Professional Documents
Culture Documents
Clans - Tobis Studies
Clans - Tobis Studies
1
TABLE OF CONTENTS Hatake Clan .............................................................................. 43
Baring White Fangs .......................................................... 43
Hatake Clan Feats ............................................................. 44
Credits ................................................................................ 1 Hoshigaki ................................................................................. 45
The Tailless Beast ............................................................. 45
Table of Contents............................................................... 2
Hoshigaki Clan Feats ........................................................ 47
Aburame ......................................................................................4
Hozuki ....................................................................................... 48
Creepy Crawly ...................................................................... 4
Demon’s Second coming ................................................. 48
Aburame Clan Jutsu .................................................................. 5
Hozuki Clan Jutsu ................................................................... 49
D-Rank: .................................................................................5
D-Rank ................................................................................49
C-Rank: ..................................................................................5
C-Rank ................................................................................49
B-Rank: ................................................................................. 6
B-Rank ................................................................................ 50
A-Rank: ................................................................................. 6
A-Rank ................................................................................. 51
Aburame Clan Feats ............................................................7
Hozuki Clan Feats ............................................................. 52
Akimichi ......................................................................................8
Hyūga Clan ............................................................................... 53
Big Appetite .......................................................................... 8
The Village’s Strongest .................................................... 53
Akimichi Clan Jutsu.................................................................. 9
Hyūga Clan Jutsu..................................................................... 55
D-Rank: ................................................................................ 9
D-Rank: ............................................................................... 55
C-Rank: ................................................................................ 10
C-Rank: ............................................................................... 56
B-Rank: ................................................................................ 10
B-Rank: ............................................................................... 56
A-Rank: ................................................................................ 11
A-Rank: ............................................................................... 57
Akimichi Clan Feats ........................................................... 12
Hyuga Clan Feats ............................................................... 59
Bakuton ..................................................................................... 13
Iburi Clan ...................................................................................61
An Explosive Personality ................................................. 13
Born of Ash ......................................................................... 61
Bakuton Clan Jutsu .................................................................. 14
Iburi Clan Jutsu ....................................................................... 62
D-Rank ................................................................................. 14
D-Rank ................................................................................ 62
C-Rank ................................................................................. 15
C-Rank ................................................................................ 63
A-Rank ................................................................................. 17
B-Rank ................................................................................ 63
Bakuton Clan Feats ............................................................19
A-Rank ................................................................................64
Boroshi ...................................................................................... 20
Iburi Clan Feats .................................................................66
Masters of Mind and Body .............................................. 20
Inuzuka Clan ............................................................................ 67
Boroshi Clan Jutsu ................................................................... 21
The Most Loyal .................................................................. 67
D-Rank ................................................................................. 21
Inuzuka Clan Jutsu ................................................................. 69
C-Rank ................................................................................. 21
D-Rank: ...............................................................................69
B-Rank ................................................................................ 22
C-Rank: ............................................................................... 70
A-Rank ................................................................................ 22
B-Rank: ............................................................................... 70
Boroshi Clan Feats ............................................................ 23
A-Rank: ................................................................................ 71
Deva ........................................................................................... 24
Inuzuka Clan Feats ........................................................... 72
No Time for Fun and Games ........................................... 24
Jiton ........................................................................................... 73
Deva Clan Jutsu ....................................................................... 25
A Magnetic personality .................................................... 73
D-Rank ................................................................................ 25
Jiton Clan Jutsu ........................................................................ 74
C-Rank ................................................................................ 26
D-Rank ................................................................................ 74
B-Rank ................................................................................ 27
C-Rank ................................................................................ 75
A-Rank ................................................................................ 27
B-Rank ................................................................................ 77
Deva Clan Feats ................................................................. 28
A-Rank ................................................................................ 78
Fuma .......................................................................................... 29
Jiton Clan Feats .................................................................. 79
We Never Miss ................................................................... 29
Kaguya ....................................................................................... 80
Fuma Clan Jutsu ...................................................................... 30
Savage Battle Instincts .................................................... 80
D-Rank ................................................................................ 30
Kaguya Clan Jutsu .................................................................... 81
C-Rank: ............................................................................... 30
D-Rank ................................................................................ 81
B-Rank: ................................................................................ 31
