Genjutsu,
you may spend 1 coil or 5 Chakra to use the
Tactile and either Auditory or Visual keywords. You
listed Onijutsu. You can use up to two Onijutsu
can select an additional Ninjutsu, Taijutsu or
at once with any Genjutsu casting.
Bukijutsu of A-Rank when you would reach 15th level.
• Careful Onijutsu: When you cast a Genjutsu A jutsu that is converted this way retains all
that forces creatures to make a saving throw, effects detailed in its jutsu description except it
you can protect some of those creatures uses your Genjutsu attack bonus, ability score and
from the Genjutsu’s effects. Select up to 3 save DC for all calculations. You can change which
creatures, each creature selected jutsu you convert this way when you complete a
becomes immune to the Genjutsu’s Full-Rest.
effects for its duration.

53
KURU CLAN Kurugan [Changed]: The Kurugan is known as the
Eyes that see through fate. This dojutsu has the ability to
“How Is he able to react to everything we throw at him!?”
peer into the future ever so slightly but only from the
the squad captain yelled at his team as they were failing
user’s point of view. Beginning at 3 rd level, you can
miserably to deal with a single shinobi. The single shinobi
activate this renowned dojutsu for 10 minutes as a Bonus
stands in the center of the forest opening. Avoiding all attack
action.
that are sent his way. He gracefully dodges each attack with
Beginning at 7th level, when you activate your
a sly grin across his face. “Kill him! He can’t dodge us all if
Kurugan you can spend an additional 10 chakra as part of
we attack at the same time.” The captain yells out. The lone
the activation. If you do you also activate the Pierce the
shinobi opens his eyes revealing them to be darker than the
Veil Kuru Clan jutsu as a part of the same action used to
darkest black. He smiles gracefully as they all leap towards
activate the Kurugan.
him. He quickly weaves handseals before releasing a wave of
For the duration of your Kurugan you gain a +1 bonus to
black chakra that overtakes the assaulting shinobi. Many fall
your Wisdom Saving throws. This bonus increases to +2 at
to the ground unable to move or ever breathe. The captain
11th level and +3 at 15th level. You lose this bonus when you
looks towards his fallen forces then to the lone shinobi.
are Blinded.
“Looks like you guys ran out of time.” The lone
Additionally, when you would make a Charisma based skill
shinobi gloats before attacking the captain.
check, you gain a bonus equal to half of your Wisdom
—Riku Tiken
modifier as you can foresee a creatures’ intentions.
The Long Road, Ch. 19 excerpt.
You can use the following Kuru Clan Features a number of

THE WOLF’S CURSE


times equal to your proficiency bonus, per long rest.
• Action: You peer fully into the future calling out the
The Kuru Clan is a Custom Homebrew
events to your allies just before it happens. You and a
Clan, created by Kingsare4ever. The
number of allies who can hear you gain a +2 bonus to
Kuru Clan also known as the Shadow Clan,
their AC and on the next saving throw they make before
or the Dark Clan were seen as an influential family of
the beginning of your next turn. Beginning at 7th level,
Monks, prophets and fortune tellers from the Land of
your allies can use your foresight to aid their offensive
Wolves. After migrating south through the rest of the
attacks gaining a +4 bonus to their first attack roll
Shinobi world, their offspring began to pick up the ways
before the beginning of your next turn.
of Ninshou and ninjutsu. • Bonus Action: You peer partially into the future while
The Kuru Clan have access to a very powerful Dojutsu
still maintaining partial awareness on the present. Add
known as the Kurugan, the Eyes that See through
your Wisdom modifier to your next attack roll before
Darkness. This Dojutsu carries the unique trait of limited
the end of the current turn.
foresight on a creature or object that they can see. They • Reaction: You glance into the future to give yourself
also learned how to harness the properties of Yin Chakra
enough information to make the right move to reduce
to a great effect allowing them to mold their chakra into
the chance of suffering a debilitating effect. you gain
almost any shape and even grant it different properties
Advantage vs the first saving throw you make before
usually reserved for Nature release techniques without
the beginning of your next turn. Beginning at 7 th level,
having to learn the appropriate Nature Release.
you and all allied creatures within 15 feet of you also

KURU TRAITS gain a +2 bonus to AC, until the beginning of your next
turn.. Beginning at 18th level you can foresee the worst
Ability Score Increase: +2 Wis, +1 Con
future and react to prevent it. The next hostile attack or
Speed: Your base walking speed is 30 feet.
effect would reduce your hit points to 0 is avoided as
Skill Proficiencies: Insight, Chakra Control
you gain immunity to the attack or effect until the end
Tool Proficiencies: You are proficient with Forensic kits
of the current turn.
KURU FEATURES
Shadow Techniques: The Kuru Clan have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s).
Yin Chakra Adept [Changed]: The Kuru Clan being
monks by origin grants them a closer affinity to their
Spiritual energy. They have learned through
generational training to manipulate the art of
Imagination and creation of something from nothing.
They are unable to learn the 5 nature affinities as a result
of this, instead utilizing their realized Yin chakra in
place of any Nature release. Beginning at 1 st level, you are
unable to learn or cast jutsu with the Earth, Wind, Fire,
Water, or Lightning Release Keywords. In exchange your
Non-Elemental Ninjutsu, Genjutsu and Taijutsu are all
enhanced with your Yin Chakra. Twice per turn per turn,
when casting a Ninjutsu or Genjutsu without any Nature
release Keyword increase the save DC by 1. Beginning at
11th level, this increases to +2 to Save DC. (If you have a
bonus to your Jutsu save DC as a result of a class feature that
doesn’t cost an Action or resource of any type, you much
choose which bonus to use.)

54
KURU CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and DR

D-RANK
by +3.

DARK ISOLATION
DARK DEVOTION FIST [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: 60 feet
Range: 5 Feet Duration: Concentration, up to 1 Minute
Duration: Concentration, up to 1 minute Components: HS, CM, CS
Components: M, CM Cost: 5 Chakra
Cost: 4 Chakra Keywords: Hijutsu, Genjutsu, Fuinjutsu
Keywords: Hijutsu, Ninjutsu, Taijutsu Description: As part of the activation of this jutsu, you
Description: Your fists and feet erupt into fiery black must have the Kurugan class feature active. Using the
chakra as you fuse your attacks with the power of false abilities granted by your Kurugan, you begin to summon a
molding. For the duration, you can use your Wisdom as tangible manifestation of loneliness to cloak the target,
your Taijutsu ability score when casting a Taijutsu. dragging it into a void of pure isolation. Select one creature
Additionally, [Unarmed Damage] die becomes 2d6 and you can see within range. All creatures allied to the target
deals Necrotic damage.. within 60 of it, must make a Wisdom saving throw.

PIERCE THE VEIL Success: Affected creatures resist this jutsu’s effects, being
Classification: Hijutsu able to see their ally
Rank: D-Rank Failure: Creatures allied to the target can no longer see
Casting Time: 1 Action them. They are still aware they are present, but are
Range: Self unable to interact with them.
Duration: Concentration, Special Critical Failure: Same as failure, but they forget the target
Components: HS, CM exists for the duration.
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Hijutsu, Ninjutsu D-Rank, increase the cost of this jutsu by 3 and the number
Description: As part of the activation of this jutsu, you of creatures you can target by +1.
must have the Kurugan class feature active. Also, you
cannot lose concentration on this jutsu as a result of
failing a concentration check. By focusing your chakra
into your eyes, you are able to pierce the veil far more
accurately. For your Kurugan’s duration, you gain the
following benefits;
• You can calculate your AC by using Wisdom instead of
Dexterity.
• When you use your bonus action Kurugan feature, the
target of your next attack roll, cannot gain the benefits
of a Reaction that grants them a bonus to AC.
• By spending 1 minute focusing, you can immediately
cast Sealing Art: Divination Technique at half of its
listed cost ignoring the HS, CM, CS components.
Additionally, you can cast Sealing Art: Divination
Technique in this way twice per casting of this jutsu
ignoring the limitation of seeing into the future as
listed in the jutsu itself, once per long rest.

SPIRALING DARK WALL [CHANGED]


Classification: Hijutsu
Rank: D-Rank
Casting Time: Reaction, which you take when you would
take damage.
Range: Self
Duration: 1 Round
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Genjutsu, Tactile
Description: A Spiraling wall of black chakra appears to
protect you. Until the start of your next turn, you gain a
+3 bonus to AC and 8 DR (damage reduction) including
against the triggering attack.
Additionally, you gain immunity to Psychic damage vs
Genjutsu with the Visual, Auditory and/or Tactical
keywords. This does not affect Genjutsu with the Inhale
keyword.

55
C-RANK: B-RANK:
DARK WAVE [CHANGED] DARK RIFT [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-feet) Range: 60 feet
Duration: Instant Duration: Concentration, up to 10 Minutes
Components: HS, CM Components: HS, CM, CS
Cost: 7 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Genjutsu Keywords: Hijutsu, Ninjutsu, Genjutsu, Fuinjutsu
Description: A line of spiraling black chakra 60 feet long Description: You attempt to send one creature that you can
and 5 feet wide emanates from you in a direction you see within range into a pocket dimension made entirely of
choose. Each creature in range must make a Charisma imaginary chakra. The target must make a Charisma
saving throw. On a failed save, creatures take 4d8 saving throw. On a failed save, the targets consciousness is
Necrotic damage and gain 1 rank of Concussed as they banished into a dimension of fiction seeing only what you
begin to rapidly age and revert back to their normal age want them to see. Their body is left behind as it becomes
suffering shock, or half as much damage on a successful Stunned for the duration and is treated as a vegetable until
one. their consciousness returns. If a creature affected by this
At Higher Ranks: For each rank you cast this jutsu jutsu is classified as an Elite or Solo they make their saving
above C-Rank, increase the cost of this jutsu by 3 and throw at advantage.
damage by 2d8. A creature who fails this saving throw, while unaware
of what is happening to their body, if they would take
DARK DRAIN [CHANGED] damage they remake their saving throw for each
Classification: Hijutsu instance of damage taken.
Rank: C-Rank If the targets mind must remain there for the entire
Casting Time: 1 Action duration of the jutsu, when they return, their mind suffers
Range: 5 feet a shocks from the shift of illusion back to reality taking
Duration: 1 Action 10d10 psychic damage.
Components: HS, CM
Cost: 9 Chakra DARK CONTINGENCY
Keywords: Hijutsu, Ninjutsu, Taijutsu Classification: Hijutsu
Description: Dark chakra washes over a creature you Rank: B-Rank
strike, draining vitality from it. Make a melee ninjutsu Casting Time: 10 Minutes
(or genjutsu) attack dealing 4d10 necrotic damage. If Range: Self
the target creature has Temporary hit points you first Duration: 10 Days
drain all temporary hit points they have, gaining them Components: HS, CM, CS
as temporary hit points for yourself. Then, you gain Cost: 14 Chakra
hit points equal to half the necrotic damage dealt. Keywords: Hijutsu, Ninjutsu, Fuinjutsu
At Higher Ranks: For each rank you cast this jutsu Description: Choose a jutsu of B-Rank or lower that you
above C-Rank, increase the cost of this jutsu by 3 and the can cast, that has a casting time of 1 action, and that can
damage by 2d10. target you. You cast that jutsu—called the contingent
jutsu—as part of casting contingency, expending chakra
DARK BLADE for both, but the contingent jutsu doesn’t come into effect.
Classification: Hijutsu Instead, it is stored in a chakra seal on your person and
Rank: C-Rank takes effect when a certain circumstance occurs. You
Casting Time: 1 Action describe that circumstance when you cast the two jutsu.
Range: self For example, a contingency cast with sensing technique
Duration: Concentration, up to 1 minute might stipulate that sensing technique comes into effect
Components: HS, CM when you are immersed in a cloud of fog or other
Cost: 9 Chakra obscuring vapor.
Keywords: Hijutsu, Ninjutsu The contingent jutsu takes effect immediately after
Description: Your entire arm erupts into black shadowy the circumstance is met for the first time, whether or not
chakra that extends into a shadowy blade. This chakra you want it to, and then contingency ends.
sword lasts until the Jutsu ends. It counts as a simple melee The contingent jutsu takes effect only on you, even if it
weapon with which you are proficient. It deals 3d8 necrotic can normally target others. You can use only one
damage on a hit and has the finesse, light, and thrown contingency jutsu at a time. If you cast this jutsu again,
properties (range 20/60). In addition, when you use the the effect of another contingency jutsu on you ends. It
weapon to attack a target in dim light or darkness, you also ends if the chakra seal is ever removed from you.
make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the jutsu persists, you
can use a bonus action to cause the weapon to reappear
covering your hand.

56
A-RANK:
DARK DISPLACEMENT
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: HS, CM, CS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: (As a part of the casting of this Jutsu you must
have the Kurugan active.) By focusing the chakra used to
peer into the future you are able to grab ahold of the
power of temporal shifts focusing it around your hands.
Doing this ages your arm faster than your body, ever-
so-slightly. Make a melee ninjutsu attack against a
target you can see in range. On a hit you deal 9d10
Necrotic Damage to the target creature. The target must
make a Charisma saving throw, reducing their maximum
hit point by half of the damage dealt. If a targets
maximum Hit points reach 0, they age to dust being
unable to be revived by any means. A creature can restore
the maximum hit point value by casting a Ninjutsu with
the Medical keyword that removes conditions of A-Rank
or higher.

UNFETTERED FORESIGHT [CHANGED]


Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 Minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: (As a part of the casting of this Jutsu you must
have the Kurugan active.) You release all limiters on your
Kurugan, allowing you to freely see all possible events
pertaining to you, filtering through thousands of
possible futures.
For the duration of your Kurugan, you cannot be
surprised by anything, your skill checks & saving throws
have advantage. All other hostile creatures have
disadvantage on attack rolls against you for the
duration.
You always know what time it is, and the exact
moment a minor event will happen, such as a bell
ringing, or someone’s name being called in your
vicinity. Additionally, you can, as an action touch one
creature you can reach, and peer into their immediate
future, casting Sealing Art: Divination Technique at no
cost ignoring the HS, CM, CS components, allowing
you to see their future.
If you have Pierce the Veil active, your Kurugan
features have no use limit for the duration. At the
conclusion of this jutsu, you expend all uses of your
Kurugan features until you complete a long rest.

57
NAMIKAZE • Blink of an Eye: When you would move, you instead
choose a location you can see within your movement
A hot headed, blond shinobi stands at the beginning of the
speed range. Spend one Speed Die, you teleport to the
starting line. Other shinobi approach the starting line nervous
desired location. If you were to make a melee weapon
that the blond shinobi is here at all. A start sound erupts as
attack against a creature within 5 feet of you, you roll
the adjacent shinobi all begin to race each other. The blond
1d8, adding the result to your attack roll.
dashes forward with relative ease as he accelerates faster and
faster. They cross the finish line. As everyone sits around tired Beginning at 11th level you can use the following
and exhausted. He says “Good effort guys. Too bad I won additional Supernatural Speed Features by spending
twice already.” One of the other shinobi question what he Speed Die.
means. To which he explains, the moment the race started he • Swift Focus: While you are gaining the benefits of a
blinked passed the finish line, and caught back up with the Namikaze clan Hijutsu or Jutsu with the Wind or
other racers so they didn’t give up and so he could see who Lightning Release keywords that requires
would come in second place, unfortunately he also came in concentration, by spending 1 Speed die, you may
second place. reduce the Chakra cost to maintain the jutsu by the
—Shurira Nata result of your roll, once per turn.
At Worlds End, Ch. 1 excerpt. • Like the Wind: When you would deal Wind damage to

FASTER THAN THE EYE CAN SEE


a creature as a result of casting a Jutsu with the
Lightning or Wind Release Keywords, you may spend a
The Namikaze Clan is a clan that doesn’t know its origins, speed die, increasing the damage dealt by the result,
but it’s assumed they hail from the land of Fire. Their and as a part of the same action used to cast the jutsu,
most prominent member became its 4th Hokage. The you teleport behind the target and gaining a bonus to
Namikaze Clan doesn’t have a powerful family name, nor your next attack roll against the same target equal to
does it share a family compound or hold any high- the result of your roll.
ranking title. It is embodied by its ideal of speed and • Flash of Defense: When you would take damage from a
potential. The Namikaze clan has produced some of the creature as a result of an attack that targeted you, or
fasted shinobi in the leaf, and the continuation of this saving throw you were forced to make, you may spend
tradition will move further into future. any number of Speed die, reducing the damage dealt
by the result.
NAMIKAZE TRAITS Swift Release [Changed]: The Namikaze clan has a
Ability Score Increase: +2 Dex, +1 Int
unique talent for manifesting Swift Release due to their
Speed: Your base walking speed is 30 feet.
close affinity to both Wind and Lightning Release.
Skill Proficiencies: Acrobatics, Chakra Control.
Beginning at 7th level you gain the second Nature
Swift Release Affinity: You begin with either Wind or
release you didn’t select from Swift Release Affinity clan
Lightning Release affinity. (Pick one)
trait. When casting a jutsu with either Lightning or Wind

NAMIKAZE FEATURES Release keywords, you can change the damage type to
Wind. Also, at 7th level, twice per turn, when you would
Swift Techniques: The Namikaze Clan has access to a
deal Wind damage, you add your proficiency bonus to
separate list of Jutsu unique to their Clan. You can add
the damage roll.
these Jutsu to your jutsu list instead of selecting jutsu
Evasive Nature [Changed]: Namikaze clan members
from the Normal jutsu list(s). They do not need both
speed and agility allows them to better protect
Nature Release’s to use their Clan jutsu.
themselves from harm. Beginning at 1 st level if you are
Supernatural Speed: The Namikaze are known for their
wearing Light or Medium Armor, you gain a +1 bonus to
incredible reflexes and agility. Starting at 1st level, your
your Dexterity saving throws. This increases to +2 at 11 th
speed increases by 5 feet. You gain an additional 5 feet
level. Additionally, while you are concentrating
speed increases at 11th and 18th levels.
on a Namikaze Clan
Additionally, beginning at 3rd level, due to you to your
Hijutsu, a
natural gift for speed, you develop a natural talent for
creatures first
extremely expeditious movement. Represented by Speed
attack against
die, which are D8’s. You have a number of speed die equal
you per turn, is
to your proficiency bonus. You can spend up to three of
made at
your speed die on the following effects per turn. You
disadvantage.
regain your speed die on a long rest.
Beginning at 15th
• Speed Dodge [New]: You can spend any number of level, when you would
speed die, gaining +2 bonus to AC until the beginning of be forced to make a
your next turn, for each die spent. Dexterity saving throw to
• Speed Amplification: You can spend any number of take half damage, you can
speed die, gaining movement speed equal to 5 x the choose to succeed instead,
result of the roll until the beginning of your next turn. taking no damage or any
• Quickened Assault: When you take the attack action to adverse effects. You can only
make a weapon attack, you may spend speed die. You use this effect of Evasive
make one additional weapon attack for each speed dice Nature twice per long rest.
spent. You deal damage with these weapon attack equal
1d8, and do not add your ability modifier.

58
NAMIKAZE CLAN JUTSU Each time a creature targets you with an attack during
the jutsu's duration, roll a d20 to determine whether the

D-RANK
attack instead targets on of your clones. If you have three
clones, you must roll a 6 or higher to change the attack's
target to a clone. With two clones, you must roll an 8 or
SWIFT RELEASE: EXPEDIENCE higher. With one clone, you must roll an 11 or higher. If
Classification: Hijutsu
the creature that targets you has true sight or tremor
Rank: D-Rank
sense, you make this roll with disadvantage.
Casting Time: 1 Bonus Action
A clone's AC equals 10 + your Dexterity modifier + half
Range: Self
your proficiency bonus. If an attack hits a clone, the
Duration: Concentration, Up to 1 minute.
clone is destroyed. A clone can only be destroyed only by
Components: HS, M
an attack that hits it. It ignores all other damage and
Cost: 4 Chakra
effects. The jutsu ends when all three clones are
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
destroyed.
Release.
Description: You focus your Chakra, granting yourself
SWIFT RELEASE: PHASE [CHANGED]
immense speed. You do not spend Chakra to maintain Classification: Hijutsu
this jutsu. When you cast this jutsu, and then as a bonus Rank: D-Rank
action on each of your turns, until the jutsu ends, you Casting Time: 1 Reaction, which you take when you take
gain a +30 bonus to your movement speed. damage or would make a Dexterity saving throw.
Range: Self
SWIFT RELEASE: MIRROR IMAGE Duration: 1 round.
TECHNIQUE Components: HS, M
Classification: Hijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Casting Time: 1 Action Release.
Range: Self Description: Just before being hit by an attack, you
Duration: 1 minute. vibrate fast enough to make most attacks harmlessly
Components: HS, CM, M pass through you. Until the start of your next turn, you
Cost: 5 Chakra gain a +4 bonus to AC against attacks and advantage on
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Dexterity saving throws.
Release.
Description: You mold your Wind and Lightning Release
Chakra into very convincing clones of yourself. Three
clones of yourself appear in your space. Until the jutsu
ends, the clones move with you and mimic your actions,
shifting positions at hyper speed so it’s impossible to
track which image is real. You can use your bonus action
to dismiss the clones.

59
SWIFT RELEASE: AIR SHATTERING STRIKE At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above C-Rank, increase the cost of this jutsu by 3, and
Rank: D-Rank their movement speed by an additional 10 feet.
Casting Time: 1 Action
Range: 30 feet SWIFT RELEASE: SHADOWLESS FLIGHT
Duration: Instant Classification: Hijutsu
Components: CM, M Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Bonus Action
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Range: Self
Release. Duration: 1 round
Description: You mold and compress your Chakra Components: HS, M
around yourself and instantly strike out with it faster Cost: 6 Chakra
than the eye can see. Make a melee Ninjutsu attack roll Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
against a target you can see within range. On a hit, the Release.
target takes 4d6 Wind damage. Description: You imbue yourself with incredible speed,
At Higher Ranks: For each rank you cast this jutsu enhancing your physical form. Until the start of your
above D-Rank, increase the cost of this jutsu by 3, the next turn, once per turn, you can make an additional
damage by 2d6 and you can make one additional attack weapon or unarmed attack when you use your action to
against another creature within range. make at least one Taijutsu, weapon or unarmed attack.
This additional attack ignores resistances, and if it is
C-RANK made against a target that used a Taijutsu or made a
weapon attack as part of its last turn, you have
SWIFT RELEASE: AURA OF QUICKNESS advantage on the attack roll.
Classification: Hijutsu Additionally, while this jutsu is active, you impose
Rank: C-Rank disadvantage on melee attacks against you.
Casting Time: 1 Action
Range: Self (30-foot Sphere) SWIFT RELEASE: THUNDER FLASH
Duration: Special Classification: Hijutsu
Components: HS, CM Rank: C-Rank
Cost: 7 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Range: Self (Special)
Release. Duration: 1 round
Description: You extend your Chakra creating a 30-foot Components: HS, M
radius bubble of Chakra, that occasionally crackles with Cost: 7 Chakra
a soft yellow Lightning. For the duration of this jutsu, Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
the aura moves with you, centered on you. If used in Release.
combat, the duration of this jutsu becomes Description: You focus Chakra into your legs and rush
“Concentration, 1 minute” and each creature of your forward with explosive power. As a part of casting this
choice, that begins its turn within your aura has its jutsu, you move to the last unoccupied space in a 30-foot
speed increased by 15 feet until the end of their next long, 10-foot-wide line from your starting position. This
turn. movement does not provoke opportunity attacks. Each
If used during exploration or land travel, its duration creature you pass through during this movement must
becomes 1 hour and you treat normal travel pace as Fast make a Dexterity saving throw, taking 6d6 Wind damage
travel pace. on a failed save, and half as much on a successful one.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
damage by 2d6 the distance you move by 10 feet.

60
B-RANK A-RANK
SWIFT RELEASE: FLASH STEP SWIFT RELEASE: SPEED SIPHON
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 feet
Duration: 1 minute. Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You focus your Chakra into your legs, Description: Your mastery of Swift Release allows you to
granting you an immeasurable amount of speed, leaving remove speed from one creature within range. Select a
the view of all until you’re prepared for your next move. creature you can see within range. You begin to attempt
Roll a d20 at the end of each of your turns for the to drain them of their movement and speed. Target
duration of the jutsu. On a roll of 11 or higher, you vanish creature, at the beginning of each of their turns, must
from your current location, moving at hyper speed. At make a Constitution saving throw. On a failed save, they
the start of your next turn, and when the jutsu ends if gain 2 ranks of Weakened and Slowed.
you are still running, you return to an unoccupied space While the target is slowed or weakened in this way, the
of your choice that you can see within 10 feet of the space target cannot gain bonuses to speed by any means. The
you vanished from. If no unoccupied space is available target also has disadvantage on all attack rolls, skill
within that range, you appear in the nearest unoccupied checks and saving throws except Constitution skill
space chosen at random. You can dismiss this jutsu as an checks and saving throws, as its speed, reaction time,
Action. and movement ability to being taken away.
While moving at hyper speed, your Chakra flow to Finally, if a target tries to cast a jutsu, it must first
your senses are slightly restricted. You can only see make a Constitution saving throw. On a failed save the
shades of gray, and you can’t see anything more than 60 target fails the jutsu’s casting, and the Chakra is wasted
feet away from the space you vanished. You can’t affect as if they cast the jutsu.
anything while in this state either. A target suffering from this speed siphoning make a
constitution saving throw at the end of each of its turns.
SWIFT RELEASE: SPIRALING FLASH On a successful save, they remove 1 rank of the Slowed or
Classification: Hijutsu Weakened conditions, of their choice. The target gains
Rank: B-Rank an additional application of the slowed or weakened
Casting Time: 1 Action condition each time it fails its saving throw.
Range: 30 feet
Duration: Instant
Components: HS, M
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release.
Description: You can briefly become faster than the eye
can see as you go to strike a selection of targets. Select a
number of creatures within range, up to an amount
equal to your proficiency bonus. Make a melee
Ninjutsu attack against each target. On a hit, a
target takes 7d8 Wind damage.
For every successful attack you make,
you gain a +1 bonus to your next
Saving throw or skill check, up to
a maximum of +5, until the end
of your next turn.
Additionally, after all attacks
have been made, you can then
teleport to an unoccupied space
you can see within 5 feet of one
of the targets you hit or missed.

61
NARA CLAN
Shinbi looked across the battlefield where multiple bodies
lay either lifeless or almost there. Fireballs and Walls of
Stone pepper the battlefield as the attacks have not stopped.
She closed her eyes for a moment to envision the world in
her mind’s eye. She saw the enemies begin to move towards
the left flank to be stopped by her men trying to stave them
off. This leads to more troops bursting through the defense
set up in the center of the battlefield, her men would be
powerless to stop it, she would be assaulted and the battle
would be lost. She opens her eyes and begins to speak “The
enemy knows we are wounded and weak, allow them to
think that. They will be coming soon, it’s a trap we will set
for them, let them come, Set explosive Traps along the way.
We are making a tactical retreat.” Her men look confused
but listen nonetheless. As they make their way out, the left
flank is breached as they rush towards the retreating party,
Shinbi makes a single hand seal as the explosives go off
stopping them in their tracks and crippling their assault.
—Tatsunami Aburame
The Long Road, Ch. 10 excerpt.

INCONCEIVABLE FORESIGHT
The Nara Clan or Nara Family is one of the many clans of
Konohagakure. They are known for tending deer and
their ability to manipulate shadows through the use of
Yin Release.
There are stories of men and women who can see
battles before they happen, see victories and defeats
before the first weapons are drawn and can route those
victories or prevent those defeats all within the span of a
moment. These men and women came together and over
the years consolidated their knowledge and insight and
became known as the Nara Clan. The Nara clan has a
special relationship with the Akimichi and the Yamanaka
clan. For several generations, members of these three
families have formed "Ino–Shika–Chō" trios.

NARA TRAITS Master Tactician [Changed]: Descendants of the Nara


Ability Score Increase: +2 Int, +1 Cha
Clan are unusually tactical. They are able to offer guidance
Speed: Your base walking speed is 30 feet.
both inside and outside of battle using their amazing wit
Skill Proficiencies: Investigation, Insight
and cleverness. Beginning, at 3rd level, you can provide a
Preplanned Jutsu: You know 1 additional Nara Clan D-
Tactical Die (D4), to any ally that fails an attack roll, saving
Rank Jutsu. This does not count against your total jutsu
throw or skill/ability check, that you can see within 60 feet
known.
of you, as a reaction. When you do, they roll the die and add
NARA FEATURES the result to their failed attack, save or skill/ability check.
Shadow Possession Techniques: The Nara have access You can use this clan feature a number of times equal to
to a separate list of Jutsu unique to their Clan. You can your proficiency bonus per long rest. At 11th Level, the die
add these Jutsu to your jutsu list instead of selecting becomes a d6 and at 18th level a d8.
jutsu from the Normal jutsu list. Genius Potential: Nara are people of mental flexibility
Coordinate [Changed]: Beginning at 1st level, when and potential, able to pick up on things faster than others.
you would roll initiative, you can spend your Reaction At 7th level When you would make a Dexterity, Wisdom, or
coordinating your allies. When you do, all allies gain the Charisma saving throw to resist a hostile creatures feature,
Coordinated condition until initiative ends. This special trait or jutsu, you may add your Intelligence Modifier to
condition, is treated as a Mental condition. There are two the result. You may use this feature a twice per long rest.
different variants of Coordinated, one being reserved for You gain an additional use of this feature at 15th level.
Combat called Combat Coordination, the other for Social Masterwork Skill: Nara Are known for their adept ability
encounters called Diplomatic Coordination. Regardless, at completing complex mental tasks. At 7th Level You may
once you use this feature twice, you cannot do so again select two skills, you gain proficiency in these skills. You
until you complete a Long rest. This increases to three select two more skills at level 18th level.
times at 11 th level and four times at 18th level. Masters of The Shadows [Changed]: Nara’s Hijutsu are
known for being able to bend shadows to their will.
Beginning at 7th level, when you would restrain a creature
using a Nara clan Hijutsu, if that creature is in bright light,
increase the Save DC of that Hijutsu by +1. Beginning at 15 th
level, you gain this bonus even if you are in Dim Light.

62
NARA CLAN JUTSU SHADOW POSSESSION [CHANGED]
Classification: Hijutsu

D-RANK
Rank: D-Rank
Casting Time: 1 Action
Range: 60 feet
SHADOW IMITATION Duration: Concentration, up to 1 Minute.
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: Special (4 Chakra)
Casting Time: 1 Reaction, to an ally being the target of Keywords: Hijutsu, Ninjutsu
an attack that you can see Description: The famous Shadow possession of the Nara
Range: 45 feet Clan allows the user to mold Chakra into their shadow,
Duration: 1 Round controlling it. Select one creature you can see within
Components: HS, CM range. Target creature has to make a Dexterity Saving
Cost: 5 Chakra throw. On a failed save they are restrained for the
Keywords: Hijutsu, Ninjutsu duration of the jutsu and they cannot take actions. They
Description: As part of the requirements of this jutsu, make the exact same physical movements you make. You
you must know the Shadow Possession Jutsu. You cannot make them attack themselves, nor can you make
manipulate your shadow and stretch it outwards, them cast jutsu of any type. They mirror your
attempting to fuse your shadow with a willing creature. movements and gestures and nothing else. As an action
As a reaction, you grant the target creature your shadow on the affected creatures turn, they can make a Strength
is attached to a +2 to their AC and an advantage on saving throw to end this Jutsu’s effect on them.
Dexterity saving throws until the end of the current turn. The Shadow possession jutsu is unique in that it is
At Higher Ranks: For each rank you cast this jutsu most affected by the time of day and the amount of
above D-Rank, increase the cost of this jutsu by 3 and available light a Nara is in. In Dim Light, this Jutsu’s
the AC Bonus by +1. range is reduced by half. In complete darkness, this jutsu

SHADOW NECK BINDING


cannot be used.
At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3, the
Rank: D-Rank
Casting Time: 1 Bonus Action range of this jutsu by 15ft and creatures no longer make
Range: 45 feet the exact same physical movements you make unless
Duration: Instant you want them to.
Components: HS, CM
Cost: 5 Chakra C-RANK:
Keywords: Hijutsu, Ninjutsu
Description: As part of the activation requirement of this
jutsu, you must have a creature already restrained by the
SHADOW GATHERING
Classification: Hijutsu
Shadow Possession, Shadow Imitation Field, Shadow
Rank: C-Rank
Sewing Needle or Black Spider Lily Jutsu. As a Bonus
Casting Time: 1 Action
action, creatures Restrained by any of the
Range: 45 feet
aforementioned jutsu, take 4d6 Necrotic damage.
Duration: Concentration
At Higher Ranks: For each rank you cast this jutsu
Components: CM
above D-Rank, increase the cost of this jutsu by 3 and
Cost: 6 Chakra
damage by 2d6.
Keywords: Hijutsu, Ninjutsu

SHADOW SILHOUETTE DISTRACTION


Description: As part of the requirements of this jutsu,
you must know the Shadow Possession Jutsu. You
Classification: Hijutsu materialize thin tendrils of shadows that you can control
Rank: D-Rank to interact with objects. This jutsu can be used to slide
Casting Time: 1 Action under doors, through small holes, and other entrances
Range: 45 feet that would otherwise be impossible to squeeze through.
Duration: Instant Make a DC 15 Ninshou Check to handle complicated
Components: HS, CM objects like keyboards, door handles, or locks. This jutsu
Cost: 3 Chakra can also be used to retrieve items and pull them back to
Keywords: Hijutsu, Ninjutsu the user no heavier than 25 pounds.
Description: As part of the requirements of this jutsu,
you must know the Shadow Possession Jutsu. By molding
Chakra into your shadow, you are able to give it a shape
as it stands up from the ground, but it retains an
extremely thin width. Your shadow stands as tall as you
and follows your every whim. It cannot grab or carry
anything nor can it touch or interact. This jutsu is
extremely useful for distractions and misdirection.
This jutsu can be used from stealth without revealing
your location and can also be used alongside a
stealth roll.

63
SHADOW IMITATION FIELD [CHANGED] B-RANK:
Classification: Hijutsu
Rank: C-Rank BLACK SPIDER LILY
Casting Time: 1 Action Classification: Hijutsu
Range: 20-foot Radius on the ground. Rank: B-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: 90 feet
Cost: 6 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu Components: HS, CM
Description: As part of the requirements of this jutsu, Cost: 14 Chakra
you must have the Shadow Possession Jutsu. You expand Keywords: Hijutsu, Ninjutsu
your shadow in a 20-foot radius circle centering from Description: As part of the requirements of this jutsu,
you capturing all creatures within it who are on the same you must know the Shadow Possession Jutsu. This is an
surface as you. All Creatures in the radius upon advanced version of the “Shadow Possession” jutsu.
activation, must make a Strength saving throw, being Select up to 8 Creatures within range, each creature must
restrained and being unable to take actions on a failed make a Dexterity saving throw. On a failed save the
save for the duration. On an affected creatures turn, they target is restrained and counts as being under the effect
can make a Strength saving throw to break free from this of the Shadow Possession Nara clan Hijutsu of equal rank
jutsu, ending its effect on them. to this Jutsu’s Casting.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the above C-Rank, increase the cost of this jutsu by 3, and
radius by 5ft. select 1 additional target creature in range.

SHADOW SEWING NEEDLE SHADOW TRANSPORT TECHNIQUE


Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 60 Feet. Range: Self
Duration: Instant Duration: Instant
Components: HS, CM Components: CM
Cost: 9 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu, Description: As part of the requirements of this jutsu,
you must know the Shadow Possession Jutsu. You you must have the Shadow Possession Jutsu. You can
materialize your shadow but splinter and sharpen them select a creature currently restrained by the Shadow
into needle-like spikes. You create 5 needle-like threads Possession, Shadow Imitation Field, Shadow Sewing
of shadow. Make a single ranged ninjutsu attack against Needle or Black Spider Lily jutsu. You can fall into your
up to 5 target creatures within range, once each. shadow, moving through it and coming out within 5ft of
On a hit, you deal 2d6 piercing damage. You can a restrained target. You must still be in range of other
choose to send more than one tendril towards a single creatures you have restrained, otherwise those jutsu
creature. If you do, increase the damage of your attack by immediately ends on those creatures.
1d6 for each additional tendril targeting them.
Regardless of the number of tendrils targeting a single A-RANK:
creature, you only ever make a single ranged ninjutsu
attack per creature targeted. SHADOW WEB EXECUTION
On a successful hit, affected creatures must make a Classification: Hijutsu
Strength saving throw. For every two tendrils targeting Rank: A-Rank
the same creature, increase the initial save DC by +1. On a Casting Time: 1 Bonus Action
failed save they fall under the effects of the Shadow Range: 90 feet
Possession Nara Clan Jutsu. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above C-Rank, increase the cost of this jutsu by 3 and the Cost: 18 Chakra
number of tendrils by 1. Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu,
you must know the Black Spider Lily Jutsu active and have
at least 1 creature restrained by a Nara Clan Hijutsu. As a
Bonus action, all creatures currently captured must
succeed a constitution saving throw. On a failed save
affected creatures take 12d8 Necrotic damage and suffer
1 rank of Exhaustion or half as much on a successful save
and no further effects.

64
NON-CLAN • Never Give up: This Nindo is one of perseverance. The
first time you are reduced to 0 Hit points by a hostile
Miles punches his training log for the thousandth time today,
creature, you are instead reduced to 1 Hit point. You
punching the core of the tree at this point. His teacher walks
cannot go below this 1 hit point until the end of your
onto the training field telling Miles to get some rest, it won’t
next turn. When you fall unconscious or enter the
come easier without sleep. Miles turns towards his teacher
dying condition, you roll your Death saving throws at
and begins to focus as chakra begins to swirl around his body.
advantage. You cannot gain the benefits of this feature
His teacher sees what he’s doing “Miles! Stop! You gonna~”.
more than once per rest.
He stops mid-sentence as he notices that Miles has done it. He
• Never Abandon a Friend: This Nindo is one of
has unlocked the 3rd Inner gate. Potential is limitless when
compassion. The first time an ally is reduced to 0 or
you're not bound by preconceived notions of success and
less Hit points and you can see them, double your
expectations.
movement speed and gain advantage on Wisdom
—Tatsunami Aburame
(Medicine) checks to stabilize or heal them. If a Jutsu
The Long Road, Ch. 1 excerpt.
is used on the unconscious ally while this effect is
LIMITLESS POTENTIAL active that restores Hit Points, Target ally is
stabilized, gains double the appropriate Hit Points,
Those who are a part of no bloodline or large recognized and gains additional Temporary Hit points equal to
family are known as Non-Clanners or Non-Clan for short. your Proficiency Bonus. This lasts for 1 minute or
They are the most numerous of the Naruto World and are until they are stabilized or dead. You can gain the
the primary people who end up creating new clans and benefit of this effect, once per long rest.
families for generations to come. They show the most • Never Lose: This Nindo is one of power. When you
potential and have the largest room for growth. They would lose a clash with a hostile creature, you can
don’t have many limitations in regards to what’s choose to reroll your check at advantage. If you win
expected of them so they have the freedom to try new using this reroll, you jutsu adds your proficiency
things and build an identity unique to themselves. bonus to its damage, if it deals damage, or increase its
save DC by 1d4, if it requires a saving throw. If you still
NON-CLAN TRAITS fail, you do not suffer from the effects of losing a clash
Ability Score Increase [Changed]: +2 to any Ability check, but you cannot gain the benefit of this feature
Score, +1 to any other Ability Score not selected until you complete a rest.
previously (or +1 to any 3 Ability Scores.). • Never Fail: This Nindo is one of resilience. When you
would fail a saving throw that would reduce you to an
Speed: Your base walking speed is 30 feet.
amount equal to or less than half your maximum hit
Skill Proficiencies: Pick any 2 Skills to gain proficiency in.
points, you can choose to automatically succeed
General Literacy [Changed]: You reduce the ability score
instead. If you do, you instead suffer no damage or
requirement to learn and cast all jutsu by 2. For Ability
effects that would normally be inflicted on a success.
score requirements, check the SHB, pg.121).
Once used, you cannot gain the benefits of this feature

NON-CLAN FEATURES •
until at least 10 minutes has passed.
Never Give In: This Nindo is one of resolve. When an
Self-Taught Skills [Changed]: You are one of pure
allied creature is killed, and you can see them, you can
hard work with no family ties that grant you any natural
spend your reaction to yell a statement of resolve,
advantages or benefits. At 1 st level select any 1 skill. You
empowering them. An allied creature who was killed,
gain proficiency in the chosen skill. If you are already
is instead stabilized. You cannot use this feature again
proficient in the chosen skill, you instead gain expertise
until at least 1 hour has passed.
in it. You may select another skill at 7th and 15th level
gaining proficiency, or expertise if already proficient.
Unrelenting Focus [Changed]: In your quest for
greatness, you have achieved what your allies have not,
additional talents that potentially takes years of extra
training that those who are born in a clan do not have
the time to commit to. Starting at 1st level you gain a Feat
of your choice. You may gain additional feats at 3rd, 11th,
and 18th levels.
Nindo: You are not someone who gives in easily. You
have created a short saying to yourself, something you
repeat to yourself when you are in a tight spot and when
your backs against the wall. At 3rd Level Select any of the
following “Nindo” and reflavor the wording to whatever
suits your shinobi. You gain the effects of the Nindo you
select. Beginning at 11thh level, you may select a second
Nindo and at 18th level you may select a third Nindo.
• Never back down: This Nindo is one of tenacity. When an
ally has fallen unconscious after falling to 0 Hit points
and you are outnumbered. You gain advantage to attack
rolls and Dexterity Saves for the next minute. If you
pass the Dexterity save while this Nindo is active, you
ignore the effects entirely. You can gain the benefit of
this effect, once per long rest.

