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B's Homebrew Clans - The Homebrewery
B's Homebrew Clans - The Homebrewery
I
will list every clan in this document, in alphabetical Iburi Clan (PDF)
order. I will also list the clan lore for each clan to give
readers an early preview into what the clan entails, Born of Ash
other than just it's name. You can click the header for The Iburi Clan is a seclusive clan scattered all throughout the
each clan to take you to the page where it appears, Land of Fire. Members of this clan possess a powerful kekkei
and next to the header in parenthesis will be the genkai that allows them to transform themselves into smoke.
standalone PDF for the clan on Google Drive. Some In the past, this versatile ability proved to be a curse rather
of the standalone PDFs have more bonus content than what I than a blessing, as it could not be controlled, causing some of
have featured in this compendium. the Iburi to be dispersed and killed in the winds. This burden,
however, was resolved by one of the Leaf's legendary Sannin,
Clans granting the later generations of Iburi mastery of their power.
Feel free to let me know if you any clarification for any of Kurashi Clan (PDF)
these clans, or have any balance concerns. Feats for each of
these clans along with the Bloodline charts can be found at Seekers of Truth
the end of this document. Adversary Traits are also included. Believed to be descendents of the Nara clan, or to at least
Link to Google Drive Version of this Compendium have a close history with the Nara, the Kurashi are a clan that
Link to GSheet with Clan Code/How to add Clans Guide primarily resides within the Land of Fire, though they can be
found in most of the 5 Great Nations as private investigators
Chinoike Clan (PDF) or police detectives. The Kurashi utilize techniques using
shadows, manifesting jutsu that seemingly use spirits and
Blood Architects other supernatural forces to aid them in finding the truth.
The Chinoike is a clan that was active in the land of lightning
then exiled to the valley of hell in the land of hot water which Makishin Clan (PDF)
then led to peace for generations until a civil war broke out
and many of the Chinoike clan died. In the present day, only a Slumbering Chaos
few Chinoike remain, scattered throught the world. The Makishin clan is one of unknown origin. Members of this
clan do not share a family name, nor a birthplace. Makishin
Genwa Clan (PDF) can be found all across the 5 great nations, where they tend
to keep to themselves. Rumored to have a history with the
Dimension Walkers Jugo clan, the Makishin possess an accursed power that turns
The Genwa Clan is clan that formerly hailed from Land of them into beings of chaos on the frontlines, constantly
Rain. Members of this clan commonly share an affinity with bringing forth destruction and terror to their enemies.
Lightning, and occasionally, they can manifest something
greater. A powerful nature release transformation known as Sankaku Clan (PDF)
Data Release, which possesses a unique affinity for
technology. The Genwa formally worked with the Akatsuki to Beat-Em Up
gather information during the rule of Hanzo of the The Sankaku Clan is a clan that hails proudly from the
Salamander. However, after his defeat and the rise of Pain, Getsugakure (Literally meaning: Land of the Moon). Unlike
the Genwa were forced into hiding, eventually splitting from the majority of clans, members of this clan share a close
the Rain and scattering themselves among other lands. tight-knit comradery community, never straying too far from
home unless in a group. On the battlefield, the Sankaku
Hylia Clan (PDF) possesses a commanding presence and masterful skill of
Taijutsu and Combination jutsu. Shinobi of this clan boast
Will of the Gods their ability to make the most of what they currently have
The Hylia Clan is a clan that bears no proper family name, as available, as opposed to specializing in multiple different
its people hail from lands abroad. Instead, members of the fields.
Hylia clan share a common faith, one that believes that the
deities above shine a path for each mortal for them to follow. Shinigami Clan (PDF)
As children, the members of the Hylia Clan are branded with
a small seal on their palm, unique to each user. This seal Hell's Butterfly (READ ME)
grow with age and is believed to help clan members mature The Shinigami Clan is a clan of no clear family name,
with great Power, Wisdom, and Courage. although they are believed to have originated near the border
This clan is separated into three branches, all of which of the Land of Iron and Fire. Members of this clan, as
focus on a particular virtue of the Hylia Clan faith, walking a opposed to blood, are connected by similar beliefs and ideals,
path of self-discovery. The Power, Wisdom, and Courage and wield with them a special sword that is the manifestation
paths. Members of this clan focus of developing the skills and of their chakra and spirit, the Zanpakuto. Masters of both
knowledge to best aid them on their journey to discover their blade and jutsu, members of their Shinigami clan are a
respective virtue. dominant force of the battlefield.
Wukong Clan(s) (PDF)
The Wukong Clan is a prideful race hailing from the Land of
Earth. At least, that is what is written. From the very
beginning of their clan's existence, rumors have spread that
the progenitors of the Wukong clan hailed from a domain far
beyond the Earth, from amongst the stars. In the present day,
the Wukong have split into two factions. The Elite and Low-
Class. Both clans live far apart and resent one another.
Battleborn Spirit (Low-Class Wukong)
The Low-Class Wukong are one of two factions within the
Wukong family. They are perceived as failures by the Elite
faction due to the Low-Class losing their precious kekkei-
genkai, their Wukong tail, along with their ability to
synthesize Primal Energy within their bodies. But, despite
this, the Low-Class Wukong have remained strong, using the
remnants of their power and their more down-to-earth
mindset to develop their own, adaptable, strength.
Prideful Legacy (Elite Wukong)
The Elite are a prideful sort that focus on the inherent power
of their clan's ability to manipulate their unique energy and
their prowess with the clan's unique kekkei genkai, a monkey-
like tail. This unassuming tail provides the strongest of
Wukong with additional power and, as the legend says, under
the light of the moon the power of the Elite is unveiled.
Ketsuryūgan: The fabled Ketsuryūgan of the Chinoike
Chinoike Clan clan, this haunting dojutsu is able to manipulate the blood of
Update: August 19th, 2023. the enemies of the Chinoike clan to destroy them upon the
"You're going to tell me everything you know or else!" The inside. This eye is also the catalyst for incredible genjutsu
Mist captain yells at a wounded farmer, pointing a sword at that rivals the Sharingan in power.
his neck. The farmer appears to be in a dazed trace. Beneath Beginning at 3rd level, you can as a bonus
their feet lie the bodies of 5 warriors who tried fighting off the action spend 5 chakra to activate this
mist shinobi but to no avail. The farmer gives no answer. mythical dojutsu for 10 minutes. While
"Ugh! This guy is useless! Tonima, use your genjutsu to figure this eye is active, you have resistance to
out where those Anbu went!" "On it boss!" Tonima moves necrotic damage and advantage on rolls
towards the old man and weaves the signs to enter his mind. to avoid gaining the bleeding condition.
Near instantaneously, Tomina is surrounded by a pool of red Additionally, whenever you deal cold
water and is greeted by a pair of ominous black and red eyes damage, you can change the damage type to
in the sky. He ends his jutsu and recoils in horror, dazed and necrotic.
in a pool of sweat. Before the captain and the other squad Starting at 7th level, your eye improves the
can ask what is wrong, a voice can be heard in the distance. circulation of blood. You become immune to the bleeding
"You mist shinobi really are all brawn no brain." A man walks condition, and creatures that you apply the bleeding
from behind the trees and faces toward the Mist. As the Mist condition to increase the damage die of the bleeding
began exclaiming at the mysterious figure, the man calmly condition by 1 step, up to the maximum of a d12.
responds. "The residents of this village died a long time ago." Starting at 15th level, when a creature takes damage from
The eyes of the man turn black with an ominous red as the the bleeding condition that was inflicted by you, they take an
corpses and the wounded villager begin rapidly producing a additional amount of flat damage equal to the ranks of
black, cancerous growth from their bodies. In a flash, the bleeding they possess.
bodies erupt, turning the Mist to ash." For the duration of your Ketsuryūgan, you can take the
following actions in combat on your turn. You can use these
----Kikushi Uchiha clan features a number of times equal to your Wisdom
The Long Road, Ch. 30 excerpt. modifier (Min. 1) per rest.
Action: You can supercharge the circulation of blood
Blood Architects within yourself and allied creatures within a 15-foot radius
The Chinoike is a clan that was active in the land of lightning of you for a number of rounds equal to your Wisdom
and then exiled to the valley of hell in the land of hot water modifier. All affected creatures gain a bonus to AC, attack,
which then led to peace for generations until a civil war broke and damage rolls equal to 1/3rd your proficiency bonus.
out and many of the Chinoike clan died. In the present day, They also increase their movement speed by half. Starting
only a few Chinoike remain, scattered throughout the world. at 7th level, affected creatures increase their critical threat
range by +1, ignoring critical threat range limits, and gain
Chinoike Traits an additional reaction, which can only be used to make 1
Ability Score Increase: +2 Wis or Int, +1 Dex unarmed or weapon attack, or take an attack of
Speed: Your base walking speed is 30 feet. opportunity.
Proficiencies: Illusions, pick one Chakra Control or Ninshou Bonus Action: When you cast a jutsu with the Water
Passive Affinity: You begin with the Water release affinity. Release keyword, you can use the prowess of the
Ketsuryūgan to mold the excess chakra of the jutsu to
Chinoike Features improve your defense, and drain the life force of enemies.
Chinoike Techniques: The Chinoike have access to a You gain temporary hit points equal to your jutsu's Save
separate list of Jutsu unique to their Clan. You can add these DC + your proficiency bonus for the next minute, and if
jutsu to your jutsu list instead of selecting jutsu from the your jutsu deals damage, you recover Xd4 hit points,
normal jutsu list. where X is equal to the number of damage die used in the
Sanguine Prowess: Beginning at 1st level, you begin to jutsu. (Ex. Dealing 6d10 damage recovers 6d4 hit points).
understand how to manipulate iron present in liquids and If the creature is resistant to your damage, halve the
develop an affinity towards techniques with blood. When you amount gained.
would cast a jutsu with the Water Release keyword, as part of Reaction: You improve the flow of blood within the brain
the same action, you can cut yourself and release a small to enhance you or an allies mental acuity to defend
amount of blood, losing 1d4 hit points. In exchange, the jutsu against attacks of the mind. When you or an allied
cast gains the benefit of being near a sufficient source of creature within 30 feet would fail an Intelligence,
water, if applicable. If not applicable, reduce the cost of the Wisdom, or Charisma saving throw, you can grant the
jutsu by -2 (Min. 1). creature a bonus to these types of saving throws equal to
Starting at 3rd level, your control over blood in conjunction your Wisdom modifier, until the end of your next turn.
with water release chakra improves, becoming far more Beginning at 7th level, the affected creature gains
complex and intricate. When a jutsu would benefit from this advantage on rolls to resist Mental and Sensory
feature, you can grant the jutsu, once per casting, an conditions, and resistance to psychic damage, for the
additional die of damage, healing, or a +1 to Save DC. At 11th duration. Starting at 18th level, when you would fail a
level, you can pick a 2nd benefit, or one benefit twice. saving throw against a genjutsu, you can choose to
automatically succeed, suffering no damage or effects.
Blood Pact: Starting at 7th level, by leaving traces of your Your Patron adds half your Wisdom modifier, rounded up,
blood within your allies, you can form a bond with one to any death saving throws. If your Patron would
another, your blood acting like an aegis. automatically fail a death saving throw, they instead roll
During a long rest, you and one willing creature can spend another saving throw, rather than immediately fail.
1 hit die each to transfuse each other blood into yourselves. Lastly, if a creature would attempt to read the mind or
The allied creature becomes known as your Patron. While force one your Patron to give information or act against
bonded to a creature this way, you both gain the following their will, the triggering creature(s) must make a
benefits until both of you complete a full rest; At 15th level, Charisma saving throw against your Genjutsu Save DC.
you can have a 2nd Patron. On a failed save, the creature sees the eyes of your
You know if you and your Patron are within 1 mile of each Ketsuryūgan appear and they immediately take Xd10
other. You also know if they are dead or out of chakra. psychic damage, where X equals your proficiency bonus.
The jutsu or ability which triggered this feature,
You and your Patron are aware of any negative conditions immediately fails. Affected creatures who are unprepared
affecting each other, provided you are both within 1 mile. for this effect, are surprised. Once this ability activates,
When either you or your Patron would recieve healing your Blood Pact with this Patriot ends.
from a medical jutsu, the creature in question can use
their reaction to split the healing between one another, as
long as you both are within 90 feet of each other.
Alternative Chinoike Clan
Blast here. There is another version of the Chinoike
that is incredibly popular as well, created by
Symphonics. If you would like a twist on the
Chinoike you know, with a higher focus on the
Ketsuryugan itself, feel free to check it out.
Blood Daggers
Chinoike Clan Jutsu Classification: Hijutsu
D-Rank Rank: D-Rank
Casting Time: 1 Action
Bloodletting Weaponry Range: Self
Classification: Hijutsu Duration: 10 Minutes
Rank: D-Rank Components: HS, CM
Casting Time: 1 Bonus Action Cost: 5 Chakra
Range: Self Keyword: Hijutsu, Water Release, Ninjutsu
Duration: Concentration, up to 1 minute Description: You manipulate the water and iron in the
Components: HS, CM atmosphere to make two iron-rich aqua daggers that swirl
Cost: 5 Chakra around you in the air. As a bonus action, you can send out one
Keyword: Hijutsu, Water Release, Ninjutsu dagger at a creature within 60 feet. Make a ranged ninjutsu
Description: You bite your thumb and swathe your arm to attack, dealing 3d6 + your Ninjutsu ability modifier in
the side, forming a melee weapon in your hand using the piercing damage on hit. Once all daggers have been thrown,
blood of your thumb and the water molecules in the air. this jutsu ends.
Select one melee weapon of your choice. You create this If your Ketsuryūgan is active while this jutsu is active,
weapon as a +1 weapon. This weapon loses the heavy increase the damage die of each dagger by 1 step.
property if it possessed it, and gains the Finesse property if it At Higher Ranks: For each rank you cast this jutsu above
does not possess it. You are always proficient with weapons D-Rank, increase the cost of this jutsu by 3, and the number
you create with this jutsu, and can use Wisdom for weapon of daggers created by +1.
attack and damage rolls. The weapon's damage can be either
cold or necrotic (you choose upon casting). Once per turn, Enhanced Circulation
when you attack with this weapon, you can make an Classification: Hijutsu
additional weapon attack. Rank: D-Rank
If your Ketsuryūgan is active while this jutsu is active, Casting Time: 1 Reaction, which you take when you are
once per turn, when you land a hit with this weapon, the targeted or take damage from an attack, or would make a
affected creature must succeed a Constitution saving throw Constitution saving throw.
or gain 1 rank of bleeding, or Lacerated if they are currently Range: Self
Lacerated. Duration: 1 Round
At Higher Ranks: For each rank you cast this jutsu above Components: CM
D-Rank, increase the cost of this jutsu by 3. If cast to B-Rank, Cost: 5 Chakra
this jutsu no longer requires concentration, and the Keywords: Hijutsu, Water Release, Ninjutsu
weapon becomes a +2 weapon. If cast to S-Rank, Description: You quickly improve the blood flow to your
the weapon becomes a +3 weapon and gains heart, briefly granting you heightened reaction speed
an additional weapon property of your and survivability. Until the start of your next turn,
choice. increase your AC by +5, including against the
triggering attack, and you have advantage on
Constitution saving throws.