65
RANTON • Storm Style (New):
o Shocking Wave [Changed]: Beginning at 1st level,
A Jonin wearing the Cloud Villages vest, being confronted by an
Ranton Hijutsu you cast has its area of effect
adversarial village as he’s been caught alone without any allies
increased by +5 feet. This increases to +10 feet at
to back him up. He tries to make a move to escape, but he is
11th and +15 feet at 18th level.
quickly stopped by more enemies around him. “You think it
• Laser Style (New):
was smart to go out alone huh?” the enemy shinobi speaks
o Pervasive Lightning: Beginning at 1 st level,
rather directly and aggressively. The Jonin grits his teeth,
Ranton Hijutsu you cast that requires you to make
before he quickly weaves handseals. The adversarial shinobi
an attack, gains a +1 bonus to hit against a
leaps back scattering in random directions saying “Can’t Fire
creature with ranks of shocked, twice per casting.
in unorthodox directions now can Y~”. They are quickly cut off
This bonus increases to +2 at 11 th level and +3 at
by beams of bending Lightning that tears through them all.
18th level.
—Ren Nara
At Worlds End, Ch. 7 excerpt. Storm Release [Changed]: The Ranton clan has a unique
talent for manifesting Storm Release due to their close
LASER FOCUSED affinity to both Water and Lightning Release. Beginning at
7th level you gain the second Nature release you didn’t
The Ranton Clan is a clan that hails proudly from the Land
select from Storm Release Affinity clan trait. Also, at 7th
of Lightning. Known to work closely with the Raikage, but
level, once per turn, when casting a jutsu with either Water
not limited to that one country. Their bloodline has spread
or Lightning Release keyword, you can change the damage
widely throughout the continent, they are for sure reliable
type to Lightning and increase the damage by +2 damage
allies, and even greater enemies. When given a task, they
dice. This increases to +3 dice at 18th level.
are usually focused to a fault, on accomplishing a goal.
Galvanation [Changed]: At 11th level, you can evolve a

RANTON TRAITS creatures shocked condition to a new level, called


Galvanized. When a creature with 5 ranks of the shocked
Ability Score Increase: +2 Dex, +1 int
condition would gain another rank of the shocked
Speed: Your base walking speed is 35 feet.
condition, they instead become Galvanized. A Galvanized
Skill Proficiencies: Ninshou, Nature.
creature suffers the following effects.
Storm Release Affinity: You begin with either Water or
Lightning Release affinity. (Pick one) • A Galvanized creature loses all ranks of the shocked
condition, is counted as Shocked 5 for the purposes of
RANTON FEATURES interacting with features, traits and jutsu and cannot gain
Storm Techniques: The Ranton Clan has access to a ranks of shocked condition while they are Galvanized.
separate list of Jutsu unique to their Clan. You can add • A Galvanized creature takes 5d6 Lightning when they
these Jutsu to your jutsu list instead of selecting jutsu from would take a Reaction.
the Normal jutsu list(s). They do not need both Nature • A Galvanized creature cannot cast jutsu with the
Release’s to use their Clan jutsu. Mobility (M) component.
Twin Style: Beginning at 1st level, you hail from one of • The Galvanized condition lasts for 1 minute.
two different styles of Storm Release. Either Storm Style,
or Laser Style. Storm style utilizes Lightning Charged
Water to create powerful shocking tides, while laser style
prioritizes the fluid properties of Water to create beams of
Lightning. Select between either Storm Style or Laser
Style. Once chosen, this cannot be changed later. Your
chosen style grants you access to different Ranton Clan
Hijutsu and some unique Ranton Clan features with the
corresponding style keyword as follows;

66
RANTON CLAN JUTSU STORM RELEASE: SECONDARY DISCHARGE
[CHANGED]
D-RANK Classification: Hijutsu
Rank: D-Rank

STORM RELEASE: LIGHTNING WHIP Casting Time: 1 Reaction, which you take when you cast a

[CHANGED]
Jutsu that deals Lightning Damage
Range: 60 feet
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: Special (5 Chakra)
Range: 30 feet
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Duration: Instant
Release.
Components: HS, CM
Description: You empower the triggering jutsu, pouring
Cost: 4 Chakra
more lightning chakra into it. It gains one of the following
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
effects (Your choice).
Release.
Description: You form a current of Water like Lightning • Gain a +2 bonus to the triggering jutsu’s first attack
in your hand, swinging it at a creature within range. roll. If this attack beats a creatures AC by 5 or more,
Make a melee ninjutsu attack, dealing 5d6 Lightning you may make a second attack, with the same bonus,
damage on a ht. A creature who takes damage from this targeting a second creature, within the triggering
jutsu must succeed a constitution saving throw, gaining jutsu’s range.
the shocked condition and reducing their movement • Gain a +1 bonus to the triggering jutsu’s Save DC. If a
speed by half on a failed save on a failed save. creature would fail the triggering jutsu’s save DC by 5
If you score a critical hit with this jutsu, the creature is or more, they gain +1 rank of Shocked, and you may
restrained by the Lightning. A creature restrained in this select one additional creature within 60 feet of you,
way until the beginning of your next turn. forcing them to make the triggering jutsu’s saving
At Higher Ranks: For each rank you cast this jutsu throw as if they were in its radius or original target.
above D-Rank, increase the cost of this jutsu by 3, and
damage by 2d6. STORM RELEASE: THUNDER CLOUD INNER
WAVE [CHANGED]
STORM RELEASE: LASER BEAM [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action.
Casting Time: 1 Action Range: Self (30 feet)
Range: Self (60 feet line) Duration: Concentration, up to 1 minute
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Release, Storm Style
Release, Laser Style Description: You conjure a thick ring of thunderclouds
Description: You conjure a beam of Lightning and Water around yourself. For the duration, once per turn as an action
that bends around corners and piercing its or bonus action, you may Fire a jolt of Lightning from
targets with lethal efficiency. All yourself targeting a space you can see within 30 feet of you.
creatures in a 60-foot line must All creatures within 5 feet of the chosen space must make a
succeed a Dexterity saving throw, dexterity saving throw taking 3d8 Lightning damage and
taking 3d8 Lightning damage on a gaining 1 rank of the shocked condition.
failed save, or half as much on a Alternatively, once per round, if you haven’t used
success. this Jutsu’s Action or Bonus Action effect on your
If a creature within 10 feet of the previous turn, as a Reaction to a creature moving or
Jutsu’s area, has the shocked casting a Jutsu with the Mobility Keyword, you can
condition, this jutsu bends and shifts Fire off a defensive jolt of Lightning towards a
ignoring its normal shape and instead coils single creature. Make a ranged ninjutsu attack
to target the shocked creatures. This jutsu against a creature within 30 feet of you. On a hit,
can target up to two shocked creatures this you deal 3d8 Lightning damage and the targets
way. A shocked creature makes their speed is reduced to 0 until the end of the current
Dexterity save at with a -1 penalty. turn.
At Higher Ranks: For each rank you cast At Higher Ranks: For each rank you cast this
this jutsu above D-Rank, increase the cost jutsu above D-Rank, increase the cost of this
of this jutsu by 3, and damage by 2d8. jutsu by 3, and the damage by 2d8.

67
STORM RELEASE: STORM’S SHOCK Creatures who take damage from this jutsu that
Classification: Hijutsu already have ranks of shocked increases the damage they
Rank: D-Rank take by 1 die step.
Casting Time: 1 Action. At Higher Ranks: For each rank you cast this jutsu above
Range: Self (15-foot cube) C-Rank, increase the cost of this jutsu by 3, and damage by
Duration: Instant 2d8.
Components: HS, CM
Cost: 5 Chakra STORM RELEASE: SNAKE CHAINS [CHANGED]
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Classification: Hijutsu
Release Rank: C-Rank
Description: An advanced version of the Lightning Release: Casting Time: 1 Action
Thunderbolt jutsu, you form a large ball of Lightning and Range: 60 feet
Water Release Chakra, discharging it into a shockwave, Duration: Concentration, up to 1 minute
using the Waters properties to avoid your allies. Components: HS, CM
Each creature of your choice within a 15 feet cube, Cost: 8 Chakra
originating from you must make a constitution saving Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
throw, taking 3d6 Lightning damage and being shocked Release.
on a failed save, or half as much damage and no further Description: Select one target creature you can see within
effects on a successful one. range as snakes made of Water & Lightning shoots towards
At Higher Ranks: For each rank you cast this jutsu above D- the target, attempting to restrain them. Target creature(s)
Rank, increase the cost of this jutsu by 3, the damage by 2d6, must make a Dexterity saving throw. On a failed save, they
and the size of the cube by 5 feet. become restrained for the duration, unable to make
handseals, and gain 2 ranks of Shocked. Restrained
C-RANK creatures make a Constitution saving throw at the end of
each of their turns, ending this jutsu’s effects on a
STORM RELEASE: LASER SIGHT [CHANGED] successful save.
Classification: Hijutsu Additionally, if the target is standing on a body of
Rank: C-Rank Water when making their saving throws vs this jutsu’s
Casting Time: 1 Action effects, they make their saving throw with a -2 penalty.
Range: Self (15-foot Radius) At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant C-Rank, increase the cost of this jutsu by 3, and you may
Components: HS, CM choose one additional creature to target with this jutsu.
Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning STORM RELEASE: TRI-BEAM [CHANGED]
Release Classification: Hijutsu
Description: You Fire bolts of storm Chakra at each creature Rank: C-Rank
within a 15-foot radius centered on you. This radius extends Casting Time: 1 Action
around corners, and you do not need to see the creatures to Range: Self (60-foot Line)
affect them. When you cast this jutsu, you can designate any Duration: Concentration, up to 1 minute
number of creatures to be unaffected by this jutsu. The Components: HS, CM
remaining creatures in range creatures take 3d4 Lightning Cost: 9 Chakra
damage and must make a Constitution saving throw, being Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
shocked on a failed save. Release, Laser Style
Creatures already shocked make this saving throw Description: You form your storm Chakra into a small
with a 1d4 penalty. sphere in front of you, which then Fires outward into a 30-
At Higher Ranks: For each rank you cast this jutsu above C- foot line originating from you. Make a single ranged
Rank, increase the cost of this jutsu by 3, the damage by 1d4 Ninjutsu attack comparing your result to the AC of each
and radius by 5 feet. creature in range, dealing 4d10 Lightning damage and
forcing affected creatures to make a Constitution saving
STORM RELEASE: LIGHTNING SPLASH throw, gaining +1 rank of Shocked on a failed save.
[CHANGED] The Chakra then reforms into a ball in front of you. For
Classification: Hijutsu the duration of this jutsu, you can use an action on each
Rank: C-Rank subsequent turn to Fire this wave again in any direction,
Casting Time: 1 Action but always in a 30-foot line, originating from yourself.
Range: 60 feet (25-foot Cube) A creature with ranks of shocked takes an additional
Duration: Instant 1d10 Lightning damage.
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 Chakra C-Rank, increase the cost of this jutsu by 3, and the damage
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning by 2d10.
Release, Storm Style
Description: You throw a bubble of Lightning at a point you
can see within range. The bubble explodes filling a 25-foot
cube. Creatures within range, must succeed a Constitution
saving throw, taking 4d8 Lightning damage and being
shocked on a failed save or half as much damage on a
successful one and no additional effects.

68
B-RANK STORM RELEASE: STORM WAVE
Classification: Hijutsu
STORM RELEASE: BLACK LIGHTNING Rank: B-Rank
[CHANGED] Casting Time: 1 Action
Classification: Hijutsu Range: Self (60-foot Cone)
Rank: B-Rank Duration: Instant
Casting Time: 1 Bonus Action Components: HS, CM
Range: Self Cost: 13 Chakra
Duration: Concentration, up to 1 Minute Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Components: HS, CM Release, Storm Style
Cost: Special (14) Description: You conjure and Fire a 60-foot cone in front of
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning you. All Creatures in the radius must succeed a Constitution
Release saving throw, taking 8d8 Lightning damage and gaining 2
Description: You begin to release a surge of Chakra from ranks shocked on a failed save, or half as much damage, and
your body, boosting your Storm release to new heights. Your 1 rank of shocked until the end of an affected creatures next
Lightning Release Chakra begins to turn black or darker in turn on a successful save.
tone and color. This Lightning surges around you and
begins to solidify around you as an aura of black electricity. A-RANK
You do not need to spend Chakra to maintain concentration
on this jutsu. STORM RELEASE: LASER CIRCUS
For the duration, jutsu you cast with the Lightning Classification: Hijutsu
Release keyword or that would deal Lightning damage Rank: A-Rank
are now the same color as your darkened electricity. Casting Time: 1 Action
Jutsu you cast for the duration, gain the following; Range: 120 feet
Duration: Instant
• +1 bonus to their Save DC.
Components: HS, CM
• 2d6 bonus to their damage, twice per casting.
Cost: 20 Chakra
• If the target is shocked, the bonus is instead 2d8.
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Finally, creatures who are within 30 feet of you who Release, Laser Style
are shocked, you can choose to remove 1 rank of the Description: You Fire an absurd amount of Lightning beams
shocked condition to Overcharge a jutsu with the towards up to 10 targets of your choice. You make a ranged
Lightning Release keyword without spending the listed ninjutsu attack per creature, against your selected target(s)
action cost. within range. You can direct any number of these beams
towards a single target or many, up to the number of beams
STORM RELEASE: LASER DANCE you Fire. On a hit, you deal 1d12 per beam, plus your
Classification: Hijutsu Ninjutsu ability modifier. These beams ignore cover.
Rank: B-Rank
Casting Time: 1 Action STORM RELEASE: RAGING WAVE
Range: 90 feet Classification: Hijutsu
Duration: Concentration, up to 1 Minutes Rank: A-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 14 Chakra Range: Self (30-foot Radius)
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Duration: Concentration, up to 1 Minute
Release, Laser Style Components: HS, CM
Description: You form your storm Chakra into a large Cost: 20 Chakra
sphere and send it to a point you can see within range. As Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
part of casting this jutsu, and as an action on each of your Release, Storm Style
subsequent turns, you can Fire up to three beams of Description: An advanced version of Water Release:
Lightning, making up to 3 ranged ninjutsu attacks against Maelstrom, you expel an enormous amount of Water
creatures within a 30-foot radius of the sphere. You can from your mouth, simultaneously charging it with
direct these beams towards a single target or many, up to Lightning, and making it swirl in a 30-foot radius
the number of beams you Fire. On a hit, you deal 3d6 around you. Until the jutsu ends, this area is difficult
Lightning damage. terrain for any creature except you, and any creature
If you hit the same creature with at least two beams, the that starts its turn there or moves there for the first time
creature must succeed on a Constitution saving throw, being on their turn must succeed on a Strength saving throw.
incapacitated until the end of your next turn on a failed On a failed save, a creature takes 7d10 Lightning damage
save, overloading their body with supercharged storm and is pushed 15 feet away from the center of the area.
Chakra. On a successful save, a creature takes half as much
At Higher Ranks: For each rank you cast this jutsu above damage, and is only pushed 5 feet away.
C-Rank, increase the cost of this jutsu by 3, and the number Additionally, a creature that starts its turn in the area
of attacks by one. or moves there for the first time on their turn must also
succeed on a Constitution saving throw, gaining 3 ranks
of shocked and 1 rank of weakened on a failed save.

69
RYU CLAN Dragon’s Rage: Beginning at 3 rd level, you learn how
to call upon the boiling rage that’s innate to your
Tye dashes into the enemy fortress full of rage and his blood
bloodline. As an action, you unleash your elemental
boiling. “GIVE HER BACK!” he screams as his eyes glow with an
dragons’ wrathful energy, causing scales made of Chakra
emerald green hue. He swipes his hand towards an enemy
to form. Your eyes also begin to glimmer. Your scales and
guard, as a wave of Chakra leaps from it chopping them in half
eyes are all a color that matches your chosen nature
with a blade of Wind. The enemies quickly try to seal the doors
release from your Blood of the Dragon clan feature.
within the fortress but find it difficult as the angry boy weaves
(Brown = Earth, Emerald = Wind, Red = Fire, Blue = Water,
hand seals and exhales a gale of slicing Wind that blows the
Gold = Lightning). Your transformation lasts for 1 minute
layered doors apart. He continues further in, before he is
or until you end it as a bonus action. For the duration you
confronted by the man he lost to prior. “You throw away the
gain a +1 to your AC, you can cast all Ryu clan Hijutsu
kindness I showed you before boy. I let you and your friends live,
using Constitution as your Ninjutsu ability modifier, and
and did not take your life. But now you throw it all away for a
your unarmed attacks made using your Dragon Claws can
single woman. You are a fool.” He speaks. But Tye doesn’t
use Constitution for attack and damage rolls. You can
budge, as Chakra begins to coat Tye’s body with enough potency
activate your Dragon’s Rage once per rest. If you would
to be visible to the naked eye. The man is caught off guard with
activate it any time after the first, prior to completing a
the sudden change, but Tye doesn’t hesitate as he rushes in
rest, you can spend 1 Chakra die to activate it.
ready to tear this man in half.
At 7th level your rage reaches new heights. You can
—Nina Heroshi
activate your Dragon Rage feature as a bonus action. While
The Long Road, Ch. 25 excerpt.
benefiting from your Dragon’s Rage, your claw attacks

WRATH OF A DRAGON damage die increases by +1 twice per turn, you gain
resistance to your chosen nature releases damage type, your
The Ryu Clan is a custom, homebrew clan made by speed increases by +10 and once per turn, you can deal extra
Kingsare4ever. This Clan hails from the land of Lightning damage of your chosen nature releases damage type to one
but has roots in multiple countries across the continent. target, equal to your character level when you deal damage
They have a unique Kekkei Genkai that manifests extremely to it with an attack or jutsu.
early, known as the Blood of the Dragon. This Bloodline trait Starting at 11th level you begin to exhibit more draconic
allows most Ryu Clan members to manifest a Nature Release features. Your bonus to AC becomes a +2, your Dragon Claws
extremely early, and even use it to enhance themselves damage die increases by +2 twice per turn, Ninjutsu you cast
without the need for jutsu to focus this Chakra. Their Nature of your chosen nature release has their cost reduced by 2
Release Chakra is known to be far more potent and (Min 1.), You can activate Dragon’s Rage twice per rest
extremely volatile in nature compared to others. This Kekkei without spending a Chakra die.
Genkai also has a negative trait, that manifests in the Starting at 15th level your Dragon Claws damage die
youngest of the clan the most, their anger and rage is increases by +3 twice per turn, Ryu Clan Jutsu you cast while
unmatched. They have short emotional fuses that sends benefiting from Dragon’s Rage ignores resistance and their
them flying into blind rages that makes them attack their concentration cost is reduced by half.
enemy relentlessly, but not without tact, or strategy. At 18th level you have fully bonded to the nature affinity
your Dragon represents. Ryu Clan Jutsu you cast can no
RYU TRAITS longer be ended as a result of damage or failing a
Ability Score Increase: +2 Int, +1 Con concentration check.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
Weapon Proficiencies: You are proficient with Katana’s.

RYU FEATURES
Dragon Clan Jutsu: The Ryu Clan have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Blood of the Dragon: Born with the blood of dragons
running through your veins you have the natural affinity
with one of the 5 Dragons your clan worships. Beginning
at 1st level, Choose between Earth, Wind, Fire, Water and
Lightning Release. You gain the ability to learn and cast
jutsu with the chosen nature release and all of your Ryu
Clan jutsu gains your chosen keyword. You cannot go
back and change this element later.
Dragon’s Claws: Beginning at 3rd level, you learn to
form your Chakra into claws on both your hands and feet
of your description. This makes your unarmed attacks
Chakra enhanced and far more powerful than
normal. Your unarmed damage die becomes a
d6 and deals the same damage type as the
nature release chosen with your Blood of
the Dragon class feature (Water = cold). Your
unarmed damage die becomes a d8 at 11 th
level and a d10 a 18th level.

70
RYU CLAN JUTSU DRAGON BREATH
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

DRAGON AEGIS
Range: 20-foot cone
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 3 Chakra
Casting Time: Reaction, which you take when you take
Keywords: Hijutsu, Ninjutsu
damage
Description: (This jutsu deals the same damage type as the
Range: Self
nature release chosen by your Blood of the Dragon Clan
Duration: 1 turn
Feature) You inhale and release a wave of destructive
Components: HS, CM
Chakra that matches your affinity. Creatures in range
Cost: 4 Chakra
must succeed a Dexterity saving throw, taking 3d8
Keywords: Hijutsu, Ninjutsu
damage on a failed save or half on a success.
Description: Your coat your body in Chakra creating
At Higher Ranks: For each rank you cast this jutsu
draconic scales and wing constructs of your design,
above D-Rank, increase the cost of this jutsu by 3, the size
made of Chakra that you conjure in between you and the
of the cone by 5 feet and the damage by 2d8 damage.
attack. You gain 3d6 + 10 Temporary Hit points until the
end of the current turn. These Temporary Hit points are
in addition to any other Temporary hit points granted by
DRAGON VISION
Classification: Hijutsu
Ryu Clan Hijutsu. If you are concentrating on Dragons
Rank: D-Rank
Cloak, you do not lose these temporary hit points at the
Casting Time: 1 Action
end of the turn, instead retaining them.
Range: Self
At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Hour
above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM
your Temporary hit points by 5
Cost: 5 Chakra

DRAGON AURA
Keywords: Hijutsu, Ninjutsu, Sensory
Description: Your pupils narrow into draconic slits,
Classification: Hijutsu
granting you phenomenal sight. For the duration, you are
Rank: D-Rank
immune to the blinded condition, gain Dark vision and
Casting Time: 1 Action
have a +5 bonus to Wisdom (Perception) and (Insight)
Range: Self (15 feet)
checks. You can see the Nature Affinities other creatures
Duration: Concentration, Up to 1 Minute
can use if any, you also gain 30 feet of Chakra sight able to
Components: HS, CM
see how much Chakra a creature has based on an aura they
Cost: 5 Chakra
exude.
Keywords: Hijutsu, Ninjutsu
Description: You create a whipping aura of elemental
Chakra that surrounds you and extends out up to 15 feet
C-RANK:
DRAGONS BOMB
from you. For the duration, creatures within range take
damage equal to your Ninjutsu ability modifier each turn
Classification: Hijutsu
they begin inside the aura. Also, creatures who would
Rank: C-Rank
make a Saving throw while within your aura against a
Casting Time: 1 Action
jutsu of the same Nature release as the aura, they roll an
Range: 5 feet
additional 1d6, reducing their save by the result.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3 and
Cost: 9 Chakra
the size of the aura by 5 feet. If this jutsu is cast at B-
Keywords: Hijutsu, Ninjutsu, Clash
Rank or higher, they instead roll a d8.
Description: (This jutsu deals the same damage type as the
nature release chosen by your Blood of the Dragon Clan
Feature) You collect Chakra into a sphere about the size
your body before compressing it into one about the size of
a golf ball. You take this super compressed ball of Chakra
and ram it into your target creating a shockwave that
affects creatures and objects near the target creature.
Make a melee ninjutsu attack. On a hit, you deal 4d10
damage. The target creature and all creatures, excluding
you, in a 15-foot radius around the target must make a
constitution saving throw, being pushed back 15 feet from
the shockwave. Creatures who fail the Constitution save
takes 3d6 damage and falls prone on a failed save or half
as much on a successful save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
initial damage by 2d10, and the Shockwave damage by
1d6.

71
DRAGONS STRIKE B-RANK:
Classification: Hijutsu
Rank: C-Rank DESTRUCTIVE WAVE
Casting Time: 1 Action Classification: Hijutsu
Range: Self (Special) Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM, W (Katana) Range: Self (30-foot radius)
Cost: 8 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu, Bukijutsu Components: HS, CM
Description: (This jutsu deals the same damage type as the Cost: 14 Chakra
nature release chosen by your Blood of the Dragon Clan Feature) Keywords: Hijutsu, Ninjutsu, Clash
You bathe your katana in your Chakra, so much so that it Description: (This jutsu deals the same damage type as the
vibrates and hums loud enough to sound like revolving fan nature release chosen by your Blood of the Dragon Clan Feature)
blades. You make a single decisive slash releasing the attack You collect your Elemental energy into your body and
and destroying everything in your path. You have two options compress it into a single spot like your mouth or hands and
for the size and shape of this attack. prepare to Fire in all directions by striking the ground
Horizontal Slash. You swing your sword from left to right creating a shockwave the Fires out in all directions
releasing a violent gale of your elemental energy catching all overwhelming all enemies. Each creature you choose within
creatures in a 25-foot cone. Creatures in range must succeed 30-feet of you must succeed a constitution saving throw or
a Dexterity saving throw taking 5d8 damage and being take 10d6 damage and be knocked prone on a failed save or
knocked prone on a failed save or half as much on a half as much on a successful one.
successful one. At Higher Ranks: For each rank you cast this jutsu
Vertical Slash. You swing your sword straight down above B-Rank, increase the cost of this jutsu by 3,
releasing a single beam of elemental energy from your damage by 2d6 and size of the area by 10 feet.
katana. The Beam flies down a straight line 60 feet long and
10 feet wide. Creatures in range must succeed a Dexterity DRAGON CLOAK
saving throw taking 7d6 damage and being knocked prone on Classification: Hijutsu
a failed save or half as much on a successful one. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Action
C-Rank, increase the cost of this jutsu by 3 and the Range: Self
Horizontal damage by 2d8 or the Vertical damage by 2d6. Duration: Concentration, up to 1 Minute
Components: HS, CM
DRAGONS WRATH Cost: 14 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu
Rank: C-Rank Description: You cover your body in Chakra and mold it
Casting Time: 1 Action until its visible to the naked eye. Your Chakra then
Range: Self begins to bubble and boil until it takes the shape of a
Duration: Concentration, Up to 1 Minute dragon like shell the covers your entire form. You are
Components: HS, CM still visible inside the construct of Chakra. For the
Cost: 8 Chakra duration, you gain 30 Temporary Hit Points, your
Keywords: Hijutsu, Ninjutsu unarmed attacks deal an additional die of damage and
Description: You amplify your body with your Nature you gain a +2 bonus on Constitution and Wisdom saving
affinity, creating a light but harmless aura and effect throws while you still have temporary hit points from
symbolizing your Chakra. For the duration Increase your AC this jutsu.
by +2, increase your movement speed by +30 and you gain a If you cast this jutsu while you are gaining the benefits
+2 bonus on Strength and Dexterity saving throws for the of Dragons Rage or Dragons Wrath, you reduce the cost
duration. of this jutsu by 3 for each one currently active.
If you cast this jutsu while you are gaining the benefits Additionally, if you are gaining the benefits of
of Dragons Rage, you reduce the cost of this jutsu by 2. Dragons Wrath you no longer need to maintain
Additionally, if you are gaining the benefits of concentration on this jutsu but you still gain its benefits
Dragons Rage you no longer need to maintain for the duration of this jutsu.
concentration on this jutsu but you still gain its benefits At Higher Ranks: For each rank you cast this jutsu
for the duration of this jutsu. above B-Rank, increase the cost of this jutsu by 3 and
Temporary Hit points by 15.

72
A-RANK:
DRAGONS ASCENSION
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You keep all of your Chakra inside you not
allowing any of it to leak out enhancing your physical
attributes past their limits, matching your physical
prowess to that of a Dragons. Your Strength, Dexterity
and Constitution all becomes 24 for the duration. Your
speed is doubled and you gain more feral sounding
speaking patterns. You gain a +2 bonus on Intelligence
and Charisma saving throws. You lose the ability to cast
and concentrate on Non-Ryu Clan jutsu for the duration.
When this jutsu ends, make a constitution save vs a DC
20 + 1 for every round this jutsu remained active. On a
failure, you fall to the ground prone and stunned for a
number of minutes equal to rounds you had this jutsu
active.
If you cast this jutsu while you are gaining the benefits
of Dragons Rage, Dragons Wrath or Dragons Cloak you
reduce the cost of this jutsu by 4 for each one currently
active.
Additionally, if you are gaining the benefits of
Dragons Wrath and/or Dragons Cloak you no longer
need to maintain concentration on that jutsu but you
still gain its benefits for the duration of this jutsu.

73
SARUTOBI CLAN Advanced Chakra Control: Additionally, at 1st level,
Sarutobi are known for their ability to squeeze every
Altina stands in the center of the training field as her
ounce of efficiency out of every jutsu they have in their
teammates circle her. “You sure we should be all attacking
repertoire. Select between Ninjutsu, Genjutsu, Taijutsu
you simultaneously?” one asks while looking concerned as
or Bukijutsu, you can use Jutsu with the select Keyword
he gets into position. “Yeah, for the last time, I need to
with a level of efficiency others wish they had.
master this combination. Now do it!” Altina responds
If Ninjutsu, select between the following keywords;
irritated. Her 2 allies sigh as they redirect their trajectory
(Earth, Wind, Fire, Water, Lightning) Release or Medical.
and assault her with two different jutsu from two opposing
If Taijutsu or Bukijutsu, select between the following
sides. She quickly leaps into the air dodging them both while
keywords; Combo or Finisher.
weaving handseals and firing multiple motes of Lightning at
If Genjutsu, select between the following Keywords;
both her allies as she quickly weaves a second jutsu together
Auditory, Inhaled, Tactile, and Visual
firing jets of Water into the motes of Lightning as they
You may reduce the Chakra cost of jutsu with the
combine and beam towards her training partners...
select keyword by 1 (min 1). You may reduce Jutsu with
—Tatsunami Aburame
this Keywords Chakra cost by an additional 1 Chakra at
The Long Road, Ch. 4 excerpt.
7th and 15th levels.

BOUND BY A CODE OF HONOR At 11th level, you may select 1 additional Keyword from
the aforementioned Ninjutsu, Taijutsu or Genjutsu to
The Sarutobi Clan is an influential clan from Konoha. It reduce the cost of by the same amount. You cannot select
has produced several renowned members who have held the same keyword multiple times. If a Jutsu has multiple
positions of high authority, including the Third Hokage; selected Keywords the Cost reduction is only applied
whose son, Asuma, held membership in the Twelve once.
Guardian Ninja, while his other children served directly Inheritors of the Will of Fire: As a Sarutobi, you have
under the Hokage along with their spouse as Anbu. All inherited the Will of Fire from your forefathers.
known members have also been devout observers of the Beginning at 3rd level, you have found that Focus and
Will of Fire. This clan has the strength and influence to Determination is what makes a shinobi strong. You gain
tie other clans together and create long lasting bonds. a number of Focus points equal to your proficiency bonus
per long rest. These Focus Points can be spent to do the
SARUTOBI TRAITS following;
Ability Score Increase: +2 Str or Int, +1 Con
• Spend 1 Focus to gain a +2 Bonus on an Attack Roll
Speed: Your base walking speed is 30 feet.
• Spend 1 Focus to gain a +2 Bonus on a Saving Throw
Skill Proficiencies: Pick any two skills between:
• Spend 1 Focus to gain a +2 Bonus on a skill Check
Ninshou, Martial Arts, Illusions
• Spend 3 Focus to gain an Immediate reaction, even
General Literacy: All ability scores are counted as being
+1 higher, for the purpose of casting Higher Ranked with an ability or Jutsu that is an action.
• Spend 3 Focus to automatically Succeed a Death Saving
jutsu through any Ability Score Requirements (SHB,
pg. 108) throw.
Advanced Nature Proficiency: As a Sarutobi, you have
SARUTOBI FEATURES advanced learning potential in your natural elemental
Advanced Nature Transformation: Sarutobi are affinity. At 1st level, you may select 1 D-Rank Ninjutsu
known for their advanced innate knowledge in Chakra that has a Nature Release selected as a part of your
molding and nature release. Starting at 1st Level, select Advanced Nature Transformation clan feature, add that
one of the following special keywords Earth Release, Wind jutsu to your known jutsu list. You learn 1 additional C-
Release, Fire Release, Water Release, Lightning Release or Rank Jutsu at 3rd Level, you learn 1 additional B-Rank
Medical. You gain the ability to cast jutsu with the Jutsu at 7th Level, you learn 1 additional A-Rank Jutsu at
corresponding keyword. At 7th Level, you select a second 15th Level.
keyword from the previous list.

74
SENJU Wood Release [Changed]: The Senju has a unique
talent for Manifesting Wood Release, due to their close
The Genin stands on top of one of tallest tree’s just outside of
affinity to both Earth and Water Release.
the Leaf village. She claps her hands together focusing. The
Beginning at 7th level, you gain the second Nature
tree begins to shake, as it grows, slightly. She stops as she
release you didn’t select from Wood Release Affinity and
realized she was already higher than the canopy. She hears
when you would cast a jutsu with either Water or Earth
the voice of someone below her. “Hey! Tsunanami, you sure
Release keywords that would deal damage, you can
you’re not over doing it?” The Girl standing on the tree, falls
change the damage type to Earth. Additionally, a
to the ground, taking the snacks the other girl brought her.
creature Restrained or Grappled as a result of a Senju
“No, I think I’m making progress. Just this morning, this tree
Hijutsu that you cast, has their chakra network impeded,
was only to my ankle. Now Look at its Tallest tree in this part
which increases the cost of the next jutsu they cast by an
of the forest. Sooner or later. I’m gonna make this the tallest
amount equal to the rank of the jutsu restraining or
tree in the world!”
grappling them. (D-Rank: +8, C-Rank: +12, B-Rank: +16,
—Yuki Hyūga
A-Rank: +20, S-Rank: +24.);
At Worlds End, Ch. 13 excerpt.
Blood of the Leaf: Beginning at 11th level, you have

THE LEAF’S PATRIARCHS mastered the art of communication and negotiating hostile
terms. When you would make a Charisma check in an
The Senju Clan is a clan that hails proudly from the Land attempt to persuade or intimidate a hostile or unfriendly
of Fire and is one of the founders of the Land of Fire. creature, you can instead use your Strength or Constitution
Even three of its Hokage has been Senju by birth and in place of Charisma as you exude the full force of your
each one brough about a new era of prosperity for the physical presence in an attempt to make them understand
leaf. Using Mokuton (or Wood release), a user is the situation they are in.
extremely versatile and able to control, restrict and even Mokuton’s Suppression [Changed]: Beginning at 18th
seal away an opponent’s Chakra. The power of Wood level, at the beginning of a creatures turn who is Restrained,
Release, and by extension the Senju are widely known, so Grappled, or within an area of difficult terrain created by a
much so that they were heralded as the strongest clan Senju Hijutsu that you cast, they must make a Constitution
during the Warring states era. saving throw vs your Ninjutsu Save DC. On a failure for the
duration of their condition, they are unable to Mold Chakra.
SENJU TRAITS
Ability Score Increase: +2 Con, +1 Str
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Chakra Control, Ninshou.
Wood Release Affinity: You begin with either Earth or
Water Release Affinity. (Pick one)

SENJU FEATURES
Wood Techniques: The Senju Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s). They do not need both
Nature Release’s to use their Clan jutsu.
Built Different: Beginning at 1 st level, the Senju are
known for their downright gargantuan stamina.
Increase your Hit Point total by 2. Every level
thereafter each time you gain a level, increase your
hit point total by 2.
Mitotic Regeneration: Beginning at 1 st level, you learn
to create a reservoir of Chakra in form of Senju Cells.
These cells are a byproduct of your exceptional bloodline
which allows you to remain healthy and ready for battle.
You have a number of Senju Cells equal to your level per
long rest. You can spend these cells to accomplish any of
the following;
• As a bonus action, you can spend any number of cells,
regaining 1d6 + Constitution modifier hit points, per
cell spent. This increases to a d8 at 11 th level.
• As a bonus action, you can spend any number of cells
to remove 1 rank of any Physical or Elemental condition
you are under the effects of, per cell spent.
• Beginning at 7th level, As a reaction to your hit points
falling to 0 or lower, you can spend 5 cells to instead
fall to 1 hit point.
Sacred Body: Beginning at 3rd level, you learn to
leverage your stamina to manage your Senju Hijutsu.
You may use Constitution as your Ninjutsu ability
modifier of Senju Hijutsu that you cast.

75
SENJU CLAN JUTSU WOOD RELEASE: PIERCING BARK
[CHANGED]
D-RANK Classification: Hijutsu
Rank: D-Rank

WOOD RELEASE: GREAT FOREST Casting Time: 1 Action

TECHNIQUE
Range: 60 feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Range: 30 feet
Release
Duration: Instant
Description: You clap your hands together as you inject
Components: HS, CM
Chakra into the ground controlling a single root
Cost: 5 Chakra
enhancing it until it listens to your mental command.
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Make a ranged Ninjutsu attack, targeting a creature you
Release
can see within range as the root bursts forth from the
Description: You change the structure of your arms or
ground, sharpening themselves to produce wood like
legs into that of Chakra enhanced wood. You transform
spears. On a hit, target creature takes 3d6 Earth damage,
your appendage into a fork of multiple branches.
and must make a Strength saving throw as the impaled
Make a melee Ninjutsu attack against a creature you
roots take hold to the ground again, rooting them in
can see within range. On a hit you deal 2d8 Earth damage
place. On a failed save the target gains 1 rank of Sealed
and the target must make a Strength saving throw. On a
and one of their hands are restrained, making it unable
failed save, they are grappled by you until they either
to be used for Handsigns (HS) or Chakra Seals (CS). A
escape or you choose to release them.
creatures can have each arm restrained by this jutsu
A creature grappled by you can be pulled 10 feet closer
separately.
towards you as a bonus action on each of your turns. A
A creatures arm(s) restrained by this jutsu can use its
grappled creature can spend its action to remake its
action to remake their saving throw to end this effect,
saving throw to escape this grapple on a success.
freeing themselves from the rooted wood on a success.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3,
above D-Rank, increase the cost of this jutsu by 3, and
damage by 2d8 and range by 10 feet.
the damage by 2d6. If this jutsu is cast at B-Rank,

WOOD RELEASE: WORLD OF TREES increase the ranks of Sealed inflicted to 2. If this jutsu

[CHANGED]
is cast at S-Rank, increase the ranks of Sealed
inflicted to 3.
Classification: Hijutsu
Rank: D-Rank
WOOD RELEASE: FOO DOG HEADS
Casting Time: 1 Action
Range: Self (30-foot Cube)
[CHANGED]
Classification: Hijutsu
Duration: 1 Minute
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 30 feet
Keywords: Hijutsu, Ninjutsu, Earth
Duration: Concentration, Up to 1 minute
Release, Water Release
Components: HS, CM, CS
Description: You clap your hands
Cost: 5 Chakra
together as you inject Chakra into the
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Earth
ground giving birth to a host of roots, and
Release, Water Release
plants that surge upwards filling a 30-
Description: You clap your hands together as you
foot cube originating from you with
inject Chakra into the ground before conjuring 4
bulging wood and roots. All
Wooden pillars that fill up to 4 different spaces that
creatures of your choice treat the
you can see with an Earthen Construct that’s 10 feet
area as difficult terrain and cannot
tall, 5 feet thick, made of wood, has an AC equal to
take the dash or dodge actions while
your Ninjutsu save DC, and 25 hit points.
inside the radius.
Each Earthen Construct emits a suppressive aura
Additionally, Senju clan Hijutsu you
affecting creatures of your choice within 15 feet
cast while inside the area of this jutsu
of each pillar. Select creatures who are within a
ignores temporary hit points and
15-foot radius of a pillar at the beginning of
structures that would intercept damage
their turns or would enter the radius for the
for a creature.
first time on their turns, must make a
At Higher Ranks: For each rank you
Constitution saving throw taking 6d6 Chakra
cast this jutsu above D-Rank, increase
damage gaining 1 rank of Sealed on a failed
the cost of this jutsu by 3, and the size
save or half as much and no further effects on
of the cube by 10 feet.
a success. A creature can only be affected by 1
pillars aura per turn.
At Higher Ranks: For each rank you cast
this jutsu above D-Rank, increase the cost of
this jutsu by 3, the hit points of the Pillar by
15 and the damage by 2d6.

76
C-RANK WOOD RELEASE: HOTEI TECHNIQUE
Classification: Hijutsu
WOOD RELEASE: GREAT SPEAR TREE Rank: C-Rank
[CHANGED] Casting Time: 1 Action
Classification: Hijutsu Range: 120 feet
Rank: C-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: HS, CM
Range: 60 feet (15-foot Cube) Cost: 7 Chakra
Duration: Instant Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release
Components: HS, CM Description: You clap your hands together as you inject
Cost: 8 Chakra Chakra into the ground. You conjure multiple hands of wood
Keywords: Hijutsu, Ninjutsu, Earth Release, Water that jut from the ground and attempt to grapple up to two
Release creatures you can see within range. Target creature must
Description: You clap your hands together as you inject succeed a Dexterity saving throw, being grappled. On a
Chakra into the ground. You select a space you can see successful save, no further effects.
within range, where a large tree explodes from the A grappled creature must also make a Strength saving
ground without any leaves or foliage but instead throw being pulled prone as the hands retract into the
sharpened wooden branches filling a 15-foot Cube. ground dragging the creature to the ground with it. On a
Creatures within range of the massive tree makes a successful save, they remain standing.
Dexterity saving throw, taking 8d4 Earth damage and A grappled or prone creature can make a Strength saving
being restrained by the massive tree on a failed save, or throw as an action on their turn to end the effect.
half as much damage and no additional effects on a At Higher Ranks: For each rank you cast this jutsu above
success. C-Rank, increase the cost of this jutsu by 3, and select one
Creatures restrained by this jutsu must make Strength additional creature for this jutsu to affect.