Genjutsu: Ichorous Illusions! At Higher Ranks: For each rank you cast this jutsu above
Classification: Hijutsu D-Rank, increase the cost of this jutsu by 4 and the rank of
Rank: D-Rank the Genjutsu that can be cast by 1 (D>C>B>A>S).
Casting Time: 1 Action
Range: 60 feet C-Rank
Duration: Concentration, up to 1 minute Genjutsu: Blood Lake!
Components: HS,CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keyword: Hijutsu, Genjutsu, Visual, Unaware Casting Time: 1 Action
Description: As part of the requirements for casting this Range: 30 feet
jutsu, you must have the Ketsuryūgan clan feature active. Duration: Instant
You make eye contact with a creature and place them under a Components: HS, CM
unique genjutsu which hijacks the blood flow to their brain. Cost: 9 Chakra
The creature must make a Wisdom saving throw. Affected Keywords: Hijutsu, Genjutsu, Visual, Tactile
creatures can repeat their saving throw at the end of each of Description: A genjutsu that causes the target to experience
their turns, and once per turn when they would take damage. a drowning sensation, exhausting themselves as if their body
A creature resistant or immune to fear has advantage on this truly underwent physical trauma. Select one target within
saving throw. range. This creature must succeed a Wisdom saving throw.
Critical Success: This jutsu ends and the target becomes Creatures can gain no more than 2 ranks of Exhaustion with
immune to this jutsu for 1d4+1 rounds. this jutsu. If this jutsu is used while your Ketsuryūgan is
Success: The creature experiences a mild tension headache, active, all creatures within 5 feet of the target, of your choice,
but is able to resist this jutsu's effects, ending this jutsu. must also make this saving throw.
Failure: The target begins to hallucinate, distorting the Critical Success: The creature is able to resist this jutsu
appearance of creatures around them, making them unable effects, and cannot be affected by this jutsu for 1 minute.
to distinguish friend from foe. When the target would go to Success: The creature is able to resist this jutsu's effects.
target one of your allies, it must succeed a perception Failure: The creature loses sight of their surroundings, and
check vs your Genjutsu Save DC. On a failure, the creature sees a small fissure open underneath their feet, revealing a
believes your ally to be one of their allies, and attacks a red ocean. The creature falls into water and feels as
creature that is hostile to you within range instead. If there though it has been trapped for several days, constantly
is no such creature within range, their attack or jutsu fails. trying to escape and not drown. The creature gains 1 rank
The creature is also unable to utilize or benefit from of Exhaustion for 1d4 rounds.
abilities that would allow them to omit creatures from Critical Failure: Same effects as a failure, but the target
being affected by an attack or jutsu for the duration. takes 4d8 psychic damage, and the Exhaustion lasts for
Critical Failure: Same effects as a failure, however, the 1d4+1 rounds. They also gain 2 ranks of Exhaustion.
creature is now swarmed with panic. A creature under this At Higher Ranks: For each rank you cast this jutsu above
jutsu's effects can only move, take the attack action, or cast C-Rank, increase the cost of this jutsu by 3, the range by 15
a jutsu of C-Rank or lower on their turn. feet, and the duration of the Exhaustion condition by 1 round.
Genjutsu: Ketsuryūgan! Red Death
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action or Bonus Action
Range: 60 feet Range: Weapon's Range
Duration: Instant Duration: 1 Round
Components: CM Components: HS, W (Any Weapon or Blood Dagger)
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Genjutsu, Visual, Tactile Keywords: Hijutsu, Water Release, Ninjutsu, Bukijutsu
Description: As part of the requirements for casting this Description: You infuse a weapon or dagger from the Blood
jutsu, you must have the Ketsuryūgan clan feature active. Daggers hijutsu and enhanced it with vile blood, so potent
You look into the eyes of a creature and utilize your that it appears almost black. Once this jutsu is cast, until the
Ketsuryūgan to make your genjutsu more effective. end of your next turn, the next weapon attack or Ninjutsu
As part of casting this jutsu, you can cast any D-Rank attack made with your weapon (whichever it uses), deals an
Genjutsu that you know that has a casting time of 1 action or additional 3d10 cold damage. The creature must also make a
bonus action, does not have the range of self, and does not Constitution saving throw, gaining 1 rank of bleeding, or
have the NT or M components, at no additional chakra cost. Lacerated if they are currently lacerated on a failed save.
The range of the genjutsu cast becomes the range of this Once you land this attack, this jutsu ends.
jutsu and can only affect the target you are making eye If this jutsu is used while your Ketsuryugan is active, this
contact with. This jutsu can be used without breaking stealth. jutsu's damage also deals damage to the creature's chakra
Your Genjutsu gains a +1 to attack, damage die, and initial points, and on a failed save the creature becomes unable to
Save DC. If the Genjutsu allows the creature to repeat their recover hit or chakra points until the end of your next turn.
saving throw to end the jutsu's effect, they do so at
disadvantage.
At Higher Ranks: For each rank you cast this jutsu above Genjutsu: Numbness!
C-Rank, increase the cost of this jutsu by 3 and the damage Classification: Hijutsu
by 2d10. Rank: B-Rank
Casting Time: 1 Action
Sanguine Sphere Range: 30 feet
Classification: Hijutsu Duration: 1 Minute
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 12 Chakra
Range: 60 feet Keywords: Hijutsu, Genjutsu, Unaware, Tactile
Duration: Instant Description: As part of the requirements for casting this
Components: HS, CM jutsu, you must have the Ketsuryūgan clan feature active.
Cost: 7 Chakra Make a ranged genjutsu attack against 1 creature in range.
Keywords: Hijutsu, Water Release, Ninjutsu On a hit, you make a creature feel invincible, distracting them
Description: You form a large 10-foot sphere of water in from the fact that their body has been compromised.
front of you and spit fresh blood into a sphere, turning it Each time the creature takes damage while this jutsu is
completely red. You then move the sphere to a point within active, if they possess damage reduction, their damage
range and cause it to explode into shards of water. reduction value is treated as half, otherwise, they take an
Each creature of your choice within 20 feet of the sphere extra 1d6 + your Genjutsu ability modifier in necrotic
when it explodes must make a Dexterity saving throw. On a damage, which cannot be reduced. A creature cannot be
failed save, creatures take 6d6 cold damage and gain 2 ranks under this jutsu's effects multiple times.
of bleeding, or half the ranks of bleeding as ranks of This jutsu's effects can trigger a number of times equal to
Lacerated if they are currently Lacerated. If an affected your proficiency bonus, after which this jutsu ends.
creature already has ranks of bleeding or is Lacerated, on a
failed save, you can alternatively choose to give them the A-Rank
Weakened condition for the duration of their bleeding and/or
lacerated condition. Blood Dragon Ascension
At Higher Ranks: For each rank you cast this jutsu above Classification: Hijutsu
C-Rank, increase the cost of this jutsu by 3, the damage by Rank: A-Rank
1d6, and the ranks of bleeding by +1. Casting Time: 1 Action
Range: Touch
B-Rank Duration: Concentration, up to 1 minute
Components: CM, CS
Blood Clot Spikes Cost: Special (20 Chakra)
Classification: Hijutsu Keywords: Hijutsu, Water Release, Ninjutsu, Fuinjutsu
Rank: B-Rank Description: As a part of the requirements of this jutsu, you
Casting Time: 1 Action must have the Ketsuryūgan active and be near a sufficient
Range: 60 feet source of water. You slash both of your wrists and allow the
Duration: Concentration, up to 1 minute blood to pour into the water below. The wounds on your arms
Components: HS, CM heal and the water bubbles and boils, until it erupts into a
Cost: 12 Chakra dragon with multiple heads. The Blood Dragon uses the
Keywords: Hijutsu, Water Release, Ninjutsu following statistics; When this dragon is summoned, you can
Description: As part of the requirements for this jutsu, the choose to stand on top of it, on one of its many heads.
creature must have at least one rank of Bleeding. You command the Dragon and it only listens to you (no
You manipulate the blood of a creature to make spikes of action needed), acting at the end of each of your turns. It is
their own blood, attacking themself. The creature must make proficient in all saving throws, using your Ninjutsu or
a Strength saving throw, becoming restrained, falling prone, Genjutsu ability modifier as its proficiency bonus and uses
and unable to make hand signs for the duration. your ninjutsu or genjutsu attack bonus and save DC for
If your Ketsuryugan is active effects that require it. (You
when you cast this jutsu, the must decide whether the Blood
creature makes this saving Dragon uses your Ninjutsu or
throw at disadvantage, and if Genjutsu scores on casting.
the creature remains under This cannot be changed later,
this jutsu's effects for an and it must use the same
entire minute, they fall score for both its proficiency
unconscious due to a lack bonus and attack and save
of oxygen. dc).
Blood Dragon Liquidus Body. Creatures are able to pass through your body
at your summoner's discretion. If a creature ends their turn in
Gargantuan construct, Unaligned
your space, they are immediately ejected out of you in a
space that can hold them.
Armor Class: 15 + Your Ninjutsu or Genjutsu Ability Modifier
Hit Points: 170 (16d10 + 75)
Speed: 50ft. Multiattack: The Blood Dragon can attack 2 times with its
Bite or Hydra Bullet.
Bite: Melee Weapon Attack: reach 10 ft., one creature. Hit:
STR DEX CON INT WIS CHA
3d10 + 6 cold or necrotic damage (pick one).
23 (+6) 12 (+1) 25 (+7) 1 (-5) 10 (0) 1 (-5)
Hydra Bullet: Ranged Weapon Attack: Range (60/120), one
creature. Hit: 4d6+6 cold or necrotic damage (pick one)
Damage Vulnerability Earth
Damage Resistances Bludgeoning, Piercing, and Slashing Viscious Vortex: The heads of the dragon converge and form
into a gargantuan torrent of water, ripping everything it
Damage Immunities: Necrotic, Poison, Psychic
touches to shreds. The dragon travels to a space within its
Condition Immunities: Bleeding, Bruised, All Mental and Sensory,
movement speed, taking a specific path that you designate.
Paralyzed, Petrified, Poisoned. Each creature within this path must succeed a Dexterity
Senses: Blindsight 60ft, Passive Perception 10 saving throw, taking 10d4 cold or necrotic damage (pick
one) and having their movement speed reduced by half until
Elemental Weapons. The Blood Dragon's attacks are chakra the end of their next turn on a failure, or half as much
enhanced. damage and no further effects on a success.
Immutable Form. The Blood Dragon is immune to any Jutsu or Blood Ocean (Recharge 9-10): The Blood Dragon casts
effect that would alter its form. Genjutsu: Blood Lake at A-Rank as if you had cast it twice, at
two different locations.
Ineffable Makeup. The Blood Dragon cannot be dispelled by
any jutsu of A-Rank or Lower.
Starting at 7th level, you can read the data stored within
Genwa Clan Recording Scrolls, Data Scrolls, and Data Server Scrolls just
Update: August 19th, 2023. by touching them. Additionally, you can spend 1 chakra die to
"Remind me why I'm bringing you along again?" An Iburi attempt to create a keycard out of pure data release. Make a
Shinobi states to his partner as they approach a large steel Ninshou check vs. a DC equal to 8 + a rank of your choosing.
door barricaded with advanced technology. "Sir! Because my On a success, you create a keycard that lasts for 1 day, able to
skills can get us into the enemy fortress! Sir!" The nervous open doors in facilities equal to or lower than the rank you
partner stands upright, sending a small wave of sweat at the choose, a number of times equal to half your proficiency
Iburi. "Right... Well listen let's hurry on up before we get bonus, rounded up, before dispersing. This can even open
caught-" In an instant, a chain of smoke explosions appears doors that are not technological. (E-Rank: 2, D-Rank: 5, C-
from far behind the pair, as a myriad of Sand Shinobi Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank: 21)
emerge. "Ah great. Hidden Sand." The Iburi laces a chained Stable Frequency: Starting at 1st level, you learn how to
hand scythe with his smoke kekkei genkai. "Listen man, use electricity to increase the range and depth perception of
hurry up and get us in. Wind natures are kind of a problem Sensory jutsu. Select a number of jutsu you have known with
for me." The Hidden Sand quickly marches towards the two the Sensory keyword equal to your proficiency bonus. These
in a loud charge, before a sudden blue flash blinds all, and the jutsu gain the Lightning Release keyword.
Hidden Sand lie incapacitated in a sea of spectral blue When you cast a Genwa Hijutsu or jutsu with the Sensory
swords. The Iburi turns towards his partner, gobsmacked. and Lightning Release keywords, that requires concentration,
"W-Well...You said that these guys would be trouble for you." you can double the jutsu's cost to change the duration to 1
The Iburi pauses then grins. "Hey kid what's your name?" minute, without concentration, though you can end the jutsu
"Sir! Yugene Genwa! Sir!" The Iburi pats Yugene on the early as a bonus action. You can only benefit from this feature
shoulder. "Yugene. I think we're gonna be great together." once at a given time.
Data Channels: Starting at 3rd level, you have learned to
-- Delsan Iburi tap into the frequencies of various Shinobi networks across
The Long Road, Ch. 30 excerpt. the 5 great nations, gathering new covert information which
you are able to use to improve your own abilities; like free
Dimension Walkers lessons. You gain 2 Data Channels as shown on the Data
The Genwa Clan is clan that formerly hailed from Land of Channel table. You gain an additional Data Channel at 11th,
Rain. Members of this clan commonly share an affinity with 15th, and 18th levels. You can switch any number of Data
Lightning, and occasionally, they can manifest something Channels when you gain a level.
greater. A powerful nature release transformation known as Data Release: The Genwa have a unique talent for
Data Release, which possesses a unique affinity for manifesting Data Release, due to their close affinity to
technology. The Genwa formally worked with the Akatsuki to Lightning release. Starting at 7th level, when you cast a jutsu
gather information during the rule of Hanzo of the with the Lightning release keyword, you can change the
Salamander. However, after his defeat and the rise of Pain, damage type to force and increase the damage dealt by 1 step
the Genwa were forced into hiding, eventually splitting from or Save DC by +1, once per casting.
the Rain and scattering themselves among other lands. Starting at 11th level, when you affect a creature with a
Genwa Hijutsu, you can perform a Data Leak on the
Genwa Traits creature. When you do, you data mine 2 of the following
Ability Score Increase: +2 Int, +1 Dex pieces of information, the data being displayed above their
Speed: Your base walking speed is 30 feet. head as floating text that only you can see. You can perform a
Skill Proficiencies: Ninshou, Sleight of Hand Data Leak twice per long rest. At 18th level, this feature
Extra Language: Machine-Speak. You can understand and resets on a short rest.
communicate with machines. Two of the creature's attack bonuses.
Passive Affinity: You have the Lightning Release Affinity. Two of the creature's saving
throw bonuses.
Genwa Features Two of the creature's Save DCs.
Genwa Clan Jutsu: The Genwa Clan has access to a The amount of hit and chakra
separate list of jutsu unique to their clan. You can add these points the creature has lost.
jutsu to your jutsu list instead of selecting jutsu from the Number of Tenacity Die/Legendary
normal jutsu list(s). Resistances.
1s and 0s: Starting at 1st level, you are a natural wiz when All General, Role,
it comes to machines. You gain proficiency in the Hacker and or Clan Traits
Security kits. You also always count as possessing a Radio (Pick
Link, and your signal cannot be interfered with or traced one).
using ninja tools.
Starting at 3rd level, you ignore penalties and have
advantage on checks made with the Hacker and Security kits.
When you would need one of these kits but do not have one
or have any remaining charges, you can spend 5 chakra to
temporarily create the kit for 1 minute, and can spend 2
chakra to create/replenish any charges.
Data Channels
Channel Prerequisite Effect Genwa Clan Jutsu
Hidden
Cloud
- You overhear conversations of Hidden
Cloud Shinobi and the tactic of chakra
D-Rank
resonance utilized to make them harder Data Release: Blade Crash
to attack. You have advantage on saving
throws against jutsu with the Lightning Classification: Hijutsu
Release keyword. Up to twice per turn, Rank: D-Rank
when you cast a jutsu with the Lightning Casting Time: 1 Action
release keyword, your AC increases by +1 Range: 30 feet
until the start of your next turn.
Duration: Special
Hidden 11th level You overhear conversations of Hidden Components: HS, CM
Leaf Leaf Shinobi and their ability to utilize
fire release chakra to guarantee success Cost: 5 Chakra
in battle. When you would cast a Genwa Keyword: Hijutsu, Ninjutsu, Lightning Release
Hijutsu that deals damage, you deal an Description: You manifest Data Release within your hands
additional amount of flat damage equal as you mold it into a more stable shape, creating a digital
to half the amount of damage die used.
sword that you throw at an enemy in order to pin them.
Hidden - You overhear conversations of Hidden Make a ranged ninjutsu attack against a creature within
Mist Mist Shinobi and their ability to use the
existing environment to efficiently cast range, dealing 2d8 force damage and imposing a grappling
jutsu. Reduce the cost of Genwa Hijutsu contest against the creature on a hit. For this contest, you
by -1. While near a sufficient source of may use your Ninshou skill. If you succeed this check, the
electricity, reduce the cost of jutsu with
the Lightning Release keyword by -1 and
creature is pinned to the ground by the sword for 1 minute,
you do not need to spend chakra to restrained. A creature restrained this way can use its action
maintain concentration of Lightning on subsequent turns to remake the check, ending this
Release jutsu. condition on a success.
Hidden 7th level You overhear conversations of Hidden At Higher Ranks: For each rank you cast this jutsu above
Rain Rain Shinobi discussing a different D-Rank, increase the cost of this jutsu by 3, and the damage
method of breathing that improves the
flow of one's chakra network. You ignore
by 2d8.
the HS component of Genwa Hijutsu.
While concentrating or benefitting from Data Release: Firewall
a Lightning Release jutsu, you gain Classification: Hijutsu
resistance to chakra damage. Rank: D-Rank
Hidden 7th level You overhear conversations of Hidden Casting Time: 1 Reaction, which you take when you would
Sand Sand Shinobi and their ability to mold take damage
chakra to shield their bodies. Once per
turn, when you cast a jutsu with the Range: Self
Lightning Release keyword, you gain a Duration: 1 Round
number of temporary hit points equal to Components: HS, CM
your Ninjutsu ability modifier, and
double the amount if it was a Genwa
Cost: 5 Chakra
Hijutsu. This feature cannot stack with Keywords: Hijutsu, Ninjutsu, Lightning Release
itself, but can stack with temporary hit Description: As a reaction when you would take damage, you
points granted by Lightning Release can quickly manifest a barrier of data release to protect you.
jutsu. Reduce the initial instance of damage you would receive by
Hidden - You overhear conversations of Hidden 3d8. After this occurs, your barrier splits from yourself,
Sound Sound Shinobi and their strategies for
stealth. You gain proficiency in Stealth
transforming into a shield of your design. This shield floats
and Illusions, and can use Intelligence for around you, and while you have a shield, the next time you
these skills. While benefitting from a take damage, you can block with a shield, reducing the
Genwa Clan hijutsu, you gain a +3 bonus damage taken by 4d4. After you block with a shield, it is
to checks made with these skills.
destroyed. This jutsu ends early if all shields you possess are
Hidden - You overhear conversations of Hidden destroyed. For each shield you possess, you gain a +1 bonus
Stars Star Shinobi and maneuvers used to read
the chakra signatures of others. You have
to AC.
advantage on saving throws against the At Higher Ranks: For each rank you cast this jutsu above
Blinded condition from sources of light, D-Rank, increase the cost of this jutsu by 3, and the damage
or that would imitate light. When looking reduced by 1d8. If cast to B-Rank, increase the number of
at a creature within 120 feet, you
automatically learn of its chakra natures.
shields created by +1, and the damage reduction for each
shield to d6s. If cast to S-Rank, increase the number of
Hidden
Stone
- You overhear conversations of Hidden
Stone Shinobi and the techniques used
shields created by +1, and the damage reduction for each
to fortify creations of chakra. When you shield to d8s.
create a construct using a jutsu with the
Lightning Release keyword, it gains
additional hit points equal to half your
Ninjutsu Save DC.
Data Release: Surge C-Rank
Classification: Hijutsu
Rank: D-Rank Data Release: Compile
Casting Time: 1 Bonus Action Classification: Hijutsu
Range: Self Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: Touch
Cost: 4 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Ninjutsu, Lightning Release Components: CM
Description: You weave signs to manifest your Data Release Cost: 9 Chakra
chakra behind you, forming into holographic wings of a color Keywords: Hijutsu, Ninjutsu, Lightning Release
of your choice. Until the end of the next turn, you gain flying Description: You generate a stream of Data release which
speed equal to your movement speed and ignore difficult flows down your arms which converges into either a large
terrain. Additionally, when you first cast this jutsu, your broadsword of opake blue chakra, or two large claws of
movement speed is doubled until the start of your next turn. translucent red chakra. You cannot lose concentration of this
At Higher Ranks: For each rank you cast this jutsu above jutsu as the result of taking damage or failing a concentration
D-Rank, increase the cost of this jutsu by 3. check. On your turn, you can spend 3 chakra to switch your
If cast to C-Rank or higher, you can choose to concentrate weapon to the other weapon this jutsu provides.
on this jutsu, giving it a casting time of Concentration, up to 1 Data Sword: This sword deals 2d6 force damage and
minute. possesses the Deadly, Finesse, Light, and Versatile (d8)
If cast to B-Rank or higher, you can concentrate on this properties. This sword uses Intelligence for attack and
jutsu for 10 minutes, and your movement speed is instead damage rolls, as well as your Taijutsu ability modifier for
tripled until the start of your next turn. Bukijutsu of an equal rank to this jutsu. This sword can
If cast to A-Rank or higher, this jutsu no longer requires cast any Bukijutsu that does not require a ranged weapon,
you to concentrate on it to benefit from it for 10 minutes. and that deals Slashing damage.
If cast to S-Rank or higher, your movement speed is Data Claws: These claws deal 3d4 force damage and
doubled for the duration of this jutsu, and your movement possess the Critical, Finesse, Light, and Unarmed
speed is initially quadrupled until the start of your next turn. properties, and can use Intelligence for attack and damage
rolls, as well as your Taijutsu ability modifier for Taijutsu
Data Release: Torrent of an equal rank to this jutsu.
Classification: Hijutsu
Rank: D-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 gain a +1 to
Range: 30 feet unarmed and weapon attack and damage rolls with your Data
Duration: Instant weaponry.
Components: CM
Cost: 5 Chakra Data Release: VPN
Keywords: Hijutsu, Ninjutsu, Lightning Release Classification: Hijutsu
Description: You outstretch your hand and launch a series of Rank: C-Rank
prismatic particles and glitches that cause your arm to Casting Time: 1 Bonus Action, or Reaction
appear pixelated and emit 10 feet of bright light of any color. Range: Touch
Make two ranged ninjutsu attacks against a creature within Duration: Special
30 feet as you launch blasts of data at them, dealing 2d8 Components: HS, CM
force damage and imposing a Strength saving throw on each Cost: 8 Chakra
hit. On a failed save, the creature is knocked back 10 feet and Keywords: Hijutsu, Ninjutsu, Lightning Release, Sensory
falls prone. Description: You quickly cover a willing creature within
A creature knocked prone and/or reach in a reservoir of Data Release chakra, generating an
knocked out of this jutsu's range, obscuring aura to immerse the creature. For the duration, the
as a result of this jutsu, does not creature does not produce sound and is Invisible, until they
result in consecutive attack rolls make an attack, deal damage, or receive damage.
made with this jutsu to be made at At the end of each of your turns (or every 10 minutes, if not
disadvantage due to the in combat), you must spend 4 chakra, plus +1 chakra for each
creature being prone, or prevent instance of this jutsu you have active at a time. Creatures
the creature from targeted due to under this jutsu's effects can mentally communicate with
limited range. each other across any distance.
At Higher Ranks: For each rank At Higher Ranks: For each rank you cast this jutsu above
you cast this jutsu above D-Rank, C-Rank, increase the cost of this jutsu by 3, the range you can
increase the cost of this jutsu by 3, affect creatures from by 10 feet, and the number of creatures
and the number of attacks made by you can affect during this jutsu's initial casting by +1.
+1.
Data Release: Zip Blade
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 90 feet
Data Angel/Demon
Large Celestial/Demonic Construct, unaligned
Duration: Instant
Components: HS, CM Armor Class 17 + your Ninjutsu ability modifier
Cost: 9 Chakra Hit Points 90 (10d8+45)
Keyword: Hijutsu, Ninjutsu, Lightning Release Speed 40ft flying (Can hover)
Description: You mark a target within range and generate 3
holographic blades which fly at them like a zipline. Make a STR DEX CON INT WIS CHA
ranged ninjutsu attack. On a hit, the target takes 4d10 force
damage and is Shocked until the end of your next turn. This 16 (+3) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
attack roll ignores bonuses to AC from a jutsu, trait, or
feature (excluding changes to AC calculation). This jutsu Damage Immunities Acid, Necrotic, Poison, Lightning
deals double damage to structures, constructs, and objects. Damage Resistances Bludgeoning, Piercing, Slashing from non-
chakra enhanced weapons
If you exceed the target's AC by 5 or more, the swords Condition Immunities All Mental and Sensory, Exhaustion,
collide in a small explosion on the target. Each creature Petrified, Poisoned
within 5 feet of the target, other than the target, of your Senses Chakra Sight 30ft, Passive Perception
choice, must succeed a Dexterity saving throw or take half
the damage dealt. Embedded Programming. Data Angels/Demons can only be
At Higher Ranks: For each rank you cast this jutsu above commanded by their summoner. They are proficient with all
C-Rank, increase the cost of this jutsu by 3, and the damage saving throws, using their summoner's Ninjutsu ability
by 1d10. modifier as their proficiency bonus. They also use their
summoner's Ninjutsu attack bonus and Save DC. The
summoner can command any number of Angels/Demons to
B-Rank move on their turn (no action required) and can command one
as a bonus action to take its action. At S-Rank, the summoner
Data Release: Antivirus can command one Angel/Demon to take its action on their
Classification: Hijutsu turn (no action required), once per round.
Extra Content
The Genwa clan has recieved a lot of love and
support from the community, which is just
awesome :). In the jutsu section of this document,
there are additional hijutsu for the Genwa, some
made by myself, and the rest by the community.
Read Me
About this Clan
Hi! Blast here. Firstly, I would like to just thank you for Hylian Slash
Classification: Hijutsu
checking out this document. Every view means a lot! Rank: A-Rank
This clan has been out for some time now, around 6 Casting Time: 1 Full Turn Action
months, and I'm updating it on 10/30/22. A lot has changed Range: 30 feet
for the better with this clan, but I wanted to make a brief Duration: Instant
introduction to explain the clan and address the concerns Components: CM
people have had with its design. If you have any questions or Cost: 30 Chakra
concerns with this clan, feel free to hit me up! :) Keywords: Hijutsu, Ninjutsu, Clash
Description: You summon forth a jutsu of divine
"What is the Hylia Clan?" strength by bringing out the full power of your seal
of fate. You begin to generate a prismatic aura of
The Hylia clan is one of my most ambitious projects. It is a 3 light and your eyes shift to a golden yellow for but
branch clan inspired by the Legend of Zelda series. The 3 a moment. You raise your hand in front of you with
branches featured focus on the 3 pieces of the Triforce; the back of your palm towards a creature within
Power, Wisdom, and Courage. range that you can see. The creature must make a
The majority of the clan's features are shared and the 3rd Dexterity saving throw. On a success, this jutsu
level feature, Blessing of the Gods, and hijutsu, are where fails.
clan members diverge. On a failed save, the seal in your hand manifests
This design of this clan pushes players towards a direction physically and surrounds the creature, restraining
with their piece of the triforce (The actual lore of this clan and incapacitating them for the duration of this
has been written to not clash with the world of Naruto) and jutsu. You then teleport to the creature with
over time, players unlock the other pieces of the triforce and incredible speed and make a number of melee
integrate it into their kit. Yes, you can acquire all 3 pieces of attacks equal to your proficiency bonus in the blink
triforce in this clan, i.e, all 3 branches. of an eye. You can choose for these attacks to be
ninjutsu (you strike the enemy with bursts of
radiant energy) or taijutsu attacks (you strike the
"Wouldn't 3 branches make this enemy with your fists or a weapon) at casting. On
clan too powerful?" each hit, you deal 2d6 force damage.