B-RANK
saving throws to end the restrained condition on
themselves at the end of each of their turns.
The tree that appears, remans for 1 hour before it wilts
and turns to dust or is destroyed by other means. This WOOD RELEASE: WOOD CLONE
tree has an AC equal to your Ninjutsu Save DC and 40 Hit Classification: Hijutsu
points and counts as an Earthen Construct. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above C-Rank, increase the cost of this jutsu by 3, and Range: Self
summon a second tree in a difference space, within Duration: Instant
range. A creature can only be affected by one instance of Components: HS, CM
this jutsu. Cost: Special (10 Chakra)
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
WOOD RELEASE: HŌBI TECHNIQUE Release, Clone
[CHANGED] Description: You clap your hands together as you inject
Classification: Hijutsu chakra into the ground conjuring clones made of wood.
Rank: C-Rank This is an even more advanced Version of the Shadow
Casting Time: 1 Reaction, which you take when you or a Clone Technique, where you manifest clones made of
creature you can see within range would take damage. hardened, malleable and dense wood known as a Wood
Range: Self (10-foot radius sphere) Clone.
Duration: 1 Round You can conjure up to 6 Wood Clones at once, each
Components: HS, CM costing 10 chakra per clone. Wood Clones act at once and
Cost: 9 Chakra all attempt to perform the same command give. If
Keywords: Hijutsu, Ninjutsu, Earth Release, Water commanded to perform the help action, they can only
Release help the Summoner. Wood Clones are conjured with a
Description: You clap your hands together as you inject replica of any weapons you have on you at the time of
Chakra into the ground. You conjure a massive wooden creation that is also made from chakra enhanced wood.
dome that is an Earthen Construct of your design and When a Wood Clone makes an attack using this weapon
description. All creatures of your choice are protected, or an unarmed attack it deals 1d10+Ninjutsu ability
while other creatures whom you did not select are modifier earth damage regardless of the attack used. It
pushed out from the protection of this structure to the can make up to 2 attacks using its action.
edge, on a space that can hold them harmlessly. The All Wood Clones have 15 Hit Point and can use all
structure intercepts all damage except from Genjutsu. Senjutsu Hijutsu on your known list of C-Rank or lower
The structure breaks line of sight as all affected up to twice, each. Wood Clones use your Constitution save
creatures gain total cover for the duration. The structure bonus for all saving throws.
splinters and dissolves at the beginning of your next After the clone reaches 0 Hit points, performs 2 Senju
turn. A creature can leave the protection of the structure, clan Hijutsu or is dismissed as a bonus action, the jutsu
but cannot reenter it once they leave. The structure has ends.
30 Hit points.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and
the Hit Points of the Structure by +10

77
WOOD RELEASE: WOOD DRAGON SUMMONING succeed twice, they fully escape this jutsu’s bindings.
Classification: Hijutsu A creature who’s hit points reach 0 while under the
Rank: B-Rank effects of this jutsu becomes a part of the tree.
Casting Time: 1 Action The Tree conjured by this jutsu remains and does not
Range: 30 feet dissolve. The Tree Conjured by this jutsu has 100 Hit
Duration: Concentration, Up to 1 minute points and 25 AC.
Components: HS, CM, CS
Cost: Special (14 Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
Water Release
Description: You clap your hands together as you inject
Chakra into the ground conjuring a massive wooden Huge Construct, unaligned
serpentine dragon. You command the Dragon and it only
listens to you (no action needed), acting at the end of each Armor Class 13+ Your Ninjutsu Ability Modifier
of your turns. It is proficient in all saving throws, using your Hit Points 125 (10d10 + 70)
Ninjutsu ability modifier as its Proficiency bonus and uses Speed 40 ft.
your ninjutsu attack bonus or save DC for effects that
require it. STR DEX CON INT WIS CHA
You may as a Bonus action, or reaction cause the dragon
23 (+6) 10 (+0) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
to use its Detonation ability. It uses the following Statistics;

A-RANK
damage Immunities Poison, Psychic, Bludgeoning, Piercing and
Slashing from non-Chakra enhanced weapons.
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
WOOD RELEASE: TREE BIND FLOURISHING petrified, poisoned.
BURIAL [CHANGED] Senses Darkvision 60 ft., passive Perception 10
Classification: Hijutsu
Rank: A-Rank Immutable Form. The Wood Dragon is immune to any Jutsu or
Casting Time: Full Round Action effect that would alter its form.
Range: 90 feet (30-foot cylinder)
Elemental Weapons. The Dragons attacks are Chakra enhanced.
Duration: Until Dispelled or Destroyed
Components: HS, CM, CS Ineffable Makeup. The Wood Dragon cannot be dispelled by any
Cost: Special (20 Chakra) jutsu of B-Rank or Lower.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
Water Release
Description: You clap your hands together as you inject Multiattack. The Wood Dragon can attack 2 times with its Bite.
Chakra into the ground. Bringing a large surge of vitality Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d8 + 6
into the foliage deep in the ground. Select a space you can Earth damage. On a successful hit, the target must succeed a
see within range. A massive tree, 90-feet tall and 30-feet Constitution saving throw, taking Chakra damage equal to half
wide, made of roots, explodes upwards attempting to of the damage dealt.
capture all creatures in its path. This jutsu’s counts as an Constrict. On a successful Bite attack, the wood dragon can forgo its
Earthen Construct. second attack to instead constrict the target. If it does, the target
All creatures in a 30-foot wide, 90-foot-high cylinder must succeed a Strength saving throw being grappled & restrained by
must make a Strength saving throw, being restrained on a the Dragon. At the end of the dragons and restrained creatures turn,
failed save, as the tree completely captures, overtakes, and the creature loses 5 Chakra. A restrained creature can make a
binds them inside it. On a successful save, they escape the Strength (Athletics) or Dexterity (Acrobatics) check vs a DC 18 as an
binding of the tree’s roots. Action to end both conditions.
Creatures who failed the saving throw gain 3 ranks of
Detonation: The dragon explodes in a massive incendiary explosion of
Sealed, have total cover from all creatures both inside and
Water and wood. All creatures within 15 feet of the Dragon when it
outside the tree and begin to feel immense pressure, as the
explodes makes a Dexterity saving throw, taking 6d8 Earth damage
tree begins to compress and feed off of their biological mass
on a failed save, or half as much on a successful one. A creature
as nutrients. Restrained creatures take 7d8 Earth and
restrained by this dragon, when this ability is used instead takes
Chakra damage at the beginning of each of their turns.
double damage.
A restrained creature can use an action on its turn, to
make a Strength saving
throw. Once they

78
SHAKUTON Scorching Aura [Changed]: Starting at 3 rd level, when
you would deal Fire damage to structures or constructs
A Genin dashes through a thick brush of trees trying to
made of organic material (wood, grass, flesh etc.) they
escape an ambush. She weaves handseals and Fires forth a
make their saving throw at disadvantage.
white-hot sphere of flame towards the brush in front of her,
Beginning at 11th level, you have learned to leverage
completely burning way the brush in front of him without
your Superheated Chakra to benefit your allies as well.
even a hint of smoke or soot. As they move through the forest
When an allied creature within 30 feet of you would cast
chasing her, they arrive to an opening in the forest. Seeing
a jutsu, you may spend a scorch die, giving their jutsu
their target, they move in to attack, but she responds by
the Fire Release keyword for this casting. A creature
conjuring a large, single sphere of Scorch flame and engulf
who’s jutsu you have augmented in this way, gains the
all of her enemies, turning them into mummified carcasses.
benefit of your Scorching Heat clan feature as if they had
—Soren Uzumaki
it, spending your scorch die, when they would spend any.
At Worlds End, Ch. 2 excerpt.
TOO HOT TO TOUCH
Beginning at 15th level, when you would spend at least
two scorch die on a jutsu, either yours or an allies, you
The Shakuton Clan is a clan that hails proudly from the increase the damage die of the jutsu cast by 1 step
Land of Wind. This clan has an extreme affinity for Fire (D4>D6>D8>D10>D12)
& Wind Release able to create flames as hot as a small Beginning at 18th level, when you would use this
sun that can burn away all moisture on impact. This clan feature on an allied creature, the next ninjutsu they cast
has a famed history in the Land of Wind, but after one of that would deal damage or force a creature to make a
its famed members were killed in an ambush, they saving throw, its damage is increased by 1 step and it
scattered joining other villages to avoid the potential of a also forces an affected creature to make a Constitution
clan massacre. saving throw, being burned on a failed save.
Scorch Release [Changed]: The Shakuton has a unique
SHAKUTON TRAITS talent for manifesting Scorch release, due to their close
Ability Score Increase: +2 Int, +1 Wis affinity to both Wind and Fire Release. Beginning at 7 th
Speed: Your base walking speed is 30 feet. level, you gain the second Nature release you didn’t
Skill Proficiencies: Survival, Ninshou. select from Scorch Release Affinity.
Scorch Release Affinity: You begin with either Wind or Also, at 7th level, when you would cast a jutsu with
Fire Release Affinity. (Pick one) either Wind or Fire Release keywords that would deal
damage, you can change the damage type to Fire. Also, a
SHAKUTON FEATURES creature who has gained ranks of the burned condition
Scorch Techniques: The Shakuton Clan has access to a from a jutsu that you cast, must make a Constitution
separate list of Jutsu unique to their Clan. You can add saving throw, gaining 1 rank of weakened for the
these Jutsu to your jutsu list instead of selecting jutsu duration of the burned condition.
from the Normal jutsu list(s). They do not need both Immolation: Beginning at 11th level, you can evolve a
Nature Release’s to use their Clan jutsu. creatures burned condition to a new level, called
Even Hotter [Changed]: Beginning, at 1st level, jutsu Immolated. When a creature with 5 ranks of the burned
you cast that deals Fire damage to a creature currently condition would gain another rank of the burned
under the effects of the burned condition takes 2d4 condition, they instead become Immolated, losing all
bonus Fire damage, up to twice each turn. Beginning at ranks of burned as it is replaced with 1 rank of
11th level, this bonus damage increases to 4d4. Beginning Immolated. An Immolated creature suffers the following
at 18th level, this bonus damage increases to 6d4. effects.
Scorching Heat: Beginning at 3rd level, your super-
• An Immolated creature is counted as Burned for the
heated Chakra has granted you the ability to super heat
other jutsu with it. You gain a number of Scorch die, purposes of interacting with features, traits and jutsu
which are D4’s, equal to your proficiency bonus. When and cannot gain ranks of burned condition while they are
you would deal Fire damage, you may spend a number of Immolated.
• An Immolated creature takes 5d10 Fire damage at the
Scorch die, which when rolled is either; Added to the
total Fire damage dealt, ignoring resistances, or if a beginning of each of their turns.
• An immolated creature automatically fails concentration
creature would make a saving throw of any type to resist
an effect or condition imposed by a jutsu with the Fire or checks.
• Creatures that are immune to Fire damage is immune to
Wind Release Keyword, they reduce their saving throw
by half of the result of your Scorch die (Min 1). You this condition.
• A Creature can spend an Action to make a DC 20
regain spent scorch die when you
would take a rest of any type. Dexterity (Survival) Check to put out the flames. On a
successful check, the condition ends or submerging
themselves fully into a body of Water.

79
SHAKUTON CLAN JUTSU
SCORCH RELEASE: MURDEROUS
D-RANK REVITALIZATION
Classification: Hijutsu
SCORCH RELEASE: SCORCHING MURDER Rank: D-Rank
[CHANGED] Casting Time: 1 Action
Classification: Hijutsu Range: Touch
Rank: D-Rank Duration: Instant
Casting Time: 1 Bonus Action Components: HS, CM
Range: Self Cost: 4 Chakra
Duration: 1 minute Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
Components: HS, CM Medical
Cost: 5 Chakra Description: You conjure multiple globes of superheated
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release flame, revitalizing a creature you touch. They regain 3d6
Description: You create 4 motes of superheated flame hit points.
that circle around you like mini satellites. As a bonus If you spend 3 motes created by Scorch Release:
action on each of your turns, you can spend a mote, Scorching Murder, they also reduce their Exhaustion by
allowing you to make a ranged Ninjutsu attack, throwing 1 rank. A creature who died as a result of exhaustion
it at a creature you can see within 30 feet. On a hit, target cannot have their exhaustion reduced by this jutsu.
creature takes 3d8+3 Fire damage and must succeed a At Higher Ranks: For each rank you cast this jutsu
Constitution saving throw, being burned on a failed save. above D-Rank, increase the cost of this jutsu by 3, and
Once all motes have been expended this jutsu hit points regained by 2d6.
immediately ends.
You can alternatively spend the motes created by this SCORCH RELEASE: SLAUGHTERING FLAME
jutsu to fuel other Scorch Release jutsu you cast, Classification: Hijutsu
enhancing their effects. If you would recast this jutsu, Rank: D-Rank
you retain all unspent motes, adding them to your new Casting Time: 1 Action
total. Range: 60 feet (20-foot radius sphere)
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
above D-Rank, increase the cost of this jutsu by 3, the Components: HS, CM
number of motes you create by 3 and damage of this Cost: 4 Chakra
jutsu by 1d8+1. Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Description: You conjure globes of superheated flame,
SCORCH RELEASE: MURDEROUS FLAME compressing it into a small sphere and throwing it
[CHANGED] towards a space you can see within range. The sphere
Classification: Hijutsu explodes when reaching its destination. All creatures in
Rank: D-Rank the radius must make a Dexterity saving throw, taking
Casting Time: 1 Action 2d8+2 Fire damage and gaining the burned condition on
Range: Self (30-foot line) a failed save, or only half as much damage on a
Duration: Instant successful save.
Components: HS, CM You can spend motes created by Scorch Release:
Cost: 4 Chakra Scorching Murder, for each mote spent, increase the
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, damage of this jutsu by 2d8+2. You can spend up to 3
Clash motes this way.
Description: You conjure multiple globes of superheated At Higher Ranks: For each rank you cast this jutsu
flame, combining them into a single globe that you then above D-Rank, increase the cost of this jutsu by 3, and
Fire as a beam of white flame in a 30 feet the ranks of burned gained by +1.
long, 5 feet wide line. All creatures in its
path must succeed a Dexterity saving
throw, taking 3d6+3 Fire damage and
being burned on a failed save or half as much
on a successful save.
You can spend 2 motes created by Scorch
Release: Scorching Murder, increasing the
damage die of this jutsu to a d10 and creature(s)
who fail the saving throw instead gain 2 ranks of
burned and creatures who pass the save gain 1 rank of
burned.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3,
and damage by 2d6+2.

80
C-RANK SCORCH RELEASE: PAINFUL VIOLENCE
[CHANGED]
SCORCH RELEASE: BLAZING MURDER Classification: Hijutsu
[CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 5 feet
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 60 feet (15-foot cube) Components: HS, CM
Duration: Instant Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Cost: 8 Chakra Description: You cannot lose concentration on this jutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release as a result of damage. You conjure multiple globes of
Description: You conjure globes of superheated flame superheated flame and coat your fist and feet in them for
that you then compress into a sphere the size of a the duration.
basketball. You then throw this sphere into the air before When you first cast this jutsu and as an action on each
clapping your hands together to focus, releasing the subsequent turn for this jutsu’s duration, you can make
super-heated flames into the air like rain filling a 15- a single melee Ninjutsu attack. On a hit, you deal 4d6+4
foot cube you can see. Fire damage and the target creature gains the burned
All creatures within range must succeed a Constitution condition.
saving throw. On a failed save they gain 2 ranks of the You can spend motes created by the Scorch Release:
burned condition. On a successful save they gain 1 rank Scorching Murder. For every three motes spent, you can
of the burned condition until the end of their next turn. make one additional melee ninjutsu attack as a part of
At Higher Ranks: For each rank you cast this jutsu this jutsu’s special action. You can spend 6 motes in this
above D-Rank, increase the cost of this jutsu by 3, and way.
the size of the cube by 5 feet.
B-RANK
SCORCH RELEASE: VIOLENT SLAUGHTERING
FLAME [CHANGED] SCORCH RELEASE: HELLFIRE MURDER
Classification: Hijutsu [CHANGED]
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (30-foot cone) Casting Time: 1 Action
Duration: Instant Range: Self (30-foot radius sphere)
Components: HS, CM Duration: Instant
Cost: 8 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Cost: 12 Chakra
Description: You conjure globes of superheated flame Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
and create a stream of superheated flame, burning Description: You conjure globes of superheated flame
everything in your path. You Fire a 30-foot cone of flame that you use to manifest a massive ball of super-heated
destroying everything in your way. Creatures in range, flame about 8 feet in diameter. You then slam this ball
must succeed a Dexterity saving throw, taking 5d8+5 into the ground directly under you attempting to
Fire damage and being burned on a failed save or half as incinerate everything near you.
much on a successful save. All creatures, excluding you, within the radius must
Creatures who fail this saving throw by 5 or more also succeed a Constitution saving throw. On a failed save,
drop any metal items they are holding. If they would pick they take 10d8+10 Fire damage and gain 2 ranks of
up these items before the end of their next turn they take burned or half as much damage on a success
1d8 Fire damage. You can spend motes created by the Scorch Release:
Creatures who fail this saving throw by 10 or more find Scorching Murder to enhance this jutsu. For every two
it hard to breathe as all the air evaporates from their motes spent this way, you select one creature to be
lungs as they become stunned until the end of their next unaffected by this jutsu and increase this jutsu’s damage
turn. by 2d8. You can spend up to 4 motes this way.
You can spend motes created by Scorch Release: At Higher Ranks: For each rank you cast this jutsu
Scorching Murder, for each mote spent, all creatures above B-Rank, increase the cost of this jutsu by 3, and
within range suffer a -1 penalty to their saving throw. the radius by 15 feet.
You can spend up to 5 motes this way.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and
damage by 2d8+2

81
SCORCH RELEASE: VENGEFUL MIRAGE A-RANK
[CHANGED]
Classification: Hijutsu SCORCH RELEASE: MAJESTIC VIOLENT
Rank: B-Rank MURDERING HELLFIRE DESTROYER
Casting Time: 1 Action [CHANGED]
Range: Touch Classification: Hijutsu
Duration: Concentration, up to 1 minute Rank: A-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 11 Chakra Range: 120 feet
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Duration: Instant
Description: You conjure globes of superheated flame Components: HS, CM
and enhance the body of a creature you touch, increasing Cost: 22 Chakra
its reactionary speed significantly. For the duration you Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
do not need to spend Chakra to maintain this jutsu. Clash
The affected creature’s [Unarmed Damage] becomes Description: You conjure an innumerable number of
4d4+4 Fire damage instead of whatever it did previously. globes of superheated flame, fusing them, to create a
Creatures who would make a melee attack against the single massive sphere of super-heated flame.
affected creature, must make a Wisdom saving throw as Make a ranged ninjutsu attack against a target you can
they see a mirage made from extreme heat. On a failed see within range, dealing 8d12+8 Fire damage on a hit.
save they gain a +1 rank of Weakened. Regardless if you hit or miss, all other creatures
within 60 feet of the original target must succeed a
constitution saving throw taking 3d12+3 Fire damage
and being burned on a failed save.
Creatures who’s hit points are reduced to 0 as a result
of this jutsu are turned to dust and leave behind only a
shadow of their physique stained in ash on the ground or
wall.
You can spend motes created by the Scorch Release:
Scorching Murder to enhance this jutsu. For every two
motes spent, increase the damage by 2d12+2

82
SHIKIGAMI Beginning at 7th level, when you would use a Breaching
Tag, Paper Bomb, Explosive Tag Ball, Flash Tag or Poison
A Jonin woman is flying through the clouds with wings made of
Gas Tag you can enhance them by infusing your chakra into
paper over her target fortress. She touches her neck and begins
them. When you do you spend 5 chakra for each bonus
to speak through a radio device. “I spotted them. Do I begin the
gained;
assault?” she speaks and awaits a response. “No, do not engage.
If you engage you will be alone!” a voice echo’s through her • Bonus Damage: If the enhanced item deals damage,
receiver. “I only asked for formalities darling. You never really increase the damage dealt by 2 damage die of each
had a choice in the matter.” She responds coldly before she flies damage type for each application of this bonus. If this
down and begins to weave handseals as shuriken and kunai bonus is used with a Flash Tag, you also deal 4d6
made of paper begin to fire downwards exploding on impact Lightning damage on a failed save or half as much on a
with the building. failed save. If used with a Poison Gas tag, you also deal
—Zozo Yamanaka 4d6 poison damage on a failed save or half as much on
At Worlds End, Ch. 18 excerpt. a failed save.

A WORK OF ART • Bonus DC: Increase the Items save DC by +2.


• Bonus Radius: Increase the affected range or radius by
The Shikigami Clan is not a clan bound by blood as much as
10 feet for each application of this bonus.
it is a clan bound by ideology. This Shikigami clan has no
surname, and do not share any connecting tissue outside of Paper Reservoir: At 7th level, you may reduce the chakra
the passed down secrets of Papercraft. This family works cost of Jutsu with the Chakra Seal Component (CS) by 1. This
more like a coven of members more so than a bloodline, reduction increases to 2 at 11th level and 3 at 15th level (Min
with senior and elder members teaching their children and 1.)
bringing in those from outside the clan into the fold. Divine Shikigami: Beginning at 11th level, you may expend
paper-based ninja tools (Breaching Tag, Paper Bomb,
SHIKIGAMI TRAITS Explosive Tag Ball, Flash Tag or Poison Gas Tag) to enhance
Ability Score Increase: +2 Int, +1 Dex the power of your Hijutsu. When you would cast a Shikigami
Speed: Your base walking speed is 30 feet. Clan Hijutsu, you may spend one of the aforementioned
Skill Proficiencies: Sleight of Hand, Performance ninja tools, incorporating them into your jutsu. Your Jutsu is
Tool Proficiencies: Weaponsmiths Kit, Demolitions Kit enhanced using the following effects, based on the
following Ninja tools used. Some Enhanced effects will
SHIKIGAMI FEATURES require a saving throw of an affected creature, the Save DC is
Shikigami Techniques: The Shikigami Clan has access to always your Ninjutsu save DC;
a separate list of Jutsu unique to their Clan. You can add
• Breaching Tag: Your jutsu explodes on contact, dealing
these Jutsu to your jutsu list instead of selecting jutsu from
focused, localized damage. Your Jutsu’s Damage type
the Normal jutsu list(s).
becomes Fire, deals an additional 2 damage die of
Papercraft: The Shikigami Clan learns to craft with
damage, and deals double damage to structures and
paper from a young age. Beginning at 1st level, when you
constructs.
would gain the benefits of a short or long rest, you can
• Paper Bomb or Explosive Tag Ball: Your jutsu ignites with
craft up to two of the following with no additional
reckless abandon creating an enhanced mobile bomb.
resources required. Additionally, you reduce the ryo cost
Regardless of a hit or miss, you may trigger your jutsu to
and downtime cost to craft the following Items during
explode. All creatures within 25 feet of the original target
downtime by half. This does not stack with other features
creature must succeed a Dexterity saving throw, taking
that reduce downtime cost to craft the following items.
4d6 fire damage or half as much on a successful. If used
• Breaching Tag with a Jutsu that affects an area, you instead increase the
• Paper Bomb Jutsu's range by 10 feet and all creatures who fail the
• Explosive Tag Ball jutsu’s saving throw take an additional 4d6 fire damage
• Flash Tag or half as much on a successful one.
• Poison Gas Tag • Flash Tag: Your jutsu erupts into a violent flash of blinding

Ninja tools crafted this way do not have any bulk, and white light. Regardless of a hit or miss, you may trigger
last for 24 hours before becoming inert. Beginning at 11th your jutsu to explode into this blinding light. All creatures
level when you would use this feature to craft a ninja tool, within 25 feet of the original target creature must succeed
you instead can craft four. Beginning at 18th level this a Wisdom saving throw, being blinded for 1 minute on a
increases to six. failed save. If used with a Jutsu that affects an area, you
Additionally, if you have a Demolitions Kit, you can instead increases the range of the jutsu by 10 feet and all
spend 10 minutes and 1 use of it to create one of the listed creatures within the target area who fail the Jutsu’s
items at the Greater Quality. When you would gain the saving throw also become blinded for 1 minute on a failed
benefit of this feature over the course of a short rest, you save. A blinded creature makes Wisdom Saving throw vs
can spend 2 uses of your Demolitions Kit to create two the Jutsu’s Save DC at the end of each of their turns to end
additional items. When you would gain the benefit of a long the blinded condition.
• Poison Gas Tag: Your Jutsu exudes a noxious purple gas.
rest, you can spend 3 uses of your Demolitions Kit to create
five additional items. When you would gain the benefit of Regardless of a hit or miss, you may trigger your jutsu to
Downtime to create the listed Items, you create twice the expel this poisonous gas. All creatures within 25 feet of
amount you would normally make. the original target creature must succeed a Constitution
Paper Expert: You learn to draw out the power of paper- saving throw, being Poisoned for 1 minute on a failed
based ninja tools. Beginning at 3rd level, when you would save. If used with a Jutsu that affects an area, this feature
use a Breaching Tag, Paper Bomb, Explosive Tag Ball, Flash instead increases the range of the jutsu by 10 feet and all
Tag or Poison Gas Tag, the DC of these Tags are modified creatures who fail the jutsu’s saving throw are Poisoned
and are now equal to your Ninjutsu Save DC, if your Ninjutsu on a failed save.
save DC would be higher than the listed Ninja tools Save DC.

83
SHIKIGAMI CLAN JUTSU Description: You take a chakra seal, and infuse it with your
chakra, making it very similar to a breaching tag. Each time

D-RANK
you cast this jutsu, you create 2 of such tags. These tags must
be prepped and set on a solid surface and can only be
activated as a Reaction. Each trap takes 10 minutes to prep
PAPER SHURIKEN and set.
Classification: Hijutsu
You do not spend chakra to make such a paper trap, you
Rank: D-Rank
instead must spend 5 chakra to activate the trap. For every
Casting Time: 1 Action
trap you activate, you must spend 5 chakra. All creatures
Range: 60 Feet
within 30 feet of the trap when detonated must succeed a
Duration: Instant
Dexterity saving throw. On a failed save the creature takes
Components: CS
4d6 fire damage. A creature who fails a saving throw suffers a
Cost: 4 Chakra
-2 penalty to each subsequent saving throw they make
Keywords: Hijutsu, Ninjutsu
against other Paper traps (This penalty stacks). A creature
Description: You create 3 razor-sharp shuriken from
can be affected by up to 10 Paper traps at once.
paper, and guide them with your chakra. Make a ranged,
ninjutsu attack for each shuriken you create. You can make
the attack against one target or many. On a hit, you deal
C-RANK
1d4+1 slashing damage. A creature gains 1 rank of bleeding
for each shuriken that deals damage to them.
PAPER DRIZZLE
Classification: Hijutsu
While under the effects of Dance of Shikigami, you can
Rank: C-Rank
choose to cast this jutsu as a bonus action.
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above
Range: 90 Feet (30-foot cube)
D-Rank, increase the cost by 3, and create two additional
Duration: Instant
shuriken.
Components: CS

PAPER SUBSTITUTION Cost: 8 Chakra


Keywords: Hijutsu, Ninjutsu
Classification: Hijutsu
Description: You briefly form a pair of papery wings, which
Rank: D-Rank
rain Senbon, made of paper on an area of your choosing, that
Casting Time: 1 Reaction, which you take when you take
you can see within range. Each creatures in the target area,
damage.
must succeed a Dexterity saving throw, taking 4d10 piercing
Range: Self
damage on a failed save, or half as much on a successful on.
Duration: 1 Round
While under the effects of Dance of Shikigami, you can
Components: HS, CS
choose to only affect hostile creatures within the area of
Cost: 5 Chakra
effect, and increase the radius of the jutsu to a 45-foot cube.
Keywords: Hijutsu, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above
Description: You turn your body into a mound of small,
C-Rank, increase the cost by 3 and the damage by 2d10.
paper squares, that upon impact scatter, nullifying a
significant amount of damage. You gain +3 bonus to AC and
resistance to Bludgeoning, piercing and slashing damage
ORIGAMI SERVITOR
Classification: Hijutsu
until the beginning of your next turn.
Rank: C-Rank
While you are gaining the benefits of Dance of the
Casting Time: 1 Action
Shikigami Hijutsu, you instead gain immunity to
Range: 500 Feet
Bludgeoning, Piercing and Slashing Damage.
Duration: 1 Hour

TRACKING TAG Components: CS


Cost: 7 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Sensory
Rank: D-Rank
Description: You use origami to create a paper animal, such
Casting Time: 1 Action
as a crane or butterfly, and send it out to gather information.
Range: Touch
The Origami you create, is a tiny object with a flying speed of
Duration: 24 hours
60 feet and a stealth bonus equal to your Ninjutsu Save DC.
Components: CS
While this jutsu is active, you may spend an action to see and
Cost: 4 Chakra
hear as if you were in the same location as your origami.
Keywords: Hijutsu, Ninjutsu, Sensory
While doing this your body is incapacitated and unaware of
Description: You attach a paper tag with your chakra
its surrounding. Any damage to your body returns your
signature to a target, which changes color to blend in with
senses.
their clones or skin. You may detect the general location of
At Higher Ranks: For each rank you cast this jutsu above
this tag from up to a mile away. When you are within 500
C-Rank, increase the cost by 3, the range your Origami can
feet, you may detect its exact location.
travel by 250 feet, and increase their Stealth Bonus by +2. If
PAPER TRAP this jutsu is casted at B-Rank, increase the Duration to 8
Classification: Hijutsu hours and 24 hours at A-Rank.
Rank: D-Rank
Casting Time: 10 Minutes
Range: Self
Duration: Until Triggered or Dispelled
Components: CS
Cost: Special
Keywords: Hijutsu, Ninjutsu

84
PAPER CLONE B-RANK
Classification: Hijutsu
Rank: C-Rank PAPER CHAKRAM
Casting Time: 1 Action Classification: Hijutsu
Range: Self Rank: B-Rank
Duration: Concentration, up to 1 Hour Casting Time: 1 Action
Components: CS Range: 5 feet (120 feet)
Cost: Special (8 Chakra) Duration: 1 minute.
Keywords: Hijutsu, Ninjutsu, Clone Components: CS
Description: You conjure a clone made of paper, similar Cost: 10 Chakra
to the Shadow Clone Technique, but more durable to a Keywords: Hijutsu, Ninjutsu
space it can occupy within 10 feet of you, known as a Description: You create an incredibly sharp chakram of
Paper Clone. Paper Clones are made of paper and weighs paper, which you mentally command to attack opponents
1/10th of the casters weight. You may create up to 2 Paper repeatedly for the duration or until you dismiss this jutsu.
Clones, each costing 8 chakra. Paper Clones have When you cast this jutsu, the chakram appears within 5
Immunity to bludgeoning, piercing and slashing feet of you, and you can move the chakram up to 30 feet
damage, Vulnerability to fire damage and can cast up to and make an attack against a target within 5 feet of the
two C-Rank and lower Shikigami Clan Hijutsu before chakram. On a hit, the target takes slashing damage equal
this jutsu ends. Paper Clones made using this jutsu to 6d6 + your ninjutsu ability modifier. The chakram has a
cannot create a Clones of its own. Paper Clones cannot critical hit range of 19-20. On a critical hit, the target also
concentrate on jutsu. gains the 4 ranks of the bleeding condition. As a bonus
If a Paper Clone casts a jutsu that requires more than 1 action on each of your turns, you may move the chakram
attack roll upon casting, it only makes one attack. If up to 30 feet and repeat the attack against a target within 5
multiple clones attack the same creature, you do not make feet.
multiple attack rolls. You instead choose a lead clone and it While under the effects of Dance of the Shikigami, when
gains a +1d4 bonus to its damage roll(s), for each moving the chakram, you may have it make an attack
additional clone that is aiding it. against each creature it passes during its movement. A
Paper Clones can change their color to blend in with creature can only be targeted by the chakram once per turn.
any surface as an Action. When it does it can make a At Higher Ranks: For each rank you cast this jutsu above
Stealth check using your Ninshou or Stealth, whichever B-Rank, increase the cost by 3, the damage by 1d6 and the
is higher. Paper Clones are automatically dispelled if it critical hit range by 1.
enters a body of water. Paper Clones can make a melee
weapon attack with its action. If it does it deals 1d8
slashing damage.
.

85
PAPER COFFIN A-RANK
Classification: Hijutsu
Rank: B-Rank DANCE OF THE SHIKIGAMI
Casting Time: 1 Action Classification: Hijutsu
Range: 80 feet Rank: A-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Action
Components: CS Range: Self
Cost: 14 Chakra Duration: Concentration, up to 10 minute.
Keywords: Hijutsu, Ninjutsu Components: CS
Description: You cover a target in sheets of paper, with Cost: 18 Chakra
restrict their movements and plug their nose and mouth, Keywords: Hijutsu, Ninjutsu
suffocating them. You do not need to pay chakra, to Description: With your mastery of paper, you turn yourself
maintain concentration on this jutsu. A target creature you into a paper angel, with a body untouchable by mundane
can see within range must succeed on a Dexterity saving weaponry and the ability to take to the skies. Until this
throw or be covered by countless sheets of paper. On a jutsu ends, you gain the following benefits:
success, they avoid the paper, ending the jutsu.
• You gain Resistance to bludgeoning, piercing, and
While trapped by the paper, they are restrained, unable
slashing damage.
to cast jutsu that require Hand Signs (HS), draw or stow
• You gain a flying speed of 60 feet.
weapons or make complete complex body movements like
making a weapon attack. They also begin suffocating. At You can use your bonus action to select a space you can
the start of each of the suffocating creatures turns, it takes see up to 60 feet away. All creatures in a 15-foot cube
5d6+15 Necrotic Damage that cannot be reduced by any centered on this space must succeed a Dexterity saving
means. A creature that does not need to breathe cannot throw. On a failed save, creatures takes 4d8 piercing
take damage from this jutsu. During this time, the creature damage and gains the Bleeding condition, or half as much
cannot speak, but you can allow it to do so, halting the damage on a successful saving throw.
suffocation by one round. At the end of the creature's turn,
it can make a Strength saving throw, breaking free of the
paper on a successful save.
A creature can attempt to destroy the paper Coffin you
have created. Your Sokushinbutsu has an AC equal to your
Ninjutsu save DC, 25 Hit points and Vulnerability to Fire
damage. If your Sokushinbutsu’s hit points are reduced to
0, this jutsu ends.

86
SHOTON Crystalized Focus [Changed]: Starting at 7th level, you
have learned how to reinforce the molecular structure of
A Chunin female is trapped behind enemy lines as the
Stone, Crystal and other earth-based materials. This
opposing force of mercenaries led by a prominent rogue
reinforcement is represented as a pool of d10’s called
ninja are advancing towards her position. “Damnit, we need
Crystallization Die. You begin with 4 of these
help! Where is Genkai!?” she exclaims as a fireball erupts at
Crystallization die. You gain more as you increase in
her location. She barely avoids it as her back is badly burned.
level, gaining 2 more when you reach 15 th level. You
The rogue shinobi approaches her with a katana hanging
regain all expended uses of this die when you complete a
over his shoulder with a smug grin. “Any last word scum,
short or long rest. You can spend Crystallization Die by
Before I send your head back to the Tsuchikage in a bag?”
using the following criteria;
He says confidently as he raises his sword ready to deliver
the final blow. “Yeah, I got one” a voice exclaims from the • [New] When a Ninjutsu you cast has the Earth Release
tree’s. “You need to know how to treat a lady” the voice keyword, you gain a +2 bonus to your AC, until the
continues before the rogue ninja begins to see his forces beginning of your next turn.
slowly become overtaken by blue crystalline constructs as • When a Ninjutsu you cast with the Earth Release
they are frozen in time inside the beautiful crystal. keyword deals earth damage you can, you can spend
—Himari Hyūga any number of Crystallization Die adding the result to
The Never-Ending Wars, Ch. 11 excerpt. the damage, once per casting.
DIAMONDS IN THE ROUGH • When a Ninjutsu you cast with the Earth Release
keyword would create an Earthen Construct, you can
The Shoton Clan is a clan that hails from the land of
spend any number of Crystallization Die adding the
Sound. A Clan without a clear family name, but one
result to the constructs total hit points. You can do this
which has produced many of prominent shinobi. This
once per casting.
clan has an extreme affinity for earth release allowing
• When a Ninjutsu you cast, with the Earth Release
them to convert any matter into crystals with enough
keyword would intercept damage for you either
chakra control. They have been known to serve the
reducing it or taking damage and reducing its own hit
Otokage at some point in history, but its members have
points, you may spend 1 Crystallization die, increasing
long since spread and assimilated into different villages
its Damage Reduction by half the result. You can do
and formed a multitude of different family names,
this twice per turn.
becoming most prominent in the land of earth most
recently.

SHOTON TRAITS
Ability Score Increase: +2 Con, +1 Cha
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Nature, Survival
Crystal Release Affinity: You begin with Earth
Release Affinity

SHOTON FEATURES
Crystal Release: The Shoton Clan has access
to a separate list of Jutsu unique to their Clan.
You can add these Jutsu to your jutsu list
instead of selecting jutsu from the Normal
jutsu list(s).
One with Earth [Changed]: Shoton’s
are known for being rash, headstrong and
stubborn. These personality traits tend to
bleed into their affinity for earth Release
Jutsu. Beginning at first level, you may use
Charisma as your Ninjutsu ability modifier
when casting Ninjutsu with the Earth
Release Keyword.
Crystalline Stone [Changed]: Beginning at
1st level, your crystalline techniques allow
you to reinforce any earth based jutsu that
produces Earthen Constructs. Earthen
Constructs you summon as a result of
Ninjutsu with the Earth release keyword
gains 3 DR (damage reduction) vs all
sources except for Lightning & psychic
damage. This increases to 6 DR at 11th level.
Rock Hard Stability [Changed]: Starting at
3rd level, when you are under the effects of a
Ninjutsu with the Earth Release Keyword, you
gain a +1 Bonus to your Constitution Saving
throws. This bonus increased to a +2 at 11th level
and a +3 at 18th level.

87
SHOTON CLAN JUTSU CRYSTAL RELEASE: JADE CRYSTAL BLADE
[CHANGED]
D-RANK Classification: Hijutsu
Rank: D-Rank

CRYSTAL RELEASE: CRYSTAL ARMOR Casting Time: 1 Bonus Action

[CHANGED]
Range: Self
Duration: Concentration, Up to 1 Minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release
Range: Self
Description: You manifest pink, blue, red, or green crystal
Duration: Concentration, up to 1 Minute
blades on either arm of yours.
Components: HS, CM
As an action on each of your turns, you can make two
Cost: 5 Chakra
melee ninjutsu attacks against a creature you can see within
Keywords: Hijutsu, Ninjutsu, Earth Release
5 feet of you. On a hit, you deal 2d8 earth damage.
Description: You create a layer of crystalline chakra across
If you successfully hit a creature with both attacks, the
your body designed to act as a second skin protecting you
target gains 2 ranks of bleeding.
from powerful blows and crippling attacks.
At Higher Ranks: For each rank you cast this jutsu above
You gain 4 DR (damage reduction) vs all sources, except
D-Rank increase the cost by 3 and the damage by 1d8.
Lightning. While you are gaining the benefit of this jutsu,
you are counted as an Earthen Construct of your own
creation.
C-RANK
CRYSTAL RELEASE: HEXAGONAL CRYSTAL
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost by 3. If this jutsu is cast at B-Rank
or higher, increase the DR to 8. If cast at A-Rank or higher, SHURIKEN [CHANGED]
Classification: Hijutsu
the duration, instead becomes 10 minutes. If cast at S-Rank
Rank: C-Rank
or higher, increase the DR to 12.
Casting Time: 1 Bonus Action
CRYSTAL RELEASE: CRYSTAL NEEDLES Range: Self
[CHANGED] Duration: Permanent, until used
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: 6 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu, Earth Release
Range: 60 Feet Description: You manifest a d6 stack of pink, blue, red, or
Duration: Instant green crystal shuriken. These shuriken have no bulk, and
Components: HS, CM you can only ever have 1 Stack at a time. If you manifest
Cost: 5 Chakra another stack, the previous stack dissolves.
Keywords: Hijutsu, Ninjutsu, Earth Release These shuriken have the same range as normal shuriken,
Description: You manifest pink, blue, red, or green crystal deals a d8 earth damage and have the Deadly 3 weapon
rods that you then launch at a creature you can see in range. property. Weapon attacks made with these shuriken can be
Make two ranged ninjutsu attacks against a creature you made using your Ninjutsu attack bonus. They also count as
can see within range. On a hit, you deal 3d6 Earth damage components for bukijutsu that require a ranged slashing
and the affected creatures speed is reduced by -10, until the weapon. If you score a critical hit with these shuriken, they
end of their next turn. shatter and splinter dealing half the damage dealt to all
At Higher Ranks: For each rank you cast this jutsu above creatures within 5 feet of the original target.
D-Rank increase the cost by 3 and the number of attacks by At Higher Ranks: For each rank you cast this jutsu above
+1. D-Rank increase the cost by 3 and the size of the stack by 1
step (D6>D8>D10>D12)
CRYSTAL RELEASE: CRYSTAL WHEEL
Classification: Hijutsu CRYSTAL RELEASE: SHURIKEN WILD DANCE
Rank: D-Rank [CHANGED]
Casting Time: 1 Action Classification: Hijutsu
Range: Self Rank: C-Rank
Duration: Concentration, Up to 1 Minute Casting Time: 1 Action
Components: HS, CM Range: Self (5-Feet radius)
Cost: 4 Chakra Duration: Concentration, Up to 1 minute
Keywords: Hijutsu, Ninjutsu, Earth Release Components: HS, CM
Description: You manifest pink, blue, red, or green crystal Cost: 7 Chakra
ring around yourself that you cause to spin like a buzzsaw Keywords: Hijutsu, Ninjutsu, Earth Release
around you. Description: You manifest pink, blue, red, or green crystal
For this jutsu’s duration, you increase your Movement shuriken that spin around your furiously, protecting you
speed by 5 x your Ninjutsu ability modifier, you ignore from harm and damaging creatures that get too close.
difficult terrain and creatures who would make an attack of Ranged attacks against you deals reduced damage equal
opportunity against you takes 10 earth damage as the crystal to 2d6. This damage reduction doesn’t count against
ring slashes into them as you pass them. lightning damage.
At Higher Ranks: For each rank you cast this jutsu above Creatures of your choice, who begins or ends its turn
D-Rank increase the cost by 3 and the damage by 5. within 5 feet of you, take 3d6 earth damage.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost by 3 and the damage by 2d6.

88
CRYSTAL RELEASE: JADE CRYSTAL CRYSTAL RELEASE: CRYSTAL PRISON
HEXAGONAL PILLARS [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: Self (60 Foot Radius) Duration: Concentration, up to 1 minute
Duration: Concentration, Up to 10 minutes Components: HS, CM
Components: HS, CM Cost: 14 Chakra
Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release
Keywords: Hijutsu, Ninjutsu, Earth Release, Fuinjutsu Description: You manifest a pink, blue, red, or green
Description: You manifest five, large pink, blue, red or crystalline structure, completely encasing a creature you
green crystalline pillars around the edge of this jutsu’s touch within. This jutsu’s cost and concentration costs
radius, with you in the center. Each of these pillars for the cannot be reduced by any means except by Crystal Release:
duration, counts as an earthen construct. Jade Crystal Hexagonal Pillars.
For the duration, you and creatures of your choice within Make a melee ninjutsu attack. On a hit, the target must
this jutsu’s radius gains the following benefits; succeed a Constitution saving throw, on a failed save you
infuse your target with your Crystal Release Chakra for the
• Jutsu cast, with the Earth Release keyword, of a rank equal
next minute. At the beginning of each of its turns must
to or lower than this jutsu, can be cast without the Hand
succeed a Constitution (Chakra Control) check vs your
Seal (HS) requirements.
Ninjutsu Save DC for the duration.
• Jutsu cast, with the Earth Release Keyword, that requires
Each time a creature fails, their cellular structure begins
concentration, reduce concentration costs by -1. (Min 1.)
to resemble that of a Crystal.
• Allied creatures, excluding yourself gain 6 DR (damage
A creature who fails one or more times gains one rank of
reduction)
the Slowed Condition as it becomes hard to move the way
At Higher Ranks: For each rank you cast this jutsu above they want.
C-Rank increase the cost by 3 and the DR by +2. If cast at A- A creature who fails two or more times gains the
Rank or above increase the cost reduction for concentrating restrained condition as their cells begin to take on a
on Earth Release jutsu to -2 (Min 1.) crystalline make up solidifying and crystallizing them.
A creature who fails three or more times becomes
B-RANK incapacitated as their body is overtaken by crystalline cells.
A creature who fails five or more times becomes Petrified
CRYSTAL RELEASE: CRYSTAL FRUIT permanently, until you recast this jutsu on them, or a
Classification: Hijutsu Ninjutsu with the medical Keyword that removes conditions
Rank: B-Rank of any type is cast on them at A-Rank or Higher.
Casting Time: 1 Action or Reaction, which you take when a If their Petrified figure is damage or destroyed in anyway,
creature you see would take damage. the creature petrified, is immediately killed, with no way to
Range: 90 Feet be revived.
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You manifest a pink, blue, red, or green crystal
dome around a creature of your choice within range
designed to protect or trap a creature.
If this jutsu is cast targeting a willing creature, you
manifest the crystal dome around them almost instantly.
This dome intercepts all attacks and damaging effects
except Genjutsu.
If this jutsu is cast targeting an unwilling creature, that
creature makes a Dexterity saving throw being encased in
the dome on a failed save. While inside the crystal dome, it
intercepts all attacks and damaging effects except Genjutsu.
The dome an AC equal to your Ninjutsu save DC,
Resistance to Cold Damage and Vulnerability to Lightning
Damage and a number of Hit point equal to 6d8+15. A
creature cannot willingly pass through the crystal, requiring
it to be destroyed, dispelled, removed in order to move from
the creatures current space.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost by 3 and the number of hit points
the Dome has by 1d8+5.