If 5 or more of your attacks hit, you make one
This is a reasonable question. Short answer, maybe. Going final melee attack, of the same type as the previous
into this clan all that time ago, I was aware that the premise attacks, dazing the creature and knocking them
had the potential to get out of hand. You get so much with this back 60 feet + an additional 5 feet for every attack
clan by the end, I had to design it with care. that was successful. This jutsu then ends.
The "Branch distinct" features, in my opinion, are very
average on their own. Nothing they have is truly spectacular
on its own, and they nowhere near the kits of clans such as
Shakuton, Uchiha, Uzumaki, Inuzuka, etc, that all boast an
incredible amount of synergy.
This was an intentional decision made by me, as I wanted
the powers to feel a bit lackluster on their own, but shine
brightly when brought together. I should also note that the
ability to acquire all 3 branches was balanced around the
length of time it would take to accomplish.
You get one branch at 3rd level, need a 12th level feat to a
second branch, and finally, you get the last branch at 18th. By
the time you get your 2nd and 3rd branches, the intent is that
the party overall has gotten so much stronger that a Hylia
doesn't feel out of place or out of line with their own power.
"Can I play with just 1-2 Branches?"
You can certainly do this if you like, though I believe you
should try the clan as is first. That being said, this clan would
not hold up if you only took 1 branch, both in terms of
features and hijutsu (a lot of this clan's hijutsu is utility). I
recommend playing with 2 branches by removing the 18th
level feature, and I would also give players this extra jutsu
on the right as a 2nd A-Rank to accommodate for the power
they have lost by not having the other branch(s).
Path of Fate: At 1st level, select which seal was marked
Hylia Clan onto your palm as a child. This cannot be changed later on.
Update: August 19th, 2022. Seal of Power: Those marked with the Seal of Power
A group of 5 jonin stand before a heavily armored man have an intense drive to grow mighty and strong. Above all
standing above the innocent bodies of a village burning to else, strength is the most important factor in one's life. You
ruin. A profound terror among the Land of Wind, the rogue gain access to Hylia Clan jutsu with the Power keyword.
shinobi known as Nosaki stands in the center of the fourth Seal of Wisdom: Those marked with the Seal of Wisdom
village he has destroyed within the past year. Trembling in aspire to be great scholars. Typically the most wealthy
fear, the Shinobi draw their weapons, preparing to fight. The with this seal, as their fortune aids them to grow and
armored man laughs maniacally like a demonic hyena as the develop wonderous techniques with their chakra. You gain
shinobi are surrounded by dark energy, causing them to access to Hylia Clan jutsu with the Wisdom keyword.
painfully rise to the ground and drop their weapons. As the Seal of Courage: Those marked with the Seal of Courage
shinobi begin writhing in agony, they plead for the Nosaki to are innately altruistic. They typically train to become great
spare them, to which he responds by amassing a large ball of Shinobi, not out of a desire for strength, but out of a
malicious lightning chakra. "Weaklings." With a smirk, he desire to protect the common people, no matter what. You
throws the orb at the group of 5. When all seems lost, a male gain access to Hylia Clan jutsu with the Courage keyword.
shinobi jumps in between the energy and the shinobi, and
with a glistening strike of his sword, he deflects the orb back Journey of the Chosen: Members of the Hylia Clan are
Nosaki, generating a massive explosion. A golden chakra known for having good fortune when accomplishing their
washes over the 5 shinobi, dispelling the malicious chakra endeavors, which they acquit to their strong faith.
and healing their wounds, as a kunoichi emerges from the Starting at 1st level, select one of the following: Training,
left. "I told you all to wait! Not pursue him without our Jutsu Learning/Creation, or Seal Crafting. The downtime
escort!" Asuka walks next to Rinku, who never turned from needed to complete any task in the category you chose is
the explosion. He waits patiently for the evil to resurface, and reduced by 1 week (The downtime to complete a task can
Noaski does. "So, you've returned have you." Noaski brushes never be reduced below 1 Week). This downtime reduction
the debris from his armor. "This time." Asuka says, taking a increases to 2 weeks at 7th level and 3 weeks at 15th level.
readying stance alongside Rinku. "This time we'll finish you!" At 7th level, the ryo cost for the activity you chose is
reduced by half, as you always find a way to make ends meet.
----Miyamoto Uzumaki At 15th level, you select another one of the listed activities
The Long Road, Ch. 20 excerpt. to gain the benefits of this feature.
Goddess' Guidance: Starting at 1st level, through your
Will of the Gods faith you have learned to harness your shinobi talents under
The Hylia Clan is a clan that bears no proper family name, as the light of your seal. Hylia Hijutsu you cast, treat your
its people hail from lands abroad. Instead, members of the casting modifier as +2 higher, up to a modifier of +5.
Hylia clan share a common faith, one that believes that the Blessing of the Gods: Starting from 3rd level, each
deities above shine a path for each mortal for them to follow. member receives what they believe to be a gift from the gods
As children, the members of the Hylia Clan are branded with above. Depending on the path you chose with the Path of
a small seal on their palm, unique to each user. This seal Fate feature, you gain specific divine blessings;
grows with age and is believed to help clan members mature Blessing of Power:
with great Power, Wisdom, and Courage.
This clan is separated into three branches, all of which You gain 30 feet of Darkvision and Tremorsense.
focus on a particular virtue of the Hylia Clan faith, walking a You increase your maximum hit points or chakra points by
path of self-discovery. The Power, Wisdom, and Courage your proficiency bonus (Pick one). At 11th level you boost
paths. Members of this clan focus on developing the skills the other resource you did not choose at 3rd level as well.
and knowledge to best aid them on their journey to discover You gain a special pool of dice known as Calamity Die,
their respective virtue. which are d8s. You gain a maximum number of Calamity
Die equal to your Constitution modifier. You regain half of
Hylia Traits your spent dice on a short rest, and all on a long rest. You
Ability Score Increase: +2 Con, +1 to Str, Dex, or Wis can use these dice for the following, once per turn.
(Pick one) Beyond Strength: When you make a Strength or
Speed: Your base walking speed is 30 feet. Constitution skill check or saving throw, you can
Skill Proficiencies: Ninshou, Pick one between: Acrobatics, add up to 1 Calamity Die to the result.
Survival, or Perception Calamitous Defense: When you would reduce
damage or gain temporary hit points, you can
Hylia Features spend any number of Calamity Die, adding twice
Wanderer's Techniques: The Hylia have access to a the result to the damage reduced or as temporary
separate list of jutsu unique to their clan. You can add these hit points.
jutsu to your jutsu list instead of selecting jutsu from your Dominant Force: When a creature would make a
normal jutsu list(s). You can only add these jutsu to your list saving throw against you, you can reduce their
as you are marked with the correct seal from the clan, result by half the result of 1 Calamity Die (Min. 1).
denoted by the keywords of the jutsu of the Hylia clan. Peerless Power: When you would roll to maintain
concentration, you add up to 2 Calamity Die.
At 11th level, you would roll for initative and have no Divine Element: Beginning at 7th level your connection
Calamity Die remaining, you may spend 1 Chakra Die to with the divine grows. Select one of the following nature
regain half of your maximum Calamity Die, rounded up. releases Earth, Wind, Fire, Water, Lightning, or the
Medical keyword. You gain access to jutsu with your chosen
Blessing of Wisdom: release's keyword, or the medical keyword.
When you cast a Hylia clan jutsu that deals damage, you
You gain two proficiencies split amongst skills or tool kits. can change the damage type to that of your Divine Element
If you are already proficient, you instead gain expertise. (Water=Cold, Medical=Poison), giving the jutsu your
Select between the Sensory or Fuinjutsu keywords. Jutsu element's keyword. If you cast a jutsu that already has your
with your chosen keyword have their cost reduced by -1, element's keyword, reduce the cost of the jutsu by 2 (Min. 1)
can be learned in half the required time, and your ability At 15th level, you have +3 bonus to checks to maintain
scores count as +2 higher for the purposes of casting such concentration of jutsu with your element's keyword, and
jutsu through ability score restrictions. At 11th level, these negate any detrimental effects or interactions jutsu with your
benefits apply to the other keyword you did not choose. element may have against the superior element. If you
You gain a special item known as the Goddess Artifact. instead picked the Medical keyword, Medical jutsu you cast
This artifact can be any item of your description, weighs 1 give an additional die of healing, and when absolving
bulk, and if for any reason it is destroyed or lost, it returns creatures of effects or conditions that call for a medical jutsu
to you at the conclusion of a rest or after 12 hours have of a specific rank, medical jutsu you cast counts as if was cast
passed. This artifact has a number of charges equal to at S-Rank.
your proficiency bonus per long rest. When you cast a Paths Convergence: Finally at 18th level, the Seal given to
Ninjutsu, you may spend 1 charge (or 3 chakra, if you have you at birth begins to glow and change, allowing you the
no charges remaining) to add your Goddess Artifact as a powers of a different path. Select another seal from the Path
component, granting your jutsu the following benefits; of Fate feature. You gain the full benefits of this seal and 1
You ignore the HS and CS components. Hylia clan jutsu with the keyword of the path you chose.
You gain a +1d6 bonus to clash checks.
Your jutsu gains an additional two die of damage or
healing, once per casting.
Your jutsu can target an additional creature (if it
could already target multiple creatures for its rank)
or increases its range and area of effect by 15 feet
and 5 feet respectively (Pick one).'
You treat any 1s or 2s rolled on jutsu's damage or
healing die, as 3s.
At 11th level, you regain half your expended charges of the
Goddess Artifact on a short rest.
Blessing of Courage:
Your base movement speed increases to 35 feet, and you
gain proficiency in 3 weapons of your choice.
You have advantage on saving throws being Charmed or
Frightened, and neither condition can be automatically
given to you without a saving throw. At 11th level, you are
immune to both conditions.
Whenever you would roll a natural 1 on an attack roll,
ability check, or saving throw, you can choose to reroll,
taking the second result. You can do this before the result
of your roll is determined, a number of times equal to half
your proficiency bonus, rounded up, per long rest. You one
use of this feature on a short rest.
Once per long rest in combat, when you become Bloodied,
you can automatically give yourself a Will of Fire. When
this ability triggers, you have advantage on the next attack
roll and saving throw you make in combat.
At 11th level, you ignore resistance and treat immunity as
resistance when attacking Aberrations, Beasts, Demons,
and Monstrosities. Twice per turn, you can add a 2d8 to
damage rolls you make against these types of adversaries.
Diamond Barrier
Hylia Clan Jutsu Classification: Hijutsu
Rank: D-Rank
D-Rank: Casting Time: 1 Reaction, when you would take damage.
Focus Spirit Range: Self
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: HS, CM, CS, M
Casting Time: 1 Bonus Action Cost: 5 Chakra
Range: Self Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Wisdom Path
Duration: 1 Round Description: In response to being damaged, you quickly call
Components: M upon the wise power of your seal and form a spinning
Cost: 3 Chakra crystalline blue barrier to defend yourself. Reduce the
Keywords: Hijutsu, Taijutsu, Power Path damage taken by 4d8 + your ninjutsu ability modifier. Hostile
Description: You take in a deep breath as you tense your creatures within 5 feet of you must succeed a Dexterity
muscles, elevate your senses, and fill your mind with intense saving throw or take 4d8 force damage.
focus. Until the end of your next turn, you gain a +1 bonus to If this jutsu reduces the damage of a ranged attack to 0 or
AC, reduce all damage you recieve by -5 and you cannot be lower, you can contest the attack roll with a Ninshou check (if
moved against your will. you have expertise, roll a +1d4 bonus in place of expertise). If
At Higher Ranks: For each rank you cast this jutsu above you succeed, the attack is deflected back at the target if they
D-Rank, increase the cost of this jutsu by 3 and the duration are within 120, dealing half damage and no effects on a hit.
by 1 round. At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost by 3, and the damage reduction by
Malicious Shockwave a 2d8+2.
Classification: Hijutsu
Rank: D-Rank Spirit Cleave
Casting Time: 1 Action Classification: Hijutsu
Range: Self (15-foot cone) Rank: D-Rank
Duration: Special Casting Time: 1 Action or Bonus Action
Components: HS, CM, M Range: Self
Cost: 5 Chakra Duration: 1 Minute
Keywords: Hijutsu, Taijutsu, Genjutsu, Visual, Power Path Components: HS, CM, CS
Description: You drive your fist into the ground below, Cost: 5 Chakra
sending a shockwave of dark energy in a 15-foot Cone. All Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Wisdom Path
creatures within range must make a Dexterity saving throw, Description: Using the divination powers of the Wisdom
taking your unarmed damage + 2d6 force damage on a Seal, you find a noble spirit within your domain of existance
failure, or half as much damage on a success. and anoint them with a set of knightly armor to serve you. A
After performing the shockwave, you may select one Large Phantom Knight of a design of your description forms
affected creature and impose a Charisma saving throw. If you next to you. This jutsu can be cast as an action or bonus
choose to impose a saving throw, this jutsu gains a duration action for different effects;
of Concentration, up to 1 minute. Otherwise, it gains a Action. If this jutsu is cast as an action, the knight charges
duration of Instant. forth in a 60-foot line making a sweeping attack against all
If you are benefitting from the Phantom's Embrace or creatures of your choice that it passes through (The Phantom
Calamity jutsu, you can target 1 additional creature with the Knight may pass through another creature's space). Make one
Charisma saving throw, for each jutsu active. melee Ninjutsu attack and compare the result against each
Success: This jutsu's effects end on the target and they creature's AC. On a hit, you deal 3d10 force damage and
remove all ranks of fear as the illusion dissapears. creature's must succeed a Strength saving throw or be
Failure: The target sees a distant mirage of a demonic, knocked back 20 feet and gain 2 ranks of Bleeding. The
eldritch beast made of smoke approaching them. The knight then disappears and this jutsu then ends.
target gains 1 rank of Fear for the duration, and increases Bonus Action If this jutsu is cast as a bonus action, the
the cost of all their jutsu by twice their ranks of Fear. At the knight remains where it was summoned and you declare a
start of each of the target's turns, they may repeat the situation that must occur before the knight will attack.
saving throw, gaining another rank of Fear on a failure. Examples including commanding the knight to attack when a
Critical Failure: Same effects as a failure, but the target creature enters within a certain range of you, or when you
sees the beast at their feed following their every move. For would hit a creature with a melee attack. Regardless, the
the duration, the creature's speed is halved and cannot be knight can only move 30 feet before dispersing, and when it
increased, they cannot Dash, Disengage, or Dodge, and attacks, it can only target one creature as if this jutsu was
suffer a penalty to all attack rolls equal to their ranks of cast as an Action.
Fear. Targets who critical fail make their next repeat saving At Higher Ranks: For each rank this jutsu is cast above D-
throw at the end of their next turn, not at the start. Rank, increase the cost of this jutsu by 3, and increase the
At Higher Ranks: For each rank you cast this jutsu above range the knight can travel by 15 feet, and the damage by
D-Rank, increase the cost of this jutsu by 3, the length of the 2d10 (if used an Action) or 1d10 (if used as a Bonus Action).
Cone by 5 feet, and the damage by 2d6.
Adaptive Armor Divine Winds
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 5 feet
Duration: Concentration, up to 1 minute Duration: 12 hours
Components: HS, CM, NT (Light or Medium Armor) Components: CM
Cost: 5 Chakra Cost: Special
Keywords: Hijutsu, Ninjutsu, Courage Path Keywords: Hijutsu, Ninjutsu
Description: You form a barrier of chakra around your armor Description: A signature Hylia clan jutsu used primarily to
which materializes more protective material to aid you. The aid in endeavors that require intense and arduous
appearance of this jutsu is up to your discretion. exploration. You place a small orb of green chakra in front of
For the duration, you gain a +1 bonus to AC and +3 DR you. This orb emits a 5-foot radius of bright light and a 10-
against all sources of damage. Alternatively, you may choose foot radius of dim light.
to forgo the either AC bonus or DR bonus to instead infuse a For 10 chakra, as a full turn action on your turn when you
nature release, or the medical keyword, into this armor. are within 5 miles of the orb, you and all willing creatures
Doing so grants you resistance to your chosen within 5 feet of you are teleported to the location of the orb.
element/keyword's damage type (Water=Cold/Medical= This jutsu then ends.
Poison). and advantage against saving throws associated with
the element/keyword (Earth=Bruised, Wind=Bleeding, Z-Target
Fire=Burned, Water=Chilled, Lightning=Shocked, Medical= Classification: Hijutsu
Poison). Rank: D-Rank
If your chosen element/keyword is your Divine Element, Casting Time: Special
you gain immunity to its damage type and condition. Range: 60 feet
At Higher Ranks: For each rank you cast this jutsu above Duration: Special
D-Rank, increase the cost by 3. At C-Rank, this jutsu's Components: HS, CM
duration becomes 10 minutes. At B-Rank, this jutsu's Cost: 5 Chakra
duration becomes 1 hour and no longer requires Keywords: Hijutsu, Ninjutsu, Sensory
concentration. At A-Rank, you benefit from both the AC and Description: You utilize the latent power of your seal to
DR, regardless or whether you infuse an element or not. At S- source information about a foe from the divine. Once per
Rank, this jutsu duration becomes 8 hours. round, you can target a creature within range and make an
Insight, Martial Arts, or Survival check (Pick one) vs. a DC
Peerless Focus equal to 5 + the creature's level. Casting this jutsu does not
Classification: Hijutsu break stealth, and this jutsu counts as a Skill-Action using the
Rank: D-Rank ability score associated with the skill chosen.
Casting Time: 1 Bonus Action On a success, you gain the benefits of the Read the Enemy
Range: Self Skill Action against the target until the start of your next turn,
Duration: 1 Round and you learn new information about your target. The more
Components: M, W (Any) you succeed this check by, the more useful and relevent the
Cost: 5 Chakra information should be, as detailed below.
Keywords: Hijutsu, Bukijutsu, Courage Path If fighting the same or like enemies, such as a band of
Description: Those who march down the path of courage are monsters or a group of shinobi from the same village, the
exceptional with a blade, and you are no different. After information garnered should be more generalized and less
casting this jutsu, when you take the attack action increase specific to the particular individual this jutsu is cast on.
the number of attacks you can make with a weapon by +1. For Match or exceed the DC by 1-4: You learn the enemy's
every hit that lands with the attack action, increase your name, level, as well as a short description of their fighting
attack bonus by +1 until the end of the turn. style and history.
At Higher Levels: For each rank you upcast this jutsu, Exceed the DC by 5 or more: Additionally, you learn the
increase the cost by 3. If upcast to C-Rank, if you hit with at adversary's race and affiliation, as well as hints as to what
least 2 attacks you can force the target creature to make a this creature's weakness may be, or warnings for tactics
Strength saving throw, knocking them prone and back 15 feet that should be avoided against this foe.
on a failure. Exceed the DC by 10 or more: Additionally, you learn
If upcast to B-Rank, this jutsu gains the Combo keyword the creature's adversary role and number of Tenacity Die
and you can target one affected creature with a Bukijutsu and Legendary Resistances. You also may learn more
Finisher as a reaction, regardless of range, once per turn, detrimental or secretive information about the creature.
ignoring its listed casting time. All boosts to attack and
critical threat range from this jutsu apply to the Finisher cast. Once you sucessfully use this jutsu on a particular
If upcast to A-Rank, increase the number of attacks you creature, you cannot do so on them again until you complete
make with the attack action by +1. a long rest.
If upcast to S-Rank, for each attack you land with your
weapon your critical threat range increases by +1 until the
end of the turn.
Phantom's Embrace
Using Z-Target Classification: Hijutsu
Z-Target is a very fun jutsu that can provide a great Rank: C-Rank
opportunity for DMs to add additional lore for their Casting Time: 1 Action
bosses. Below is an example of information that Range: Self
could be given when a player successfully uses this Duration: Concentration, up to 1 Minute
jutsu, using Haku from the official Bingo Book. Components: CM, M
Match DC: "Haku, Level: 8. Haku, loyal to Cost: Special (9 Chakra)
Zabuza, is a dangerous adversary who wields Keywords: Hijutsu, Taijutsu, Power Path
the power of Ice Release. Try not to freeze!" Description: Fiery chakra begins to emerge from your feet,
Exceed DC by 5+: "Haku, Level: 8. Haku, loyal to gradually traveling up your body until it reaches your head,
Zabuza, is a dangerous shinobi of the Yuki clan, forming a demonic looking skull of your design, which
known for their Ice Release. He is particularly releases incredibly potent chakra all around you.
dextrious, so set your focus on simple attacks!" For the duration of this jutsu, you gain 30 feet of flying
Exceed DC by 10+: "Haku, Level 8 Solo (TD: 8). speed, and up to twice per turn when you deal damage that
Haku, loyal to Zabuza, is one of the sole either includes your unarmed damage or that is a damage roll
remaining shinobi of the Yuki clan, wiped out with a Hylia Hijutsu, you deal an additional +1d10 force
due to fear of their Ice Release kekkei-genaki. damage. Lastly, you have +2 bonus to saving throws against
Haku is particularly dextrious and fantastic at Mental and Sensory conditions, and have resistance to
attack from stealth. Try to use jutsu and abilities psychic damage.
that can help detect him, and utilize attack rolls If you cast this jutsu while Force Spirit is currently active,
as opposed to large area of effects!" or if you cast Force Spirit while this jutsu is active, you gain
the benefits of Force Spirit for the duration of this jutsu.
C-Rank Domain Imprisonment
Classification: Hijutsu
Warlock Punch Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Full Turn Action Duration: Concentration, up to 1 Minute
Range: Touch Components: HS, CS
Duration: Instant Cost: 9 Chakra
Components: CM, M Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Wisdom Path
Cost: 8 Chakra Description: You channel the power of your chakra seal to
Keywords: Hijutsu, Taijutsu, Power Path send out a wave of energy to seal a creature. Select one
Description: A massive amount of dark chakra begins to creature within range. This creature must make a Charisma
emanate from your body and soul, converging into your fist saving throw, at disadvantage if they are an Aberration, a
as aim to strike a creature. Beast, Demon, Monstrositity, Plant, or Undead.
Make a melee taijutsu attack. On hit, you On a failure, the creature is trapped in a crystal barrier.
deal your unarmed damage + 4d10 They are incapacitated and their movement speed becomes 0.
necrotic damage and the creature At the start of each of their turns and whenever they take
must succeed a Wisdom saving damage from a source other than this jutsu, they remake
throw or gain 1 rank of Fear the saving throw, breaking free and ending this jutsu
until the end of your next turn. on a success. If they fail this saving throw again
This jutsu scores a critical hit at the beginning of their turn, they take 2d12
on 19-20. force damage and 2d12 chakra damage.
If you successfully score a
critical hit with this jutsu, the
creature automatically fails their
Wisdom save and is also knocked
back 20 feet.
At Higher Ranks: For each rank you cast
this jutsu above C-Rank, increase the cost of
this jutsu by 3, the damage by 3d10, the
critical threat range by +1, and the
ranks of fear by +1.
Graceful Restoration Hurricane Spin Slash
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: Special
Range: 20 feet Range: Special
Duration: Instant Duration: Special
Components: HS, CM Components: M, W (Any Melee)
Cost: 9 Chakra Cost: Special
Keywords: Hijutsu, Ninjutsu, Medical, Wisdom Path Keywords: Hijutsu, Bukijutsu, Clash, Courage Path
Description: You channel a golden, heavenly orb of chakra Description: You channel all of your might into your blade
and send it towards a willing creature within range, absolving and take a mighty swing, casting all enemies aside. This jutsu
them from their pain. The creature regains 4d6 hit points and can be used as an action or full turn action for a specific cost.
is cured of all ranks of any one condition affecting them from Action (6 Chakra): Make a melee Taijutsu attack and
a jutsu of equal rank or lower, if any, excluding the following compare the result against all hostile creatures around you
conditions. (Exhaustion, Grappled, Restrained, Invisible, within your weapon's range. Your weapon is treated as having
Incapacitated, Unconscious). the Reach(1) property for this jutsu, it has no Reach. If your
At Higher Ranks: For each rank you cast this jutsu above attack roll matches or exceeds a target's AC, the creature
C-Rank, increase the cost of this jutsu by 3, the healing by takes your weapon's damage + 4d8 and must succeed a
1d6, and the number of creatures you can target by 1. Strength save or be knocked back 15 feet and fall prone.
Full Turn Action (9 Chakra): You begin spinning widely,
Dimension Shift moving up to your movement speed in any direction (Max.
Classification: Hijutsu 60ft). Each creature that would be caught within your
Rank: C-Rank weapon's range, once per turn, must make a Dexterity saving
Casting Time: 1 Action throw, taking your weapon's damage + 5d4 on a failed save, or
Range: Touch half as much on a success.
Duration: Concentration, up to 1 hour After casting this jutsu as a full turn action, at the start of
Components: HS, CM, CS, A flat surface your subsequent turns you can immediately cast this jutsu
Cost: 9 Chakra again as a full turn action at half cost. If you perform this
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Courage Path jutsu for 2 or more turns consecutively, once you stop using
Description: As part of casting this jutsu you must be able to this jutsu, you are Dazed until the start of your next turn as
make contact with a flat surface that could hold a silhouette you feel motion sick.
of a creature of your size. You form hand signs and then At Higher Ranks: For each rank you cast this jutsu above
touch a surface, placing a large seal on the area which begins C-Rank, increase the cost of this jutsu by 3 and the damage
pulling you inside of it. You become a 2D illustration of by 2d8 or 2d4 respectively.
yourself, your back flush to the wall. Your field of vision is
halved to 180° degrees, allowing you to see what is in front Divine Wrath
and at your sides in the 3D world. Classification: Hijutsu
While in this state, you cannot cast jutsu, but you can move Rank: C-Rank
up your movement speed along the walls, able to go through Casting Time: 1 Action
even the smallest of cracks. You do not make noise and have Range: Self (30-foot radius)
a chakra signature so faint, only a Sensory jutsu of B-Rank or Duration: Instant
higher, or True Sight, can detect you. You have advantage on Components: HS, CM
checks to maintain stealth, and only have to roll for stealth Cost: 9 Chakra
when you move if a creature could notice you move. Keywords: Hijutsu, Ninjutsu, Clash
If a creature would destroy a surface that you are on, this Description: You manifest a small crystal of chakra in your
jutsu immediately ends and you lose hit palm and in quick succession smash it into the ground below
points equal to the damage you, releasing a sphere of energy all around you. Creatures of
dealt to the surface. your choice within a 20-foot radius must make a Dexterity
saving throw, taking 4d12 force damage and falling prone on
a failed save, or half damage on a success.
When you cast this jutsu, you may choose to infuse a
nature release keyword or the medical keyword into it. If you
do, this jutsu's damage changes to the damage type
associated with your keyword (Water = Cold, Medical =
Poison), and this jutsu inflicts an additional conditon on a
failed save. (Earth = Bruised, Wind = Bleeding, Fire = Burned,
Water = Chilled, Lightning = Shocked, Medical = Envenomed)
If this keyword infused into this jutsu is your Divine
Element, you can choose which targets are affected by this
jutsu.
At Higher Ranks: For each rank you cast this jutsu above
C- Rank, increase the cost by 3, and the damage by 2d12.
B-Rank Goddess' Binding Seal
Classification: Hijutsu
Malicious Force Rank: B-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: B-Rank Range: 120 Feet
Casting Time: 1 Action Duration: Concentration, up to 5 rounds
Range: Special Components: HS, CM, CS
Duration: Instant Cost: 14 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Wisdom Path
Cost: 14 Chakra Description: You outstretch your hand and the Wisdom seal
Keywords: Hijutsu, Genjutsu, Tactile, Power Path engraved into you at birth briefly arises, appearing as an
Description: You outstretch your hand and the Power seal effigy of itself of Huge size at an empty space that can hold it
engraved into you at birth begins to glow brightly, as shadowy within 120 feet. This seal cannot be placed within 20 feet of
golden chakra begins to surround your hand. When you cast any creature.
this jutsu, you can choose to produce a Malicious Force All hostile creatures that start or enter within 60 feet of the
Wave or Malicious Force Burst; If this jutsu is cast while seal must make a Dexterity saving throw. On a failure, the
you are benefitting from the Phantom's Embrace or Calamity target takes 3d8 force damage, is grappled, and is unable to
jutsu, reduce the cost of this jutsu by -1, for each one active. make hand signs while they are within 60 feet of the seal.