89
A-RANK
CRYSTAL RELEASE: CRYSTAL IMPRISONMENT
WAVE
Classification: Hijutsu
Rank: A-Rank
Casting Time: Full Turn Action
Range: Self (30-Foot Radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: Special (25 Chakra)
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: As a part of casting this jutsu, you must know
the Crystal Release: Crystal Prison Hijutsu. You perform the
Crystal Release: Crystal Prison Hijutsu, but on a massive scale,
affecting all creatures within range.
Each creature within a 30-foot radius, must make a
Dexterity saving throw. On a failed save, they fall under the
effects of the Crystal Release: Crystal Prison as if you hit them.

90
TSUCHIGUMO CLAN the assistance of a kit and reducing their time to build
down to 1 minute; Alarming, Deadfall, Restraining and
Ledio waits hiding in the darkness of the trees. His target
Weapon Traps. When building the listed traps using your
walking unassuming directly under him. He jumps into
webs, you gain a +1d4 bonus to the check made to build
action, weaving a web launching it at them capturing them
them. This increases to +2d4 at 11 th and +3d4 at 18th levels.
almost instantly.
Exoskeleton [Changed]: Beginning at 3 rd level, as a
—Tatsunami Aburame
reaction to taking damage, you can conjure a thick coat of
The Long Road, Ch. 4 excerpt.
golden armor which can take brutal impacts absorbing

ARACHNOPHOBIA some damage for you. When you do, you gain 6 DR
(damage reduction) vs all sources and immunity to chakra
The Tsuchigumo Clan is a small clan from the land of damage or chakra cost penalties until the beginning of
Rice, which finds its home in the Sound Village. But ever your next turn. This increases to 10 at 11 th and 14 at 18th
since the destruction of the Sound Village, they have levels.
scattered and are known to work closely with the Grass Tsuchigumo Senses [Changed]: Beginning at 7th level,
and Leaf Villages respectively. They are known for their you find it impossible to be caught off guard. Creatures
odd genetic makeup allowing them to create webs, and cannot gain advantage on attack rolls against you as a
biological matter that acts like Chakra resistant armor. result of being hidden or unseen. Additionally, you cannot
be surprised in combat allowing you to act normally during
TSUCHIGUMO TRAITS a Surprise round. Starting at 15th level you add your
Ability Score Increase: +2 Dex, +1 Wis Wisdom Modifier to initiative rolls.
Speed: Your base walking speed is 35 feet.
Skill Proficiencies: Acrobatics, Perception
Weapon Proficiencies: You are proficient with TSUCHIGUMO CLAN JUTSU
Shortbow’s and Longbows.
D-RANK
TSUCHIGUMO FEATURES
Spider Techniques: The Tsuchigumo Clan have access to WEB BIND [CHANGED]
a separate list of Jutsu unique to their Clan. You can add Classification: Hijutsu
these Jutsu to your jutsu list instead of selecting jutsu from Rank: D-Rank
the Normal jutsu list(s). Casting Time: 1 Action
Third Eye [Changed]: The Tsuchigumo are widely Range: Self (15-foot cone)
known as “Arachnoids” or “Spider people” from their Duration: 1 Minute
closeness to such insects. But what most don’t know about Components: CM
is the third eye that reveal themselves on your forehead as Cost: 5 Chakra
you grow older. Beginning at 1 st level, your third eye has Keywords: Hijutsu, Ninjutsu, Bukijutsu
reached maturity, and it opens at your command. Once per Description: You knead sticky webbing in your mouth and
rest, as a Bonus action, you open your third eye, increasing spit it out covering the target area in front of you.
your perceptive abilities by a wide margin for the next 10 Creatures in the target area must make a Dexterity saving
minutes. For the duration, you gain the following; throw, being restrained on a failed save as the sticky web
restricts movement for the duration. A restrained creature
• Expertise in checks made with the Search skill action.
makes a Strength saving throw at the end of each of their
• Beginning at 3rd level, you gain a special action which
turns to end this jutsu’s effect on them.
can only be taken using your Third eye known as the
At Higher Ranks: For each rank you cast this jutsu
Spider Search action.
above D-Rank, increase the cost of this jutsu by 3 and
Spider Search. As an Action, you can make a Wisdom
the size of the cone by 5 feet.
(Perception) check vs the Passive Deception of one
creature you can see within 120 feet of you. On a
success you become aware of the targets highest
attack bonus (Weapon, Ninjutsu, Genjutsu,
Taijutsu). If you fail this check, you cannot use this
action against the same creature until you complete
a rest of any type.
• Beginning at 11th level you increase both range
increments of Short and Long bows by +30 feet. This
increases to +60 feet at 18th level.
Web Weapons [Changed]: Also at 1 st level, as a bonus
action you can generate enough webbing to create Web
weapons. All Web Weapons have the Light, Multiattack and
Lethal 1 weapon properties. When you make a Web Weapon,
you create any simple melee weapon or any simple or
martial ranged weapon with the Ammunition property, that
does not have the Heavy weapon property. Weapons with
the Ammunition property that you creature do not need to
roll ammunition die as you create new ammunition from
your webs with each attack.
Web Traps [Changed]: Beginning at 3 rd level you can
produce spider webs by infusing your spit or sweat with
chakra. You can use this web to create a variety of traps.
When you do, you can create the following traps without

91
WEB THROW [CHANGED] At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the hit points of the web by +12.
Casting Time: 1 Action
Range: 60 feet C-RANK:
Duration: Instant
Components: CM SPIDER WEB AREA [CHANGED]
Cost: 4 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Bukijutsu Rank: C-Rank
Description: You knead sticky webbing in your mouth and Casting Time: 1 Minute
spit it out towards a creature you can see within range Range: 120-foot radius sphere
latching on to them and preparing to pull or throw them Duration: Until dispelled or ended.
up to 30 feet from their original location. Target creature Components: HS, CM
must make a Strength saving throw. On a failed save Cost: 9 Chakra
choose a space up to 30 feet away from the target Keywords: Hijutsu, Ninjutsu, Sensory
creatures current space as you use your web to forcibly Description: (You must know the Web Bind Tsuchigumo
throw them into the selected space dealing 3d6 Clan Jutsu to cast this jutsu) You take time to spread a
bludgeoning damage. network of extremely thin and almost invisible webs. For
At Higher Ranks: For each rank you cast this jutsu the duration of this jutsu creatures who enter the radius
above D-Rank, increase the cost of this jutsu by 3 and of this jutsu immediately alert you to their presence and
the distance you can throw a creature by 10 feet and the location regardless of their stealth check. You can also as
damage by 2d6. an action target one creature whom you can see while
both you and them are in the radius of your jutsu. By
SPIDER ART: TERRIBLE SHOT [CHANGED] ending this jutsu you attempt to ensnare the target by
Classification: Hijutsu focusing on them and taking direct control of the
Rank: D-Rank webbing. The target creature must make a Dexterity
Casting Time: 1 Action saving throw at disadvantage, coming under the effects of
Range: Weapon Range the Web Bind Tsuchigumo Clan Jutsu on a failed save and
Duration: Instant no further effects on a successful one.
Components: W (Web Weapon: Short or Longbow)
Cost: 5 Chakra SPIDER WEB FLOWER
Keywords: Hijutsu, Bukijutsu Classification: Hijutsu
Description: You spin your webs reinforcing your bow to Rank: C-Rank
have enhanced tension strength able to handle twice the Casting Time: 1 Action
normal tension put on a normal bow. Make a ranged Range: 60 feet
taijutsu attack using your Web Bow. On a hit, you deal Duration: 1 round
your [Weapons Damage] + 2d6. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 9 Chakra
above D-Rank, increase the cost of this jutsu by 3 and the Keywords: Hijutsu, Ninjutsu
damage by 2d6. Description: You spit several small nets of webbing from
your mouth at up to 3 targets. Make a Ranged Ninjutsu
SPIDER WEB UNROLLING [NEW] attack against up to three targets you can see in range.
Classification: Hijutsu Target creatures become restrained by the webbing until
Rank: D-Rank the beginning of your next turn unable to form handseals.
Casting Time: 1 Reaction, which you take when a hostile At Higher Ranks: For each rank you cast this jutsu
creature would move at least 10 feet or cast a Jutsu with above C-Rank, increase the cost of this jutsu by 3 and the
the Mobility (M) component. number of creatures you can target by +1.
Range: 60 feet
Duration: Instant SPIDER WEB WALL [CHANGED]
Components: CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu, Bukijutsu Casting Time: 1 Action
Description: You knead sticky webbing in your hand in Range: 90 feet
preparation for when a creature moves enough to catch Duration: 1 Hour
them in a compromising position. The triggering creature Components: HS, CM
must make a Dexterity saving throw. On a failed save they Cost: 9 Chakra
are restrained and knocked prone on a failed save as the Keywords: Hijutsu, Ninjutsu
sticky web restricts movement. Description: You anchor webbing between two solid
As a bonus action on your turns, you can pull the masses (such as walls or trees). Creatures are heavily
restrained creature up to 15ft closer to you. A creature obscured from each other on either side of the webbing.
restrained by this jutsu finds it difficult to break out Each creature that starts its turn in the webs or that
using pure strength due to the tensile strength of the enters them must make a Strength saving throw. On a
webs. The Webs holding the creature has an AC of 5 and failed save the creature is restrained as long as it remains
12 hit points with immunity to Bludgeoning and piercing in the webs or until it breaks free. Attacks that pass
damage. If the webs are reduced to 0 hit points this jutsu through the wall of webs destroy it, ending this jutsu.
immediately ends. A creature can choose to spend its
action to make a Strength saving throw at disadvantage
to end this jutsu’s effect on them.

92
Large Creature, unaligned
B-RANK:
Armor Class 17+ Your Ninjutsu Ability Modifier
SPIDER ART: TERRIBLE SPLIT [CHANGED] Hit Points 120
Classification: Hijutsu Speed 45 ft
Rank: B-Rank
Casting Time: 1 Bonus Action STR DEX CON INT WIS CHA
Range: Self 20 (+5) 19 (+4) 20 (+3) 12 (+1) 21 (+5) 1 (-5)
Duration: Instant
Components: CM damage Vulnerability Fire
Cost: 14 Chakra damage Immunities Poison; Bludgeoning, Piercing and Slashing from Non-
Keywords: Hijutsu, Bukijutsu Chakra enhanced weapons.
Description: You create a handful of special golden Condition Immunities Charmed, Exhaustion, Petrified, Envenomed.
arrows with a drill like tip capable of ripping and Senses passive Perception 27
shredding through, rock, bone, steel and flesh alike.
You manifest a d4 stack of drill tipped arrows which Immutable Poison. Poison damage this creature deals cannot be resisted
can only be used with a Web Short or Longbow or When and it treats immunity as resistance.
you can a Tsuchigumo clan Hijutsu that requires a Web Spider Climb. The Brood Mother can climb or cross any surface suffering no
Short or Longbow. movement speed penalties.
When used as ammunition your [Weapon Damage]
becomes 3d10 and ignores DR (damage reduction),
temporary hit points and interposing structures. Multiattack. The Brood Mother Arachnid can attack 2 times with its Bite and

SPIDER ART: BROOD MOTHER SUMMONING


once with its Web string or it can attack three times with its Web String

[CHANGED] Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 16 (2d10 + 5)
Poison damage. Creatures who take damage from this attack must make a
Classification: Hijutsu
constitution save, gaining 1 rank of envenomed on a failed save.
Rank: B-Rank
Casting Time: 1 Action Web String. Ranged Weapon Attack: reach 30 ft., one creature. Affected
Range: 60 feet creature is grappled by the web. Affected creature can immediately spend
Duration: 1 Minute its reaction in an attempt to break free making a Strength saving throw to
Components: HS, CS, CM escape. If it chooses to not spend its reaction to immediately escape, it
Cost: 14 Chakra must spend its action on subsequent turns to make the Strength saving
Keywords: Hijutsu, Ninjutsu, Fuinjutsu throw to end the grappled condition.
Description: You weave handseals as you summon your Hatching Brood: The Brood Mother Arachnid spends an action summoning a
clans ancestral protector, the Brood Mother Arachnid. Broodling that acts at the end of the Brood Mother Arachnids action. It uses
This is a Large creature that acts on its own at the end your Ninjutsu attack bonus, save DC or ability Modifier when needed.
of each of your turns. You can give it direction as a
bonus action on your turn, in which if you do it gains a
bonus +2 to its attacks and checks as a result of
receiving direction, otherwise it will act in your favor
attempting to cause harm to your enemies as seen in its
stat block. It uses your Ninjutsu attack bonus and Save Small Creature, unaligned
DC when an effect calls for it.
If it is killed, it is unsummoned and must spend at Armor Class 15
least 1 week regenerating, before it can be summoned Hit Points 20
again. Speed 45 ft
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and STR DEX CON INT WIS CHA
the Brood Mothers Arachnids hit points by 30. 16 (+3) 20 (+5) 1 (-5) 1 (-5) 16 (+3) 1 (-5)

A-RANK: damage Vulnerability Fire


damage Immunities Poison
SPIDER NEST SUMMONING: RAIN OF Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
SPIDERS poisoned.
Classification: Hijutsu Senses passive Perception 10
Rank: A-Rank
Casting Time: 1 Action Spider Climb. The Broodling can climb or cross any surface suffering no
Range: Self (60-foot cylinder) movement speed penalties.
Duration: 1 Hour
Components: HS, CM
Cost: 20 Chakra Multiattack. The Broodling can attack 2 times with its Bite.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 10 (2d4 + 5) Poison
Description: You draw out one of your clans secret damage. If a creature is poisoned or Envenomed, this damage is increased
summoning scrolls, releasing a Large Nest of spiders by 1d4.
that all attack in a 30-foot radius, 60 feet tall cylinder
centered on you. Creatures in the target area must make a
Strength saving throw, being Restrained & Incapacitated failed save. Creatures affected by this jutsu can make an
for the duration, on a failed save. Creatures must also Athletics check vs your Ninjutsu save DC to escape.
make a constitution saving throw being poisoned on a

93
UCHIHA CLAN • Amplified Defense: While you are gaining the benefits
of your Sharingan feature, you may make a number of
Vale sits holding her fallen ally in her arms. As the enemy
reactions equal to your Sharingan’s Tomoe, per long
surrounds her. “This is it, Uchiha. It’s over, there is no way to
rest.
reconcile what you did. If you had just surrendered from the
• Amplified Flames: When you would cast a Uchiha Clan
beginning, they would all be alive” the rogue shinobi says
Hijutsu with the Fire Release Keyword, you reduce the
while placing his weapon on his shoulder looking down on
cost by 1 for each Rank. (D-Rank: 1, C-Rank: 2, B-Rank:
her. Vale begins to look up at them, but something is
3, A-Rank: 4, S-Rank: 5). When you would reach 13th
different. Her eyes are red with additional tome in them. The
level, you also increase the DC of such jutsu by +1.
rogue shinobi attack her but misses, she moves like she was a
• Feinting Attack: While you are gaining the benefits of
phantom, a ghost. She sees all of their movements before
your Sharingan feature, as a Bonus action you select a
they even make them and will get vengeance for her fallen
target. You have advantage on the next attack roll
allies. She feels her weakness being the sole reason for their
against that creature. If the attack hits, you may add
defeat and she will rectify it, if it's the last thing she does.
half of your proficiency bonus to the damage done.
—Tatsunami Aburame
You may use this feature a number of times equal to
The Long Road, Ch. 15 excerpt.
your Taijutsu Ability Modifier per short rest.
THE CURSE OF HATRED • Sharingan Advancement: You may select 1 additional
Sharingan Feature you qualify for. You may take this
The Uchiha clan is one of the four noble clans of feature more than once.
Konohagakure, reputed to be one of the village's • Maneuvering Shuriken: If you have the Uchiha
strongest because of their Sharingan and natural battle Shuriken Rain clan jutsu on your known jutsu list, if
prowess. After helping found Konoha decades ago, the you use both your action and bonus action to throw a
Uchiha grew increasingly isolated from the village's weapon with the multiattack property, you instead
affairs, culminating in most of their deaths during the treat it as if you casted the Jutsu at D-Rank at no
Uchiha clan downfall. After the 4th great ninja war, they Chakra Cost. Beginning at 9th level, you treat this
began to find footing and regrow. There are quite a few casting a C-Rank, and B-Rank at 13th level. You may
Uchiha now in the present day, though not as many who use this feature a number of times equal to your
are shinobi. Taijutsu Ability Modifier per short rest.

UCHIHA TRAITS
Ability Score Increase: +2 Dex or Int, +1 Int or Wis (You
cannot choose Int for both ASI’s)
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Insight, Pick one between: Ninshou,
Martial Arts, Illusions
Passive Affinity: You have Fire Release affinity

UCHIHA FEATURES
Uchiha Techniques: The Uchiha have access to a
separate list of Jutsu unique to their clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the normal jutsu list.
Advanced Adaptation: Uchiha are known for their
extreme adaptation on the battlefield. Able to see,
comprehend, understand and react all in a hair’s breadth
with or without a Sharingan. At 1st level you gain one of
the following adaptations. You can select another of
these adaptations beginning at 7th, 15th and 18th level.
• Agile Stance: If you have the Uchiha Awaiting Stance
Clan Jutsu on your known Jutsu list, when a creature’s
attack would miss you, you are able to, as a reaction,
use the jutsu’s effects as if they missed you while you
had it casted at D-Rank, at no Chakra cost. Beginning
at 9th level, you treat this casting a C-Rank, and B-
Rank at 13th level. You may use this stance a number
of times equal to your Taijutsu Ability Modifier per
short rest.
• Aggressive Assault: If you have the Uchiha Great
Assault clan jutsu on your known jutsu list, if you hit a
creature with 2 or more unarmed attacks, you instead
of dealing unarmed damage can treat the attacks as if
you casted the Jutsu at D-Rank at no Cost. Beginning
at 9th level, you treat this casting a C-Rank, and B-
Rank at 13th level. You may use this feature a number
of times equal to your Taijutsu Ability Modifier per
short rest.

94
Sharingan [Changed]: One of the Hidden Leaf Village’s 2 • Sharingan Dodge 2: You can only take this ability if you
great dojutsu. The Sharingan is an eye of extreme potential already have Sharingan Dodge 1. Your Sharingan Dodge
and flexibility. At 3rd level you gain access to the 1-Tomoe bonus can be applied to Dexterity saving throws.
Sharingan. You gain access to more tomoe as you reach • Aggressive Foresight: As a reaction, you can make an
higher levels. Activating your Sharingan costs a bonus insight check against a hostile creature when they target
action and remains active for 10 minutes. You may only use you or an allied creature within 30 feet of you with a jutsu
abilities gained from this clan feature while it is active. You you can see. (DC: 12+ Jutsu rank (D-Rank: 1, C-Rank: 2, B-
can use these abilities three times per Short Rest. You gain Rank: 3, A-Rank: 4, S-Rank: 5). On a success you become
an additional uses per Short Rests at 7 th and 11th levels. You aware of the jutsu being used, its DC, attack bonus, and
may spend 10 Chakra while your Sharingan is active to damage. If you are the target, you gain an additional
reset the number of uses you have as if you took a short reaction. If the target is an ally, they gain a +2 AC bonus
rest. against this attack as you warn them.
1-Tomoe Sharingan: Starting at 3rd level you gain 30 • Aggressive Jutsu Augmentation 1: As a Bonus action,
feet of Chakra sight and two of the following abilities. when casting a Ninjutsu, Taijutsu or Genjutsu, you may
• Eye of Insight [New]: When you take the Read the Enemy spend additional Chakra equal to half of its total cost to
skill action, you can spend a use of this feature to add upcast the jutsu by 1 rank, ignoring rank restrictions. If
1d12 to your check result. you would attempt to upcast an S-Rank jutsu that deals
• Sharingan Adaptation: Select one jutsu type between damage, its damage is increase by 2 damage die or Save
genjutsu & taijutsu. For the duration of your DC by +2.
• Genjutsu Counter 2: You can only take this ability if you
Sharingan, Your select jutsu casting ability score is
changed to the listed Score; already have Genjutsu Counter 1. You are always aware if
o Genjutsu: Charisma you are under the effects of a Genjutsu regardless of the
o Taijutsu: Dexterity keyword. At the beginning of each of your turns, you can
• Sharingan Dodge 1 [Changed]: As a reaction you can, add immediately make an additional saving throw to end their
+3 to your AC until the start of your next turn. effects.
• Copy Wheel 1: As a reaction, select one creature you can 3-Tomoe Sharingan: Starting at 11th level you gain a
see casting a jutsu whose rank is equal to or less than your +5 bonus to your passive perception and one of the
Intelligence (or Wisdom) modifier. This jutsu cannot have following abilities.
the Hijutsu keyword and you cannot copy a ninjutsu with
• Sharingan Dodge 3: You can only take this ability If
a nature release or the medical keyword if you don’t have
you already have Sharingan Dodge 2. When targeted
access to them. This jutsu is temporarily added to your
by an attack, by spending 10 Chakra as a reaction, you
jutsu list until you either copy another jutsu or take a rest.
instead can just cause the triggering attack to miss. If
Alternatively, you can also attempt to learn the jutsu if
you must make a Dexterity saving throw, you can
you succeed on a DC (13 + Jutsu Rank) ability check using
choose to instead succeed taking no damage and
the Jutsu’s corresponding ability score (Ninjutsu,
suffering no effect. This can only be done if you are not
Genjutsu, or Taijutsu ability score). On a success you
restrained or prone.
permanently add the jutsu to your known list. On a
• Copy Wheel 2: You can only take this Sharingan ability
failure, you don’t learn it and cannot attempt to again
if you have Copy Wheel 1. You can instead learn the
until you complete a long rest. You can learn a number of
jutsu, you’re attempting to copy permanently, if you
jutsu this way equal to your proficiency bonus. If you
succeed a DC (15 + Jutsu Rank, D-Rank: 1, C-Rank: 2, B-
attempt to learn a jutsu while you already have the
Rank: 3, A-Rank: 4, S-Rank: 5) ability check using the
maximum possible learned from this feature, you unlearn
jutsu’s corresponding ability score (Ninjutsu,
one of the jutsu learned this way, replacing it. (D-Rank: 1,
Genjutsu, or Taijutsu ability score). On a success you
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
add the Jutsu to your known list. On a failure, you do
• Genjutsu Counter 1: You are always aware when you
not copy it, and cannot reattempt to until you
are under the effects of a Genjutsu who’s DC is
complete a long rest.
equal to or less than your passive illusion
• Aggressive Jutsu Augmentation 2: You
(Illusion bonus + 10) even if the genjutsu has
can only take this ability If you already have
the Unaware keyword. Also, as an Action or
Aggressive Jutsu Augmentation 1. You no longer
Reaction, while under the effects of a Genjutsu
need to spend additional Chakra to increase the
you are aware of, you can immediately make
jutsu’s rank by one.
an additional saving throw to end their effects.
• Hypnotic Eye 2 [Changed]: You can only take this
• Hypnotic Eye 1 [Changed]: As a bonus action
ability if you already have Hypnotic Eye 1. As a Bonus
when you cast Genjutsu: Sharingan!, you can
Action when you cast a Genjutsu with the Visual
increase the save DC by +1.
Keyword, you can increase the Save DC by +1. If
you are casting Genjutsu: Sharingan!, you can
increase the save DC by +2.

2-Tomoe Sharingan: Starting at 7th


Level you gain the ability to take the
Search Action as a bonus Action and
one of the following abilities.

95
UCHIHA CLAN JUTSU UCHIHA GREAT ASSAULT
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

GENJUTSU: SHARINGAN!
Range: 5 feet
Duration: Instant
Classification: Hijutsu
Components: M
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Taijutsu
Range: 30 feet
Description: Make a melee taijutsu attack against a
Duration: Instant
target creature in range. On a hit you deal 3d8
Components: CM
bludgeoning damage. You also gain advantage on your
Cost: 5 Chakra
next melee or Taijutsu attack against that creature on
Keywords: Hijutsu, Genjutsu, Visual
your next turn.
Description: As part of the requirements of this jutsu,
If this jutsu is cast as a result of Uchiha Awaiting
you must have the Sharingan clan feature active. By
Stance, it is automatically upcast to the same rank at no
making eye contact with a creature while your Sharingan
additional cost.
is active, you are able to cast any genjutsu of D-Rank or
At Higher Ranks: For each rank you cast this jutsu
lower that you could learn at no additional Chakra cost
above D-Rank, increase the cost of this jutsu by 3 and
that does not require mobility (M), a Chakra seal (CS), a
damage by 2d8.
weapon (W) or ninja tools (NT) components and cannot
have a range of self. The genjutsu cast must have a
casting time of 1 action or bonus action. The range of the
UCHIHA SHURIKEN RAIN
Classification: Hijutsu
genjutsu becomes the range of this jutsu and can only
Rank: D-Rank
affect the target creature you are looking at. This can be
Casting Time: 1 Action
done without breaking stealth.
Range: 30 feet (10-foot radius sphere)
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above D-Rank, increase the cost of this jutsu by 4 and
Components: W (Shuriken or Kunai), NT, M
the rank of the Jutsu that can be cast by 1 (D>C>B>A>S)
Cost: 4 Chakra

UCHIHA AWAITING STANCE


Keywords: Hijutsu, Bukijutsu
Description: You consume a stack of shuriken or Kunai,
Classification: Hijutsu
and launch them at once into the air. Creatures in the
Rank: D-Rank
target area, must succeed a Dexterity saving throw. On a
Casting Time: 1 Reaction, which you take when you are
failed save, the target creature(s) take 5d4 Slashing
targeted by an attack or would make a Dexterity saving
damage and become restrained in place until the end of
throw.
their next turn as they are pinned to the closest surface
Range: Self
to them or half as much damage and no additional
Duration: 1 Round
effects on a successful save.
Components: M
At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra
above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Taijutsu
damage by 2d4.
Description: As a reaction, you force the triggering
creature and all subsequent attacks targeting you, to roll
at disadvantage or you gain advantage on the triggering
UCHIHA EMBER BULLET [CHANGED]
Classification: Hijutsu
Dexterity saving throw and all subsequent Dexterity
Rank: D-Rank
saving throws until the beginning of your next turn.
Casting Time: 1 Action
When a creature misses you with an attack or you pass a
Range: 60 feet
Dexterity saving throw, you immediately make a melee
Duration: Instant
weapon attack or cast a D-Rank taijutsu or Bukijutsu
Components: HS, CM
that you know. If the jutsu cast is an Uchiha clan Hijutsu,
Cost: 5 Chakra
you may cast it at 0 Cost. You can attack or cast a jutsu,
Keywords: Hijutsu, Ninjutsu, Fire Release
in this way, once per casting of this jutsu.
Description: This is a unique variation of the “Fire
At Higher Ranks: For each rank you cast this jutsu
Release: Phoenix Fire” Jutsu. Make a Ranged Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and
attack against a target creature in range. On a hit, they
the rank of the jutsu cast by 1 (D>C>B>A>S).
take 5d6 + 5 and gain 1 rank of Burned.
At Higher Ranks: For each rank you cast this
jutsu above D-Rank, increase the cost of this
jutsu by 3 and damage by 2d6+2

96
C-RANK: UCHIHA FLAME BALL
Classification: Hijutsu
GENJUTSU: DEFLECT! [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet (20-foot radius sphere)
Casting Time: 1 Reaction, which you take when you or Duration: instant
another creature you can see fall under the effects of a Components: HS, CM
Genjutsu. Cost: 9 Chakra
Range: 30 feet Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Duration: Instant
Description: This is a unique variation of the “Fire Release:
Components: CM
Great Fireball” Jutsu. You Fire a stream of Fire 5 feet wide
Cost: 8 Chakra
Keywords: Hijutsu, Genjutsu, Visual and up to 60 feet long in a straight line originating from
Description: As part of the requirements of this jutsu, you. This Fire stops at a space of your choice along this
you must have the Sharingan active. You may distance and expands into a large 20-foot radius sphere of
immediately attempt to make a Standard Jutsu ability blazing orange flame centering on the selected space. All
check using your Genjutsu Ability modifier vs the creatures in both this Jutsu's stream and blazing sphere,
triggering Genjutsu. must succeed a Dexterity saving throw. On a failed save they
On a success, you end the Genjutsu affecting you or take 11d4+11 Fire damage and the burned condition on a
another creature as it becomes Deflected. When you do failed save or half as much on a success.
you must select another targeting within range, that you At Higher Ranks: For each rank you cast this jutsu
can see and make eye contact with. The target creature above C-Rank, increase the cost of this jutsu by 3 and
must make a Wisdom saving throw. damage by 2d4+2.
Success: The target resists this jutsu’s effects.
Failure: Affected creatures falls under the effect of the B-RANK:
Deflected Genjutsu as if you had cast it. They follow the
original Failure effect of that Genjutsu. UCHIHA FLAME FLOWER
Critical Failure: Same as failure, but the target follows Classification: Hijutsu
the original Critical Failure effect of that Genjutsu. If Rank: B-Rank
that Genjutsu had no critical failure effect, they Casting Time: 1 Action
instead becomes Restrained for the Genjutsu’s Range: 120 feet
original duration. A restrained creature is unable to Duration: Concentration, up to 1 minute
make hand signs and begins to remake their saving Components: HS, CM
throw at the end of each of their turns to end this Cost: 14 Chakra
effect on them. Keywords: Hijutsu, Ninjutsu, Fire Release
Description: This is a unique variation of the Fire Release:
GENJUTSU: RED STAR Hot Sun Jutsu, where you create 8 smaller ruby red spheres
Classification: Hijutsu of Fire in the air and have them float midair no higher than
Rank: C-Rank 30 feet and no further than 120 feet from you. As a Bonus
Casting Time: 1 Action action on your turn, you may command a single sphere to
Range: 30 feet attack a single creature. Make a Ninjutsu attack against a
Duration: Concentration, up to 1 minute single creature. On a hit they take 4d8+4 Fire damage and
Components: CM the sphere is lost. If you miss you still lose one of the Fire
Cost: 9 Chakra spheres.
Keywords: Hijutsu, Genjutsu, Visual, Unaware
Description: You attempt to put a group of creatures under a
unique and powerful Genjutsu. The sun turns red and begins
to slowly approaching.
Select a space you can see within range. All creatures in a
20-foot radius sphere centered on this space must
make a Wisdom saving throw.
Success: This jutsu ends and the target resists its
effects.
Failure: creature gains 2 rank of fear against
the sun and will try to escape any source
of light opting to move into total
darkness. It must spend its entire turn
looking for cover or concealment from all
light sources. A creature that begins its turn
under any source of light takes psychic damage
equal to 5d8 and remakes their save at the end of
each of their turns, ending this genjutsu on a
success.
Critical Failure: Same as failure, but the target
also takes 2d8 additional psychic damage for
each rank of fear they have at the
beginning of its turn.

97
GENJUTSU: EPHEMERA Ninjutsu Ability Modifier. The Flaming Tornado counts
Classification: Hijutsu as a flaming construct, has vulnerability to cold damage,
Rank: B-Rank and when damaged by Wind damage, regains hit points
Casting Time: 1 Action equal to the damage the jutsu would have dealt.
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Genjutsu, Visual, Unaware
Description: As part of the requirements of this jutsu,
you must have the Sharingan clan feature active. You
look towards a target creature and attempt to place them
into powerful illusion designed to torture them if they
choose to not follow your command. You can give them
any 1-word command that they can reliably accomplish
in 6 seconds. If the command would cause harm to them
in some way, this jutsu automatically ends. If they
submit to the command they perform it and continue to
perform it, even if they already completed it. They would
repeat the same action forgetting that they already did
the task for the duration.
If they choose to resist the command they must make
a Wisdom saving throw.
Critical Success: This jutsu ends and the target becomes
immune to this jutsu for the next minute.
Success: This jutsu ends and the target resists its effects.
Failure: The target begin to experience a massive torrent
of torturous visions of your choice, that both you and
they can see. Their fears, concerns, desires and
regrets begin to materialize on the targets body in a
variety of different ways of your description. Each
turn they begin not completing your request, they
take 5d10 psychic damage, gain 1 rank of
Concussed and 1 rank of confused.
Critical Failure: Same as failure, but the damage die
instead becomes a d12.

A-RANK:
UCHIHA FLAME SPIRAL [CHANGED]
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release
Description: The ultimate Uchiha Fire Release. As part
of the requirements of this jutsu, you must have the
Sharingan active. You conjure three flaming tornados.
Each tornado is a column with a radius of 5 feet, and a
height of 30 feet. Creatures within the tornadoes areas
when you cast this jutsu and whose space the tornadoes
pass through must make a Dexterity saving throw taking
10d10+10 Fire damage on a failed save or half as much on
a successful one.
Additionally, a creature who would make a saving
throw to resist the effects of this jutsu must also make a
constitution saving throw, being burned on a failed save.
As a bonus action on each of your turns, you may
command each tornado separately, moving them up to
60 feet each. A tornado cannot occupy the same space as
another tornado. A creature cannot be affected by more
than 1 tornado per turn.
The Flaming tornados can be dispersed with enough
force. The Flaming Tornados has an AC equal to your
Ninjutsu save DC, and hit points equal to ten times your

98
UZUMAKI CLAN Fuinjutsu Master: Also at 1st level, Uzumaki can
utilize jutsu with the Fuinjutsu keyword far better than
Ketsuki stands in the middle of the arena, his rival standing
most. One per rest, you can cast a jutsu you know with
opposite to him. “How are you still standing? I've closed so
the Fuinjutsu keyword that has a casting time of 1 action,
many of your Chakra points. Just fall over and give up
as a bonus action. This increases to twice per rest at 11 th
already Ketsuki!” his rival cried out. Ketsuki, stumbling but
level and three times per rest at 18th level.
resisting to fall over, begins to weave hand seals. “I don’t
Fundamental Difference: Uzumaki’s are known for
back down! You of all people should know that by now!” he
their incomprehensible stamina and they have adapted it
screams as he finishes his hand seals and creates a wave of
to allow them to magnify their sealing Techniques.
Fire from the ground as it rolls towards his rival, overcoming
Beginning at 3rd Level, you may use Constitution instead
him and defeating him as the crowds from the chunin arena
of Intelligence for the Attack and damage rolls as well as
screams in excitement.
Save DC of Ninjutsu you cast with the Fuinjutsu
—Tatsunami Aburame
Keyword.
The Long Road, Ch. 6 excerpt.
Draining Seals [Changed]: Starting at 3rd level, when a

NEVER BACKING DOWN creature gains any number of ranks of the Sealed condition,
they increase the cost of their next jutsu by +2 for each
The Uzumaki Clan was formerly a prominent clan in the rank of Sealed they gained. Beginning at 7 th level when a
whirlpool country. Since its destruction, most of its creature would fail a saving throw against a Jutsu you cast
members have resided in Konoha. Despite its past with the Fuinjutsu keyword, they take Chakra damage equal
demise, over 100 years after the Fourth Shinobi World to the rank of the Fuinjutsu cast. (D-Rank: 10, C-Rank: 15, B-
War the clan is once again active and prominent in the Rank: 20, A-Rank: 25, S-Rank: 30). Finally at 15th level,
land of Fire. Uzumaki's skill with Fuinjutsu earned them creatures with ranks of the Sealed condition that passes
both respect and fear throughout the ninja world. their saving throw vs a Fuinjutsu you cast takes half of the
Uzumaki naturally possess incredibly strong life-forces. listed chakra damage this feature deals.
As such, they have very long lifespans and likewise age Inhuman Lifeforce [Changed]: Uzumaki’s are known for
slower. having life forces that rival that of legendary shinobi.
Starting at 11th level, you gain proficiency in Constitution
UZUMAKI TRAITS saving throws. If you are already proficient you instead
Ability Score Increase: +2 Con, +1 Cha gain a +2 bonus to Constitution saving throws.
Speed: Your base walking speed is 30 feet. Incomprehensible Fortitude [Changed]: At 18th level,
Skill Proficiencies: Chakra Control, Ninshou once per long rest, when you make a Constitution Saving
Uzumaki Hijutsu: You know 1 additional Uzumaki clan throw, you may choose to automatically succeed. When you
D-Rank jutsu, this does not count against your jutsu do, you ignore the effects of the Jutsu or ability that caused
known. you to make the constitution save until the beginning of
your next turn.
UZUMAKI FEATURES
Uzumaki Sealing Techniques: The Uzumaki have
access to a separate list of Jutsu unique to their clan. You
can add these jutsu to your jutsu list instead of selecting
jutsu from the normal jutsu list.
Wellspring of Chakra: Uzumaki’s are known for their
massive reserves of Chakra. Beginning at level 1, increase
your Chakra point total by 2, thereafter, each time you
gain a level, increase your Chakra point total by 2.
Chakra Reserves: Uzumaki’s have a special secondary
network of Chakra all their own known as their Chakra
reserves. This reserve of Chakra can be call
upon at will to slowly revitalize your normal
Chakra pool. Starting at 1st level, you
materialize this second pool of Chakra, known
as Reserve Cells. These cells are a product of this
special secondary network allows you to
remain fully charged and prepared for battle.
You have a number of Reserve Cells equal to your
level per long rest. You can spend these cells to
accomplish any of the following;
• As a bonus action, you can spend any number of
cells, regaining 1d8 Chakra points, per cell spent.
This increases to a d10 at 11th level.
• When you would take a rest, you can spend up to two
cells to regain additional +2 Chakra per chakra die
rolled.
• Beginning at 7th level, when you would take Chakra
damage, you can, as a reaction, spend up to 3 cells to
reduce damage taken by an amount equal to 1d10 +
constitution, per cell spent.

99
UZUMAKI CLAN JUTSU UZUMAKI ART: FLASH ANCHOR [CHANGED]
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Reaction, which you take when you

ADAMANTINE STRIKING CHAINS [CHANGED]


would take damage or make a saving throw or contested
skill check.
Classification: Hijutsu
Range: Self
Rank: D-Rank
Duration: 1 Round
Casting Time: 1 Action
Components: CM, CS
Range: 30 feet
Cost: 5 Chakra
Duration: Instant
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Components: HS, CM
Description: You quickly deploy Chakra seals around you
Cost: 5 Chakra
to create an immovable defensive barrier. Until the start
Keywords: Hijutsu, Fuinjutsu, Ninjutsu
of your next turn, you gain a +2 bonus to your AC, saving
Description: You inscribe a Chakra seal onto the palm of
throws, skill checks and cannot be moved by any means.
your hand and manifest one large Chakra-based chain
At Higher Ranks: For each rank you cast this jutsu
from a location of your choice on your body. Make a ranged
above D-Rank, increase the cost of this jutsu by 3. If this
Ninjutsu attack against a creature you can see within
jutsu is cast at B-Rank, the bonus is increased to +4. If
range, as your Chakra chain smashes into them, dealing
this jutsu is cast at S-Rank, the bonus is increased to +6.
4d6 force damage and increasing the base cost of their next
jutsu cast by +5.
At Higher Ranks: For each rank you cast this jutsu above
C-RANK:
ADAMANTINE BARRIER
D-Rank, increase the cost of this jutsu by 3, damage by 2d6
and the base cost increase by +5.
Classification: Hijutsu
UZUMAKI ART: BASIC SEAL [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 feet.
Casting Time: 1 Action Duration: Concentration, up to 10 minutes
Range: Touch Components: HS, CM, CS
Duration: Instant Cost: 9 Chakra
Components: CM, CS Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Cost: 5 Chakra Description: You expertly weave a net creating an
Keywords: Hijutsu, Fuinjutsu, Ninjutsu impregnable barrier using your adamantine sealing
Description: You inscribe a Chakra seal onto the palm of chains.
your hand and create a three-point seal formation and The barrier appears at a point you can see within
attempt to seal away a large portion of a target creature's range. It can be free floating or resting on a solid surface.
Chakra by slamming the seal onto the creature for a limited You form it into a sphere with a 15-foot radius. It lasts
time. Make a melee ninjutsu attack. On a hit, the target for the duration.
takes 4d6 chakra damage and gains +2 ranks of Sealed. If the wall cuts through a creature’s space when it
At Higher Ranks: For each rank you cast this jutsu above appears the creature is pushed to one side of the wall.
D-Rank, increase the cost of this jutsu by 3 and the chakra (You decided which side)
damage by 2d6. If this jutsu is cast at B-Rank or higher, If a hostile creature attempts to move through the
increase the number of ranks of Sealed by +1 (3 ranks of barrier without the caster’s permission, it must make a
Sealed). If this jutsu is cast at S-Rank increase the number charisma saving throw. On a failed save, it cannot push
of ranks of Sealed by +2 (4 ranks of Sealed). through the barrier for the remainder of the turn.
Additionally, for the duration of the jutsu, any
UZUMAKI ART: FONT OF LIFE creatures outside the barrier who targets a creature
Classification: Hijutsu inside the barrier with an attack or jutsu, must make a
Rank: D-Rank charisma saving throw. On a failed save the creature
Casting Time: 1 Action must choose a new target outside of the barrier, or lose
Range: Touch the attack or jutsu. Area of effects can still move through
Duration: Instant the barrier as if it wasn’t there.
Components: CM At Higher Ranks: For each rank you cast this jutsu
Cost: Special above C-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Medical, Ninjutsu increase the size of the barrier by 5ft.
Description: You sacrifice your blood, Chakra and
essence to mend the injuries of an ally. A willing
creature, other than yourself, may bite you, dealing 1
piercing damage, which cannot be reduced in any way.
When they do, you spend Chakra die up to your
remaining Chakra die. For each Chakra die spent, the
target regains hit points equal to the result of the Chakra
die rolled + your constitution modifier.