Malicious Force Wave: You send out a wave of disruptive They are also moved 10 feet closer to the seal. On a success,
energy in a 30-foot long, 15-foot wide line. All creature's must the target instead half as much damage and is treated as
make a Charisma saving throw; being within difficult terrain. Creature's repeat this saving
Critical Success: The target becomes immune to the throw at the start of each of their turns while within 60 feet of
Malicious Force Wave for 1d4 rounds. the seal.
Success: The target gains 1 rank of Fear until the end of If an affected target's movement would push them inside of
their next turn. the seal's space, they must immediately make a Charisma
Failure: The target briefly sees only you and themselves, as saving throw. On a failure, they are moved inside the seal's
everything else becomes black, unable to percieve or space and trapped, becoming Incapaciated for the duration
hear anyone or anything. The target gains 3 ranks of and automatically failing this jutsu's Dexterity saving throw.
Fear and is Confused for 1 minute. They also drop any Target's trapped inside the seal remake the Charisma savign
items they may be holding. Affected targets repeat this throw at the end of each of their turns, being ejected 30 feet
saving throw at the end of their turns, ending this jutsu's away from the seal on a success.
effects on a success. Creatures outside of the seal can target it with an attack in
Critical Failure: Same effects as a Failure, and the target attempt to destroy it. The seal has 10d10 hit points and an
gains additional rank of Fear, is Slowed, and falls prone. AC equal to your Ninjutsu DC. If destroyed, this jutsu ends
Malicious Force Burst: Select a space within 90 feet of you. early.
You generate a torrent of malicious chakra in a 15-foot cube The amount of spaces this seal takes up determines the
originating from this space. All creature's within range must maximum number of creatures that may fit inside it. As an
make a Wisdom saving throw; action, when there is at least one creature trapped inside the
Success: The target takes half as much damage and seal, you can cause the seal to
suffers no other effects. collapse on itself and explode.
Failure: The target takes 8d8 psychic damage, is Each creature trapped
Dazed and Concussed. You also fling the target up to 30 must make a Strength
feet away along the ground. saving throw at
Critical Failure: The target takes 8d10 psychic damage, disadvantage, taking
is Dazed, Concussed, and for the next minute, has their 7d10 force damage on a
AC reduced by -1 and DR reduced by -3. You also fling failure, ignoring DR and
the target up to 10 feet in the air, and up to 60 feet away THP, or half as much
along the ground. damage on a success. This
You can cast this jutsu as an action in two different ways. If jutsu then ends.
this jutsu is cast while gaining the benefits of the Phantom's
Embrace or Calamity hijutsu, reduce the cost of this jutsu by
2 for each jutsu active.
Ethereal Boomerang A-Rank
Classification: Hijutsu Calamity
Rank: B-Rank Classification: Hijutsu
Casting Time: 1 Action, or Reaction Rank: A-Rank
Range: 90 feet Casting Time: 1 Action
Duration: Instant Range: Self
Components: CM, W (Any Shuriken or Chakram) Duration: 1 Minute
Cost: 12 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Courage Path Cost: 22 Chakra
Description: You take a shuriken or chakram in hand and Keywords: Hijutsu, Ninjutsu, Taijutsu, Power Path
infuse it with the chakra of your seal, changing its behavior. Description: This jutsu cannot be cast while benefitting from
Action: Make a ranged taijutsu attack on up to 3 different the Hylia Clan A-Ranks for the Wisdom or Courage paths.
creatures within range as you throw the boomerang in an arc. An aura of darkness surrounds you, taking the appearence
On a hit, the creature takes your weapon's damage + 3d12 of an feral firey demon. For the duration, the sky above
force damage and must make a Constitution saving throw, becomes dark, and the moon turns blood red if it is present.
becoming Dazed on a failure. When this jutsu is used this You gain the following benefits; Once this jutsu ends, you
way, you can choose to infuse a nature release or the medical gain 2 ranks of Exhaustion and 2 ranks of Weakened.
keyword into it, changing its damage and effects.
Earth: The boomerang deals earth damage and on a You become Huge, and are classifed as a Demon.
failed save creatures gains 2 ranks of Bruised. Increase all movement speeds you possess by +40ft.
Wind: The boomerang deals wind damage and on a failed At the start of each of your turns, roll 2d10. Gain the result
save creatures gain 3 ranks of Bleeding. as both hit points and as temporary hit points.
Fire: The boomerang deals fire damage and on a failed You have advantage on rolls to resist Physical conditions.
save, creatures gain 1 rank of Burned, and are blinded Creatures that attack you while within 15 feet take 2d10
until the end of their next turn. fire and necrotic damage as your flames jump at them.
Water: The boomerang deals cold damage and creatures Gain a +15ft bonus to range for unarmed/Taijutsu attacks.
make their saving throw at disadvantage, becoming Your unarmed damage die increases by +1, and deals fire
Chilled on a failure. and necrotic damage. Once per turn, when you cast a
Lightning: The boomerang deals lightning damage and Taijutsu or make an unarmed attack, make an additional
on a failed save, creatures gain 2 ranks of Shocked. unarmed attack.
Medical: The boomerang deals poison damage and on a The Focus Spirit and Phantom's Embrace hijutsu, if cast,
failed save, creatures become Poisoned for 1d4 rounds. no longer require concentration for you to gain their
benefits and last until this jutsu ends.
Reaction: You target up to 3 objects that can be interacted Lastly, you gain access to the following Calamitious
with within range. If the object is tiny or small, you can have Techniques. These techniques require either an Action or
the boomerang bring it back to you. This jutsu deals no Bonus Action to perform, though on your turn you may
damage or effects, cannot miss, and costs 1 chakra per target perform each technique once, per casting of this jutsu,
in place of its listed cost when cast this way. without spending any actions. You cannot use more than
At Higher Ranks: For each rank you cast this jutsu above one Technique per turn without spending action economy.
B-Rank, increase the cost by 3, and either the damage by Calamity Fireball (Action): You throw a ball of black
1d12 or number of targets by +1 (Pick one). fire at a point within 60ft. Creatures within 20ft of the ball
must make a Dexterity saving throw, taking 6d8 fire and
Divine Protection necrotic damage and being Burned, Corroded, and
Classification: Hijutsu Weakened. On a success, creatures take only half damage.
Rank: B-Rank Calamity Roar (Action): You let out a loud primal roar.
Casting Time: 1 Full Turn Action All creatures within 30 feet of you, other than you, must
Range: Self succeed a Charisma saving throw or gain 1 rank of Fear.
Duration: 1 Minute You then teleport to each creature who failed and make an
Components: HS, CS unarmed attack, dealing an additional 4d8 fire damage.
Cost: 14 Chakra Calamity Step (Bonus Action): You morph into a
Keywords: Hijutsu, Ninjutsu, Fuinjutsu gaseous beast and violently move to a space within 90ft
Description: You channel the divine protection of the gods however you wish, passing through creatures if they are in
into yourself with your chakra seal. For the duration, a crystal your path. Each creature you pass through must make a
spiraling blue aura surrounds you. You become proficient in Strength saving throw. On a failure, target's fall prone and
one saving throws of your choice and reduce all damage you take 3d8 necrotic damage. On a success, target's take half
receive by -3. You also negate the damage of conditions that as much damage and no further effects.
would deal damage to you, such as Burned, Bleeding, etc, or Calamity's Ruin (Bonus Action): You punch the air
effects that would deal extra damage for having a conditon. and send out 4, 10-foot radius globules of flame within 90
At Higher Ranks: For each rank you cast this jutsu above feet at different spaces, which last until the end of your
B-Rank, increase the cost by 3 and the damage reduction by next turn. Creatures that enter or start their turn in a glob
1. At S-Rank, you gain proficiency in a 2nd saving throw. take 15 fire damage, and must succeed a Constitution
saving throw or gain 2 ranks of Burned.
Bow of Light Fierce Deity
Classification: Hijutsu Classification: Hijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Self
Duration: Concentration, up to 1 minute Duration: 1 Minute
Components: HS, CM Components: HS, CM, W (Any)
Cost: Special (20 Chakra) Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Wisdom Path Keywords: Hijutsu, Ninjutsu, Bukijutsu, Courage Path
Description: This jutsu cannot be cast while benefitting from Description: This jutsu cannot be cast while benefitting from
the Hylia Clan A-Ranks for the Power or Courage paths. the Hylia Clan A-Ranks for the Power or Wisdom paths.
You conjure up a heavenly bow of primordial strength The seal embedded within your palm begins to resonante
known as the Bow of Light. This bow, of your own design, with a golden-green glow, enveloping your body. Runes
can only be wielded by you and possesses the Deadly, appear all over your body and clothes, magnifying your
Finesse, Light, and Range (150/300) properties. The weapon strength and resilience. Your weapon is also transformed into
damage of this bow is 2d8 force damage, and this bow can a tool of mass destruction. You gain the following benefits;
use your Ninjutsu attack bonus for weapon/Taijutsu attacks. Once this jutsu ends, you gain 2 ranks of Exhaustion and 2
The Bow of Light can be used as a component in any ranks of Slowed.
Bukijutsu that requires a ranged weapon, disregarding
damage type requirements. You become large in size.
Attacks with the Bow of Light can never be made at You gain 30 feet of true sight, and 60 feet of blindsight.
disadvantage, and its damage cannot be reduced by more Your Constitution and Taijutsu ability score become 24.
than 5 (including resistance and immunity). This bow and You gain a number of temporary hit points equal to twice
ammunition radiate with 30 feet of bright light and 60 feet of your level. While you have these temporary hit points, you
dim light which pierces chakra-enhanced darkness. have resistance to all damage.
As an action or reaction, you can summon forth the full When you make an attack roll, skill check, or saving throw,
power of your Seal and imbue it into the Bow of Light. Once twice per round you may spend 5 chakra to make the roll
you use either of these actions, this jutsu immediately ends. at advantage.
Action: You fire a great shot from the Bow of Light in a If a creature makes an attack of opportunity against you,
120-foot long, 10-foot wide line. Make one ranged taijutsu you can immediately take the attack action.
attack and compare the result against the AC of each You gain an additional reaction per turn. This reaction can
creature within range. If your result matches or exceeds their only be used to defend yourself or an allied creature.
AC, they take 8d10 force damage and are knocked back 15 Allies (other than you) within 15 feet of you, may add a
feet and fall prone. If you score a critical hit with this attack, +1d6 bonus to any attack roll or saving throw they make,
only the first creature hit suffers the effects of the critical hit. once per turn. You may impose a -1d4 penalty to one
Reaction: You fire a shot from the Bow of Light to deliver attack roll or saving throw a hostile creature makes, once
finality to conflict. Make one ranged taijutsu attack against a per turn, so long as they are within the same range.
creature within the Bow of Light's normal range. You feel as The bonus to damage rolls you possess from your
though you are in slow motion, giving intense focus and Blessing of Courage feature against specific adversary
advantage on your attack roll. On a hit, the creature 12d12 types can trigger any number of times per turn, and
force damage. If this reduces the creature to 0 hit points they ignores half of any DR.
are immediately killed and banished from the material plane. Lastly, your weapon is transformed into a large version of
itself with a double helix design. Your weapon gains a +1
to attack and damage rolls, and critical threat range.
Depending on whether your weapon is a melee or ranged
weapon, it gains the following ability;
Melee: Twice per turn, when you make a weapon
attack with your weapon, you can spend 3 chakra to
launch a 10-foot wide white beam of energy originating
from you in a 30-foot line. All hostile creatures caught
within this line must make a Dexterity saving throw,
taking your weapon's damage on a failure.
Ranged: Twice per turn, when you make a weapon
attack with your weapon, you can spend 3 chakra to
release a pulse of white energy from where your shot
lands in a 20-foot radius. All hostile creatures within
range must make a Dexterity saving throw, taking your
weapon's damage on failure.
Starting at 3rd level, your body becomes more tolerant to
Iburi Clan flame. Whenever you take fire damage, you reduce the
Update: August 19th, 2023. damage taken by -3. At 7th level, your resilience to fire
"Damn. It's blazing in here. Fui! Turn on the vents!" After a improves. You gain resistance to fire damage.
long days work, Kuro rocked back in his chair, shutting his Starting at 11th level, you gain immunity to the Burned
eyes. He and the other shinobi in his battalion were laying condition and you can attempt to end the Burned condition
low and catching some rest after completing their mission on an allied creature within 15 feet of you as a bonus action.
"I'm on it, I'm on it." As the cool air began to rush in, Kuro When you attempt the Survival skill check to end the Burned
began to slowly doze off. That is, until the air begin to condition, you make your check at advantage.
gradually become warmer and warmer. "Hey what the hell?!" Will-O-Wisps: Beginning at 3rd level, your clan's kekkei
The sounds of clashing kunai and punches being thrown genkai grants you unparalleled control over the smoke
could be heard echoing through the room, accompanied by created by fire. When you target a creature with a jutsu with
pained groans and profanities. Kuro opened his eyes to see the Fire Release keyword that requires an attack roll, you can
two of his men fighting each other, one pressing a kunai at spread the smoke and cinders produced by the fire to
the other's chest, seemingly against his will. "Fui! Don't!-" As creatures within 5 feet of the original target, excluding you
the shinobi fell to the ground, Fui stood in confusion, but just and the target. Each creature that would be affected must
as quickly as he began to question what just happened, make a Dexterity saving throw, taking half the damage dealt
smoke emanates from his mouth, eyes, and nose, taking the to the original target on a failed save, or none on a success.
form of an unknown Shinobi from the Land of Fire. The The range of this effect increases to 10 feet at 11th level.
shinobi wraps his legs around Fui, taking him down in one You can use this feature a number of times equal to half your
fell swoop. As Kuro begins to slowly reach for his blade, a proficiency bonus, rounded up, per long rest. At 15th level,
gust of smoke blows it out of his reach, and in a burst of wind, this becomes your full proficiency bonus.
the Shinobi appears and presses a kunai to his throat. The Aberration of Smoke: Starting at 7th level, you begin to
Shinobi reaches for a radio link on his jacket. "Jōki, I'm in." weave the remnants of smoke from Fire jutsu you cast into
yourself, allowing you to quickly maneuver around the
---- Jōki Hatake battlefield like a gust of ash. As a bonus action, you can
The Long Road, Ch. 42 excerpt. briefly morph your body into smoke and move to a location
within 10 feet, without provoking an attack of opportunity.