100
ADAMANTINE BINDING CHAINS [CHANGED] B-RANK:
Classification: Hijutsu
Rank: C-Rank UZUMAKI STUBBORNNESS
Casting Time: 1 Action Classification: Hijutsu
Range: 30 feet Rank: B-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Reaction, which you take when you
Components: HS, CM would fall to 0 hit points.
Cost: 8 Chakra Range: Self
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Duration: Instant
Description: Your body produces 4 large Chakra-based Components: HS, CM
chains from your back that you control as if they were Cost: Special (12 Chakra)
extensions of your body. They act on your order all at the Keywords: Hijutsu, Ninjutsu
same time, targeting the same creature. As a bonus Description: Your determination and Chakra reserves
action on your turn, you may have the Chakra chains act are powerful enough to keep you standing despite your
using either of the following abilities. body suffering grievous injuries. When you fall to or
• Whip: Make a ranged Ninjutsu attack against a target below 0 hit points, you may as a reaction inject Chakra
creature, dealing 4d10 Chakra damage on a hit. throughout your body forcing yourself to survive,
• Bind: Select one Creature you can see within range. instead dropping to 1 hit point. You gain an additional
The target creature must make a Strength Saving reaction which you can only use to cast this jutsu. This
throw. On a failed save, their movement is reduced by additional reaction lasts until the beginning of your next
half and cannot make hand signs (HS). Additionally turn.
the affected creature cannot gain bonuses to their At the beginning of your next turn, you gain 1 rank of
movement or take the Dash action for the duration. weakened for the next minute as the stress from
maintaining consciousness and fighting through the
At Higher Ranks: For each rank you cast this jutsu trauma takes its toll on you.
above C-Rank, increase the cost of this jutsu by 3, the
damage by 2d10 and the number of creatures you can UZUMAKI BREAK
target with Bind by +1. Classification: Hijutsu
Rank: B-Rank
UZUMAKI ART: 5-PRONGED SEAL Casting Time: 1 Action
[CHANGED] Range: 60 feet (10-foot cube)
Classification: Hijutsu Duration: Instant
Rank: C-Rank Components: HS, CM, CS
Casting Time: 1 Action Cost: 14 Chakra
Range: Touch Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Duration: Up to 1 Week Description: Using your knowledge of seals and
Components: HS, CM, CS Fuinjutsu, you surgically attempt to dismantle and break
Cost: 9 Chakra all jutsu you see within range, that is currently being
Keywords: Hijutsu, Fuinjutsu, Ninjutsu maintained or is active. As part of the activation of this
Description: An advanced version of the Uzumaki Art: jutsu, select a space you can see with range make a
Basic Seal, requiring two Chakra seals layered on top of Ninjutsu ability check against a DC (13+ rank of the jutsu,
one another and reinforced with a 5-point seal of your D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
design, made to lock away Chakra for powerful creatures. On a success you understand the inner workings of all
Make a melee ninjutsu attack against a creature within active Jutsu of the result rank or lower in range and how
range. On a hit, the target is infused with the 5-pronged to break them, immediately ending its effects. You
seal. For the duration, whenever the affected creature decide which jutsu you want to affect when you cast this
attempts to cast a Ninjutsu or Genjutsu, they double the jutsu.
base cost of the jutsu cast. After 1 week this jutsu
immediately ends. A creature can attempt to make an
Intelligence (Ninshou) check vs your Ninjutsu save
DC as a Full-Turn Action on their turn to end
this jutsu’s effect on them.
Additionally, a sealed creature who would
make a Constitution (Chakra Control) check
automatically fails.
If this jutsu is currently affecting a creature
with ranks of the Sealed condition, any
Saving throw or skill check made to
remove ranks of Sealed or resist Jutsu with
the Fuinjutsu Keyword is made at
disadvantage.

101
A-RANK:
UZUMAKI ART: RIVER DAM SEAL
[CHANGED]
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action.
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: As a part of the activation of this jutsu. The
target must have at least 5 ranks of Sealed.
You generate an infamous seal that grows in
size so much so that it encompasses up to a
60-foot radius before instantly compressing
down into a 1 kanji seal that can
say or mean anything you wish.
Make a melee Ninjutsu attack against
the target. On a hit the seal wraps itself
around the target warping the seals on
them into a new and unique seal known
as the River Dam Seal.
River Dam Seal. This hyper powerful
seal causes the target to lose all ranks of
the Sealed condition as this effect replaces them.
Creatures with this seal placed upon them suffer the
following effects;
• A creature with the River Dam Seal is counted as having 5
ranks of the Sealed condition for the purposes of
interacting with features, traits and jutsu and cannot
gain ranks of the Sealed condition while they have the
River Dam Seal.
• A creature with the River Dam Seal increases the base
chakra cost of all Jutsu, features and traits that cost
chakra by +25.
• A creature with the River Dam Seal suffers a -5 penalty to
all of their Ninjutsu & Genjutsu Save DCs.
• A creature can spend 1 minute to make a DC 30 Ninshou
check to remove this condition.

102
YAMANAKA CLAN Beginning at 11th level as a bonus action, you can
target one creature you can see within 60 feet and make
A bandit walks into his group's main tent and demands to
a Wisdom or Charisma (Insight) check vs a DC (8 + their
speak to their leader. The leader approaches him annoyed
level) to learn either the targets Wisdom or Charisma
and confused “What is the meaning of this Dan?” the bandit
score. You can do this a number of times equal to your
leader demands. “I just got word from our scouts that the
proficiency bonus per long rest.
shinobi posted just past the hilltops are moving out. They are
Master of Mental Alteration: Yamanaka are masters of
leaving! We need to act now boss.” he exclaims. The bandit
mental afflictions and alterations. Starting 11th level,
leader looks shocked but takes his underling at his word. He
when a creature would critically fail a saving throw
commands his officers to get everyone up and moving now.
against a Genjutsu you cast, you can inflict them with
If the shinobi are gone then now is the time to move through
one a unique Mental condition known as Stupefied. A
the hill pass. Dan bows and begins to make his way out of
Stupefied creature suffers the following effects.
the tent. As he exits, he holds his head and almost collapses
before catching himself and grumbling, “What happened?” • A stupefied creature suffers a -1 penalty to all
About 400 Yards away hidden in the brush of a large tree, Intelligence based ability checks, skill checks, attack
Leena begins to wake up looking at her 2 allies and raising a rolls, and saving throws.
thumb of success. “They took the bait, hook line and sinker.” • A stupefied creature increases the cost of jutsu they cast
She says as her allies inform the awaiting ambush party. by +2.
—Tatsunami Aburame, The Long Road, Ch. 14 excerpt. • A stupefied creature cannot concentrate on more than
one jutsu at a time.
IMPOSSIBLE TO PIN DOWN • A stupefied creature can be afflicted further with
multiple applications of this condition. If a stupefied
The Yamanaka Clan is a family of shinobi found in
creature suffers another rank of stupefied. They suffer
Konohagakure. They specialize in mind related
another penalty to Intelligence based ability checks, skill
techniques, and they own and run a flower shop in the
checks, attack rolls and saving throws and further
village. They traditionally lead the Konoha Barrier Team.
increase the cost of jutsu they cast.
The members of this clan specialize in mind-related
• At the end of a stupefied creatures turn, they make a DC
techniques which makes them experts at intelligence
15 check Wisdom ability check ending this condition on a
gathering, espionage and interrogation amongst other
success.
things. They have also displayed sensory abilities and
their techniques include transferring their Y AMANAKA B OONS
consciousness, reading minds and communicating
telepathically. The Yamanaka clan has a special Name Prerequisite Effect
relationship with the Akimichi and Nara clan. For Armored - When making a saving throw to resist a Genjutsu.
generations, members of these three families have Thoughts With the tactile keyword, add 1d4 to the result.
formed an "Ino–Shika–Chō Trio", named after the first
Awakened - You may telepathically connect with a number of
part of the names of the members.
Mind willing creatures equal to your proficiency bonus
YAMANAKA TRAITS and communicate with them while they are within
Ability Score Increase: +2 Wis or Cha, +1 Int 120 feet of you. You don't need to share a
language to communicate.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Illusions, Insight Efficient Mind - Reduce the cost of Yamanaka Clan Hijutsu by an
Yamanaka Hijutsu: You know 1 additional Yamanaka amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-
Clan D-Rank Jutsu. Rank: 3, A-Rank: 4, S-Rank: 5)
Beguiling Mind body You gain Proficiency in Deception and Persuasion
YAMANAKA FEATURES Deception Transfer while inhabiting another creature’s body with
Yamanaka Techniques: The Yamanaka have access to
Hijutsu Mind Body Transfer.
a separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu Bewitching Mind Body When using the Mind Body Disturbance Jutsu,
from the Normal jutsu list. Whispers of Disturbance Increase the DC by 1. On a Failure deal 1d6 of
Mental Connections: Beginning at 1st level, Yamanaka Madness Hijutsu additional psychic damage in addition to the
clan jutsu you cast can use Charisma in place of Wisdom normal effect for the jutsu.
as their Genjutsu ability modifier. Astute 7th Level When using Mental Clarity, you may increase the
Mental Boon: Beginning at 3rd level, your experience
Mindset die size to a d8.
with Yamanaka Jutsu grows. You gain 1 Mental Boon of
your choice. Your boon options are detailed at the end of Mental 7th Level Increase the DC of Yamanaka clan Hijutsu by +1.
the Clan description. You gain an additional boon, at 7th, Domination
11th, 15th and 18th levels. Each time you gain a level, you Massive 11th Level Double the range of Mind Body Transfer and Mind
can choose one of the boons you know and replace it displacement Body Disturbance.
with another boon you qualify for.
Mask of Many 11th Level When using the Mind Body Transfer, you have
Mental Clarity: The Yamanaka are adept at mind
Minds access to the memories of the creature whose
control, suggestion, alteration, and affliction, making
them far more suited to resist such attempts. Starting at
body you are inhabiting of the last 48 hours.
7th level, you gain a 1d4 bonus to all saving throws Overpowering 15th Level Increase the Damage of Yamanaka clan Hijutsu by
against Genjutsu with the Unaware keyword, and Mind +1 Damage die.
advantage on Insight checks against creatures
attempting to lie to you.

103
YAMANAKA CLAN JUTSU BESTIAL MIND DOMINATION
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

MIND BODY TRANSFER


Range: 60 Feet
Duration: 1 minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Range: 120 Feet
Description: You perform a less intense version of the Mind
Duration: 1 minute
body transfer technique on an animal or some creatures with
Components: HS, CM
less mental fortitude than a human. Select a single target
Cost: 8 Chakra
creature that you can see within range. Target creature must
Keywords: Hijutsu, Genjutsu, Fuinjutsu
succeed an Intelligence saving throw against your Genjutsu
Description: You perform the Yamanaka Clans most prolific
save DC, becoming friendly towards you and becoming more
jutsu invading the mind and body of a target creature and
inclined to complete tasks for you for the duration, on a
overwriting their consciousness with your own. Target one
failed save.
creature you can see within range with sentient thought
The affected creature will fight for you if asked. While they
such as another Human, animal, or anything that fits the
are friendly towards you, you can command them with both
previous sentient thought pre-requisite. Puppets,
verbal and non-verbal actions. You can also understand
inanimate objects and even some foreign creatures may be
things about them, such as them being happy, scared, or
immune to this jutsu such as Mutants or Demons. Be sure to
excited.
Check with your DM to see what may not be applicable.
The select creature must make a Charisma saving throw.
On a Failed save, you transfer your consciousness into your
MIND BODY DISTURBANCE
Classification: Hijutsu
target's body for 1 minute. Once you possess a creature's
Rank: D-Rank
body, you control it and act on its turns, using its body.
Casting Time: 1 Action
While you are inhabiting the body of another creature, you
Range: 60 Feet
gain the following;
Duration: Instant
• When making Attack rolls, skill checks or Casting Jutsu Components: HS, CM
you know that uses Strength, Dexterity or Constitution, Cost: 5 Chakra
you instead use the statistics of the creature who’s body Keywords: Hijutsu, Genjutsu, Fuinjutsu, Tactile
you are occupying. Description: You perform a modified version of the Mind
• When making Attack rolls, skill checks, or Casting Jutsu body transfer technique on a humanoid creature you can see
you know that uses Intelligence, Wisdom or Charisma, within range disassociating the mind and bodies activities
you continue to use your own statistics. and then forcing them to reset causing a significant amount
• You retain the benefit of your own class and clan features. of Psychic damage to the creature. Target creature must
You cannot activate or cast class features or jutsu that succeed a Charisma saving throw. On a failed save target
would inflict negative conditions on the host body, such creature takes 3d8 psychic damage or half as much on a
as Exhaustion. successful one.
• You gain access to any General or Clan traits the creature At Higher Ranks: For each rank you cast this jutsu above D-
may have that you are aware of. Rank, increase the cost of this jutsu by 3 and damage by 2d8
• You do not have access to any Class or Role
Traits/Features that the creature may have. MIND DETECTION TECHNIQUE
• You retain access to your own list of Hijutsu, Ninjutsu, Classification: Hijutsu
Taijutsu, Bukijutsu and Genjutsu. Rank: D-Rank
• You do not gain access to the host creatures list of Jutsu Casting Time: 1 Action
under any circumstances. But you can end concentration Range: Self (90 Feet)
on jutsu they were concentrating on or gaining the benefit Duration: 1 Minute
from. Components: HS, CM
• If the host body takes any damage, they immediately Cost: 4 Chakra
attempt another saving throw, ending this effect on a Keywords: Hijutsu, Genjutsu, Fuinjutsu, Sensory
successful save. On a successful save, you fall unconscious Description: Using the Yamanaka Clan family teachings, you
until the beginning of your next turn at which time your manifest a minor telepathic field around yourself. You
consciousness returns to your body. become aware of all creatures who are capable of sentient
• Your body is left where you last were before you cast this thought within 90 feet of you. While you are aware of a
ability. It is functionally unconscious until you end this creature presence it does not automatically reveal them from
technique in which case you leave the creatures body and stealth but you do become aware of the direction they are in
return to yours. If your body is damaged in any way while relation to you. Creatures whom you are not familiar with or
you are inhabiting another creature's body, you whom you have sensed before with this jutsu are
immediately return to it. immediately recognizable, being able to distinguish who they
are from memory alone.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at C-Rank, the duration becomes 10 minutes. If this jutsu
is Cast at B-Rank, the radius becomes 500 feet. If this jutsu is
cast at S-Rank, the radius becomes 1 mile.

104
C-RANK: B-RANK:
MIND CONNECTION TECHNIQUE MASS MIND BODY DANCE
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 500 Feet Range: 60 Feet
Duration: 10 minutes Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: You create a temporary telepathic link Description: You issue a course of action (limited to a
between yourself and a willing creature with which you are sentence or two) and influence up to 6 creatures of your
familiar and within range. Until the jutsu ends, you and the choice that you can see and can hear you within range. Each
target can instantaneously share words, images, sounds, target must make a Charisma saving throw against your
and other sensory messages with one another and the Genjutsu save DC. On a failed save it pursues the course of
target recognizes you as the creature it is communicating action to the best of its ability. A creature cannot be ordered
with. The target must be able to understand the messages to harm themselves in any way or be made to perform an
and pictures you are sending it in order for it to action that they know would harm themselves as a result.
comprehend your intentions. The commanded action will continue to be attempted the
entire duration. If the activity is completed in a shorter time,
MIND CLONE TECHNIQUE the jutsu immediately ends. Creatures are fully conscious of
Classification: Hijutsu their actions, but cannot stop themselves for the duration of
Rank: C-Rank this jutsu.
Casting Time: 1 Action If a creature would take damage of any kind for the
Range: 120 Feet duration, they remake the Saving throw at Advantage.
Duration: 1 minute
Components: HS, CM MASS MIND BODY DISJUNCTION
Cost: 9 Chakra Classification: Hijutsu
Keywords: Hijutsu, Genjutsu, Fuinjutsu Rank: B-Rank
Description: You split your consciousness into two Casting Time: 1 Action
identical clones of each other. You then perform the mind Range: Self (30 Feet)
body transfer as normal on up to two target creatures you Duration: Instant
can see within range. Both creatures must make a Components: HS, CM
Charisma save against your Genjutsu save DC. On a failed Cost: 14 Chakra
save target creature, you transfer your consciousness into Keywords: Hijutsu, Genjutsu, Fuinjutsu
your target's body for 1 minute. They are controlled by you Description: Using the same principles as Mind body
as if their body was yours. On a successful save, you fall disturbance, you emit a wave of psychic chakra that resets
prone until the beginning of your next turn unable to move the connection of a creatures mind and body. All creatures of
or act otherwise until your consciousness returns to your your choice within 30 feet of you, must succeed a Charisma
body. Each body is controlled by a separate consciousness saving throw, taking 8d6 psychic damage and becoming
and therefore do not know what the other is thinking but dazed until the start of your next turn on a failed save or half
will act as you would for the duration. as much on a success.
At Higher Ranks: For each rank you cast this jutsu above
MIND BODY AUGMENTATION [CHANGED] C-Rank, increase the cost of this jutsu by
Classification: Hijutsu 3 and the damage by 2d8.
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 7 Chakra
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: Using the Yamanaka clans propensity for
mental exploration, you are able to enhance the mental
receptors of a willing creature you can touch, within range.
Pick one between Intelligence, Wisdom and Charisma. For
the duration, the affected creature gains proficiency in the
chosen ability scores saving throw. A creature that already
has proficiency in the chosen score instead gains a +2
bonus to saving throws made with said score.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at A-Rank, you may select +1 additional creature.

105
A-RANK:
MIND PUPPET SWITCH: CURSED SEAL
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Week
Range: 5 Feet
Duration: Permanent
Components: HS, CM, NT, CS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You take a puppet, doll, or an item of humanoid
shape, no smaller than 1 Size category of the target and place
a secret Yamanaka sealing jutsu on the item. You create
conditions and triggers for the seal beforehand and place
them on the item. Once placed, when a creature triggers the
chakra seal, the triggering creature must immediately
succeed a Charisma Saving throw against your Genjutsu or
Ninjutsu save DC (Whichever is higher). On a failed save, the
target creature's consciousness is sealed inside of the item
used. While sealed, the target creatures’ body immediately
becomes incapacitated as their consciousness is now locked
away inside of an object of the user’s choice. They do not
have the capacity to make any further resistance saves. If the
Doll is destroyed this jutsu ends and the creature's
consciousness attempts to re-enter their body. If the body is
dead, their consciousness is trapped wandering unable
to bind to anyone or anything, they are effectively
dead and cannot be revived.

106
YOTON Churning Magma [Changed]: Beginning at 3rd level, your
Chakra has the same density and heat produced by lava itself
A Chunin male is training in the desert tundra’s, of the land
granting you a slight resiliency to such damage. When you
of Earth. The Jonin Exams are quickly approaching and he
would take Fire damage, you reduce the damage received by
wants to be absolutely sure he is prepared. He has some of
your proficiency bonus. When you would reach 11th level,
his allies stand ready to assist him in this endeavor. One of
your magma release can evolve a creatures burned condition
his allies draws their Tetsubo and begins to attack with
to a new level, called Molten. When a creature with 5 ranks
reckless abandon. The Chunin quickly weaves handseals
of the burned condition would gain another rank of the
before conjuring a wall of Earth blocking his Tetsubo
burned condition, they instead become Molten, losing all
assault. His second sparring partner responds by conjuring a
ranks of burned as it is replaced with 1 rank of Molten. A
jolt of Lightning that the Chunin responds to in kind by
Molten creature suffers the following effects.
conjuring a mote of magma and firing it to clash with the
Lightning. • A Molten creature is counted as burned for the purposes of
—Vale Uchiha interacting with features, traits and jutsu and cannot gain
At Worlds End, Ch. 21 excerpt. ranks of the burned or Chilled condition while they are

BLOOD OF THE EARTH •


Molten.
A Molten creature takes 5d8 Fire damage at the beginning
The Yoton Clan is a clan that hails from the land of Earth.
of each of their turns.
A Clan without a clear family name, but one which has
• Once per turn, a molten creature takes an additional 15
produced many of prominent shinobi. This clan has an
Earth damage when they would take Earth damage.
extreme affinity for Earth and Fire Release, mixing
• Creatures that are immune to both Fire and Earth damage
them, and creating the ability to conjure and use Lava as
is immune to this condition.
both an offensive and Defensive force. Their power is
• A creature can spend an Action to make a DC 21 Dexterity
well respected, with one of their members being chosen
save to put out the flames. On a successful save, the
as a jinchūriki for the Four-Tails.
condition ends or submerging themselves fully into a
YOTON TRAITS body of Water..
Ability Score Increase: +2 Int, +1 Con Lava Release [Changed]: The Yoton bloodline has a unique
Speed: Your base walking speed is 30 feet. talent for manifesting lava release, due to their close affinity
Skill Proficiencies: Nature, Survival to both Earth and Fire Release. Beginning at 7th level, you gain
Lava Release Affinity: You begin with either Earth or Fire the second nature release you didn’t select from Lava Release
Release Affinity. (Pick one) Affinity and you can safely walk across Lava and other
dangerous hazards without sustaining harmful effects while
YOTON FEATURES Water walking. Also, at 7th level, when you would cast a jutsu
Lava Techniques: The Yoton clan has access to a with either Earth or Fire Release keywords that would deal
separate list of jutsu unique to their clan. You can add damage, you can change the damage type to Fire. Also, once
these Jutsu to your jutsu list instead of selecting jutsu per casting, when using a Yoton Hijutsu or Ninjutsu with the
from the normal jutsu list(s). They do not need both Earth or Fire release keyword, it can take up to two qualities
nature releases to use their clan jutsu. of the following, each time you cast such a jutsu. You can use
Calcified Skin [Changed]: Beginning, at 1st level, your this feature to enhance your jutsu a number of times equal to
molten Chakra has reinforced your physical body, your proficiency bonus per long rest:
making it tougher than most other shinobi of similar
• Molten Rock: Increase your jutsu’s damage by +1 damage
capability. While wearing no armor or light armor, you
die. This bonus increases to +2 at 15th level.
gain 4 DR (damage reduction) vs bludgeoning, piercing
• Acidic Mud: A creature who takes damage from or fails a
or slashing damage. Beginning at 11th level, this DR
saving throw from a jutsu cast, they gain 1 rank of
increases to 6 and becomes 10 at 18th level.
corroded.
• Corrosive Quicklime: As a part of casting this jutsu, you
may force an affected creature to make a Strength saving
throw. On a failed save the target creature(s) become
restrained, as they are frozen in place by hardening lava.
They can remake their save at the end of each of their turns
to end the restrained condition inflicted by this feature.
• Vulcanized Rubber: When you would summon a structure
or Earthen construct you can reinforce it, making it
resistant to Lightning damage and giving it bonus hit
points or temporary hit points equal to twice your
proficiency bonus.
• Malleable Onyx: Malleable Onyx [Changed]: As part of the
same action used to cast a jutsu that would create a
construct or structure meant to intercept damage for you
or another creature you may comprise it entirely of onyx.
The structure gains 8 DR vs all damage. This increases to 12
at 11th level and 16 at 18th level.
Molten Core: Beginning at 18th level, you ignore treat
immunity to Fire damage as resistance, and creatures of your
choice who would begin their turns within 10 feet of you take
Fire damage equal to half your level. This ignores DR (damage
reduction).

107
YOTON CLAN JUTSU LAVA RELEASE: RUBBER DEFENSE
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Reaction, which you take when you would

LAVA RELEASE: LAVA STREAM


take damage.
Range: Self
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 4 Chakra
Range: Self (20-foot cone)
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Duration: Instant
Description: The user quickly exudes a protective coating of
Components: HS, CM
rubber around them increasing their AC by +3 and gaining
Cost: 5 Chakra
15 temporary hit points until the beginning of your next
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
turn.
Description: You combine Fire and Earth Release Chakra in
At Higher Ranks: For each rank you cast this jutsu above
your mouth before releasing a stream of lava in a cone in
D-Rank, increase the cost of this jutsu by 3, and the
front of you. All creatures in the radius of this jutsu must
temporary hit points by 10.
make a Dexterity saving throw, taking 2d6 Fire and 2d6
Earth damage and being burned on a failed save or half as
much damage on a successful one.
C-RANK
LAVA RELEASE: RUBBER BALL
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, and damage by
1d6 of each damage type and the range by 10 feet. Classification: Hijutsu
Rank: C-Rank
LAVA RELEASE: LAVA ROCK Casting Time: 1 Reaction which you take when an ally or
Classification: Hijutsu object is targeted by an enemy
Rank: D-Rank Range: 30 feet
Casting Time: 1 Action Duration: 1 Round
Range: 60 feet Components: HS, CM
Duration: Instant Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Cost: 4 Chakra Description: You quickly spit out a blob of rubber designed
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release, to protect your target. The target creature gains 20
Clash temporary hit points until the beginning of their next turn.
Description: You combine Fire and Earth Release Chakra in If they were targeted by a melee attack, the triggering
your palm conjuring a mass of lava, that you launch at a creature makes a Strength check vs your Ninjutsu save DC,
target you can see within range. Make a ranged ninjutsu being pushed back 15 feet on a failed check.
attack, on a hit you deal 2d8 Fire and 2d8 Earth damage and At Higher Ranks: For each rank you cast this jutsu above
the lava splashes outward. All creatures within 10 feet of the C-Rank, increase the cost by 3, and the temporary Hit points
original target must make a Dexterity saving throw taking by 10.
1d6 Fire and 1d6 Earth damage on a failed save.
At Higher Ranks: For each rank you cast this jutsu LAVA RELEASE: EXPANDING FLAME RINGS
above D-Rank, increase the cost of this jutsu by 3, and Classification: Hijutsu
the attacks damage by 1d8 and 1d6 of each damage type Rank: C-Rank
respectively. Casting Time: 1 Action
Range: 60 feet
LAVA RELEASE: QUICKLIME HARDENING Duration: Instant
Classification: Hijutsu Components: HS, CM, W (any Shuriken or Chakram)
Rank: D-Rank Cost: 7 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu, Bukijutsu Earth Release, Fire
Range: 30 feet Release
Duration: Instant Description: You use Lava release Chakra to augment a
Components: HS, CM Shuriken or Chakram that you have turning it into a bright
Cost: 5 Chakra red glowing piece of metal that keeps the shape of the Ninja
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release tool used. You then throw them with extreme force. Make a
Description: You gather Lava release Chakra in your mouth, ranged Ninjutsu (or Taijutsu) attack. On a hit, you deal your
before spitting out a glob of quicklime at a target. Make a weapons damage + 3d10 Fire damage.
ranged ninjutsu attack against a target you can see within All creatures within 10 feet of the original target
range. On a hit, you deal 3d6 Fire damage and the target (excluding you) must succeed a Dexterity saving throw,
must make a Constitution saving throw, gaining the burned taking 2d10 Fire damage on a failed save or half as much on
conditions on a failed save. a successful one.
If a creature burned by this jutsu, takes cold damage If a Shuriken is used for this jutsu, you reduce your
before the end of their next turn, they must succeed a ammunition die by 1 step.
Strength saving throw, being petrified for one of their turns. At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage
D-Rank, increase the cost of this jutsu by 3, and damage by by 2d10
2d6.

108
LAVA RELEASE: RUBBER WALL • When you would create an area of effect using a Jutsu with

ENHANCEMENT the Fire Release keyword, the affected space becomes


superheated with molten stone until the beginning of
Classification: Hijutsu
your next turn. Creatures who begin their turn in this area
Rank: C-Rank
gain 1 rank of the burned condition.
Casting Time: 1 Bonus Action
Range: 15 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant B-Rank, increase the cost of this jutsu by 3 and temporary
Components: HS, CM hit points by +5.
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release LAVA RELEASE: SCORCHING STREAM ROCK
Description: You slam your hands onto the ground where Classification: Hijutsu
rubber erupts from the ground directly in front of you. The Rank: B-Rank
wall is 15 feet tall, 15 feet wide, and 10 feet thick. The wall is Casting Time: 1 Action
an Earthen Construct, with an AC equal to your Ninjutsu Range: Self (60-foot line)
save DC, temporary hit points equal to 5d8+15 and Duration: Instant
resistance to piercing and slashing damage, with immunity Components: HS, CM
to bludgeoning damage. Cost: 14 Chakra
If this wall is anchored to another structure, such as a Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
wall or tree, the wall and the structure it is attached to gains Description: You coat your hand in Lava release Chakra
additional temporary hit points equal to your Ninjutsu as you punch forward creating a super-heated
ability score and gains resistance to piercing and slashing shockwave with enough heat to melt rock. All creatures
damage, immunity to bludgeoning damage and loses any structures and constructs in a 60 feet long, 5 feet wide
vulnerability to lighting damage, if any. line directly in front of you must succeed a Dexterity
At Higher Ranks: For each rank you cast this jutsu above saving throw taking 8d8 Fire damage on a failed save
C-Rank, increase the cost of this jutsu by 3, and the and gaining the burned and corroded condition. On a
temporary hit points by 1d8+5. successful save, you instead deal half damage.
All Structures that are destroyed by this jutsu melt
B-RANK becoming a molting pool of fluid that acts like Lava. Its
space becomes difficult terrain. A creature that attempts
LAVA RELEASE: LAVA CHAKRA MODE to move through the affected space takes 2d10 Fire
[CHANGED] damage and gains the burned and corroded conditions.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank, increase the cost of the jutsu by 3, and
Casting Time: 1 Action damage by 2d8.

A-RANK
Range: Self
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 11 Chakra LAVA RELEASE: PLANET-BRANDING BLAST
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Classification: Hijutsu
Description: You coat your body in lava release Chakra, Rank: A-Rank
gaining a multitude of benefits. You cannot lose Casting Time: 1 Action
concentration on this jutsu as a result of damage; Range: Self (45-foot Cube)
• You gain a +2 bonus to AC. Duration: Instant
• You gain 10 temporary hit points at the beginning of each Components: HS, CM
of your turns. Cost: 20 Chakra
• You gain Immunity to Fire and Earth damage. Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
• You gain resistance to bludgeoning, piercing, slashing Description: You punch the ground and conjure an
and Wind damage eruption of lava and magma, enough to fill a 45-foot
• You gain Vulnerability to cold damage. cube originating from you. All creatures in range, must
• You count as an Earthen construct for jutsu or features succeed a Dexterity saving throw taking 10d10 Fire
that you use that require them. damage and gaining 1 rank of burned, corroded and
• At the end of each of your turns, adjacent creatures of bruised on a failed save and half as much on a successful
your choice takes 5 Fire damage. This ignores DR (damage save.
reduction) Additionally, the affected area becomes filled with
• lava, pooling until it is covered in a thin sheet of it. For
Your [Unarmed Damage] becomes 2d6 Fire damage.
• the next 10 minutes, this area is treated as hazardous
Successful melee attacks against you deal 10 damage to
terrain filled with lava. Creatures, structures and
the attacking creature. This ignores DR (damage
constructs that would begin their turn, end their turn or
reduction).

would enter for the first time on their turn, this
Yoton clan Hijutsu increases their damage die by 1 step.
hazardous area takes 1d10 Fire damage and gains 1 rank
(D4>D6>D8>D10>D12).

of burned and weakened.
When you would create difficult terrain using a jutsu with
At Higher Ranks: For each rank you cast this jutsu
the Earth Release keyword, the affected spaces become
above A-Rank, increase the cost of this jutsu by 3,
lava pools, dealing 1d10 Fire damage to creatures who
damage by 2d10, and the cube size by 15 feet.
begin their turns in them.

109
YUKI CLAN 1 rank of Chilled. This frozen area melts at the beginning of
your next turn.
A masked shinobi stalks a group of Shinobi. They get pretty far
Beginning at 7th level, creatures who fail their
before they settle in for a rest. While resting the shinobi sense
Constitution saving throw vs this features effect suffers the
that something is off before they attempt to perform evasive
damage effect of all ranks of chilled they have and if they
maneuvers. Ice erupts from the ground creating ground spikes
fail by 5 or more they also gain 1 rank of Bruised as the
that point upward, skewing a few of the wandering shinobi. It
frost begins to bite into their muscles.
doesn’t take long before the Masked shinobi confronts the
Beginning at 15th level, creatures with ranks of chilled,
panicking group. “You have wronged the Village hidden in the
who would make their saving throw vs this effect, suffer a
Mist. You have stolen more than a fair share of village secrets
-2 penalty to its save.
and by order of lady Mizukage, you have been sentenced to
Chilled Body [Changed]: Beginning at 3 rd level you have
death.” The words come out cold, and unfeeling. Sharp and dry
a high resistance to both extreme heat and cold, finding
at the same time. The shinobi realizes the risk in dealing with a
frigid weather rather inviting as you gain the following
Member of the Yuki Clan, but they know that if they do
benefits; Your body can no longer be detected by heat
nothing, it’s already over. So, they draw their weapons and
sensing methods, you gain DR (damage reduction) vs Fire
move in to confront this foe. The Yuki behind the mask smirks
damage equal to your proficiency bonus, and you gain
before all falls below subzero in the immediate area.
resistance to cold damage.
—Tatsunami Aburame, The Long Road, Ch. 16 excerpt.
Beginning at 11th level you gain immunity to the
COLD TO THE BONE Chilled condition and beginning at 18 th level evolves as
you gain immunity to cold damage and effects caused by
The Yuki Clan is a family of shinobi found in the Land of
jutsu that deals cold damage.
Water. They were almost wiped out due to a massive Kekkei
Ice Release [Changed]: The Yuki clan has a unique
Genkai revolt held in the country. Many died, and because
talent for manifesting Ice Release due to their close
of this their bloodline splintered. They no longer share a
affinity to both Water and Wind Release. Beginning at
common family name, and are generally known as a family
7th level, you gain the second Nature release you didn’t
that in combat are nigh unbeatable.
select from Ice Release Affinity clan trait. Also, at 7th
YUKI TRAITS level, when casting a jutsu with either Wind or Water
Ability Score Increase: +2 Dex or Int, +1 Int or Cha (Int Release keywords, you can change the damage type to
cannot be chosen as the +1 ASI, if it was chosen for the +2 ASI.) cold and twice per casting, whenever you would deal cold
Speed: Your base walking speed is 30 feet. damage you can add your Ninjutsu ability modifier to the
Skill Proficiencies: Chakra Control, Ninshou damage rolled.
Ice Release Affinity: You begin with either Wind or Water Beginning at 11th level, your ice release can evolve a
Release Affinity. (Pick one) creatures chilled condition to a new level, called
Frostbite. When a creature with 5 ranks of the chilled
YUKI FEATURES condition would gain another rank of the chilled
Ice Techniques: The Yuki clan have access to a separate condition, they instead become Frostbitten, losing all
list of Jutsu unique to their clan. You can add these Jutsu to ranks of chilled as it is replaced with 1 rank of Frostbite.
your jutsu list instead of selecting jutsu from the normal A Frostbitten creature suffers the following effects.
jutsu list(s). They do not need any Nature Release to use
• A Frostbitten creature is counted as five ranks of Chilled for
their clan jutsu.
the purposes of interacting with features, traits and jutsu
Frigid Cold [Changed]: Beginning at 1st level, your
and cannot gain ranks of Chilled while they are Frostbitten.
ability to produce a combination of Wind and Water release
• A Frostbitten creature remains Frostbitten for 10 minutes.
takes shape. As a Bonus action, you can freeze over the
• A Frostbitten creature takes 5d6 cold damage
surface you are standing on within a 15-foot radius of
whenever they would move any number of feet or
yourself. You can do this twice per rest. This increases to
cast a Jutsu that requires the Mobility (M)
three times and the size of this feature increases to 30 feet
component.
at 7th level, and four times and the size of this feature
• A Frostbitten creature cannot cast Jutsu with
increases to 45 feet at 15th level. This frozen surface
counts as difficult terrain for other the Hand Seal (HS) component.
• A Frostbitten creatures speed is reduced to 5
creatures, but not for you. If you freeze
over a liquid surface, it can be converted feet and they cannot gain bonuses to speed for
back to whatever liquid it was prior when the duration.
• A Frostbitten creature takes a -5
you would cast a jutsu with the Water
Release keyword that can gain additional penalty to Dexterity saving throws,
benefits from being near a sufficient ability checks and skill check
source of Water. When you would
reach 3rd level you can choose to liquify and
refreeze the water as your allies move across it. When you
do, your allies are immune to the frozen surfaces difficult
terrain effect.
Starting at 3rd level, when you deal cold damage to a
creature, you can choose to spend a use of this feature
to freeze up to a 15-foot sphere of the environment
around the target, extinguishing any fire, freezing any
liquid and creating a layer of ice over the surround area.
This area is treated as difficult terrain and creatures who
end their turn in this area must make a Constitution saving
throw vs your Ninjutsu save DC. On a failed save, they gain

110
YUKI CLAN JUTSU D-Rank, increase the cost of this jutsu by 3 and the Domes
Hit points by 10

D-RANK ICE NEEDLE


Classification: Hijutsu
ICE DAGGERS [CHANGED] Rank: D-Rank
Classification: Hijutsu Casting Time: 1 Bonus action
Rank: D-Rank Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 50 feet Components: HS, CM
Duration: Instant Cost: 4 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release,
Cost: 4 Chakra Wind Release
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You conjure Water into the shape of a thin
Description: You collect Water particles from the air itself sword like construct in your free hand. You do not spend
and freeze them into daggers made of ice, before you throw Chakra to maintain concentration on this jutsu. The blade
them at a target creature. Make a ranged ninjutsu attack is 5 feet long, the handle is 1 foot long. The design of the
dealing 3d6 cold damage on a hit blade can be whatever you decide. If you let go of the blade
Regardless of a successful hit or not, all creatures it disperses into Water again. You can use your action to
excluding this jutsu’s caster within 10 feet of the target make a melee Ninjutsu or Taijutsu attack with the Ice
must make a Dexterity saving throw, taking 2d6 cold sword. On a hit, the target takes 2d10+Ninjutsu ability
damage and inflicting 1 rank of Chilled on a failed save or modifier cold damage.
half as much on a success. At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is
D-Rank, increase the cost of this jutsu by 3 and the damage cast at C-Rank, increase the damage by 1d10. If this jutsu is
by 1d6 for each instance of damage. cast at B-Rank, increase the number of attacks you can
make with this weapon to two. If this jutsu is cast at S-
ICE PRISON [CHANGED] Rank, increase the number of attacks you can make with
Classification: Hijutsu
this weapon to three.
Rank: D-Rank
Casting Time: 1 Action
Range: 60 feet
C-RANK:
Duration: Concentration, up to 10 minutes
Components: HS, CM
CERTAIN-KILL ICE SPEARS [CHANGED]
Classification: Hijutsu
Cost: 5 Chakra
Rank: C-Rank
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Casting Time: 1 Action
Description: You release a stream of jagged Ice crystals
Range: Self (10-foot radius sphere)
forward before they explode upward into a mist and
Duration: Instant
resolidify over a creature freezing them in place. Select one
Components: HS, CM
target creature in range. Target creature makes a Dexterity
Cost: 9 Chakra
save being stunned for the duration and gains a rank of
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Chilled as a result of being encased in ice on a failed save.
Description: You slam your palms onto the ground
A creature stunned inside the ice is deafened but can
instantly freezing the air around you creating spears of ice
otherwise see everything they normally could while
impaling everything around you, making the area this
frozen.
jutsu was casted in as difficult terrain. Creatures in this
The ice trapping the creature has an AC equal to your
jutsu radius, excluding yourself, must make a Dexterity
Ninjutsu save DC and 10 Hit points. If its hit points are
saving throw, taking 3d10 cold damage and gaining 1 rank
reduced to 0 this jutsu ends. Any excess damage is dealt
of chilled on a failed save or half as much on a successful
to the target creature. The target creature on its turn,
save.
makes a Strength saving throw to break out of the ice at
At Higher Ranks: For each rank you cast this jutsu
the end of its turns.
above C-Rank, increase the cost of this jutsu by 3 and the

ICE DOME OF NOTHINGNESS [CHANGED] damage by 2d10. If this jutsu is cast at A-Rank or higher,
increase the ranks of chilled to +2.
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you or an
allied creature within range would take damage.
Range: Self (5-foot radius)
Duration: 1 round
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Description: You quickly materialize a dome of ice
protecting yourself and creatures within 5 feet of you. The
dome of Ice intercepts all attacks until the start of your
next turn absorbing the damage until it shatters. Any
excess damage is transferred to you. The dome has an AC
equal to your Ninjutsu Save DC and 25 Hit points.
At Higher Ranks: For each rank you cast this jutsu above

111
FROZEN CAPTURING FIELD [CHANGED] with a range of Self or Touch must succeed a Dexterity
Classification: Hijutsu save, gaining 2 ranks of chilled on a failed save. Upon
Rank: C-Rank reaching the target, the Ice Tiger then explodes firing ice
Casting Time: 1 Action shards in a 30-foot radius centering on the target. All
Range: self (30 feet cube) creatures in the radius must succeed a Dexterity saving
Duration: Concentration, Up to 1 Minute throw taking 12d4 cold damage and gaining 1 rank of
Components: HS, CM Chilled on a failed save or half as much damage and no
Cost: 7 Chakra further effects on a successful save.
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release • Dragon: The Dragon forms and begins to rush at a target
Description: The ground erupts outward from you covering creature. If there is any Water or Water Release Jutsu in
a 30-foot cube across the ground freezing the feet of between you and the target creature, it immediately
creatures in range. Creatures in range must make a freezes, ending the jutsu. Creatures submerged within
Dexterity saving throw, being restrained and gaining a Water or gaining the benefits of a Water Release jutsu
rank of chilled on a failed save. Creatures captured in this with a range of Self or Touch must succeed a Dexterity
jutsu can make strength saving throw as an action on their save gaining 2 ranks of chilled on a failed save. Upon
turn to escape this jutsu. reaching the target, the dragon slams into the target
The area this jutsu affects leaves behind an Ice- creature. Creatures in a 90-foot long, 10-foot-wide line,
covered ground being treated as difficult terrain. originating from you, must succeed a Strength saving
Creatures who enter this area of this jutsu must make a throw taking 8d6 cold damage, gaining 1 rank of chilled
Dexterity saving throw to avoid falling prone on the and are push back 10 feet on a failed save or half as much
slippery surface of the ice. The Ice remains until melted damage and no further effects on a successful save.
or 1 hour has passed.
TWIN DRAGON WHIRLWIND [CHANGED]
TEN THOUSAND ICE PETALS [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (20-foot radius sphere)
Range: Self (40-foot cone) Duration: Concentration, Up to 1 Minute
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 12 Chakra
Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Release Description: You freeze the air around you and swirl it
Description: You freeze Water and air in front of you creating a localized ice storm. For the duration you
while launching it forwards creating an innumerable cannot be targeted by ranged attacks or effects that
onslaught of ice daggers that tears through everything in require line of sight. Creatures who enter the radius of
a 40-foot cone. Creatures in range must make a your whirlwind must make a Constitution saving throw.
Dexterity saving throw. On a failed save, creatures take On a failed save, they gain 2 ranks of chilled.
4d8 cold damage and gain 1 rank of chilled on a failure or Additionally, creatures within the radius of this jutsu
half as much on a success. who failed the saving throw are blinded by the strong
If a construct, structure or object would take damage Winds and ice shards slicing at their eyes for the
from this jutsu, it takes double damage as its structural duration or unless they leave the radius.
integrity is affected by the extreme cold.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d8. If this jutsu is cast at A-Rank or higher
the increase the ranks of chilled inflicted to +2.

B-RANK:
TEARING DRAGON, FIERCE TIGER
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 90 feet
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Description: You conjure a large Tiger or dragon made of
snow or ice you make. Upon casting this jutsu choose which
creature you summon which determines how the Jutsu
works and its range and effect radius.
• Tiger: The Tiger forms and begins to rush at a target
creature. If there is any Water or Water Release Jutsu in
between you and the target creature, it immediately
freezes, ending the jutsu. Creatures submerged within
Water or gaining the benefits of a Water Release jutsu

112
A-RANK:
DEMONIC ICE MIRRORS
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (20-foot radius Sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Release
Description: You create a dome of Chakra enhanced
reflective Ice mirrors. This dome encompasses a 20-foot
radius and the enhanced mirrors line the radius of the
dome. Each mirror is 4 feet wide and 6 feet tall. Upon
manifestation you create enough mirrors to occupy the
outside radius of the sphere leaving about 2 feet of space
between each mirror on each side. You meld inside one
of the Ice mirrors and gain the ability to teleport to any
other ice mirror within this jutsu’s radius, by spending 5
feet of movement.
While inside of your Demonic Ice mirrors you are
nearly imperceptible, as your ice mirrors make perfect
duplicates of yourself reflect on their surface. While in
your ice mirrors, creatures are unaware of your location.
Each time you make an attack, or use your movement to
teleport, each creature within the dome can make a
perception check at disadvantage against your Ninjutsu
Save DC at disadvantage, to find your location. Creatures
with Chakra Sight instead make this check at advantage.
You can as an action make a three ranged ninjutsu
attacks, targeting all creatures within the radius of the
Ice mirrors at once dealing 4d8 cold damage to all
creatures.
As a Reaction to creatures attempting to move more
than 10 feet while inside the radius of the mirrors you
make two Ninjutsu attack dealing 4d6 cold damage to
the target creature, reducing their movement speed to 0.
You gain 2 additional reactions which can only be used
for this jutsu’s reaction-based effect.
While inside of your Demonic Ice mirrors you gain a
+5 Bonus to AC and have advantage on Dexterity saving
throws.
Creatures inside the radius of your jutsu can move
freely throughout the radius of it. A creature who wishes
to leave the radius can make a Dexterity save attempting
to squeeze through your mirror.

113
SYMBIOTIC INSECTS [CHANGED]
CLAN FEATS Category: Clan
Prerequisite: Aburame Clan, Level 4+

BLOODLINE, LATENT You provide more than just a home for your insects to
thrive, and they provide more than just combat utility.
Category: Clan, Rare You gain the following benefits;
Prerequisite: You must take your first instance of this
• Increase your Intelligence or Wisdom score by 1, to a
feat between levels 1 and 4. If you are level 5+, you
maximum of 20.
cannot take this feat for the first time.
• You gain 60 feet of Darkvision as insects who thrive in
You have the blood of a famous clan, granting you fleeting
total darkness impart on to you their extrasensory
usage of their secret techniques. You gain the following
abilities.
benefits:
• You can go for 1 week without food or Water as the
• Select any one clan except your current clan or Non-Clan.
insects inside your body pass on their survival
• You gain 10 Bloodline Points, which can be spent to capabilities. After 1 week without appropriate levels of
purchase bloodline abilities from the chosen clan. You can food or Water, you gain 1 rank of exhaustion for every
find the listed abilities below. You retain any unspent extra day you go without.
points. • When you would complete a short rest, your insects
• You can take this feat no more than twice. transpose their energy onto you. You roll a number of
• You cannot take this feat a second time until you are level additional d4’s equal to half of your Proficiency bonus,
12+. When you do, you gain additional bloodline points for adding the result to your Chakra points regained.
the same clan you originally selected with this feat.
AKIMICHI
ABURAME
FOOD BORN HARDINESS
HIVE MINDED [CHANGED] Category: Clan
Category: Clan Prerequisite: Akimichi
Prerequisite: Aburame Clan, Level 8+ You learn to store more calories in your fat, you gain the
Your insects treat you and your body as a hive, it's queen, following benefits:
and its army. You gain the following benefits;
• Increase your Constitution score by 1, to a Maximum
• Increase your Intelligence or Wisdom score by 1, to a of 20.
maximum of 20. • Increase your Calorie count by your character level.
• When you would make a check to maintain • Increase your calorie count by an additional +1 calories
concentration on an Aburame clan Jutsu, you may every level thereafter.
instead make an Intelligence (Chakra Control) check.
• The Bug Host clan features bonus die is increased to a FAT CONVERSION [NAME/CHANGED]
d6. Category: Clan
• When you would make an Intelligence or Charisma Prerequisite: Akimichi Clan, Level 8+
saving throw to resist the effects of a Genjutsu, you You have learned to convert your Calories to provide
may use the bonus provided by your Bug Host feature additional benefits. You gain the following Benefits;
for these saving throws.
• Increase your Strength or Constitution score by 1, to a

INSECT NEST INTEGRITY [CHANGED] maximum of 20.


• As a bonus action on your turn, you can spend 5
Category: Clan
Calories and 2 Chakra die. When you do, you regain a
Prerequisite: Aburame Clan
number of chakra equal to the result of the spent
You learn to utilize the hive mind integrity of your
Chakra die + your Constitution ability score. You can
insects to cast and maintain Ninjutsu, you gain the
do this once per long rest.
following benefits:
• Akimichi clan Jutsu you cast using Calories, have their
• Increase your Wisdom score by 1, to a maximum of 20. calorie cost reduced by 1.
• You reduce the cost to maintain Aburame clan jutsu by
an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B- IRON GUT
Rank: 3, A-Rank: 4, S-Rank: 5) Category: Clan
• You learn one additional Aburame clan jutsu that you Prerequisite: Akimichi Clan, Level 4+
qualify for. You have undergone rigorous training to condition your
• You can learn and create Aburame clan jutsu in half body to absorb nutrition from anything. You gain the
the time. following benefits;
• When you would eat a consumable, such as a Blood Pill,
Military Ration Pill, or any other ingestible consumable
item, you regain 1d4 calories. You can regain calories
this way twice per short rest.
• You have resistance to the Poisoned and Weakened
Condition rolling advantage on all saving throws and
checks made to resist such conditions.
• Poison damage you take from the Envenomed
condition is reduced by 1 step (D6>D4).
• You gain advantage on skill checks and Saving throws
to resist environmental Hazards & Conditions.

114
BAKUTON RAZORS EDGE
Category: Clan
AUGMENTED EXPLOSIVES Prerequisite: Fuma Clan, Level 8+
Category: Clan You have learned how to sharpen your weapons both
Prerequisite: Bakuton Clan, Level 4+ literally and metaphorically to a point where they can
The destructive potential of your explosions have even cut through chakra. You gain the following
increased significantly. You gain the following Benefits; Benefits;

• Increase your Constitution or Intelligence score by 1, • As a bonus action you can coat your ranged weapons in

to a maximum of 20. a razor thin chakra. Until the end of your next turn,
• You gain +2 additional shrapnel die. you deal maximum weapon damage to constructs and
• When you would spend a Shrapnel Die, you instead add structures created as a result of jutsu.
twice the result. • Whenever you would score a crit with a ranged weapon
attack, you instead triple your weapons damage die. You
ART IS AN EXPLOSION! can do this twice per rest.
Category: Clan • Whenever you would roll the maximum value on an
Prerequisite: Bakuton Clan, Level 8+ ammunition die, you increase the die by 1 step, up to a
You have learned to feed into both forms of art. You gain d12.
the following Benefits;
• Increase your Constitution or Intelligence score by 1,
RANGED ARTILLERY [CHANGED]
Category: Clan
to a maximum of 20.
Prerequisite: Fuma Clan, Level 4+
• You gain the second clan Style that you did not pick at
You have expanded your mastery of Throwing weapons
1st level, gaining access to all of that Styles Hijutsu.
to also include other forms of ranged combat. You gain
• Your shrapnel die becomes a d10.
the following Benefits;

DETONATOR’S GAMBIT [CHANGED] • Increase your Dexterity or Wisdom score by 1, to a


Category: Clan maximum of 20.
Prerequisite: Bakuton Clan, Level 12+ • When you deal damage with a ranged weapon or
When something explodes, you just can’t contain Bukijutsu, reroll all 1’s and 2’s taking the second
yourself. You find that all explosions push you ever result.
closer to ecstasy. You gain the following Benefits; • Bukijutsu cast that requires a ranged attack roll,

• When you roll a Shrapnel die, you treat 1’s as 2.


cannot be made at disadvantage.
• Increase the Ammunition die of all weapons with the
• You gain +2 additional shrapnel die.
Ammunition property to a d12.
• Whenever you roll the maximum damage on a
Shrapnel Die or a Bakuton clan Hijutsu damage die add
+3 Force damage to the total damage dealt. FUTTON
• When you would cast Explosion Release: Tower of the
Sun, you instead do leave behind a corpse. If you are BROILING BODY [CHANGED]
Category: Clan
revived after casting this jutsu, you are unable to cast
Prerequisite: Futton Clan, level 4+
that ever again.
Your Chakra has a hard time not melting everything

FUMA around you from how hot it can get. You gain the
following Benefits;

LETHAL ACCURACY • Increase your Strength score by 1, to a maximum of 20.


Category: Clan • You gain a new Boiling Chakra effect called Boiling
Prerequisite: Fuma Clan, Level 12+ Strength.
Your ability to never miss has become stuff of legends o Boiling Strength. You can increase your
that even other Fuma’s gossip about. You gain the [Unarmed Damage] die by +1 until the end of your
following Benefits; next turn.
• When you would cast a Futton clan Hijutsu with the
• You gain two additional uses of your Razor-Sharp Senses
Taijutsu keyword as your Action, you can spend your
clan feature, per long rest.
Bonus action to make 2 Unarmed attacks.
• You can spend a use of Razor-Sharp Senses clan feature to
maximize your weapons damage die.
• As a bonus action, you may call your next shot, by
BROILING MIND [CHANGED]
Category: Clan
selecting one creature whom you can see within 60 feet.
Prerequisite: Futton Clan, level 4+
The first ranged weapon or taijutsu attack that deals
Your Chakra has a hard time not melting everything around
weapon damage from a weapon with the thrown
you from how hot it can get. You gain the following Benefits;
property that you make, is treated as a critical hit. You
may do this twice per long rest. • Increase your Intelligence score by 1, to a maximum of 20.
• You gain an additional +2 Boil points.
• You gain a new Boiling Chakra effect called Boiling
Power.
o Boiling Power. Select one allied creature within 15
feet of you. The next jutsu they cast that requires
concentration does not cost Chakra to maintain
concentration on for its duration, before the end
of their next turn..

115
BROILING RECHARGE a reaction, increase your AC by half your Proficiency
Category: Clan bonus until the beginning of your next turn.
Prerequisite: Futton Clan, level 8+
You can boil, boil, and boil, and never run out of steam. You WHITE CHAKRA SURGE
gain the following Benefits; Category: Clan
Prerequisite: Hatake Clan, Level 4+
• Increase your Strength or Intelligence score by 1, to a
You have begun to master your White Chakra, increasing
maximum of 20.
your potential with Lightning Release Techniques,
• You gain an additional +1 Boil points.
gaining the following benefits:
• As an Action, you can convert your Chakra into boil
points. For every 10 Chakra you spend, you generate 1 Boil • Increase your Intelligence or Charisma score by 1, to a

Point. You cannot have more than your maximum number maximum of 20.
of Boil Points using this ability. • You gain additional White Chakra equal to your
character level. You gain an additional +1 white Chakra
BROILING RAGE every level after you gain this feat.
Category: Clan
Prerequisite: Futton Clan, level 12+ PURPLE LIGHTNING
You Chakra is constantly bubbling and seems to never have Category: Clan
a limit. You gain the following Benefits; Prerequisite: Hatake Clan, White Chakra Surge, Level 12+
You have mastered your White Chakra, learning to
• You gain resistance to Acid and Fire damage.
transform it into an even stronger form known as Purple
• If you would deal Acid damage to a creature with ranks of
Lightning. granting you the following benefits;
Corroded, they must make a Constitution saving throw vs
your Ninjutsu save DC. On a failed save, they gain 1 rank of • You can convert your White Chakra, into a new form

corroded. known as Purple Lightning at the end of any rest by


• When you would cast a Futton clan Hijutsu, you can spend spending multiples of 2 White Chakra. For every 2
a bonus action, to gain temporary hit points equal to twice White Chakra spent in this way, grants you 1 Purple
the cost of the jutsu spent. These Temporary Hit points Lightning (PL). You can have up to 10 Purple Lightning
last until the start of your next turn. in this way per rest.
• Purple Lightning can be spent in the following ways;

HATAKE o Purple Surge (1 PL): By spending 1 Purple Chakra


when you cast a Jutsu with the Lightning Release
LIGHTNING ROD keyword, you add your proficiency bonus to your
Category: Clan next two damage rolls.
Prerequisite: Hatake Clan o Violet Endowment (1 PL): By spending 1 Purple
You learn to retain some of the Chakra spent, converting Lightning, you cover one limb of yours with
and molding it into white Chakra. You gain the following purple lightning. Until the end of your next turn,
benefits; weapon attacks you make deal lightning damage
and adds 3d6 Lightning damage to the first two
• Increase your Intelligence or Charisma score by 1, to a
damage rolls made from such attacks.
maximum of 20. o Amethyst Wave (2 PL): By spending 2 Purple
• When you would cast a jutsu with the Lightning Release
Lightning, when you would cast a jutsu with the
keyword without spending White Chakra, you may spend Lightning Release keyword, you manifest and
a bonus action to gain White Chakra equal to the half of create a shockwave of lightning from you. All
the jutsu’s cost. You can use this feature twice per long creatures of your choice within 30 feet of you
rest. must make a Constitution save vs your Ninjutsu
• When you would take Lightning damage, you can, as a
save DC. On a failed save they gain 2 ranks of
reaction, forcefully convert half of the damage taken into shocked that cannot be removed by normal
White Chakra. You can use this feature once per long rest. means, but lasts for 1 minute.
Lilac Overcharge (5 PL): By spending 5 Purple
LIGHTNING TAMER
o
Lightning, until for the remainder of combat, all
Category: Clan
Ninjutsu you cast with the Lightning Release
Prerequisite: Hatake Clan, Level 8+
keyword gains their overcharge effects. If the
Your ability to gauge the speed and trajectory of
jutsu cast does not have an overcharge effect,
Lightning while also reacting to these movements is
you instead upcast one of the cast jutsu by 1 rank,
unmatched. You gain the following benefits;
ignoring rank limitations. Once you use this
• Increase your Dexterity or Intelligence score by 1, to a effect, you cannot gain the benefit of it again
maximum of 20. until you complete a long rest.
• When you cast a Ninjutsu with the Lightning Release
keyword, your movement is doubled until the end of
your turn.
• When you would make a Dexterity saving throw, you
may spend either 3 White Chakra or a reaction.
Whichever you choose, you enhance your agility by
using Lightning Release, making that save at advantage
and granting yourself resistance to Earth damage until
the end of that turn.
• When you would be targeted by a jutsu with the
Lightning Release keyword or cast a Jutsu with a range
of Self with the Lightning Release keyword, you may, as

116
HEBI you would gain a level, you can switch your snakes jutsu
Known. Additionally, you can teach your snake new jutsu
APEX HERITAGE [CHANGED] by spending 3 weeks of downtime. Your Snake can learn
Category: Clan up to a maximum of 8 Jutsu.
Prerequisite: Hebi Clan, Level 4+ If your pet Snake dies. You can perform a 1-week ritual
You consumed the knowledge passed down by your to revive, replace, or find another one. This new Snake
ancestors about the truth of your blood right. You gain the has the same statistics as the one that died.

HOSHIGAKI
following benefits;
• Increase your Strength, Dexterity or Constitution score by
1, to a maximum of 20.
• Your tremor sense range is increased to 45 feet.
APEX BERSERKER
Category: Clan
• You gain +1 additional use of the Regeneration clan
Prerequisite: Hoshigaki Clan, Level 12+
feature. You gain an additional use at 11 th and 18th levels.
You have learned to tap into this bestial ferociousness
• When you deal poison damage to a creature as a result of
within you. You gain the following Benefits;
weapon damage, until the end of their next turn reduce
hit points they would regain by an amount equal to your • Increase your Strength or Constitution score by 1, to a

proficiency bonus. This is in addition to the 7 th level maximum of 20.


Poison Potency clan feature. • While you are gaining the benefits of Shark Skinned
Predator, you can perform your Apex Gaze as a bonus
SERPENTINE AFFINITY action.
Category: Clan • While you are gaining the benefits of Shark Skinned
Prerequisite: Hebi Clan, Level 4+ Predator, you are immune to the Fear and Charmed
You have mastered the art of converting Ninjutsu of Conditions.
certain nature affinities into that of a unique nature • While you are gaining the benefits of Shark Skinned
release called Serpentine Release. You gain the following Predator, you have advantage with weapon attacks
benefits; against targets with the bleeding condition.
• While you are gaining the benefits of Shark Skinned
• Select up to 3 Ninjutsu that you know, with a nature
Predator, creatures who make contested grapple
release keyword. The jutsu loses all nature release
checks against you, make their checks at disadvantage.
keywords and gains the Serpentine Release keyword.
You can switch the jutsu affected by this feature when
you would complete a Full-Rest. Ninjutsu cast with the
LIFEFORCE CONNECTION
Category: Clan
chosen keyword gains the following effects;
Prerequisite: Hoshigaki Clan, Wielder of a Legend,
o Becomes treated as a Hebi clan Hijutsu.
Level 12+
o The jutsu cast can now deals Poison damage in
You’ve put enough of yourself into your Apex Weapon
place of its normal damage. Any effects that
that it has become part of you, resonating with your
would trigger based on the jutsu’s original
chakra and becoming one with your body. You gain the
damage type as a result of class features still
following benefits;
trigger.
o Poison damage inflicted by the chosen jutsu • Increase your Strength or Constitution score by 1, to a

forces them to be unable to regain hit or chakra maximum of 20.


points until the end of their next turn. This effect • You always know where your Apex Weapon is located
counts as a conditions for the purposes of effects as long as it is within 10 miles of you. You can sense
jutsu and traits that interacts with conditions. everything within 10 feet of your weapon as if you
o If you would clash with this jutsu, you add 1d8 to were there yourself.
the result of the check. • You can spend a use of Ravenous Chakra to consume
chakra through your weapon. For the next minute,
SERPENTINE ALLY once per turn, when you would deal weapon damage
Category: Clan with your Apex Weapon, it deals chakra damage to the
Prerequisite: Hebi Clan, Level 4+ target equal to the weapons damage die. You gain the
You have found an ally in a serpent gifted to you from same amount as temporary chakra points.
your clan, or one that you've found on your adventures. • When you would use your Ravenous Chakra clan
You gain a Nin-Snake pet. This pet uses the statistics of a feature on a creature whose level is greater than or
D-Rank Snake summon and can be either Small or equal to your own, they are an Elite or Solo adversary
Medium (Your Choice). or if they have a higher Constitution ability score,
This Nin-Snake pet is always counted as your level for when you would deal chakra damage to them, you
figuring Hit Points & Jutsu Slots as well as Hit Die. Your increase the damage dealt by 1 damage die. If the
snake regains half of its spend Jutsu slots on a short rest, target has multiple resources that can be spent like
and all spent slots on a long rest. When your Nin-Snake chakra (Such as White Chakra, Calories, or even Reserve
reaches 0 Jutsu slots, it is not unsummoned or dispelled. Cells), you also reduce that resource by 2 for each
This Snake gains ASI's at the same time you do, instance of chakra damage you deal.
gaining +6 points to be distributed to any ability score up
to a maximum of 20.
This snake becomes treated as a C-Rank Snake at 10th
level gaining two of its C-Rank features. This snake
becomes treated as a B-Rank Snake at 16th level and
gains two of its B-Rank features.
This Nin-Snake pet knows 6 Jutsu of your choice, that
follow the Snake Jutsu Specialty summon feature. When

117
MONSTER OF THE MIST [CHANGED] SYMBIOTIC SHARK
Category: Clan Category: Clan
Prerequisite: Hoshigaki Clan, Level 4+ Prerequisite: Hoshigaki Clan
You've grown more in touch with the primal side of your You are one with the water and creatures that live inside
bloodline and unlocked a terrifying transformation. You it. Like pieces of a puzzle in an ecosystem, you help each
gain the following benefits; other survive. You gain the following benefits;
• Increase your Constitution score by 1, to a maximum • Increase your Intelligence score by 1, to a maximum of
of 20. 20.
• You gain another use of Ravenous Chakra. • You can now command simple minded aquatic
• You can spend one use of your Ravenous Chakra clan creatures, such as fish or sharks.
feature to enter a primally enhanced state. This causes • When casting the Summoning Technique to summon a
your teeth to grow sharper, muscles to become denser Shark tribe member, you can increase the cost by +5.
and more other shark like qualities to become more When you do you double their speed and they gain
prudent. You remain in this primal state for 1 minute, Temporary hit points equal to your level.
once per long rest and gain the following; • When you would cast a jutsu with the Combination
o You cannot use the Ravenous Chakra feature for keyword with the help of your summoned creature,
the duration of this form. you can use your Constitution in place of your
o All Ninjutsu you cast with the Water Release Charisma when calculating any bonuses granted by
keyword are under the effects of Ravenous Chakra. the combination jutsu. When you would use your
o All Ninjutsu you cast with the Water Release Constitution in this way, the cost cannot be reduced as
keyword that would clash or interact with another a result of having more creatures as a part of the
structure, construct or creature created as a result casting, only being divided evenly amongst all
of a jutsu deals additional damage to that target creatures and not gaining any additional cost
equal to your level, once per casting. reduction benefits.
o Beginning at 11th level if you would enter this
primal state while you are benefiting from the TAILLESS TAILED BEASTS
Shark Skinned Predator clan feature, Ninjutsu you Category: Clan
cast with the Water Release keyword adds your Prerequisite: Hoshigaki Clan
Constitution and Strength modifiers to the Your stamina is unmatched. Increase your Hit & Chakra
damage dealt up to twice per casting. Point total by an amount equal to your level. Thereafter,
each time you gain a level, Increase your Hit & Chakra
SHARK TOOTH [CHANGED] Point total by +1.
Category: Clan
Prerequisite: Hoshigaki Clan, Level 8+ WIELDER OF A LEGEND [CHANGED]
Your Body has begun to adapt to deep sea exploration Category: Clan
and the hunt. Your teeth grow sharper and more Prerequisite: Hoshigaki Clan, Level 8+
serrated. You gain the following Benefits; You’ve grown to love a specific weapon and take care of
it daily. In the blood of your enemies, it will be tempered
• Increase your Strength or Constitution score by 1, to a
into something legendary. You’ve learned how to use the
maximum of 20.
unique qualities of a weapon to their full potential. Pick a
• You gain proficiency in Strength saving throws while
weapon group exclusive to melee weapons (such as
you are submerged in water.
Blades). Weapons of that group are treated as your Apex
• You gain access to a Bite Attack. You can replace one or
Weapon. When you are wielding it, your Apex Weapon
more of your attacks made with the attack action, with
gains an ability based on its group;
this bite attack. Your bite attack has the following
statistics and abilities; • Blades: Your weapon ignores 4 of a creatures DR
o Deals 3d4 + Strength piercing damage. (Damage reduction).
o Creatures who take damage from your bite, must • Flail: Your weapon ignores a creatures temporary hit
make a Strength saving throw vs your Taijutsu points, always dealing direct damage to their hit
save DC, being grappled on a failed save. You can points.
only grapple one creature at a time this way. • Power: Your Weapon increases its damage die by +1 if
o When you deal 12 or more damage with a single the target is gaining the benefit of a bonus to its AC as
bite attack, the target gains one rank of bleeding. a result of a Jutsu or Trait.
• Polearm: Creatures who would cast a Jutsu that
requires Hand Signs (HS) or Mobility (M) triggers
attacks of opportunity if within this weapons range.

118
HOZUKI PRECISE STRIKES [CHANGED]
Category: Clan
GO WITH THE FLOW Prerequisite: Hyūga Clan, Level 8+
Category: Clan You have learned to use your Gentle fist in conjunction
Prerequisite: Hozuki Clan with your Byakugan far more accurately than others of
You've adapted more to using Water jutsu, making yourself similar level. You gain the following benefits;
better at manipulating your own Water. You gain the • Increase your Dexterity or Wisdom score by 1, to a
following Benefits; maximum of 20.
• Increase your Intelligence or Constitution score by 1, to a • Once per casting, when you would deal Chakra damage
maximum of 20. to a creature as a result of Hyūga Hijutsu, the target
• You gain a swimming speed equal to your movement must make a Constitution saving throw vs your
speed. Taijutsu save DC. On a failed save they lose 1 Tenacity
• You can concentrate on a third jutsu, but all jutsu you are die, if they have any.
concentrating on must have the Water Release keyword. • Once per casting, when you would choose to either
Disrupt or Block using a Hyūga clan Hijutsu, if you
HYDROFICATION EXPERT spend 1 Chakra die, you can use both effects.
Category: Clan • When you would choose to deal damage to a creatures
Prerequisite: Hozuki Clan, Level 12+ hit points, you increase your [Unarmed Damage] to
You adapted more to using Water jutsu, making yourself 2d6. This increases to 3d6 at 11 th level.
better at manipulating your own Water. You gain the
following Benefits; INUZUKA
• Increase your Strength or Constitution score by 1, to a
maximum of 20. NIN-DOG TRAINING
• Ninjutsu, you cast with the Water Release keyword and no Category: Clan
Prerequisite: Inuzuka Clan
other nature release keyword, can use your Constitution as
You Train with your Nin-Dog enhancing its potential
your Ninjutsu ability modifier.
• Your other Hijutsu gain the benefits of you Hydrofication and allowing it to last longer in a fight, you gain the
following benefits:
even when you are not concentrating on it.
• Increase both your own and your Nin-Dog’s Strength
HYŪGA or Dexterity score by 1, to a maximum of 20.
• Your Nin-Dog's Hit Point maximum increases by your
BRANCH FAMILY TRAINING level. Their hit point maximum is increased by +1 each
Category: Clan time you would gain a level.
Prerequisite: Hyūga Clan • Your Nin-Dog can learn 1 Inuzuka clan Hijutsu that
You train with members of the other branch of your clan, you qualify for, without you needing to know it.
you gain the following benefits: • You and your Nin-Dog are always able to sense each

• Increase your Dexterity or Wisdom score by 1, to a


other’s location so long as you are both within 10
miles of each other.
Maximum of 20.

SPECIALIZED TRAINING
• You can learn jutsu from the opposite branch. If you
are a main branch, you can learn side branch Hyūga
Category: Clan
Jutsu. If you are a side branch you can learn main
Prerequisite: Inuzuka Clan
branch Hyūga Jutsu.
Your Nin-Dog has gone through intense training with
• You learn one additional Hyūga clan Hijutsu that you
the clan, returning to you to show you the results;
qualify for.
• You can create and learn Hyūga clan Hijutsu in half the • Increase both your own and your Nin-Dog’s Strength

required time and with half the required cost. or Dexterity score by 1, to a maximum of 20.
• Your Nin-Dog gains a feat. This feat must be from the
EFFICIENT BYAKUGAN [CHANGED] General, Chakra, Critical, or Taijutsu category (Except
Category: Clan Taijutsu Archivist)
Prerequisite: Hyūga Clan, Level 4+ • Your Nin-Dog gains 1 Dog/Wolf Special feature that
You have found a way to Reduce the strain the Byakugan they qualify for.
has on you. You gain the following benefits; • Your Nin-Dog gains any one, nature release you have,

• Increase your Dexterity or Wisdom score by 1, to a


and learns 1 Jutsu of C-Rank or lower with this Nature
Release Keyword. This jutsu cannot have the Fuinjutsu
maximum of 20.
• You gain 1 additional Byakugan ability from the
Keyword or the Chakra Seal (CS) Component. You can
switch this jutsu over 1 week of downtime.
Byakugan clan feature. You gain an additional one
when you would reach 15 th level.
• Your Byakugan can now tell when a creature is under
the effect of a Ninjutsu, Taijutsu, Genjutsu, feature or
trait that costs Chakra of any type.

119
WEAPONIZED NIN-DOG MAGNETIC PULL
Category: Clan Category: Clan
Prerequisite: Inuzuka Clan Prerequisite: Jiton Clan, Level 8+
Your Nin-Dog has passed specialized training that You use your magnetic Chakra to pull attacks towards your
allows them to use conventional weaponry. They gain jutsu. You gain the following benefits;
the following benefits. • When you cast a Jiton Clan Hijutsu that deals damage,
• Increase both your own and your Nin-Dog’s Strength you can give it the Clash Keyword.
or Dexterity score by 1, to a maximum of 20. • When you initiate a clash with a Jiton Clan Hijutsu, you
• Your Nin-Dog gains proficiency in simple and martial roll an additional 1d6, adding it to the result of the clash
weapons, in addition, his mouth count as a hand for check.
the purpose of holding weapons. A Nin-Dog can't use • When a creature you have marked with your Magnetic
his bite attack while holding a weapon this way. A Mark clan feature, casts a ninjutsu or Taijutsu, you can
Nin-Dog can make a weapon attack in place of any Bite use your reaction to become the target of the jutsu and
attack they would make. immediately cast a Jiton clan Hijutsu that deals damage,
• Your Nin-Dog learns up to two Bukijutsu following initiating a clash. You can use this feature twice per long
your maximum rank known limitations. You and your rest.
dog can spend 1 week of Downtime switching these
jutsu with another. JUGO
• You can teach your Nin-Dog new bukijutsu this way,
by spending 3 weeks of downtime with them, being JUGGERNAUT
able to learn a maximum of 5 Bukijutsu in this way. Category: Clan
Prerequisite: Jugo Clan, Level 12+
JITON Your potency in your Enhanced Form is so overwhelming
you can alter your body's size;
IRON POISONING • Increase your Strength or Constitution score by 1, to a
Category: Clan
maximum of 20.
Prerequisite: Jiton Clan, Level 8+ • While you are gaining the benefits of Raw Chakra Form,
You have learned to imbue deadly poison within your jutsu.
you become large sized, your reach increases by 5ft and
You gain the following benefits
your bulk limit is multiplied by 2.
• Increase your Constitution or Intelligence score by 1, to a • While you are gaining the benefits of Raw Chakra Form,
maximum of 20. you reduce incoming damage by an amount equal to your
• When you cast a jutsu with either the Earth or Wind Raw Chakra die + Proficiency bonus.
release keywords, you can change the damage type to
poison. NATURE’S ALLY
• When you deal poison damage, you can force the target Category: Clan
to make a Constitution saving throw vs your Ninjutsu Prerequisite: Jugo Clan
Save DC, becoming poisoned for 1 minute on a failed Your raw Chakra has connected you to the animal
save. You can use this feature a number of times equal to kingdom;
your Ninjutsu ability modifier per long rest. • Increase your Wisdom score by 1, to a maximum of 20.
• You have ability to communicate with animals and
GUARDIAN SPIRIT understand what they are saying. Animals are inclined to
Category: Clan
be friendly towards you, and will often assist in helping
Prerequisite: Jiton Clan, Level 8+
you complete tasks. Furthermore, you are able to cast the
The metal dust or sand you manipulate has seemingly
Beast Senses jutsu at no cost as if you knew it.
gained a will of its own. The Absolute Defense, it guards
your blind-spots and protects you from harm. You gain the SHAPESHIFTER’S ARSENAL
following benefits; Category: Clan
• You have advantage on saving throws against effects Prerequisite: Jugo Clan
that would move you against your will, and reduce the You have learned to transform your arms into weapons to
distance of any knock-back effects by half. utilize in combat, freeing the need to wield any ever;
• You gain a number of special reactions, you may use • Increase your Strength or Constitution score by 1, to a
these reactions even when surprised, and they do not maximum of 20.
count as using your reaction for the round. You may use • As a bonus action, you can transform one or both of
these features a number of times equal to your your arms into a melee weapon you are proficient in. If
proficiency bonus per long rest. Using this feature while the weapon is two-handed, you must use both your
surprised expends two uses. arms.
o When targeted by an attack roll, you can cause that • Weapons made this way count as unarmed strikes for
attack to have disadvantage against you. the purposes of the Jūgo Clan's abilities and jutsu
o When making a saving throw against an effect that • By spending 2 Raw Chakra die, you may grant one of
would have a reduced effect on a successful save, your weapon hands a melee weapon property it does
you can roll 1d6 and add the result to your save. If not normally possess and increases its damage by the
you succeed, you instead take no damage and no result until the end of your next turn.
additional effects.

120
KAGUYA KURAMA
ARMOR OF BONE [CHANGED] ADVANCED COILS
Category: Clan Category: Clan
Prerequisite: Kaguya Clan Prerequisite: Kurama Clan, Level 10+
You’ve learned to use your clan techniques not to just Your ability to manifest Onijutsu coils have become
create extensions of your body but to fortify your body almost untethered from this reality. You gain the
itself; following benefits.
• Increase your Strength or Constitution score by 1, to a • You gain +3 Onijutsu Coils.
maximum of 20. • You learn one more Onijutsu.
• While you are gaining the benefits of the Dance of the • When you would complete a short rest, you regain a
Larch clan Hijutsu, you gain a bonus to your AC equal number of Onijutsu Coils, equal to your Genjutsu ability
to half of your Constitution ability modifier. modifier. You can only regain coils in this way, twice
• Once per turn, if you would cast Dance of the Willow per long rest.
while you are benefiting from this feats bonus to AC,
you add the damage Dance of the Larch would do to GENJUTSU MATRIX
your damage roll. Category: Clan
• max of 10 Skeletal slots in this way. Prerequisite: Kurama Clan, Level 8+
Your understanding of Reality, has allowed you to see
BATTLE HARDENED through any and everything that could even be assumed as
Category: Clan illusionary. You gain the following benefits.
Prerequisite: Kaguya Clan, Level 4+ • Increase your Wisdom or Charisma score by 1, to a
Through many battles, you have developed strategies to maximum of 20.
overwhelm your enemies with frightening accuracy. You • You learn two more Onijutsu.
gain the following Benefits; • You can use three different Onijutsu at once. You can do
• Increase your Strength or Dexterity score by 1, to a this twice per long rest.
maximum of 20.
• You can gain advantage on a Kaguya clan Hijutsu’s ILLUSORY FOCUS [CHANGED]
attack if you are targeting a creature who has targeted Category: Clan
you within the last round. You can gain advantage in Prerequisite: Kurama Clan, Level 4+
this way twice per rest. You have trained yourself to the point where you can
• When you make a melee weapon attack against a concentrate on genjutsu almost subconsciously. You
creature where your attack result is 5 higher than the gain the following benefits.
target AC, on a successful hit where you deal damage, • Increase your Wisdom or Charisma score by 1, to a
you reduce the targets speed by half, until the end of maximum of 20.
their next turn. • When you make a Constitution (Chakra Control) check
• You have learned to maneuver in a way that increases
to maintain concentration on a Genjutsu, add your
your combat range. All attacks made with your Bone Genjutsu Resistance bonus to the check.
Weapons gain the Reach property. If the weapon • You can concentrate on up to 3 Genjutsu of C-Rank or
already has the Reach property, it instead gains a lower at once. If you are concentrating on any Jutsu
second rank of Reach. that isn’t a Genjutsu of C-Rank or lower, you can only
concentrate on 2 jutsu as normal.
CALCIFIED ARMORY [CHANGED]
Category: Clan MIND OVER MATTER [CHANGED]
Prerequisite: Kaguya Clan, Level 4+ Category: Clan
Your skeleton is perfection. Your bone is Art. You gain Prerequisite: Kurama Clan, Level 4+
the following Benefits; Your genjutsu has become more deadly, due to repeated
• Increase your Strength or Dexterity score by 1, to a use. You gain the following benefits.
maximum of 20. • Increase your Wisdom or Charisma score by 1, to a
• Your skeleton is a work of art. So much so that you
maximum of 20.
learn how to infuse Weapon or Armor seals directly on • Add your proficiency bonus to damage dealt with
it with intense focus and training. You gain 4 Skeletal Genjutsu you cast, even if it already adds it.
slots, which you can use to place purchased weapon or • Reduce the Chakra cost of your Onijutsu by 1 for each
Armor seals directly on your Skeleton. Onijutsu used at once. (Ex. If you use 2 Onijutsu at once,
o If Weapon seals, their effects apply to all Bone you reduce the cost of each, by 2, resulting in a final cost of
Weapons you create. 6, instead of 10.)
o If Armor seals, any Armor bonuses is treated as
flat bonuses to your AC. You cannot gain the
benefit of Armor seals if you are wearing armor
that has its own Armor seals.
• You can take this feat more than once. Each time you
do, you gain +3 additional Skeletal slots. You can have
a max of 10 Skeletal slots in this way.

121
REALITY BENDER NAMIKAZE
Category: Clan
Prerequisite: Kurama Clan, Level 16+ SUPERIOR SPEED
You have deepened your control of the perceived reality. You Category: Clan
gain the following benefits. Prerequisite: Namikaze Clan, Level 4+
• Your Genjutsu Resistance bonus is increased by +2. You learn to use your innate speed and jutsu to better
• The cost reduction from Genjutsu Specialty is increased to: protect yourself. You gain the following Benefits;
(D-Rank: 2, C-Rank: 3, B-Rank: 4, A-Rank: 5, • Increase your Dexterity score by 1, to a maximum of 20.
S-Rank: 6.) • You gain a +2 bonus to Dexterity saving throws you
• You treat successes as Critical successes when you pass a make.
Genjutsu save. • Your speed Increased by 10 feet.
• If you pass a Genjutsu save, you may as a reaction attempt • You gain an additional +2 Speed Die.
to cast the jutsu back on the caster. Make a Wisdom
(Illusions) check vs the targets Genjutsu save DC. On a SWIFT SHIELD
success, you cast the jutsu right back at them. Attempting Category: Clan
this reaction requires you to have all the necessary Prerequisite: Namikaze Clan, Level 8+
keywords and components associated with the jutsu. You move so fast, that you become virtually immune to
damage when you choose to be. You gain the following
KURU Benefits;
• Increase your Dexterity score by 1, to a maximum of 20.
ADEPT KURUGAN [NEW] • You gain resistance to Wind and Lightning damage.
Category: Clan • When you would make a Strength saving throw, you can
Prerequisite: Kuru Clan, Level 4+
instead make a Dexterity saving throw. You can switch
You have begun to master your Kurugan through intense
saving throws in this way twice per long rest.
training. You gain the following benefits; • As a reaction, you can spend 3 Speed Die, to cause an
• Increase your Constitution or Wisdom score by 1, to a attack to automatically miss.
maximum of 20.
• While you are gaining the benefit of your Kurugan, you SPEED BLITZ
cannot be surprised. Category: Clan
• Your Kurugan is constantly viewing glimpses into the Prerequisite: Namikaze Clan, Level 4+
future, seeing beyond the current and living partially in After intense training you learn to use your speed to grant
the future. You gain immunity to the Dazzled and you additional techniques. You gain the following
Demoralized conditions. Benefits;
• You gain the following Supernatural Speed Options.
YANG CHAKRA ADEPT [CHANGED] o Soaring Rush: When you roll initiative, you can
Category: Clan
spend any number of Speed Die, adding the result
Prerequisite: Kuru Clan, Level 8+
to your Initiative. If you are the first to go in
You have begun to master the other half of your Yin/Yang
initiative as a result of this, you have advantage on
Release. You gain the following benefits;
the first attack roll you make.
• Increase your Constitution score by 1, to a maximum of o Reflexive Assault: As a reaction at the end of your
20. turn, you can spend 3 Speed Dice to gain an
• Taijutsu and Bukijutsu you cast ignore half of a creatures additional action. Doing this more than once per
Jutsu based damage reduction. long rest, increases your exhaustion by 1 rank.
• By spending 1 Hit die when you would make a o One with the Wind: After casting a Jutsu with the
concentration check, Taijutsu and Bukijutsu you Wind Release keyword, you can spend 1 speed die
concentrate on cannot be ended as a result of failing that increasing your speed by 5 times the result until
concentration check. the end of the current turn, you also ignore all
difficult terrain until the end of the current turn.
YIN CHAKRA MASTERY
Category: Clan
Prerequisite: Kuru Clan
You've mastered the imitation of nature release jutsu with
your Yin Chakra. You gain the following Benefits:
• Increase your Constitution or Wisdom score by 1, to a
maximum of 20
• Choose one of the 5 nature releases: Earth, Wind, Fire,
Water, Lightning. You can add jutsu of the corresponding
Keyword to your jutsu list. However, when you do so, the
jutsu loses the nature release keyword, gaining the Yin
Release keyword.
• Ninjutsu with the Yin Release keyword deals necrotic
damage in place of any damage types they list. Any effects
that would trigger based on the jutsu’s original damage
types still trigger.
• Ninjutsu with the Yin Release keyword are treated as
Kuru clan Hijutsu, for the purpose of interacting with
Kuru clan features.