Born of Ash You can also use this feature after casting a jutsu with the
The Iburi Clan is a seclusive clan scattered all throughout the Fire Release keyword by spending 3 chakra. You can use this
Land of Fire. Members of this clan possess a powerful kekkei ability no more than once per round.
genkai that allows them to transform themselves into smoke. The range you can move with this feature increases to 15ft
In the past, this versatile ability proved to be a curse rather at 11th level and at 18th level, when you use this feature, your
than a blessing, as it could not be controlled, causing some of AC increases by +1 until the start of your next turn.
the Iburi to be dispersed and killed in the winds. This burden, Smoke Release: The Iburi clan has a unique talent of
however, was resolved by one of the Leaf's legendary Sannin, manifesting Smoke Release, an augmentative release that
granting the later generations of Iburi mastery of their power. improves the area of effect of fire, and its destructive
capabilities. Starting at 7th level, when you cast a jutsu with
Iburi Traits the Fire Release Keyword, you can change the damage type to
Ability Score Increase: +2 Int, +1 Con fire, and give affected creatures a -2 penalty to one saving
Speed: Your base walking speed is 30 feet. throw against the jutsu or your Will-O-Wisps feature.
Skill Proficiencies: Chakra Control, Survival Beginning at 15th level, twice per rest, when you deal Fire
Passive Affinity: You begin with the Fire release affinity. damage, you can choose to
Fire Literacy: Your Ninjutsu ability score is counted as being automatically
+2 higher, for the purpose of casting jutsu of B-Rank or blind all
higher with the Fire Release Keyword through any ability affected
score restrictions (SHB, pg.104). creatures
until the end of
Iburi Features each of their
Iburi Techniques: The Iburi have access to a separate list turns.
of Jutsu unique to their Clan. You can add these Jutsu to your
jutsu list instead of selecting jutsu from the Normal jutsu list.
Fire Release Simplicity: When creating or learning
Ninjutsu with the Fire Release affinity, reduce the time it
takes to complete the task by half. This does not stack with
other similar effects.
Ashen Resilience: Starting at 1st level, your clan's unique
kekkei genkai grants you the ability to control the smoke
within and nearby your body. Whenever you take knockback,
the distance you travel is always halved. You also add a 1d6
bonus to saving throws against Genjutsu with the Inhale
keyword, as your smoke body naturally filters out toxins.
Incinerating Burst
Iburi Clan Jutsu Classification: Hijutsu
D-Rank Rank: D-Rank
Casting Time: 1 Action
Chimney Dance Range: 15 feet
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: CM, M
Casting Time: 1 Bonus Action Cost: 5 Chakra
Range: Self Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release
Duration: 1 Minute Description: Your body briefly erupts into smoke which
Components: CM, M bursts into fire. You shed 20-feet of bright light and 10 feet of
Cost: 4 Chakra dim light thereafter. You morph your body into smoke,
Keywords: Hijutsu, Ninjutsu, Fire Release moving to a space within 5 feet of the target as you
Description: Your feet begin to release small cinders which simultaneously go for a flaming uppercut. Make a melee
convert the air surrounding them into smoke which you use ninjutsu or taijutsu attack. On a hit, you deal 1d8+1 Fire
to propel your movement. For the duration, your movement damage and the creature becomes Burned until the end of
speed increases by 10 feet and you gain an additional their next turn.
reaction per round. This reaction can only be used to take If you hit your first attack, you can make a 2nd attack
attacks of opportunity. Creatures provoke attacks of against the creature or another creature within range, as you
opportunity if they move in or out of 10 feet of you. If you hit morph into smoke again, comboing into a spin kick from
with an attack of opportunity, you deal an additional 1d8+1 of above or a lateral kick. On a hit, you deal 1d8+1 Fire damage
Fire damage. and the creature must make a Strength saving throw against
If you are currently receiving the benefits of the Smoke your Ninjutsu or Taijutsu Save DC, whichever is higher. On a
Form jutsu, you make attacks of opportunity at advantage, failed save, if you choose to perform a spin kick from above,
and the bonus damage increases to a d10. they are knocked prone. If you choose to make a lateral kick,
At Higher Ranks: For each rank you cast this jutsu above they are knocked back 15 feet.
D-Rank, increase the cost of this jutsu by 3. If cast to B-Rank At Higher Ranks: For each rank you cast this jutsu above
or higher, increase the damage by 1d8+1 and you can use C-Rank, increase the cost of this jutsu by 3, and the damage
your movement speed to fly and can hover. If cast to S-Rank, by 1d8+1. If cast to B-Rank, you can perform this jutsu as a
increase the damage by 1d8+1 and you gain an extra reaction reaction, when you would take an attack of opportunity, as if
which you can only use to take an attack of opportunity. you cast this jutsu at C-Rank.
Fume Substitution Sulfur Bomb
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are Casting Time: 1 Action
targeted by an attack or would take damage from an attack Range: 60 feet (15-foot sphere)
that targets you. Duration: Instant
Range: Self Components: HS, CM
Duration: 1 Round Cost: 5 Chakra
Components: CM Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Cost: 5 Chakra Description: You generate a large quantity of smoke in your
Keywords: Hijutsu, Ninjutsu, Fire Release hand and throw it at space within 60 feet, generating a 15-
Description: You quickly morph your body into smoke to foot sphere of smoke. Each creature within the sphere must
avoid being struck by an enemy's assault. Increase your AC make a Dexterity saving throw, taking 3d6+3 Fire damage
by +5 for the triggering attack, and for every other attack you and falling prone on a failed save, or half as much damage
are targeted with, you reduce the attack roll by a 1d4, and no further effects.
potentially causing the attack to miss you. For each The smoke created by this jutsu persists for 1 minute,
attack that misses you as a result of this jutsu, causing creatures within to become heavily obscured for as
you may move to a space within 10 feet of long as they still within, though you can see through the
you as a gust of smoke. This smoke just fine. Creatures that end their turns within this
does not provoke attacks of smoke cloud, take 1d10+1 necrotic damage which cannot be
opportunity. reduced by any means. If the creature remains in the smoke
If you are currently cloud for the entire minute, they fall Unconscious, unable to
recieving the benefits of the breathe.
Smoke Form hijutsu, you can At Higher Ranks: For each rank you cast this jutsu above
instead move up to 15 feet when an attack D-Rank, increase the cost of this jutsu by 3 and the damage
misses you as a result of this jutsu, and reduce by 2d6. If upcast to B-Rank or higher, you can disperse the
consecutive attacks by 1d6+1. leftover smoke as a free action on your turn, otherwise, the
smoke now lasts 10 minutes.
C-Rank At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, the temporary hit
Cinder Field points gained by 1 die, or the save bonus by +1 (Pick one).
Classification: Hijutsu
Rank: C-Rank Smoke Dragon
Casting Time: 1 Action Classification: Hijutsu
Range: Self (15-foot radius) Rank: C-Rank
Duration: Concentration, up to 1 Minute Casting Time: 1 Action
Components: HS, CM Range: Self (90-foot line)
Cost: 9 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu, Fire Release Components: HS, CM
Description: You breathe out an enormous quantity of smoke Cost: 9 Chakra
from your mouth creating a field of heavy gas all around you. Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
You do not need to spend chakra to concentrate on this jutsu. Description: You emit a large amount of fumes and gasses
For the duration, a 15-foot radius of smoke surrounds you, from your body and produce a large dragon construct in front
lightly obscuring you from creatures who cannot see through of you. You send this dragon out in a 90-foot long, 5-foot wide
chakra enhanced smoke. Creatures, other than you, that line. All creatures within range of your choice must make a
enter or start their turn within the field of smoke take 5 Fire Constitution saving throw, taking 4d8+4 Fire damage and
damage, plus an additonal 5 Fire damage for every 5 feet they becoming dazed until the end of their next turn on a failed
willingly move within this radius, as the air they breath burns save. You can control how long this line becomes.
their lungs. This damage cannot be reduced by any means. If you are currently receiving the benefits of the Smoke
Creatures who possess a breathing apparatus do not take Form hijutsu, you can morph your whole body into smoke
damage from walking in this jutsu's area of effect. and travel with the dragon without expending your movement
Additionally, when you deal fire damage to creatures within speed. Upon ending your movement, creatures within 10 feet
this radius, you deal an additional die of fire damage, once of you provoke attack of opportunity attacks.
per turn, and ignore resistance to fire damage. At Higher Ranks: For each rank you cast this jutsu above
This jutsu ends early if you move more than 90 feet from C-Rank, increase the cost by 3, the damage by 2d8+2. If
your original location. upcast to A-Rank, increase the width of the line by 5 feet.
Smoke Aegis B-Rank
Classification: Hijutsu
Rank: C-Rank Burning Sweep
Casting Time: 1 Reaction, when another creature you could Classification: Hijutsu
reach with your movement speed would be hit with an attack Rank: B-Rank
or fail a Strength, Dexterity, or Constitution saving throw. Casting Time: 1 Action
Range: Movement Speed Range: Self (25-long, 65-foot wide, 30-foot high cube)
Duration: Instant Duration: Instant
Components: CM, M Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release, Clash Keywords: Hijutsu, Ninjutsu, Fire Release
Description: You see an ally within range begin to succumb Description: You aggressively slash the air in front of you,
to peril and quickly move to protect them. Select a creature creating two large pillars far in front of you that generate a
you could reach with your full movement. large gust of wind and ash. You then use smoke to levitate
You morph your body into smoke and manifest in the space into the air, creating two more pillars in front of you at your
your ally was in, your smoke form producing gusts that push sides, creating a 25-foot long, 65-foot wide, 30-foot high cube.
them 5 feet behind you. If this jutsu was done in response to Creatures caught in the awesome forces of smoke and
an attack roll, the attack automatically hits you and you raise wind within this jutsu's range must make a Dexterity saving
both arms up and form a smoke barrier with 5d6 temporary throw, as the pillars return to your arms and you expel the
hit points. If this jutsu was used in response to a failed save, energy towards them all. Creatures that cannot be moved
the creature you protected no longer suffers the effects of a make this saving throw at advantage.
failed save, and you roll the saving throw in their place at Creatures who fail their saving throw against this jutsu
disadvantage, with a +2 bonus. take 9d6+9 Fire damage and gain 1 rank of Burned.
If you reduce the attacks damage to 0, or succeed the Creatures who fail their saving throw by 5 or more have the
saving throw, you immediately counter with a melee Ninjutsu wind knocked out of them, reducing their movement speed to
attack, dealing your unarmed damage in fire damage and 0 until the end of their next turn.
knocking the creature back 15 feet on hit. If you are currently receiving the benefits of the Smoke
If you are currently receiving the benefits of the Smoke Form hijutsu, creatures of Medium size or smaller make this
Form hijutsu, you can move to a creature within double your jutsu's saving throw at disadvantage, and the damage
movement speed, your barrier gains 5d8+your Ninjutsu increases by 1 step.
ability modifier in temporary hit points if it is an attack, or At Higher Ranks: For each rank you cast this jutsu above
gain a +3 bonus to the saving throw. B-Rank, increase the cost of this jutsu by 3, and the damage
by 1 step (1d6<1d8<1d10<1d12).
Smoke Form When this jutsu ends, you reappear in a space within 5 feet
Classification: Hijutsu of the creature you were possessing, and automatically end
Rank: B-Rank your Smoke Form jutsu.
Casting Time: 1 Action
Range: Self Orbital Drop
Duration: Concentration, up to 1 minute Classification: Hijutsu
Components: HS, CM Rank: A-Rank
Cost: 14 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Fire Release Range: Movement Speed (120-Foot sphere)
Description: You turn yourself and your clothes into smoke Duration: Instant
for the duration of this jutsu. You still appear mostly the Components: CM, M
same, however, smoke continues to perspire off your body Cost: 20 Chakra
and fall to the ground beneath you, like a reservoir. When you Keywords: Ninjutsu, Hijutsu, Fire Release
move, your body quickly shifts into smoke. Description: As part of the requirements for casting this
For the duration of this jutsu, you do not provoke attacks of jutsu, you must be benefitting from the Smoke Form hijutsu.
opportunity when you move, and are able to pass through You move up to your movement speed at a space within range
small gaps and cracks, large enough for air to get through. and send yourself high into the air with a burst of smoke.
You are also immune to fall damage. Your body splits into 3 pillars of smoke that rise tangent to
Your weapon attacks deal an additional die of fire damage, each other 200 feet into the air. As the smoke pillars rise,
once per turn, and you gain immunity to fire damage, whilst they are set on fire from the friction in the air. These pillars
also gaining vulnerability to Wind damage. merge and reform into your body, and you begin hurling back
Your AC increases by +2, and the Iburi Clan hijutsu you down to earth like a missle.
cast other than this one have their cost reduced by 2 (Min. 1). As you hit the ground, you create a massive explosion,
annihilating creatures within a 120-foot sphere. Each
A-Rank creature within range must make a Dexterity saving throw,
taking 10d10+10 Fire damage, gaining 3 ranks of Burned,
Body Oxidation Technique (Optional) and becoming blinded until the end of their next turn on a
Classification: Hijutsu failed save. On a successful save, creatures take half damage
Rank: A-Rank and gain only 1 rank of Burned. If a creature possesses any
Casting Time: 1 Full Turn Action ranks of Burned prior to being affected by this jutsu, this
Range: 30 feet jutsu ignores any resistances and immunities to Fire damage
Duration: Concentration, up to 1 Minute the creature may have.
Components: HS, CM The area this jutsu effects permanently becomes difficult
Cost: Special (18 Chakra) terrain, and as this jutsu concludes, your Smoke Form jutsu
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Fire Release automatically ends.
Description: As part of the requirements for casting this
jutsu, you must be benefitting from the Smoke Form hijutsu.
The signature jutsu of the Iburi clan, where the user enters
the body of a creature and takes control of their actions. You
cannot lose concentration on this jutsu as a result of taking
damage.
Select a creature within range. This creature must make a
Charisma saving throw. On a failed save, you entire their
body, rendering them incapacitated and unable to move.
While in a creature's body, you feel all sensations their body
feels and cannot take actions or reactions, or concentrate on
other jutsu. Additionally, whenever the creature takes damage
from an exterior source, you take half the damage they took
as Necrotic damage.