122
NARA RANTON
INTELLIGENT DESIGN [CHANGED] STORM CURRENT [CHANGED]
Category: Clan Category: Clan
Prerequisite: Nara Clan, Level 4+ Prerequisite: Ranton Clan, Level 4+
Your genius is so great, that it sometime scares you. You You learn to more masterfully control Storm Release. You
gain the following Benefits; gain the following Benefits;
• Increase your Intelligence score by 1, to a maximum of • Increase your Dexterity or Intelligence score by 1, to a
20. maximum of 20.
• You may select two skills to gain proficiency in. • Once per turn, when you would cast a Ranton clan
• You can active your Coordinate clan feature as a Bonus Hijutsu, you can conjure a source of water that fill a
Action on your turn. space that can hold it. This source of water can be used
• When you would complete a short rest, you regain 2 to cast Ninjutsu with the Water release keyword.
uses of the Master Tactician clan feature. You can regain • Ranton Hijutsu you cast reduces their cost by an
uses of this feature once per long rest. amount equal to their rank. (D-Rank: 1, C-Rank: 2,
B-Rank: 3, A-Rank: 4, S-Rank: 5.)
LAZY SAVANT [CHANGED]
Category: Clan STORMING RAIN [CHANGED]
Prerequisite: Nara Clan Category: Clan
You’re a prodigy, yet lazy. You know how to win the game, Prerequisite: Ranton Clan, Level 12+
but playing it is just too much trouble. You find yourself You have become a master of Water and Lightning around
taking longer to get ready, though this laziness brings out you. You gain the following benefits;
your best. You gain the following Benefits; • You become resistant to Cold and Lightning damage.
• Increase your Intelligence or Constitution score by 1, to • Ranton Clan Hijutsu you cast that creates an area of
a maximum of 20. effect increases the size of the area by +10 feet.
• You may select a skill to gain expertise in. • When you are near a sufficient source of water, you
• When you would take a short rest, you may double the cannot have the base cost of your jutsu increased by any
length of time it takes you to finish. When you do, you hostile effects or conditions.
may roll 2 bonus Hit and Chakra die and regain the
result. (You gain this benefit when you complete a Long STORMING WAVES [CHANGED]
rest as well.) Category: Clan
• Over the course of a short or long rest, you can roll Prerequisite: Ranton Clan, Level 4+
1d20, record the result. When a creature you can see or You learn to more masterfully control the Water half of
hear would make an attack, skill check or saving throw, Water Release. You gain the following Benefits;
you may switch their d20 result, with your previously • Increase your Dexterity or Intelligence score by 1, to a
recorded result. You may gain the benefit of this feature maximum of 20.
twice per Long-Rest. • Ninjutsu you cast with the Water Release keyword are
exponentially more conductive. Once per casting, a
OVERWHELMING INTELLECT [CHANGED] creature with the Chilled condition takes additional
Category: Clan lightning damage equal to your proficiency bonus when
Prerequisite: Nara Clan, Level 8+ they would take lightning damage.
You mind is so potent; your thoughts alone include ways to • Ninjutsu you cast with the Water Release keyword are
supersede those around you. You gain the following
passively charged with storm release chakra. Once per
Benefits;
turn, when you would cast a jutsu with the keyword,
• Increase your Intelligence score by 1, to a maximum of 20. you can spend 1 Chakra die. When you do, you increase
• Once per Long Rest, you can recover a use of your the damage die by 1 step (D4>D6>D8>D10>D12).
Coordinate clan feature by completing a short rest.
• You can now spend a use of your Master Tactician clan
feature to give one allied creature a Tactical Die as a Bonus
action, on your turn. When you do, they can choose to add
it to any one; Attack roll, Saving throw, Skill/Ability check
of their choice. An allied creature can retain this Tactical
Die until either the end of Initiative, or 1 minute has
passed, whichever comes first.
• You can spend a use of your Genius Potential clan feature
to take any one Skill-Action, that costs an Action, as a
Bonus Action.

123
RYU SARUTOBI
D-FIGHTER [CHANGED] BEACON OF FIRE
Category: Clan Category: Clan
Prerequisite: Ryu Clan, Level 12+ Prerequisite: Sarutobi Clan, Level 8+
When you enter your Dragons Rage, the tips of your hair also Your presence on the battlefield is felt by all, and your
gains the color of your dragons elemental affinity and sheer willpower to push through a tough situation helps
begins to stand up on its own and exhibit properties similar other find confidence within themselves as well. You
to that of your chosen affinity such as sparks of electricity or gain the following Benefits;
embers of fire jumping. You gain the following benefits; • Increase your Charisma score by 1, to a maximum of
• Ryu clan jutsu you cast that grants you temporary hit 20.
points or deals damage of any type, increases their total • When you would spend Focus Points, all allied within
results by your Proficiency bonus. 30 feet of you, gain a +X bonus to their next attack roll,
• Your Dragon Claws damage die and all Ryu Clan jutsu you saving throw or skill check before the end of their next
cast increases their damage die by 1 step. (D4>D6>D8> turn, where X equals the number of Focus Points spent
D10>D12). in a single instance.
• While you are gaining the benefits of Dragons Rage, you • By spending an additional +1 Focus Point when you
do not need to spend Chakra to maintain concentration on activate an ability granted by your Inheritors of the Will
Ryu Clan Hijutsu, but you also cannot concentrate on of Fire clan feature, you may select one ally within 30
anything except Ryu Clan Jutsu. feet of you. They gain the same bonus or effect until
the end of their next turn.
DRAGON’S BLOOD • As a reaction, you can spend 2 Focus Points to reroll
Category: Clan any saving throw or skill check, against any 1
Prerequisite: Ryu Clan, Level 4+ condition you are currently suffering from.
You have learned to tap into the blood of the dragons that
run through your veins, controlling it like you would any COMBINATION MASTER
normal chakra flowing through you. You gain the following Category: Clan
Benefits; Prerequisite: Sarutobi Clan, Level 8+
• Increase your Strength, Dexterity, or Constitution score Through hard work, training, and sheer luck, you are
able to imitate a Kekkei Genkai using your natural born
by 1, to a maximum of 20.
• You can use Intelligence in place of Strength for unarmed Nature Affinities. You gain the following Benefits;
attacks and damage, using your Dragon Claws damage die. • Increase your Intelligence score by 1, to a maximum of
• While you are wielding a Katana, you can spend 1 Chakra 20.
die. When you do, for the next minute your Katana • You may learn or create jutsu with both nature Release
becomes bathed in Draconic chakra, increasing its Keywords granted by your Advanced Nature
damage die by +1. Transformation clan feature. Select one clan, whose
• Ryu clan Hijutsu you cast, that initiate a clash, you always Hijutsu have both nature releases you have as a result
roll at Advantage. of your Advanced Nature Transformation clan feature.
You can learn their Hijutsu, but they lose the Hijutsu
TRUE DRAGONS BLOOD keyword for you only. Jutsu learned in this way can
Category: Clan only be learned through spending downtime.
Prerequisite: Ryu Clan, Level 8+ • You can spend 2 Focus Points to forcefully combine
The power of the Dragon’s rage within you has bubbled Nature Releases. A jutsu you cast with only 1 Nature
forth manifesting in ways other Ryu Clan members could Release, gains another nature release that you can
only dream of. You gain the following Benefits; cast, dealing an additional 3 damage die worth of
• Increase your Strength, Dexterity, or Constitution score damage of the second nature Releases damage type.
by 1, to a maximum of 20.
• Select a Second nature release from the Blood of the ELEMENTAL FLUX
Category: Clan
Dragon clan feature. Ryu Hijutsu now deal half of your
Prerequisite: Sarutobi Clan, Level 12+
original nature releases damage and half of your new
Your mastery of the elements expands beyond that of
dragon’s damage. If the damage value is odd, your
even other Sarutobi clan members. Having now learnt or
original damage type will always deal the most damage
mastered up to 3 elements, your arsenal of jutsu far
between the split.
• All Ryu clan jutsu and your Dragon Claws damage deals an
wider. You gain the following Benefits;
additional die of damage, while you are benefiting from • Select one nature release you do not have. You gain the
Dragons Rage clan feature. (If they deal damage) chosen nature release and it gains the benefits of your
• When you activate Dragons Rage, you may roll a Chakra Advanced Chakra Control clan feature.
die, gaining three times result as both Temporary Hit and • You learn 1 additional D-Rank, C-Rank and B-Rank
Chakra points for the duration of your Dragons Rage. jutsu with the same nature release chosen by this
Temporary hit points gained in this way can be added to feature. These jutsu do not count against your jutsu
Ryu Clan Hijutsu that grant Temporary hit points. known limitation. Beginning at 16 th level, you learn 1
additional A-Rank jutsu following the same
limitations.

124
GUARDIANS OF WILL [CHANGED] PERSONIFIED LEADERSHIP [CHANGED]
Category: Clan Category: Clan
Prerequisite: Sarutobi Clan, Level 4+ Prerequisite: Senju Clan, level 8+
You have enhanced your jutsu to further protect the will Your lineage has always been leaders for their own and
of Fire. You gain the following Benefits; previous generations. People follow you for both your
• Increase your Strength, Intelligence, or Wisdom score heritage and your strength. Your ancestors would be proud.
You gain the following Benefits;
by 1, to a maximum of 20.
• Once per turn, when you would deal damage with a • Increase your Strength or Charisma score by 1, to a
Jutsu, you may add a bonus to your damage roll equal maximum of 20.
to your Proficiency, if you do not already. • As an action on your turn, you can embolden all allied
• Jutsu you cast that are gaining the benefit of your creatures who can see or hear you within 30 feet. Make a
Advanced Chakra Control clan feature, ignore Strength or Charisma check vs a DC 15. On a success you
resistance. embolden all allies around you with the will of the Senju.
Each allied creature of your choice within range gains 2
HOST OF FLAMES Senju Cells which they can use in any way listed under the
Category: Clan Mitotic Regeneration clan feature, using your level and
Prerequisite: Sarutobi Clan, Level 4+ constitution modifier to determine die sizes and
The Fire inside you begins to grow, even affecting those benefits. A creature can only gain the benefit of this
around you, making your will infectious. You gain the feature twice per long rest.
following Benefits; • As an action on your turn, you can inspire all allied

• Increase your Strength, Intelligence, or Wisdom score creatures who can see or hear you within 30 feet. Make a
by 1, to a maximum of 20. Strength or Charisma check vs a DC 17. On a success all
• You can spend 2 Focus Points to automatically upcast a allied creatures (excluding yourself) of your choice within
jutsu without spending Chakra if able. range gains 1 additional bonus action or an additional
• You can spend 4 Focus Points to regain a number of hit reaction until the end of their next turns. A creature can
points equal to 4d10+ Your level. be in spired in this way once per long rest.
• You can spend 5 Focus Points to automatically succeed • When you would make a Saving throw against a jutsu

a saving throw. with the Fuinjutsu keyword or a creature attempting to


seal or teleport you in any way, you can choose to switch
SENJU the saving throw to a Strength save. You can switch saves
in this way twice per long rest.
HASHIRAMA’S LEGACY [CHANGED] PROGENITOR OF WILL
Category: Clan
Category: Clan
Prerequisite: Senju Clan, Level 4+
Prerequisite: Senju Clan, level 8+
The blood of the First Hokage, runs through your veins,
You have a will that isn’t formed through training, events
providing you unmatched vitality. You cannot take this
or circumstances. This will be born as a result of your
feat if you have another Legacy Senju clan feat. You gain
lineage. Your will is passed down from generation to
the following Benefits;
generation. You gain the following Benefits;
• Increase your Strength or Constitution score by 1, to a
• Increase your Constitution or Wisdom score by 1, to a
maximum of 20.
maximum of 20.
• Whenever you would regain hit points as a result of
• When you would cast a Senju Hijutsu using your
spending Hit die, targeting yourself with jutsu,
Constitution as your Ninjutsu ability modifier, you add it
features or Items that restore hit points, or using the
to your damage rolls.
Mitotic Regeneration clan feature, you regain
• You cannot have your memories of your allied creatures
additional hit points equal to your Constitution
altered or manipulated in any way. A creature who would
modifier once per casting, item use or feature
attempt to do so finds it impossible to alter them by any
activation up to twice per rest.
means.
• Increase your Hit Point total by your level. Whenever you
• You cannot be forced to harm or betray your allies as the
would gain a level here after increase your hit point total
result of a Jutsu that would normally cause you to act
by +1.
against your will. If a creature would forcefully
• Constructs, Structures and creatures summoned or made
command or control you to act against your will, in an
by your Senju clan Hijutsu gain a +1 bonus to their AC
attempt to betray or harm any creature you consider an
and +10 bonus hit points.
ally, you are able to ignore those commands and
automatically prevent yourself from acting towards such
a goal, regardless of the rank of jutsu cast.

125
TOBIRAMA’S LEGACY MURDERING HELLFIRE OF MAJESTIC
Category: Clan VIOLENCE AND DESTRUCTION
Prerequisite: Senju Clan, level 4+ Category: Clan
The blood of the Second Hokage, runs through your veins, Prerequisite: Shakuton Clan, Level 4+
providing you unmatched Wisdom. You cannot take this The motes of flame you manifest increase in intensity. You
feat if you have another Legacy Senju clan feat. You gain gain the following Benefits;
the following Benefits;
• Increase your Intelligence score by 1, to a maximum of
• Increase your Intelligence or Wisdom score by 1, to a 20.
maximum of 20. • Your Scorch Die increase in size by 1 Step.
• When you would deal Earth damage with your Wood (D4>D6>D8>D10>D12)
Release clan feature, you can choose to instead deal Cold • When you would cast Scorch Release: Scorching Murder,
Damage. increase the number of motes you create by an amount
• Select a number of Ninjutsu with the Water release equal to the rank it was cast at. (D-Rank/C-Rank: 1,
keyword that you know, equal to your Proficiency Bonus, B-Rank/A-Rank: 2, S-Rank: 3)
that does not have the Hijutsu keyword. Those Jutsu
gains the Hijutsu keyword and counts as a Senju Hijutsu LIFE ENDING VIOLENCE [CHANGED]
for the purpose of triggering Senju Clan Features. You Category: Clan
can switch these jutsu when you would complete a long Prerequisite: Shakuton Clan, Level 8+
rest. The motes of flame you manifest can burn away anything
in their path. You gain the following Benefits;
TSUNADE’S LEGACY • Increase your Intelligence score by 1, to a maximum of
Category: Clan
20.
Prerequisite: Senju Clan, Level 4+
• Your Scorch Die increase in size by 1 Step.
The blood of the Fifth Hokage, runs through your veins,
(D4>D6>D8>D10>D12)
providing you unmatched fortitude and intellect. You
• Shakuton Hijutsu you cast that affects an area, increases
cannot take this feat if you have another Legacy Senju clan
the size of the affected area by +10 feet.
feat. You gain the following Benefits;
• For every 2 Scorch die you spend as part of casting a Jutsu
• Increase your Strength or Intelligence score by 1, to a that deals fire damage, you reduce the cost to maintain
maximum of 20. concentration on the chosen jutsu by -1.
• You can learn and create jutsu with the Medical keyword
that does not deal damage. SHIKIGAMI
• You have found alternative uses for your Senju Cells. You
can spend them in the following alternative ways. KIRIGAMI
creature in the following ways based on the action spent; Category: Clan
o As an action, by spending 2 Senju Cells, you remove 1 Prerequisite: Shikigami Clan
rank of any Physical or Elemental condition a willing You learn to rapidly craft with paper, even faster than your
creature other than yourself that you touch is peers. You gain the following Benefits;
afflicted by.
• Increase your Intelligence or Dexterity score by 1, to a
o As an action, you can spend any number of cells you
maximum of 20.
have on a willing creature other than yourself that
• When you would gain the benefits of a long rest, you may
you touch. For every 2 Senju Cells you spend, the
create a number of paper-based items listed within your
creature regains 1d6 + Your Ninjutsu ability modifier
Papercraft clan feature equal to your proficiency bonus.
hit points.
Due to them being hastily created, they become inert

SHAKUTON when you would take a short rest.


• Paper based Ninja tools listed within your Papercraft clan

ENDLESS SPIRAL OF BURNING DEATH AND feature, has their save DC increase by 1, and deal an
additional die of damage.
NEVER-ENDING HATRED [CHANGED]
Category: Clan
Prerequisite: Shakuton Clan, Level 4+
Your flames become more powerful, as you inject more
Wind Release Chakra into them. You gain the following
Benefits;
• Increase your Intelligence score by 1, to a maximum of
20.
• All Shakuton Clan Hijutsu deals bonus damage equal to
your Ninjutsu ability modifier, twice per casting.
• Your Scorch Die increase in size by 1 Step.
(D4>D6>D8>D10>D12)

126
ORIGAMI CRYSTAL SOUL
Category: Clan Category: Clan
Prerequisite: Shikigami Clan, Level 8+ Prerequisite: Shoton Clan, Level 8+
The things you make, are far more deadly than most gives Your Crystal release chakra, is so solid, that it becomes the
them credit for. You gain the following Benefits; basis of your soul and fighting spirit. You gain the
• Increase your Intelligence or Dexterity score by 1, to a following Benefits;
maximum of 20. • Increase your Constitution or Charisma score by 1, to a
• When you cast a Shikigami Hijutsu, you may spend 5 maximum of 20.
Chakra. If you do, that jutsu can gain the benefit of one • Ninjutsu you cast with the Earth Release keyword that
of the Paper Expert clan features 7th level effect, as if the creates an earthen construct, that requires concentration,
jutsu cast was one of the chosen Ninja tools (Select one of no longer counts as being concentrated on.
the ninja tools when you use this Feat, you do not spend a • Shoton clan Hijutsu you cast, that requires
bonus action or any additional chakra to satisfy the concentration, no longer require chakra to maintain
requirements of this Feat.) This bonus can only be applied concentration.
once per casting.
• Paper based ninja tools listed within your Papercraft Clan CRYSTAL ASCENSION
feature, has their save DC increase by 1, and deal an Category: Clan
additional die of damage. Prerequisite: Shoton Clan, Level 12+
• When you would create ninja tools using the Papercraft Your Crystal release chakra has grown to produce more
clan feature, you may always create 2 additional of any power and provide you with additional. You gain the
one tool. following Benefits;
• Increase your Constitution or Charisma score by 1, to a
FOLDING PETALS maximum of 20.
Category: Clan • You gain +1 Crystallization Die. You gain an additional die
Prerequisite: Shikigami Clan, Level 12+
at 16th and 20th levels.
The most beautiful folds are often those most unassuming. • Your Crystallization Die becomes d12’s.
You gain the following Benefits;
• When a Shikigami clan jutsu you cast, that requires an TSUCHIGUMO
attack roll, would benefit from the Divine Shikigami clan
feature, you may spend 5 Chakra. If you do, increase the WEB-WALKING HUNTER
critical threat range of the jutsu cast by 1d4 until the end Category: Clan
of the current turn. You can do this twice per long rest. Prerequisite: Tsuchigumo Clan, Level 4+
• When a Shikigami Clan jutsu you cast, that forces a You are a nimble combatant, skilled in the underhanded
creature to make a saving throw, would benefit from the ways of your people. You gain the following benefits;
Divine Shikigami clan feature, you may spend 5 Chakra. If • Increase your Dexterity or Wisdom score by 1, to a
you do, reduce the affect creatures saving throw by 1d4.
maximum of 20.
If a creature would fail the save by 5 or more, double the
• Your wall walking speed no longer costs an additional
damage die. If they would fail by 10 or more, triple the
foot of movement.
damage die. You can do this one per long rest.
• You gain a climbing speed equal to your movement
• Paper based ninja tools listed within your Papercraft Clan
speed when climbing on surfaces that are Chakra
feature, has their save DC increase by 1, and deal an
retardant. Additionally, you ignore difficult terrain
additional die of damage.
created by jutsu you cast and automatically succeed on

SHOTON their saving throws ignoring their effects (if any)


• When using the Third Eye clan feature, you gain 120
feet of Darkvision.
CRYSTAL EMPOWERMENT
Category: Clan
6-ARMED PREDATOR
Prerequisite: Shoton Clan, Level 4+ Category: Clan
Your Crystal release techniques become empowered to do Prerequisite: Tsuchigumo Clan, Level 4+
more than they could normally. You gain the following Your body begins to become more arachnid like when
Benefits; needed. You gain the following benefits;
• Increase your Constitution or Charisma score by 1, to a • Increase your Strength or Dexterity score by 1, to a
maximum of 20. maximum of 20.
• Jutsu you cast with the Earth Release keyword increases • As a bonus action, through body augmentation, you
their damage by 1 damage die. grow an additional 4 arms, 2 on either side in front
• Ninjutsu you cast with the Earth Release keyword that
and behind your original arms. With these additional
has, gains or grants vulnerability to Lightning Damage, arms, you can wield additional Web Weapons,
lose that vulnerability. occupying each hand, when applicable.
• When you take the attack action, you can make an
additional attack using one web weapon you are
holding. You can make this additional attack once per
turn.

127
WEB-WEAVING PREDATOR MASTERED SHARINGAN
Category: Clan Category: Clan
Prerequisite: Tsuchigumo Clan, Level 8+ Prerequisite: Uchiha Clan, Level 12+
Creatures caught in your webs are far more vulnerable to Through intense training, you can push the limits of your
your attacks as they find themselves totally defenseless. Sharingan beyond the pale. You gain the following Benefits;
You gain the following benefits; • The cost to activate your Sharingan, is reduced to 0. You
• Increase your Strength, Dexterity or Intelligence score must still spend 5 chakra to reset the number of charges
by 1, to a maximum of 20. you have to use abilities.
• Hostile creatures currently restrained, grappled or • You gain 1 additional ability from your 1-Tomoe Sharingan.
within difficult terrain as a result of a Tsuchigumo • You gain 1 additional ability from your 2-Tomoe Sharingan.
clan Hijutsu you cast are far more vulnerable than they
believe they are, suffering a -2 penalty to their AC UZUMAKI
against you for the duration of the aforementioned
effects. CHAKRA TENACITY
• When you make a melee or ranged weapon or Taijutsu Category: Clan
attack targeting a creature currently restrained, Prerequisite: Uzumaki Clan, Level 8+
grappled or within difficult terrain as a result of a Your Chakra pool isn’t just vast, it’s also immensely resilient
Tsuchigumo clan Hijutsu you cast, if your attack to attack. You gain the following Benefits;
results are 10 or greater than the targets AC, you • Increase your Constitution score by 1, to a maximum of 20.
increase the attacks damage by +2 damage die. This
• You gain resistance to chakra damage or chakra reduction-
bonus damage die is not multiplied if you score a
based effects.
critical hit.
• Your chakra cannot be absorbed by a hostile effect or

UCHIHA attack.
• Your chakra costs cannot be increased by hostile effects.

CONSTANT PROGRESSION
• When you would attempt to cast jutsu while you are unable
to mold Chakra, you can make a DC 10 + the rank of the
Category: Clan
jutsu, Constitution check to cast it, as if you could mold
Prerequisite: Uchiha Clan, Level 4+
Chakra. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
You've trained yourself to constantly evolve past your
Rank: 5.)
current limitations, you gain the following benefits:
• Increase your Dexterity or Intelligence score by 1, to a MONSTROUS RESERVES
maximum of 20. Category: Clan
• You gain an additional adaptation from the Advanced Prerequisite: Uzumaki Clan, Level 12+
Adaptation clan feature that you qualify for. You've conditioned your body to generate more Chakra as
• You can create and learn Uchiha clan Hijutsu in half your push your limits, you gain the following benefits:
the required time. • Increase your Constitution score by 1, to a maximum of 20.
• You can take this feat up to three times.
• Your Chakra point maximum increases by an amount equal
to twice your level.
MADARA’S HATRED • When you gain a level and you benefit from the Wellspring
Category: Clan
of Chakra Clan feature, you double the bonus to your total
Prerequisite: Uchiha Clan, Level 8+
Chakra.
The blood of the ghost of the Uchiha, runs directly through
your veins. Be it a decedent or some other direct blood
UZUMAKI SEALING ADEPT [CHANGED]
relation, providing you with unmatched passion, pride and Category: Clan
arrogance. You gain the following benefits; Prerequisite: Uzumaki Clan, Level 4+
• While you are gaining the benefit of the Sharingan clan You have found some secrets regarding the Uzumaki
feature, you can choose to, as an Action, spend 1 Chakra Clan Sealing techniques that you thought impossible.
die, to enter a state of fervor until the end of your next You gain the following Benefits;
turn. This is known as the Curse of Hatred. While you are in • Increase your Intelligence or Constitution score by 1,
this state of fervor, you can spend 1 Chakra die at the end of to a maximum of 20.
the turn it would expire to extend its benefits until the end • When you would cast a jutsu with the Fuinjutsu
of your following turn. You can extend its duration in this keyword, your jutsu cannot be interrupted by an
way until you have expended all Chakra die. If you would opposing creatures jutsu.
attempt to extend its duration while you have no Chakra • Increase the Chakra damage you deal as a result of
die, you can choose to instead spend 2 Hit die in its place. Ninjutsu with the Fuinjutsu by an amount equal to your
You gain the following effects; Ninjutsu ability modifier.
o You gain a +1d4 bonus to Taijutsu attacks targeting a
hostile creature.
o When you would deal damage to a creature using an
Uchiha clan Hijutsu or a weapon attack, you add your
proficiency bonus to the damage dealt, twice per turn.
o You gain a +2 bonus to your AC
o You gain a +2 bonus to all saving throws.
o You gain a +2 bonus to all ability checks
o You gain a +4 bonus to all skill checks.

128
YAMANAKA
MENTAL BOONS
Category: Clan
Prerequisite: Yamanaka Clan
You've learned to adapt your mental acuity to keep your
opponent’s guessing, you gain the following benefits:
• Increase your Wisdom or Charisma by 1, to a
maximum of 20.
• You may use your Charisma instead of Wisdom as your
Genjutsu ability modifier.
• You gain a Yamanaka Boon that you qualify for.
• You can learn and create Yamanaka Hijutsu in half the
time.

THOUGHT BREAKER
Category: Clan
Prerequisite: Yamanaka Clan, Mind Body Disturbance,
Level 8+
You’ve learned how to break the thoughts and minds of
those who are the target of your psychological combat.
You gain the following Benefits;
• Increase your Wisdom or Charisma score by 1, to a
maximum of 20.
• Mind Body Disturbance’s damage die is increased to a
d10.
• Creatures who fail Mind Body Disturbances’ saving

YOTON
throw also gains 1 rank of Concussed.
• When a creature would critically fail a Genjutsu you
cast on them, they lose concentration on all jutsu they
are concentrating on. EARTHEN BLOOD
Category: Clan
PSYCHO MIND FLUX Prerequisite: Yoton Clan, Level 4+
Category: Clan Earthen chakra runs through your veins, as you learn to
Prerequisite: Yamanaka Clan, Mind Body Transfer, Mind balance the hardened nature release within. You gain the
Body Disturbance, Level 16+ following benefits;
You’ve learned how to combine the two most prolific • Increase your Intelligence or Constitution score by 1, to a
jutsu in your clans history, manifesting a unique maximum of 20.
capability with both. You gain the following Benefits; • Select one damage type from the following; Wind, Earth
• When you would cast Mind Body Transfer or Mind Body or Water. Your Calcified Skin clan feature now applied to
Disturbance, you may cast the other as a part of the the selected damage type. You cannot change this once
same action, but they must be cast at the same rank. selected.
You can cast them both in this way twice per long rest. • Yoton clan jutsu you cast has their range increased by 10
• When you would cast both Mind Body Transfer and feet. If the jutsu affects a cube, radius, sphere or
Mind Body Disturbance in the same action, you must cylinder, then increase its size by 10 feet.
combine them both into a new jutsu known as Psycho • You are immune to Environmental conditions and
Mind Flux. The new jutsu cast is cast at the same rank hazardous traps related to Fire or Heat.
as the previous two jutsu, and its cost is the combined
cost of them both. BLAZING BLOOD
Category: Clan
Prerequisite: Yoton Clan, Level 8+
Blazing chakra runs through your blood, making you far
more powerful than anyone else could even fathom. You
gain the following benefits;
• Increase your Intelligence or Constitution score by 1, to a
maximum of 20.
• Yoton clan Hijutsu you cast deals additional damage
equal to your Constitution modifier, once per casting.
• When you would make a Strength or Constitution saving
throw, you may add your Intelligence modifier. You can
do this twice per long rest.

129
MOLTEN BLOOD FRIGID FROST [CHANGED]
Category: Clan Category: Clan
Prerequisite: Yoton Clan, Level 12+ Prerequisite: Yuki Clan, Level 4+
Molten chakra has begun to bubble up and reinforce both You exert so much Ice release chakra when you cast your
your strengths and defenses. People can’t stand being near clan jutsu that it becomes impossible to dodge and must
you for long periods of time in combat or risk sustaining instead be resisted. You gain the following Benefits;
more damage just from being near. You gain the following • Increase your Intelligence score by 1, to a maximum of
benefits;
20.
• Increase the DC to remove the Molten condition to 23. • Yuki clan Hijutsu you cast with a range of Self (Range),
• A creature submerging themselves in water cannot end can have their size increased by 10 feet when cast.
the Molten condition. • Yuki clan Hijutsu you cast that would force a creature
• You can use up to three qualities on a single jutsu with to make a Dexterity saving throw, you can choose to
the Lava Release clan feature. instead make them make a Strength saving throw.
• You no longer need to spend chakra to maintain • Creatures who fail a Strength saving throw against a
concentration on Lava Release: Lava Chakra Mode. Yuki clan Hijutsu you cast, become bruised.

YUKI
CHILLING REALIZATION [CHANGED]
Category: Clan
Prerequisite: Yuki Clan, Level 8+
You move so swiftly you seem to be gliding on Ice. You
gain the following Benefits;
• Increase your Dexterity score by 1, to a maximum of
20.
• While on Water, Ice or Snow, you ignore the difficult
terrain or movement penalty it impairs and instead
gain a +15 bonus to your movement speed.
• When you would make a Dexterity Saving throw, you
gain a +2 bonus to the save so long as you are standing
on ice, snow, or water.

FREEZING FAÇADE [CHANGED]


Category: Clan
Prerequisite: Yuki Clan
You become accustomed to the cold and all that comes
with it. You gain the following Benefits;
• Increase your Intelligence or Constitution score by 1,
to a maximum of 20.
• You can use your Intelligence for Stealth, Deception
and Persuasion checks.
• You ignore any perception-based penalties a cold
environment would inflict.
• You ignore difficult terrain created by jutsu with the
Water Release or Wind Release keywords.
• When you would make a saving throw against a jutsu
with the Water Release or Wind Release keywords and
fail, you can spend 1 Chakra die to remake the save.
You can do this twice per long rest.

130
L ATENT ABURAME
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Bug Host I 2 Beginning at 1st level, twice per long rest, you can add 1d4 to any constitution saving throw.
Latent Bug Host II 3 (You must have Latent Bug Host I) Beginning at 7th level, the bonus increases to a d6.
Latent Chakra Sense I 2 Beginning at 1st level, by spending 1 minute, you can sense creatures that can utilize chakra
within 500 feet of you, and what direction they are in.
Latent Chakra Sense II 3 (You must have Latent Chakra Sense I) Beginning at 11th level, The range increases to 1 mile.

Latent Chakra 2 Beginning at 3rd level, when you would cast an Aburame Clan Hijutsu, that deals damage, you
Consumption I can choose to instead reduce its damage by half and deal Chakra damage instead.
Latent Chakra 3 (You must have Latent Chakra Consumption I) Beginning at 11th level, when you would deal
Consumption II Chakra damage to a creature using your Aburame clan Hijutsu, you can choose to gain
temporary chakra points equal to your proficiency bonus.
Latent Insect 2 You gain a swarm of Nano-Insects. As an Action you can use the following;
Focus I Nano-Insect Swarm. Ranged Ninjutsu Attack, 60 feet range, dealing Xd6 poison damage on a
hit. (X = Half your proficiency bonus.)
Latent Insect 3 (You must have Latent Insect Focus I). Beginning at 7th level, your Nano insect Swarm adds half
Focus II of your proficiency bonus to damage dealt.
Latent Insect 5 (You must have Latent Insect Focus II) Beginning at 15th level, your Nano-Insect Swarm counts
Focus III as an Aburame Clan jutsu for the purpose of interacting with features that trigger when casting
or dealing damage with an Aburame clan jutsu.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Aburame Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Aburame Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Aburame Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Aburame Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Aburame Clan as a Prerequisite

131
L ATENT AKIMICHI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Calories I 3 Beginning at 1st level, you gain a number of calories equal to your level, up to a maximum of 5.
If you have less than 5 calories total, each time you gain a level you gain +1 Calorie, until you
reach a maximum of 5. You regain spent calories when you complete a long rest.
Latent Calories II 5 (You must have Latent Calories I) Increase the maximum number of calories you can have to
10.
Latent Fat Insulation I 3 Beginning at 15th level, as an action, you can spend convert 6 calories to end either the
[Changed] Shocked or Chilled conditions.
Latent Food Conversion 4 (You must have Latent Food Conversion I) You can spend your calories in this way, as a Bonus
II [Changed] Action.
Latent Food Pill I 2 Beginning at 7th level, As a bonus action, you can take the Green Spinach Pill. When you do, you
lose 2 calories and gain a +4 bonus to Strength and temporary hit points equal to your level for
1 minute. After 1 minute, you gain 2 ranks of weakened until you complete your next rest.
Latent Food Pill II 3 (You must have Latent Food Pill I) Beginning at 11th level, you can take the Yellow Curry Pill as
a bonus action. When you do, you lose 3 calories. You deal an additional 1d4 damage with
unarmed and Taijutsu attacks for 1 minute. After 1 minute, you gain 2 ranks of exhaustion.
Latent Food Pill III 5 (You must have Latent Food Pill II) Beginning at 15th level, you can take the Red Chili Pill as a
bonus action. When you do, you lose 5 calories. You increase all damage die of unarmed
attacks and Taijutsu you cast by 1 step for 1 minute. After 1 minute you fall unconscious for 1
hour.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Akimichi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Akimichi Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Akimichi Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Akimichi Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Akimichi Clan as a Prerequisite

L ATENT B AKUTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Branch Style 2 Beginning at 1st level, you gain the Reckless Style. If you can learn Bakuton Hijutsu, you can
learn jutsu with the chosen style keyword.
Latent Cataclysmic I 2 Beginning at 3rd level, you can deal double damage to structures, constructs and objects.
Latent Cataclysmic II 3 (You must have Latent Cataclysmic I) Beginning at 11th level, you can deal triple damage to
structures, constructs and objects.
Latent Concussive Blasts 3 Beginning at 7th level, Bakuton Clan Hijutsu, you cast adds half of your proficiency bonus to
I damage, once per casting.
Latent Concussive Blasts 4 (You must have Latent Concussive Blasts I) Beginning at 11th level, when you would cast a
II Bakuton clan Hijutsu that affects an area, you can spend Chakra die, increasing the damage
dealt by the result of the chakra die.
Latent Concussive Blasts 5 (You must have Latent Concussive Blasts II) Beginning at 18th level, when you would spend a
III Chakra die as a result of Latent Concussive Blasts II, you can also choose a creature for each
chakra die spent, making them immune to the jutsu’s effects until the end of the current turn.
Explosion Release I 2 Beginning at 7th level, if you have jutsu with either the Earth or Lightning Release keywords,
you can change the damage type to force.
Explosion Release II 4 (You must have Explosion Release I) Beginning at 15th level, jutsu you cast with the Earth or
Lightning Release keywords you can increase the jutsu’s range by 15 feet.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Bakuton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Bakuton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Bakuton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Bakuton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Bakuton Clan as a Prerequisite

132
L ATENT F UMA
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Immaculate 0 Select one weapon between the following; Shuriken, Fuma Shuriken, Monster Shuriken. All Latent
Precision I features that reference Shuriken, will be referring to the chosen weapon specifically and only apply
effects or bonuses to the chosen weapon.
Latent Immaculate 2 (You must have Latent Immaculate Precision I) You may select a second weapon, that you did not
Precision II select with your Latent Immaculate Precision I feature.
Latent Immaculate 2 (You must have Latent Immaculate Precision I) Beginning at 1st level, ranged attacks with shuriken
Precision III gain a +1 bonus to damage rolls.
Latent Immaculate 2 (You must have Latent Immaculate Precision III) Beginning at 11st level, ranged attacks with shuriken
Precision IIII gain a +2 bonus to damage rolls.
Latent Immaculate 2 (You must have Latent Immaculate Precision IIII) Beginning at 18st level, ranged attacks with shuriken
Precision V gain a +3 bonus to damage rolls.
Latent Razor-Sharp 3 (You must have Latent Immaculate Precision I) Beginning at 3rd level, once per long rest, when you
Senses I would miss a weapon or Taijutsu attack with a shuriken or where a shuriken was used as a
component, you can remake the roll, taking the second result.
Latent Razor-Sharp 3 (You must have Latent Razor-Sharp Senses I) Beginning at 11rd level, you can now remake the attack
Senses II roll, twice per long rest.
Latent Working the 2 (You must have Latent Immaculate Precision I) Beginning at 11th level, When you would make a
Angles I weapon attack with a Shuriken, when you would roll a 1 or 2 on your ammunition die, you may reroll
it, taking the second result.
Latent Shuriken 3 (You must have Latent Immaculate Precision I) Beginning at 11th level, you add 1d4 to your shuriken’s
Master I damage. This bonus damage is always treated as part of the weapons damage die.
Latent Shuriken 3 (You must have Latent Shuriken Master I) Beginning at 18th level, the bonus damage increases to a d6.
Master II
Latent Lethal 3 (You must have Latent Immaculate Precision I) Beginning at 11th level, you critical threat range with
Precision I your shuriken is increased by +1.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Fuma Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Fuma Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Fuma Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Fuma Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Fuma Clan as a Prerequisite

133
L ATENT F UTTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Boil Over I 1 Beginning at 1st level, Futton Clan Hijutsu you cast that doesn’t add your ability modifier to damage,
gains a +1 bonus to damage
Latent Boil Over II 2 (You must have Latent Boil Over I) Beginning at 7th level, Futton Clan Hijutsu you cast that doesn’t add
your ability modifier to damage, gains a +2 bonus to damage.
Latent Boil Over III 3 (You must have Latent Boil Over II) Beginning at 15th level, Futton Clan Hijutsu you cast that doesn’t
add your ability modifier to damage, gains a +4 bonus to damage.
Latent Boil Release I 2 Beginning at 3rd level if you would cast a jutsu with the Water Release or Fire Release keywords, you
can deal bonus 1d4 acid damage to corroded creatures, once per turn.
Latent Boil Release II 4 (You must have Latent Boil Release I) Beginning at 15th level, Acid damage you deal ignores damage
reduction twice per rest.
Latent Boiling Chakra I 3 Beginning at 7th level, You gain 2 Boil points, which you can spend on either Latent Boiling Body,
Latent Boiling Mind, Latent Boiling Determination.
Latent Boiling Body 4 (You must have Latent Boiling Chakra I) Beginning at 7th level, as an Action, spend a number of boil
points up to the number of boil points you have left. When you do, you can increase you Strength or
Dexterity score by 2 for each point spent, until the end of your next turn. You cannot select this feature
if you have Latent Boiling Mind or Latent Boiling Determination.
Latent Boiling Mind 4 (You must have Latent Boiling Chakra I) Beginning at 7th level, when you would spend a Chakra die as
a result of Latent Concussive Blasts II, you can also choose a creature for each chakra die spent,
making them immune to the jutsu’s effects until the end of the current turn. You cannot select this
feature if you have Latent Boiling Body or Latent Boiling Determination.
Latent Boiling 4 (You must have Latent Boiling Chakra I) Beginning at 3rd level, you can spend 1 boil point to increase
Determination Futton Clan Hijutsu you casts damage by 1d6 until the end of the current turn . You cannot select this
[Changed] feature if you have Latent Boiling Body or Latent Boiling Mind.
Latent Boiling Chakra II 4 (You must have Latent Boiling Chakra I) Beginning at 15th level, You gain 3 additional Boil Points.

D-Rank Hijutsu 2 You gain the ability to learn D-Rank Futton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Futton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Futton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Futton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Futton Clan as a Prerequisite

L ATENT H ATAKE
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent White Chakra I 2 Beginning at 1st level, you gain a number of White Chakra equal to your level, up to a maximum of 5.
If you have less than 5 White Chakra total, each time you gain a level you gain +1 White Chakra, until
you reach a maximum of 5. You can spend white chakra in place of normal chakra to cast jutsu with
the Lightning Release keyword. You regain spent white chakra when you complete a long rest.
Latent White Chakra II 5 (You must have Latent White Chakra I) Increase the maximum number of White Chakra you can
have to 10.
Latent Lightning Release 2 Beginning at 3rd level, reduce the cost of jutsu with the Lightning Release keyword of D-Rank or
Adept I higher, by 1. This counts as Rank based reduction.
Latent Lightning Release 3 (You must have Latent Lightning Release Adept I) Beginning at 15th level, jutsu with the Lightning
Adept II Release keyword of C-Rank or higher cost is instead reduced by 2. This counts as Rank based
reduction.
Latent Lightning Release 5 (You must have Latent Advanced Chakra Control II & Latent White Chakra I) Beginning at 11th level,
Adept III When you would cast a jutsu with the Lightning Release Keyword and an Overcharge effect, you can
choose to spend an amount of White chakra equal to its rank to fulfill the Overcharge requirements
to gain their effects. (D-Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-Rank: 2 WC, S-Rank: 3 WC)
Latent White Lightning I 3 (You must have Latent White Chakra I) Beginning at 11th level, jutsu you cast with the Lightning
Release keyword that deals damage by spending a certain amount of White chakra based on the
rank of the jutsu used, increase the damage dealt by an amount equal to its rank. (D-Rank: 1, C-Rank:
2, B-Rank: 3, A-Rank: 4, S-Rank: 5
Latent White Lightning II 5 (You must have Latent White Lightning I) Beginning at 15th level, when you would cast a jutsu of C-
Rank or lower, you can spend 2 White chakra. When you do it gains the Lightning release keyword
and its damage type becomes lightning.
Clan Feats 7 You gain the ability to learn Clan Feats, with Hatake Clan as a Prerequisite
134
L ATENT H EBI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Serpent 1 Beginning at 1st level, you have either 60 feet of Darkvision or 30 feet of tremor sense, pick one.
Mimicry I
Latent Serpent 2 (You must have Latent Serpent Mimicry I) Beginning at 7th level, you gain the second special sense
Mimicry II you didn’t select from Latent Serpent Mimicry.
Latent Regeneration I 2 Beginning at 3rd level, as an Action, you can begin to slowly regenerate Hit points. As a bonus action,
you can spend 5 chakra, to regain 2d4 hit points. You can regain hit points in this way twice per rest.
Latent Regeneration II 2 (You must have Latent Regeneration I) Beginning at 7th level, you gain advantage against the
Poisoned condition.
Latent Regeneration III 3 (You must have Latent Regeneration II) Beginning at 11th level, increase the hit points regains to 3d4.
Latent Regeneration IV 3 (You must have Latent Regeneration III) Beginning at 15th level, increase the number of hit points
recovered by half your level.
Latent Regeneration V 5 (You must have Latent Regeneration IV) Beginning at 18th level, increase the hit points regained to
3d4.
Latent Poison 2 Beginning at 7th level, twice per long rest, as a bonus action, you can coat your weapon in a vipers
Potency I venom. For the next minute, your weapons damage type becomes poison and your weapon deals a
bonus +2 damage. This increases to a +3 at 18th level
Latent Poison 5 (You must have Latent Poison Potency I) Beginning at 15th level, once per turn, when you would deal
Potency II 20 or more poison damage to a creature with a weapon coated with vipers venom, they must make a
constitution save vs your Taijutsu Save DC, on a failed save the affected creature reduces all hit points
gained by half, until the end of their next turn.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Hebi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hebi Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hebi Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hebi Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Hebi Clan as a Prerequisite

L ATENT H OSHIGAKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Commander of the 3 You can communicate with beasts that can breathe water. Beginning at 11 th level, you learn the
Deep Summoning Technique D-Rank ninjutsu with a contract with the Shark tribe. You can cast this jutsu
ignoring Ability Score Requirements. They are also summoned in a large bubble of Water that they
use for land travel. If they ever end their turns more than 60 feet away from you and they are not in a
body of water that is not the bubble, they are automatically unsummoned.
Latent Brute Strength I 2 You gain proficiency in weapons with the Versatile property. Beginning at 7th level, you always add at
least half of your Strength modifier to damage rolls of weapon attacks, even if you could not
normally.
Latent Brute Strength II 4 (You must have Latent Brute Strength I) Beginning at 11th level, you instead add your full strength
modifier instead of half.
Latent Ravenous 3 Beginning at 7th level, when you cast a jutsu with the water release keyword that deals damage also
Chakra I deals Chakra damage equal to half the result. You can do this twice per long rest.
Latent Ravenous 5 (You must have Latent Ravenous Chakra I) Beginning at 11th level, when you would deal chakra
Chakra II damage as a result of Latent Ravenous Chakra I, you also gain temporary chakra points equal to
half of the chakra damage dealt.
Latent Shark Skinned 8 Beginning at 15th level, you can transform into a shark like form gaining the benefits of the Shark
Predator Skinned Predator Hoshigaki clan feature as if you were an 11 th level Hoshigaki. You do not gain the
ability to use your Constitution instead of Dexterity to calculate your Armor Class. You can transform
in this way once per long rest.
Clan Feats 7 You gain the ability to learn Clan Feats, with Hoshigaki Clan as a Prerequisite

135
L ATENT H OZUKI
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Lightning 0 You cannot learn or cast Ninjutsu with the Lightning Release Keyword. If the jutsu cast has the Hijutsu
Release Inability keyword, you can learn or cast the jutsu as normal.
Latent Made of Water 2 (You must have Latent Lightning Release Inability) Beginning at 3rd level your body counts as a
I sufficient source of water to reduce the cost of Water release jutsu. You cannot gain the alternative
effect of a Water release jutsu using this feature. You can use this feature a number of times equal to
your proficiency bonus per long rest.
Latent Made of Water 4 (You must have Latent Made of Water I) You can use Latent Made of Water I, effect a number of
II times equal to your proficiency bonus per short rest.
Latent Water 2 (You must have Latent Lightning Release Inability) Beginning at 7th level, you can store extra water in
Reservoirs I your body, giving you a separate resource that you can use twice per long rest. You can use this
resource to increase the damage die of a Ninjutsu with the water release keyword by 1.
Latent Water 3 (You must have Latent Water Reservoirs I) Beginning at 11th level, You can choose to instead spend
Reservoirs II your stored resource to increase the DC of a Ninjutsu with the water release keyword by 1.
Latent Water 4 (You must have Latent Water Reservoirs II) Beginning at 15th level, the bonuses for either increases to
Reservoirs III damage die or DC becomes 2
Latent Water 5 (You must have Latent Water Reservoirs III) Beginning at 18th level, the bonuses for either increases to
Reservoirs IV damage die or DC becomes 3
Latent Reflective 5 (You must have Latent Lightning Release Inability) Beginning at 18th level, whenever you cast a
Surface Ninjutsu with the Water Release keyword, you gain temporary hit points equal to the rank of the jutsu
used. (D-Rank: 5, C-Rank: 10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
D-Rank Hijutsu 2 (You must have Latent Lightning Release Inability) You gain the ability to learn D-Rank Hozuki Clan
Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hozuki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hozuki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hozuki Clan Hijutsu
Clan Feats 5 (You must have Latent Lightning Release Inability) You gain the ability to learn Clan Feats, with
Hozuki Clan as a Prerequisite

136
L ATENT H YUGA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Branch Family 0 Being born with only a fraction of the Hyūga blood, you are treated as a Side Branch. If/When you
would learn Hyūga clan Hijutsu, you can only learn jutsu with the Side Branch Keyword.
Latent Byakugan I 2 (You must have Latent Branch Family) Beginning at 3rd Level, you can spend 10 chakra to activate your
latent Byakugan. It remains active for up to 10 minutes. You may activate and deactivate the Byakugan
during this time period with no additional cost. While active you gain 120 feet of Chakra sight while out
of combat and 60 feet of chakra sight while in combat. You can see through material up to 5 feet thick.
Creatures cannot be obscured to you in any way if you can see through the obstruction. Also, you can
see 360 degrees around you without having to turn your head or avert your eyes.
Latent Byakugan II 2 (You must have Latent Byakugan I) Beginning at 7th level, Select one of the following benefits from the
list provided under the Byakugan clan feature. If you choose Immense Distance, your chakra sight
range is doubled to 240 feet and you can see things up to half a mile away as if they were within 50-
feet of you.
Latent Byakugan III 3 (You must have Latent Byakugan II) Beginning at 15th level, Select one of the following benefits from
the list provided under the Byakugan clan feature, that you have not selected yet. If you choose
Immense Distance, your chakra sight range is doubled to 240 feet and you can see things up to half a
mile away as if they were within 50- feet of you.
Latent Byakugan IV 3 (You must have Latent Byakugan III) Beginning at 18th level, Select one of the following benefits from
the list provided under the Byakugan clan feature, that you have not selected yet. If you choose
Immense Distance, your chakra sight range is doubled to 240 feet and you can see things up to half a
mile away as if they were within 50- feet of you.
Latent Gentle Fist I 2 (You must have Latent Branch Family & Latent Byakugan I) Beginning at 3rd level, you have been
taught how to fight with the Hyuga’s legendary Gentle fist stance. You can roll a d6, in place of your
normal unarmed damage die. Additionally, your unarmed attacks deal Chakra damage. If targeting an
undead or construct you treat them as if they have resistance to your unarmed attacks while in this
stance.
Latent Gentle Fist II 3 (You must have Latent Gentle Fist I) When a creature you deal chakra too with your unarmed attacks
has 0 chakra, you instead deal 1.5x the damage result as force damage to the creatures hit points.
Latent Gentle Fist III 5 (You must have Latent Gentle Fist II) Beginning at 11th level, Your Gentle Fist unarmed damage
becomes 2d6.
Latent Gentle Fist IV 5 (You must have Latent Gentle Fist III) Beginning at 18th level, Your Gentle Fist unarmed damage
becomes 3d6.
D-Rank Hijutsu 2 (You must have Latent Branch Family & Latent Byakugan I) You gain the ability to learn D-Rank Hyuga
Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hyuga Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hyuga Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hyuga Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Hyuga Clan as a Prerequisite

137
L ATENT I NUZUKA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Beast Master I 0 Being born on the outskirts of the Inuzuka clan you are gifted with a Young Inuit. Beginning at 3 rd level,
you have a Nin-Dog, using the stats of a D-Rank Dog/Wolf Summon from the Summoning technique
ninjutsu. Your dog is treated as a Young Inuit from the Inuzuka clan Beast Master clan feature. If your
Nin-Dog would die or get lost they act as described in the Beast Master Clan feature.
Latent Beast Master II 2 (You must have Latent Beast Master I) Your Nin-dog begins to learn to grow along side you. Your Nin
dog is always treated as being half your level. Additionally, each time it gains a level, it gains bonus
maximum hit points equal half your proficiency bonus.
Latent Beast Master III 2 (You must have Latent Beast Master II) Your Nin-dog begins to grow accustomed to growing along-
side you. When your Nin-Dog would reach levels 4, 6 and 8, they gain a +2 bonus to one of their ability
scores or +1 to two ability scores.
Latent Beast Master IV 3 (You must have Latent Beast Master III) Your Nin-dog begins to grow at an accelerated pace, growing
along-side you. When your Nin-Dog would reach levels 5 they can select one C-Rank Dog/Wolf Summon
tribe feature. When they would reach level 7, they can select one B-Rank Dog/Wolf Summon tribe
feature.
Latent Beast Master V 3 (You must have Latent Beast Master IV) Beginning at 18th level, you and your Nin-Dog have bonded in
such a way, where there is no need to verbally communicate. It continues to act on your turn as
normal, but no longer requires a bonus action to command.
Latent Wild Sense I 2 Beginning at 7th level, you have learned to imitate a Nin-Dogs sensory abilities. You can use Intelligence
for Perception and Investigation checks. When you do you gain a 1d4 bonus to your rolls.
Latent Wild Sense II 3 (You must have Latent Wild Sense I) Beginning at 11th level, your bonus to Perception and
investigation checks become 2d4.
Latent Savage Attack I 2 (You must have Latent Beast Master I) Beginning at 7th level, when you and your Nin-Dog are on
opposite sides of a creature, the first attack either of you makes each turn is at advantage.
Latent Savage Attack II 3 (You must have Latent Savage Attack I) Beginning at 11th level, when either yourself or your Nin-Dog
scores a critical hit, you deal an additional die of damage.
Latent Savage Attack III 3 (You must have Latent Savage Attack II) Beginning at 18th level, when either yourself or your Nin-Dog
deals damage to a creature under 50% of its maximum hit points, with an unarmed attack, weapon
attack or Inuzuka clan Hijutsu, increase the damage die by 1 step.
Latent Bestial Fury 2 Beginning at 11th level, you have advantage on initiative checks. If you already have advantage on the
check, you instead gain a +5 bonus to the result
D-Rank Hijutsu 2 (You must have Latent Beast Master I) You gain the ability to learn D-Rank Inuzuka Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Inuzuka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Inuzuka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Inuzuka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Inuzuka Clan as a Prerequisite

138
L ATENT J ITON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Magnet 2 Beginning at 3rd level if you would cast a jutsu with the Earth Release or Wind Release keywords, you
Release I can, you deal a bonus damage die to creatures who’s movement speed is currently 0.
Latent Magnet 4 (You must have Latent Magnet Release I) Beginning at 15th level, Earth or Wind Release keywords
Release II you cast increases your AC by 1d4 until the beginning of your next turn, up to twice per rest.
Latent Dust Layer I 2 Beginning at 3rd level, the first time each turn you deal earth damage with a Jiton Hijutsu you cast, the
affected creature suffers a -1 penalty to skill checks until the end of your next turn. This penalty does
not stack.
Latent Dust Layer II 3 (You must have Latent Dust Layer I) Beginning at 7th level, the penalty now applies to Dexterity saving
throws.
Latent Dust Layer III 4 (You must have Latent Dust Layer II) Beginning at 15th level, the penalty now stacks up to 2 times and
each application resets its duration.
Latent Swirling Currents I 2 Beginning at 7th level select one between bludgeoning, piercing or slashing. You gain resistance to the
chosen damage type from ranged attacks.
Latent Swirling Currents II 3 (You must have Latent Swirling Currents I) Beginning at 15th level you gain resistance to
bludgeoning, piercing and slashing damage from ranged attacks.
Latent Magnetic Mark I 2 (You must have D-Rank Hijutsu) Beginning at 11th level, when you would deal damage or affected a
hostile with a Jiton Hijutsu, that creature is marked until the end of your next turn. You are always
aware of a marked creatures location and they cannot benefit from being hidden from you.
Latent Magnetic Mark II 3 (You must have Latent Magnetic Mark I) Beginning at 15th level, If a marked creature hits you or a
creature you can see within 5 feet of you with an attack, you can spend 10 chakra, reducing the
targets attack result by -3.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Jiton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Jiton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Jiton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Jiton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Jiton Clan as a Prerequisite

L ATENT J UGO
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Raw Chakra I 2 Beginning at 3rd level, you gain 2 Raw chakra dice, which are d4’s. You regain spent Raw chakra dice
on a long rest. Select 2 Raw chakra effects from the Raw Chakra Jugo clan feature that you can spend
your raw chakra on. You cannot change this selection later.
Latent Raw Chakra II 3 (You must have Latent Raw Chakra I) Beginning at 11th level, you gain 2 additional Raw chakra dice.
Latent Raw Chakra III 3 (You must have Latent Raw Chakra I) Beginning at 11th level, you can select one additional Raw
chakra effect from the Raw Chakra Jugo clan feature.
Latent Raw Chakra IV 4 (You must have Latent Raw Chakra II) Beginning at 18th level, you gain 2 additional Raw chakra dice.
Latent Raw Chakra V 4 (You must have Latent Raw Chakra III) Beginning at 18th level, you gain the final Raw chakra effect
from the Raw Chakra Jugo clan feature that you did not select before.
Latent Raw Chakra Form 3 (You must have Latent Raw Chakra I) Beginning at 7th level you can enter your Raw Chakra Form.
I Entering this form costs an action and you can enter this form once per long rest for 1 minute. While
in this form, you gain all the abilities of the Raw Chakra Form clan feature as if you were 3rd level.
Latent Raw Chakra Form 3 (You must have Latent Raw Chakra Form I) Beginning at 15th level you gain all the abilities of the Raw
II Chakra Form clan feature as if you were 7th level.
Latent Raw Chakra Form 3 (You must have Latent Raw Chakra Form I) Beginning at 15th level you can enter the form an
II additional time per long rest.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Jugo Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Jugo Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Jugo Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Jugo Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Jugo Clan as a Prerequisite

139
L ATENT K AGUYA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Bone Weapons I 2 Beginning at 3rd level, select one type of simple weapon. As a bonus action you can conjure this weapon
and it is treated as a Bone weapon for you. Additionally, choose between the following weapon
properties; Critical, Light and Finesse. Your chosen bone weapon gains the chosen property.
Latent Bone 3 (You must have Latent Bone Weapons I) Beginning at 7th level, your bone weapons damage die
Weapons II increases by one step.
Latent Bone 3 (You must have Latent Bone Weapons II) Beginning at 11th level, you can select one Martial weapon
Weapons III with which you can create as a Bone weapon.
Latent Shikotsumyaku 2 (You must have Latent Bone Weapons I & D-Rank Hijutsu) Beginning at 3rd level, you can use Dexterity
Stance I in place of Strength for Bone weapon attacks and D-Rank Kaguya clan Hijutsu.
Latent Shikotsumyaku 5 (You must have Latent Shikotsumyaku Stance I) Beginning at 11th level, when you make a Taijutsu
Stance II attack as a result of a Kaguya Clan Bukijutsu, your AC increases by +1 for each hostile creature within 10
feet of you, up to a maximum of +2, until the beginning of your next turn.
Latent Battle Hungry I 2 (You must have Latent Shikotsumyaku Stance I) Beginning at 7th level, you gain a +1 bonus to your
damage rolls as a result of a weapon attack using your bone weapons or a Kaguya Clan Hijutsu.
Latent Battle Hungry II 3 (You must have Latent Battle Hungry I) Beginning at 15th level, you gain a +3 bonus to your damage
rolls as a result of a weapon attack using your bone weapons or a Kaguya Clan Hijutsu.
Latent Calcified 5 Beginning at 11th level, when you would make a saving throw against a jutsu with the medical keyword,
Structure [Changed] you gain a 1d6 bonus to the result.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Kaguya Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kaguya Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kaguya Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kaguya Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Kaguya Clan as a Prerequisite

L ATENT K URAMA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Genjutsu Specialty 2 Beginning at 3rd level reduce the cost of Genjutsu that is D-Rank or Higher that requires concentration
I by 1.
Latent Genjutsu Specialty 4 (You must have Latent Genjutsu Specialty I) Beginning at 11th level, you instead reduce the cost to
II concentrate on Genjutsu by an amount equal to its rank; (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Rank: 5.)
Genjutsu Resistance I 2 Beginning at 7th level, when you are subjected to a Genjutsu that would force you to make an
[Changed] Intelligence saving throw. You add a bonus +1.
Genjutsu Resistance II 2 (You must have Latent Genjutsu Resistance I) Beginning at 7th level, when you are subjected to a
[Changed] Genjutsu that would force you to make a Charisma saving throw. You add a bonus +1.
Genjutsu Resistance III 2 (You must have Latent Genjutsu Resistance I) Beginning at 7th level, when you are subjected to a
[Changed] Genjutsu that would force you to make a Wisdom saving throw. You add a bonus +1.
Latent Onijutsu I 4 Beginning at 7th level, you gain a number of Onijutsu coils equal to your proficiency bonus per long rest.
You can spend 1 coil to use any Onijutsu you have. Select two Onijutsu which you can use with this
feature.
Latent Onijutsu II 4 (You must have Latent Onijutsu I) Beginning at 11th level, select one more Onijutsu to learn.
Latent Onijutsu III 5 (You must have Latent Onijutsu II) Beginning at 18th level, select one more Onijutsu to learn.
Clan Feats 7 You gain the ability to learn Clan Feats, with Kurama Clan as a Prerequisite

140
L ATENT K URU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Yin Chakra Adept 0 You are unable to learn or use jutsu with the Earth, Wind Fire Water or Lightning Release keywords. Any
I jutsu you currently know with a Nature release keyword that isn’t a Hijutsu, is removed from your
known jutsu list and you can replace them with new jutsu you qualify for.
Latent Yin Chakra Adept 2 (You must have Latent Yin Chakra Adept I) Beginning at 3rd level, you begin to become able to enhance
II jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without a Nature
Release keyword, increase its Damage die by +1.
Latent Yin Chakra Adept 3 (You must have Latent Beast Master I) Beginning at 3rd level, you begin to become able to enhance
III [Changed] jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without a Nature
Release keyword, increase its Save DC by +1. If you already are gaining a Bonus to Save DC as a result of
a Clan or Class feature, you pick which bonus you benefit from.
Latent Yin Chakra Adept 4 (You must have Latent Yin Chakra Adept II) Beginning at 15th level, you begin to become able to
IV enhance jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without
a Nature Release keyword, increase its Damage die by +2.
Latent Yin Chakra Adept 5 (You must have Latent Yin Chakra Adept IV) Beginning at 15th level, you begin to become able to
V [Changed] enhance jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without
a Nature Release keyword, increase its Save DC by +2. If you already are gaining a Bonus to Save DC as
a result of a Clan or Class feature, you pick which bonus you benefit from.
Latent Kurugan I 3 (You must have Latent Yin Chakra Adept I) Beginning at 7th level, you have learned activate your
Kurugan. As an Action you can spend 10 chakra to activate this latent Dojutsu for 1 minute. While
active, you gain a +1 bonus to your Wisdom Saving Throws and can use any combination of the
Kurgans action-based abilities twice per rest.
Latent Kurugan II 3 (You must have Latent Kurugan I) Beginning at 11th level, when you would activate your Kurugan, you
can choose to also spend 1 chakra die. If you do, you can also cast the Pierce the Veil Kuru clan Hijutsu
as part of its activation without having the jutsu on your known jutsu list.
Latent Kurugan III 5 (You must have Latent Kurugan II) Beginning at 15th level, increase the number of times you can use
the Kurugan’s action-based abilities per rest to four times.
D-Rank Hijutsu 2 (You must have Latent Yin Chakra Adept I) You gain the ability to learn D-Rank Kuru Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kuru Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kuru Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kuru Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Kuru Clan as a Prerequisite

141
L ATENT N AMIKAZE
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Swift 2 Beginning at 3rd level, jutsu you cast with the Wind Release or Lightning Release increases your speed
Release I by +10 until the beginning of your next turn.
Latent Swift 4 (You must have Latent Swift Release I) Beginning at 15th level, this bonus speed is increased to +20.
Release II
Latent Swift 2 (You must have Latent Swift Release I) Beginning at 7th level, select one between Wind Release or
Release III Lightning Release. When casting a jutsu with the chosen nature release, reduce its cost by 1.
Latent Swift 3 (You must have Latent Swift Release III) Beginning at 18th level, once per turn when you would deal
Release IV wind damage to a creature, you can add +2 to the damage roll.
Latent Supernatural 1 Beginning at 3rd level you gain a +5 bonus to your speed.
Speed I
Latent Supernatural 2 (You must have Latent Supernatural Speed I) Beginning at 7th level, your super speed materializes
Speed II itself as speed die, which are d8’s, of which you have 3 of. You regain spent speed die on a long rest.
Select one ability from the Supernatural Speed clan feature which you can spend your speed die on.
Latent Supernatural 1 (You must have Latent Supernatural Speed II) Beginning at 11th level you gain a +5 bonus to your
Speed III speed.
Latent Supernatural 3 (You must have Latent Supernatural Speed II) Beginning at 11th level, you gain 1 additional speed die
Speed IV and can select one additional ability from the Supernatural Speed clan feature as if you were still 3rd
level.
Latent Supernatural 3 (You must have Latent Supernatural Speed IV) Beginning at 15th level, you may select one ability from
Speed V the Supernatural Speed clan feature as if you were 11 th level.
Latent Supernatural 3 (You must have Latent Supernatural Speed V) Beginning at 15th level, you gain 1 additional speed die.
Speed VI
Latent Supernatural 1 (You must have Latent Supernatural Speed VI) Beginning at 18th level you gain a +5 bonus to your
Speed VII speed.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Namikaze Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Namikaze Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Namikaze Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Namikaze Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Namikaze Clan as a Prerequisite

L ATENT N ARA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Coordinate I 2 Beginning at 3rd level, as an action, you can make an Intelligence check DC 12 + 1 for each ally you are
targeting. On a success, you provide a +1 bonus to their attack rolls and skill checks. This bonus lasts for
2 of your turns. You can coordinate one per long rest.
Latent Coordinate II 2 (You must have Latent Coordinate I) Your coordinate bonus now also applied to saving throws.
Latent Coordinate III 3 (You must have Latent Coordinate II) Beginning at 11th level, the bonus increases to a +3.
Latent Master 3 Beginning at 7th level, once per turn, as a bonus action, you can provide one allied creature a tactical
Tactician I die (D4). They can use this die and add it to any one attack roll, skill check or saving throw. This die lasts
for 1 hour and an ally can only have one tactical die at a time. You can provide tactical die in this way
twice per long rest.
Latent Master 5 (You must have Latent Master Tactician I) Beginning at 15th level, the die size increases to a d6.
Tactician II
Latent Master of 5 (You must have D-Rank Hijutsu) Beginning at 11th level, if you would restrain a creature using a Nara
Shadows I Hijutsu, while that creature is in bright light, increase the DC by 1. If you have a passive bonus to your
Hijutsu’s save DC as a result of class feature you have to decide which bonus you want. They do not
stack.
Latent Master of 5 (You must have Master of Shadows I1) Beginning at 18th level, the bonus to restrain a creature in bright
Shadows II light, increases by +1.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Nara Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Nara Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Nara Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Nara Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Nara Clan as a Prerequisite
142
L ATENT R ANTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Twin Style 2 Being born with a fraction of storming chakra, you innately have the Storm Style. If/When you would
learn Ranton clan Hijutsu, you can only learn jutsu with the Storm Style Keyword.
Latent Shocking 3 (You must have D-Rank Hijutsu) Beginning at 7th level, when you would deal lightning damage with a
Wave I Ranton clan Hijutsu to a creature who are under the effects of or have taken damage from a jutsu with
the water release keyword, you deal an additional 1d6 lightning damage.
Latent Shocking 3 (You must have Latent Shocking Wave I) Beginning at 15th level, the bonus damage dealt increases to
Wave II 2d6.
Latent Storm 2 Beginning at 3rd level, jutsu you cast with the Lightning or Water Release keyword, you can choose to
Release I overcharge or enhance the jutsu as if near a sufficient source of water twice per rest.
Latent Storm 4 (You must have Latent Storm Release I) Beginning at 15th level, This limit is increased to three times
Release II per rest.
Latent Storm 3 (You must have Latent Storm Release I) Beginning at 7th level, when you cast a jutsu with either
Release III Water or lightning release keywords, increase the damage by 1 damage die, once per casting.
Latent Storm 3 (You must have Latent Storm Release III) Beginning at 18th level, the bonus damage increases to 2
Release IV damage die, once per casting.
Latent Galvanation 5 (You must have Latent Twin Style) Beginning at 15th level, you gain the Galvanation clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Ranton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Ranton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Ranton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Ranton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Ranton Clan as a Prerequisite

L ATENT R YU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Blood of The 5 Beginning at 3rd level, you have grown close to your latent dragons nature affinity. Select one nature
Dragon release you currently have access to. You gain the ability to learn and cast jutsu with the chosen
nature release and all Ryu clan jutsu you learn or cast gain the chosen keyword. This cannot be
changed. If you do not have a nature release, all Ryu Clan jutsu instead deals Force Damage and any
effects that rely on a damage type is now referencing force.
Latent Dragon Claws I 2 (You must have Latent Blood of the Dragon) Beginning at 3rd level, unarmed attacks you make
become chakra enhanced and deals the same damage as your chosen Nature release. Your unarmed
damage becomes a d4.
Latent Dragon Claws II 3 (You must have Latent Dragon Claws I) Beginning at 7th level, your unarmed damage die becomes a
d6.
Latent Dragon Claws III 4 (You must have Latent Dragon Claws II) Beginning at 15th level, your unarmed damage die becomes
a d8.
Latent Dragon’s Rage I 2 (You must have Latent Blood of the Dragon & Latent Dragon Claws I) Beginning at 7th level, you can
as an Action, enter your Dragons Rage state. This transformation lasts for 1 minute and cannot be
ended early. For the duration, you gain a +1 bonus to your AC and can make unarmed attacks with
Dragon Claws using Constitution in place of Strength.
Latent Dragon’s Rage II 3 (You must have Latent Dragon’s Rage I) Beginning at 15th level, your bonus to AC increases to +2.
Latent Dragon’s 3 (You must have Latent Dragon’s Rage II) Beginning at 15th level, while within your Dragons rage
Rage III transformation, your Claw attack damage die increases by +1.
Latent Dragon’s 3 (You must have Latent Dragon’s Rage II) Beginning at 18th level, you gain resistance to your chosen
Rage IV nature releases damage type.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Ryu Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Ryu Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Ryu Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Ryu Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Ryu Clan as a Prerequisite

143
L ATENT S ARUTOBI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Advanced Nature 2 Beginning at 1st level, Select one nature release keyword from that you have access to. Jutsu you
Transformation I cast with the chosen keyword gains a +2 bonus to damage once per casting.

Latent Advanced Nature 3 (You must have Latent Advanced Nature Transformation II) Beginning at 11th level, Select a second
Transformation II nature release keyword that you already have access to, this nature release and the previously
chosen nature release deals a bonus +4 to damage once per casting.
Latent Advanced Chakra 2 Beginning at 3rd level, Select between the following; Ninjutsu, Genjutsu, Taijutsu or Bukijutsu, you
Control I can use Jutsu with the select Keyword with a level of efficiency others wish they had. You may
reduce the cost of the select combination of keywords by 1.
If Ninjutsu, select between the following keywords that you have access to; (Earth, Wind, Fire, Water,
Lightning) Release.
If Taijutsu or Bukijutsu, select between the following keywords; Combo or Finisher.
If Genjutsu, select between the following Keywords; Auditory, Inhaled, Tactile, and Visual.
Latent Advanced Chakra 3 (You must have Latent Advanced Chakra Control I) Beginning at 11th level, reduce the cost by an
Control II additional 1.
Latent Advanced Chakra 5 (You must have Latent Advanced Chakra Control II) Beginning at 15th level, select one additional
Control III keyword from the original list provided under Latent Advanced Chakra Control I
Latent Advanced Nature 2 Beginning at 3rd level, you may select 1 D-Rank Ninjutsu of a Nature release you have access to that
Proficiency I you qualify for, adding it to your known jutsu list.
Latent Advanced Nature 2 (You must have Latent Advanced Nature Proficiency I) Beginning at 7th level, you may select 1 C-
Proficiency II Rank Ninjutsu of a Nature release you have access to that you qualify for, adding it to your known
jutsu list.
Latent Advanced Nature 3 (You must have Latent Advanced Nature Proficiency II) Beginning at 15th level, you may select 1 B-
Proficiency III Rank Ninjutsu of a Nature release you have access to that you qualify for, adding it to your known
jutsu list.
Latent Advanced Nature 3 (You must have Latent Advanced Nature Proficiency III) Beginning at 18th level, you may select 1 A-
Proficiency IIII Rank Ninjutsu of a Nature release you have access to that you qualify for, adding it to your known
jutsu list.
Sarutobi Clan Feats 7 You gain the ability to learn Clan Feats, with Sarutobi Clan as a Prerequisite

L ATENT S ENJU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Wood 2 Beginning at 3rd level, jutsu you cast with the Earth Release or Water Release keyword grant you +5
Release I Temporary hit points, once per casting.
Latent Wood 4 (You must have Latent Wood Release I) Beginning at 15th level, the temporary hit points gained
Release II increases to +10.
Latent Wood 3 (You must have Latent Wood Release I & D-Rank Hijutsu) Beginning at 11th level, creatures whom you
Release III restrain as a restrained, grappled or weakened as a result of a jutsu you cast with the Earth or Water
Release keywords, cannot cast jutsu of a rank lower than or equal to the rank of the jutsu cast to
inflict the listed condition.
Latent Wood 3 (You must have Latent Wood Release III) Beginning at 18th level, once per turn, when you would deal
Release IV damage using a Senju Hijutsu, the creatures ability to cast jutsu or spend chakra is hindered. You gain
the 15th level benefit of the Wood Release clan feature.
Latent Mitotic 2 Beginning at 3rd level, you learn to manifest a pool of Latent Senju Cells. You gain a number of Senju
Regeneration I Cells equal to your level, up to a maximum of 5 Senju cells which can only be spent as a Bonus action
on your turn, to regain 1d6 + Constitution in hit points per cell spent.
Latent Mitotic 3 Beginning at 11th level, your maximum number of Senju Cells increases to 10.
Regeneration II
Latent Sacred Body 5 (You must have D-Rank Hijutsu) Beginning at 7rd level, you can use Constitution as your Ninjutsu
ability modifier for Senju Hijutsu you cast.
Latent Blood of the Leaf 3 Beginning at 15th level, When you would make a charisma check to intimidate or persuade a hostile or
unfriendly creature, you can use constitution in place of charisma.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Senju Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Senju Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Senju Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Senju Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Senju Clan as a Prerequisite

144
L ATENT S HAKUTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Scorch 2 Beginning at 3rd level, jutsu you cast with the Wind Release or Fire Release keywords deals +3
Release I additional fire damage to creatures with the burned condition, once per casting.
Latent Scorch 4 (You must have Latent Scorch Release I) Beginning at 15th level, bonus damage is increased to +5.
Release II
Latent Scorch 2 (You must have Latent Scorch Release I) Beginning at 11th level, a creature whom you inflicted with
Release III ranks of burned, gains 1 rank of weakened for the duration.
Latent Scorch 3 (You must have Latent Scorch Release III) Beginning at 18th level, creatures whom you inflicted with
Release IV ranks of burned suffers a -5 penalty to ending the condition.
Latent Scorching 2 Beginning at 7rd level, you gain 3 Scorch die (d4). You can spend scorch die when you would deal fire
Heat I damage, adding the result to the damage dealt, and also ignoring resistances. You regain spent
scorch die when you would complete a long rest.
Latent Scorching 3 (You must have Scorching Heat I) Beginning at 11th level, You can spend scorch die to reduce a single
Heat II creatures saving throw by half the result.
Latent Scorching 4 (You must have Scorching Heat II) Beginning at 15rd level, you gain 2 additional Scorch die.
Heat III
Latent Immolation 5 Beginning at 15th level, you gain the Immolation clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shakuton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shakuton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shakuton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shakuton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Shakuton Clan as a Prerequisite

L ATENT S HIKIGAMI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Papercraft I 3 Beginning at 3rd level, whenever you would gain the benefit of a short or long rest, you gain the
benefit of the Papercraft clan feature.
Latent Paper Expert I 4 Beginning at 7th level, the DC of explosive tools become equal to your Ninjutsu save DC if your
Ninjutsu save DC would be higher than the Ninja tools save DC.
Latent Paper Expert II 5 (You must have Latent Paper Expert I) Beginning at 11th level, whenever you would use an explosive
tool, by spending 10 chakra, you gain the Bonus Damage effect of the Paper Expert clan feature.
Latent Paper 3 Beginning at 11th level, you may reduce the cost of jutsu with the Chakra Seal component (CS), by 1.
Reservoir I
Latent Paper 5 Beginning at 18th level, the cost reduction increases to -2.
Reservoir II
Latent Divine Shikigami 5 Beginning at 15th level, You gain the Divine Shikigami clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shikigami Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shikigami Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shikigami Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shikigami Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Shikigami Clan as a Prerequisite

145
L ATENT S HOTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent One with Earth 5 Beginning at 7th level, You may use Charisma as your Ninjutsu ability modifier for Ninjutsu with the
Earth Release Keyword.
Latent Crystalline Stone I 2 Beginning at 3rd level, Ninjutsu you cast that produces earthen constructs reduces all incoming
damage to the construct by -2.
Latent Crystalline Stone 3 (You must have Latent Crystalline Stone I) Beginning at 15rd level, the reduction transforms and
II becomes resistance.
Latent Rock-Hard 2 Beginning at 7th level, while you are maintaining concentration on a ninjutsu with the Earth Release
Stability I keyword, you gain a +1 bonus to your AC.
Latent Rock-Hard 3 (You must have Latent Rock-hard Stability I) Beginning at 15th level, your bonus to AC increase to a
Stability II +2.
Latent Crystalized Focus 2 Beginning at 11th level, you gain 2 Crystallization die. These die can be spent when you would deal
I damage with a ninjutsu with the earth release keyword, adding the die to the damage result OR when
you would reduce damage with a ninjutsu with the earth release keyword, adding up to 1 die to the
damage reduction result. Spent die are refreshed when you would complete a long rest.
Latent Crystalized Focus 3 (You must have Latent Crystalized Focus I) Beginning at 15th level, you gain 1 additional
II Crystallization die.
Latent Crystalized Focus 5 (You must have Latent Crystalized Focus II) Beginning at 18th level, you gain 1 additional
III Crystallization die.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shoton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shoton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shoton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shoton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Shoton Clan as a Prerequisite

L ATENT T SUCHIGUMO
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Third Eye I 2 Beginning at 3rd level, as an action, once per long rest, for 1 minute, you can open your third eye. For
the duration, you gain a +2 bonus to perception checks and ranged weapon attacks.
Latent Third Eye II 3 (You must have Latent Third Eye I) Beginning at 7th level, the bonus to weapon attacks now also apply
to damage rolls.
Latent Third Eye III 5 (You must have Latent Third Eye II) Beginning at 15rd level, ranged weapon or taijutsu attacks ignore
resistance.
Latent Web Weapons I 3 Beginning at 7th level, select one weapon with which you have proficiency with. This weapon can be
manifested as a bonus action and be known as a Web Weapon. The created weapon always has the
Light and Multiattack property and loses the Heavy, Two-Handed and Loading properties if any.
Latent Web Weapons II 5 (You must have Latent Web Weapons I) Beginning at 11th level, your web weapon also gains the
critical weapon property.
Latent Exoskeleton I 2 Beginning at 7th level, one per rest, as an action, you can conjure a thick coat of golden armor. You
gain 5 temporary hit points at the beginning of each of your turns for 1 minute.
Latent Exoskeleton II 5 (You must have Latent Exoskeleton I) Beginning at 15th level, the amount of temporary hit points you
gain increases to 10 at the beginning of each of your turns for 1 minute.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Tsuchigumo Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Tsuchigumo Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Tsuchigumo Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Tsuchigumo Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Tsuchigumo Clan as a Prerequisite

146
L ATENT U CHIHA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Advanced 2 Beginning at 3rd level, select one ability from the Advanced Adaptation clan feature. You cannot
Adaptation I select Sharingan Advancement.
Latent Advanced 2 (You must have Latent Advanced Adaptation I) Beginning at 11th level, select one ability from the
Adaptation II Advanced Adaptation clan feature. You cannot select Sharingan Advancement.
Latent Advanced 3 (You must have Latent Advanced Adaptation II) Beginning at 18th level, select one ability from the
Adaptation III Advanced Adaptation clan feature. You cannot select Sharingan Advancement.
Latent Advanced 4 (You must have Latent Advanced Adaptation III & Latent Sharingan II) Beginning at 18th level, you
Adaptation IV gain the Sharingan Advancement, Advanced Adaptation.
Latent Sharingan I 2 Beginning at 7th level, you gain the 1 Tomoe Sharingan. You can activate this Sharingan as a Bonus
action and by spending 10 chakra. You may use abilities granted by your Sharingan twice per
activation. You may spend 10 chakra while your Sharingan is active to reset the number of ability uses
you have. Select one ability from the 1-Tomoe Sharingan list.
Latent Sharingan II 3 (You must have Latent Sharingan I) Beginning at 11th level, you gain the 2-Tomoe Sharingan. While
your Sharingan is active, you gain 30-feet of Chakra sight and a second ability from the 1-Tomoe
Sharingan list.
Latent Sharingan III 4 (You must have Latent Sharingan II) Beginning at 15th level, you gain the 3-Tomoe Sharingan. While
your Sharingan is active, you can perform the Search action as a bonus action and a one ability from
the 2-Tomoe Sharingan list.
Latent Sharingan IV 5 (You must have Latent Sharingan III) Beginning at 18th level, Select one Sharingan ability from any of
the Tomoe lists that you quality for.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Uchiha Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Uchiha Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Uchiha Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Uchiha Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Uchiha Clan as a Prerequisite

L ATENT U ZUMAKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Fuinjutsu Master I 2 Beginning at 3rd level, once per rest, you can cast a jutsu with the Fuinjutsu keyword as a bonus
action.
Latent Fuinjutsu Master 4 (You must have Latent Fuinjutsu Master I) Beginning at 11th level, you can cast a jutsu with the
II Fuinjutsu keyword as a bonus action twice per rest.
Latent Fundamental 3 Beginning at 7th level, you may use Constitution in place of Intelligence for Ninjutsu you cast with the
Difference I Fuinjutsu keyword.
Latent Draining Seals I 2 Beginning at 7th level, when a creature fails a saving throw against a Ninjutsu with the Fuinjutsu
keyword, they take chakra damage equal to your proficiency bonus.
Latent Draining Seals II 4 (You must have Latent Draining Seals I) Beginning at 15th level, the chakra damage increases to twice
your proficiency bonus.
Latent Inhuman 5 Beginning at 15th level, you gain proficiency in Constitution saving throws. If you are already
Lifeforce proficiency, you instead gain a +1 bonus to your constitution saving throw bonus.
Latent Chakra 2 Beginning at 3rd level, you learn to manifest a pool of Latent Reserve Cells. You gain a number of
Reserves I [Changed] Reserve Cells equal to your level, up to a maximum of 5 Reserve cells which can only be spent as a
Bonus action on your turn, to regain 1d6 chakra points per cell spent.
Latent Chakra 3 (You must have Latent Chakra Reserves I) Beginning at 11th level, your maximum number of Reserve
Reserves II Cells increases to 10.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Uzumaki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Uzumaki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Uzumaki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Uzumaki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Uzumaki Clan as a Prerequisite

147
L ATENT Y AMANAKA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Mental Boon I 2 Beginning at 3rd level, you gain 1 Mental boon of your choice from the Yamanaka Boons table, that
you qualify for.
Latent Mental Boon II 3 (You must have Latent Mental Boon I) Beginning at 11th level, you gain a second Mental boon, of
which you qualify for.
Latent Mental Boon III 5 (You must have Latent Mental Boon II) Beginning at 18th level, you gain a third Mental boon, of which
you qualify for.
Latent Mental Clarity I 2 Beginning at 11th level, you gain a 1d4 bonus to saving throws against Genjutsu with the Unaware
keyword.
Latent Mental Clarity II 3 (You must have Latent Mental Clarity I) Beginning at 15th level, you gain a 1d4 bonus to insight checks
against creatures attempting to lie to you.
Latent Mental 5 (You must have Latent Mental Clarity II) Beginning at 18th level, as a bonus action you can target one
Clarity III creature you can see within 60 feet and make a Wisdom or Charisma (insight) check vs a DC 10 + their
level. On a success, you learn the targets Wisdom or Charisma score. You can do this twice per long
rest.
Latent Master Mental 5 Beginning at 15th level, you gain the Master Mental Alteration clan feature.
Alteration
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yamanaka Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yamanaka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yamanaka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yamanaka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yamanaka Clan as a Prerequisite

L ATENT Y OTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Lava 2 Beginning at 3rd level, jutsu you cast with the Earth Release or Fire Release keyword that you cast
Release I grants you 3 DR until the beginning of your next turn against the first instance of damage you take.
Latent Lava 4 (You must have Latent Lava Release I) Beginning at 15th level, the Damage reduction is increased to
Release II 10 DR.
Latent Lava 2 (You must have Latent Lava Release I) Beginning at 11th level, select two qualities from the Lava
Release III Release clan feature. You can inflict these qualities on a creature you did damage to with a Ninjutsu
or Hijutsu with the Earth release keyword. You can do this twice per long rest.
Latent Lava 3 (You must have Latent Lava Release III) Beginning at 18th level, you can use the chosen qualities 2
Release IV additional times per long rest.
Latent Calcified Skin I 2 Beginning at 3rd level, while wearing no armor or light armor, you reduce all incoming bludgeoning,
piercing and slashing damage by -2.
Latent Calcified Skin II 4 (You must have Latent Calcified Skin I) Beginning at 15th level, the damage reduction increases to -5.
Latent Churning Magma 3 Beginning at 7th level, fire damage you deal, deals 1d4 additional damage.
I
Latent Churning Magma 5 (You must have Latent Churning Magma I) Beginning at 15th level, you gain the 11th level Churning
II Magma clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yoton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yoton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yoton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yoton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yoton Clan as a Prerequisite

148
L ATENT Y UKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Ice 2 Beginning at 3rd level, jutsu you cast with the Wind Release or Water Release deals +3 additional
Release I damage to creatures with the chilled condition, once per casting.
Latent Ice 4 (You must have Latent Ice Release I) Beginning at 15th level, the bonus damage increases to +5.
Release II
Latent Ice 2 (You must have Latent Ice Release II) Beginning at 11th level, each time you deal damage to a
Release III creature with a Yuki clan Hijutsu, they must make a Constitution saving throw vs your Ninjutsu save
DC. On a failed save they gain 1 rank of chilled.
Latent Ice 5 (You must have Latent Ice Release III) Beginning at 15th level, you gain the 11th level effect of the Ice
Release IV Release clan feature.
Latent Frigid Cold I 1 Beginning at 3rd level, when you would attempt to water walk you create a 5 by 5 patch of ice that you
can walk on that counts as difficult terrain for everyone excluding yourself.
Latent Frigid Cold II 2 (You must have Latent Frigid Cold I) Beginning at 11th level, for every two ranks of the chilled
condition a creature has as the result of a jutsu or feature you used, they suffer a 1d4 penalty to
damage rolls that rely on Dexterity.
Latent Frigid Cold III 3 (You must have Latent Frigid Cold II) Beginning at 15th level, the inflicted penalty now also applied to
attack rolls that rely on Dexterity as well.
Latent Chilled Body I 2 Beginning at 7th level, you gain resistance to cold damage.
Latent Chilled Body II 4 (You must have Latent Chilled Body I) Beginning at 15th level, You gain immunity to cold damage.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yuki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yuki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yuki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yuki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yuki Clan as a Prerequisite

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