At the start of each of the creature's turns, they repeat the
Charisma saving throw, expelling you from their body on a
success, or remaining incapacitated and unable to move on
failure. At the start of each of your own turns, you can impose
a Constitution or Intelligence saving throw on the creature.
After imposing either saving throw, your turn ends.
Constitution Save: On a failed Constitution saving throw,
the creature takes 5d12 necrotic damage which bypasses
resistance, immunity, and temporary hit points. The
creature also gains 3 stacks of internal bleeding.
Intelligence Save: On a failed Intelligence saving throw,
you command the creature to move and take 1 Action that
they can take, other than a class or adversary feature.
Kurashi Clan ○ Well Connected: Within an hour in a new
"Just stay calm Keiko, I'll get you back to your parents safe." town or city, you are able to locate and build
The detective says to a young girl as they quietly jump down connections to gain access to many kinds of
to an alleyway pervaded by rain under a cloudy night sky. "I'm resources, such as Lodgings, information regarding a
scared." The girl weeps softly, but just as her tears come the person or object of interest, and where to purchase
alleyway is suddenly surrounded by her kidnappers, a rebel goods, both legal and illegal.
organization known as a Dosomu, trying to gain leverage in At 15th level, you select a second school for this feature.
the city's government by kidnapping the daughter of the In addition to the specific benefits of each school,
mayor. The girl whimpers and covers her face in fear as the you gain proficiency in all skills associated with the
detective takes a protective stance. "Now hot shot, you give us chosen mental attribute, as well as being treated as
back the girl and we promise to kill you qui-" A flash of red having expertise for the purpose of qualifying for Skill
light glosses over the detective's eyes as the lead kidnapper Based Actions made with this attribute.
notices the shadows in the alleyway begin to move. Suddenly, Lastly, you gain access to a list of Skill-Based Actions
multiple beasts of shadow form and attack all kidnappers, exclusive to the Kurashi clan, listed at the end of this clan.
driving them back into the darkness. The girl opens her eyes You know a number of these Skill-Based actions equal to half
as she hears the kidnappers scream, but these screams your proficiency bonus, rounded up.
quickly fade, and a small creature of shadow gently wipes Each Kurashi Skill-Based Action has a specific School of
away the girl's tears before morphing into a small wolf Academia attributed to it. While you do not need to have a
beneath her feet, lifting the girl on its back. "I made you a specific school to acquire a Kurashi Skill-Based action, if you
promise Keiko." The detective says. "You'll get home safe." possess the attributed school, you may perform the Skill-
----Yuri Nara Based Action as a bonus action (if it can be performed as an
The Long Road, Ch. 30 excerpt. action) and cannot make checks with it at disadvantage.
Umbral Channeler: Also at 1st level, you have become
Seekers of Truth adept at using your intellect and shadows to manipulate the
chakra needed for Kurashi Hijutsu. You may cast Kurashi
Believed to be descendents of the Nara clan, or to at least Hijutsu using any ability modifier that you have focused on
have a close history with the Nara, the Kurashi are a clan that with your School of Academia feature, in place of your
primarily resides within the Land of Fire, though they can be normal jutsu casting modifier.
found in most of the 5 Great Nations as private investigators
or police detectives. The Kurashi utilize techniques using
shadows, manifesting jutsu that seemingly use spirits and
other supernatural forces to aid them in finding the truth.
Kurashi Traits
Ability Score Increase: +2 Int or Wis or Cha, +1 Con
Skill Proficiencies: Acrobatics, Sleight of Hand
Speed: Your base walking speed is 30 feet.
Photographic Memory: You can accurately recall anything
you have seen, heard, or read within the past 3 months.
Kurashi Features
Kurashi Clan Jutsu: The Kurashi 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.
School of Academia: As a Kurashi, you are taught
methods to conduct a proper investigation. Starting at 1st
level, select one of the following schools. Each school is
based a single mental attribute (Intelligence, Wisdom,
Charisma) and grants the following benefits;
School of Intelligence: This school places an emphasis
on deductive reasoning and logical analysis. When
learning Skill category feats using Downtime, reduce the
downtime needed by 1/3rd your proficiency bonus.
School of Wisdom: This school places an emphasis on
observation and careful study. You gain a bonus to Passive
Perception and Insight equal to your Wisdom modifier.
School of Charisma: This school places emphasis on
leadership and conversational tactics. You gain the Well
Connected trait.
Intuitive Investigator: Starting at 3rd level, when you
would make a check using the mental ability score attributed Kurashi Clan Jutsu
to your School of Academia, you add a +1d4 bonus to the
result if you are engaged in a social encounter, or a flat +2 D-Rank
bonus if the check is made in combat. At 11th level, this Haunting Darkness
bonus increases to a +1d6 and +3 respectively. At 18th level, Classification: Hijutsu
this bonus increases to +1d8 and +4 respectively. Rank: D-Rank
Preternatural Awareness: Starting at 3rd level, you begin Casting Time: 1 Action
to develop a sense for detecting the unnatural. A number of Range: Self (20-foot radius)
times equal to half your proficiency bonus (rounded up) per Duration: Concentration, up to 1 Minute
long rest, you may as an Action send your shadows out in a Components: HS, CM
radius around yourself, equal to 20 times your proficiency Cost: 5 Chakra
bonus in feet. Keywords: Hijutsu, Genjutsu, Visual, Auditory, Tactile
Your shadows are able to detect the presence of a non- Description: A large shadow begins to expand from your feet
human creature type within the radius, such as an and haunting sounds can be heard by other creatures as it
Aberration, Beast, Celestial, Demon, etc. This does not tell nears them. All creatures within range must make a Wisdom
you their exact location, but will inform you which creature saving throw. You impose a -1 penalty if this jutsu is cast
type(s) you are detecting and their general direction. during Sundown/Twilight, and a -2 penalty if this jutsu is
This feature can also be used to detect if there was recent used during Night. These penalties only apply to this jutsu's
paranormal, magical, or chakra based activity within an area initial saving throw. Affected creatures may reattempt their
or an object, and may illustrate a faint towards whatever saving throw at the end of each of their turns.
person or thing caused these effects.
A creature under the effects of the Suppress Chakra, Skill Critical Success: Affected creature is able to resist this
Based Action, or a Sensory jutsu, feature, or trait that would jutsu's effects.
hide their presence (such as the Nondetection jutsu), is Success: Affected creature is able to resist most of this
undetected by this trait. At 18th level, such effects no longer jutsu's effects, being slightly shaken and reducing their
inhibit you from detecting a creature or presence. movement speed by -10 feet until the end of their next turn.
At 7th level, you do not need to spend a use of this feature Failure: Affected creature sees their worst fears begin to
to automatically detect a creature's creature type. You simply manifest and take form from the shadow beneath them.
require direct eye-contact. For the duration, they are Frightened and Slowed, and take
Paranormal Vision: Starting at 7th level, your ability to 3d4 psychic damage at the start of each of their turns.
sense the paranormal grows. You gain 60 feet of Darkvision. Critical Failure: Same effects as a failure, plus an additional
This Darkvision is unique in that it allows you to interact and rank of Fear and Slowed for the duration.
communicate with spirits and other supernatural entities that At Higher Ranks: For each rank you cast this jutsu above
most eyes cannot detect. D-Rank, increase the cost of this jutsu by 3, the radius by 5
At 15th level, you instead gain 120 feet of Darkvision. You feet, and the damage by 3d4.
also gain 60 feet of chakra sight, and are immune to effects
that would alter your visual perception (This does not make Umbral Strike
you immune to Genjutsu with the visual keyword, but you will Classification: Hijutsu
always be aware if such a jutsu is affecting you and can Rank: D-Rank
attempt to dispel it, even if the jutsu normally disallows it). Casting Time: 1 Action
Range: 60 feet
Duration: Instant
Components: CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Taijutsu, Fuinjutsu
Description: You manifest a limb of a creature of darkness
over your arm as you target a creature within range for an
attack. Make a ranged Ninjutsu attack. You may perform a
melee Ninjutsu (or Taijutsu) attack if the target is within 10ft.
On a hit you deal 3d8 force damage. If you choose to deal a
melee attack, increase the damage dealt by your unarmed
damage. Also on a hit, you may use one of the following Skill-
Based Actions (Shove, Steal, Trip). You may use your
Ninjutsu ability modifier for these Skill-Based Actions.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If cast to C-Rank
or higher, increase the damage of this jutsu by 1 step. If cast
to B-Rank or higher, increase the number of attacks by +1. If
cast to A-Rank or higher, increase the damage die of this
jutsu by 1 step. If cast to S-Rank, increase the number of
attacks by +1.
Shadow Leap Umbral Stalk: You decide to have your shadow remain
Classification: Hijutsu with the target. This jutsu's duration becomes 24 hours
Rank: D-Rank and for the duration, you are aware of whether the target
Casting Time: 1 Bonus Action is conscious as well as their general direction. At any
Range: Movement Speed point, you may as a Full Turn Action manifest your shadow
Duration: Special from underneath the target. For the next minute, you are
Components: HS, CM, CS blinded to your surroundings, and instead see through the
Cost: 5 Chakra eyes of your Shadow Beast, controlling it. The Shadow
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Beast has 1 hit point, an AC equal to your Ninjutsu Save
Description: You conjure a beast of shadow and momentarily DC, and 60 feet of movement speed. The Beast shares
merge with it, becoming a living shadow as you teleport to a your ability scores, skill proficiencies, and Kurashi clan
source of darkness within range. If you teleport to a space features. You may have your Beast explore and interact
that is not within 10 feet of any hostile creature, you may with the environment for the duration. After the duration
immediately take the Hide action as part casting this jutsu, concludes, the Beast is dispelled and this jutsu ends.
making your Stealth check at advantage. You may use your At Higher Ranks: For each rank cast above D-Rank,
Ninjutsu ability modifier in place of Dexterity for this check. increase the cost of this jutsu by 3, the damage by 1d12, and
If you succeed, for the next minute (concentration) you do the number of targets by +1 (You decide to use Umbral
not produce sound while you remain in stealth, and as a Revenge or Umbral Stalk for each creature; Only one
bonus action on subsequent turns you may teleport with this creature can be targeted by Umbral Stalk at a time.) If cast
jutsu again and immediately Hide once more with no need to B-Rank, the Shadow Beast cannot be detected by jutsu
for additional Stealth checks. with the Sensory keyword.
Alternatively, if you do teleport to a space within 10 feet of
a creature, you do not immediately Hide. Instead, the next C-Rank
attack you make against the closest target before the end of
the current turn is made at advantage and deals an additional Spectre Aegis
2d10 force damage, once per casting. On a hit, you gain the Classification: Hijutsu
benefits of the Disengage action. This jutsu then ends. Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Reaction, which you take when you take
D-Rank, increase the cost of this jutsu by 3, and the damage damage or fail a saving throw
by 1d10. Range: Self
Duration: 1 Round
Awaiting Penumbra Components: HS, CM
Classification: Hijutsu Cost: 7 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Casting Time: 1 Action Description: You deploy your monstrous shadows to protect
Range: 30 feet you from harm. Until the start of your next turn, you gain a +3
Duration: Special bonus to AC and a +2 bonus initial saving throw made.
Components: HS, CM, CS Also, once per casting, select one of the following effects;
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Sensory Lash Out: If the triggering creature you activated this
Description: You attempt to invade another creature's jutsu against is within 20 feet of you, you can command
shadow, commanding one of your creations to lie in waiting. your shadows to lash out. Make a melee Ninjutsu attack
Select one creature within range. The range of this jutsu is against the target, dealing 2d8 necrotic damage. On a
doubled during Sundown/Twilight and tripled during Night. critical hit, the target gains 1 rank of bleeding and is
Casting this jutsu does not break stealth. knocked back 15 feet.
Make an Illusions skill check at advantage vs the target's Strengthen Self: You command your shadows to
passive perception. On a success, your shadow hides within strengthen your defenses even more. Increase the bonus
the target's shadow, and your target is unaware this has to AC and saving throws by +1, and gain 2d8 temporary
occurred. This jutsu fails against Nara targets or targets that hit points for the duration.
do not have a shadow. Support Allies: An altruistic command. You command
Also on a success, choose between Umbral Revenge or your shadows to protect your allies instead of yourself. A
Umbral Stalk starting from your next turn. If you do not number of allies, other than you, equal to your Ninjutsu
declare an effect within the next minute, this jutsu ends early. ability modifier, gain the benefits of this jutsu as if you
chose Strengthen Self.
Umbral Revenge: As a bonus action, you command your At Higher Ranks: For each rank you cast this jutsu above
creation to emerge from the target's shadow and attack.
Make a melee Ninjutsu attack, dealing 1d12 + your C-Rank, increase the chakra cost by 3, and the damage or
Ninjutsu ability modifier in force damage and imposing a temporary hit points by 2d8. If cast to B-Rank or higher, when
Wisdom saving throw on a hit. On a failure, the target is you use Lash Out gain a +1 bonus to critical threat range. If
Dazzled and Blinded until the end of their next turn. The cast to A-Rank or higher, increase the number of attacks
first time this effect is used on a target per long rest, the made with Lash Out by +1. If cast to S-Rank, gain an
target is Surprised for the duration of the attack. This additional +1 to critical threat range with Lash Out.
jutsu then ends.
Call to the Void: Lesser Shade
Classification: Hijutsu Lesser Shade
Rank: C-Rank
Casting Time: 1 Action X construct, Unaligned, Proficiency bonus = Ninjutsu or
Genjutsu ability modifier (pick one)
Range: 30 feet
Duration: Concentration, up to 1 Minute Armor Class: 16 + Proficiency bonus
Components: HS, CM, CS Hit Points: 50 (10d6 + 15)
Cost: Special (9 Chakra) Speed: 40ft.
Keywords: Hijutsu, Ninjutsu, Genjutsu, Fuinjutsu
Description: You weave signs and command your shadow to
split, the fragment moving up to 30 feet away from you and STR DEX CON INT WIS CHA
forming into a Lesser Shade. A Lesser Shade is a creature 16 (+3) 18 (+4) 14 (+2) 1 (-5) 10 (+0) 1 (-5)
of your own description, and uses the following statistics; If
this jutsu is cast during Sundown/Twilight, gain advantage on Damage Vulnerability Damage dealt from sources that are also
checks to maintain concentration. If cast during Night, gain accompanied by bright light.
the aforementioned effect, and when you roll for Damage Resistances Necrotic
concentration, you may pay 1/3rd this jutsu's chakra cost to Damage Immunities: Psychic