C-Rank ................................................................................ 81
A-Rank: ................................................................................ 31
B-Rank: ............................................................................... 82
Fuma Clan Feats ................................................................ 32
A-Rank: ............................................................................... 83
Futton ......................................................................................... 33
Kaguya Clan Feats ............................................................. 84
A Corrosive Breath .............................................................33
Keton ......................................................................................... 85
Futton Clan Jutsu .................................................................... 34
Let There be Light ............................................................. 85
D-Rank ................................................................................ 34
Keton Clan Jutsu ..................................................................... 86
C-Rank ................................................................................ 34
D-Rank ................................................................................ 86
B-Rank ................................................................................ 35
C-Rank ................................................................................ 86
A-Rank ................................................................................ 35
B-Rank ................................................................................ 87
Futton Clan Feats .............................................................. 37
A-Rank ................................................................................ 88
Haruno Clan ............................................................................. 38
Keton Clan Feats................................................................90
Built for Combat ................................................................ 38
Konjiki ........................................................................................91
Haruno Clan Jutsu .................................................................. 39
Tempered Will ................................................................... 91
D-Rank ................................................................................ 39
Konjiki Clan Jutsu ................................................................... 92
C-Rank ................................................................................ 39
D-Rank ................................................................................ 92
B-Rank ................................................................................ 40
C-Rank ................................................................................ 93
A-Rank ................................................................................ 40
B-Rank ................................................................................ 93
Haruno Clan Feats ............................................................ 42
A-Rank ................................................................................94
2
Konjiki Clan Feats ............................................................. 95 Senju Clan Feats .............................................................. 138
Kuru Clan .................................................................................. 96 Shakuton ................................................................................. 139
The Wolf’s Curse ............................................................... 96 Too Hot to Touch ............................................................ 139
Kuru Clan Jutsu ....................................................................... 97 Shakuton Clan Jutsu ............................................................. 140
D-Rank ................................................................................ 97 D-Rank .............................................................................. 140
C-Rank: ............................................................................... 97 C-Rank ............................................................................... 141
B-Rank: ............................................................................... 98 B-Rank ............................................................................... 141
A-Rank: ............................................................................... 99 A-Rank .............................................................................. 142
Kuru Clan Feats ................................................................ 101 Shakuton Clan Feats ....................................................... 143
Kuzo Clan ................................................................................ 102 Shikigami ............................................................................... 144
Head in the Clouds .......................................................... 102 A Work of Art .................................................................... 144
Kuzo Clan Jutsu ...................................................................... 103 Shikigami Clan Jutsu ............................................................ 145
D-Rank ...............................................................................103 D-Rank .............................................................................. 145
C-Rank ...............................................................................103 C-Rank .............................................................................. 146
B-Rank .............................................................................. 104 B-Rank .............................................................................. 146
A-Rank .............................................................................. 104 A-Rank .............................................................................. 147
Kuzo Clan .......................................................................... 106 Shikigami Clan Feats ...................................................... 148
Namikaze................................................................................. 107 Uchiha Clan ............................................................................ 149
Faster than the eye can see ........................................... 107 The Curse of Hatred ........................................................ 149
Namikaze Clan Jutsu ............................................................ 108 Uchiha Clan Jutsu...................................................................152
D-Rank .............................................................................. 108 D-Rank: ............................................................................. 152
C-Rank .............................................................................. 108 C-Rank: ............................................................................. 152
B-Rank .............................................................................. 109 B-Rank: ..............................................................................153
A-Rank .............................................................................. 109 A-Rank: ..............................................................................153
Namikaze Clan Feats ....................................................... 110 Uchiha Clan Feats ............................................................ 154
Nara ........................................................................................... 111 Uzumaki Clan .........................................................................155
Inconceivable foresight ................................................... 111 Never Backing Down ...................................................... 155
Nara Clan Jutsu ...................................................................... 112 Uzumaki Clan Jutsu .............................................................. 156
D-Rank ............................................................................... 112 D-Rank: ............................................................................. 156
C-Rank: .............................................................................. 112 C-Rank: ............................................................................. 156
B-Rank: .............................................................................. 113 B-Rank: ............................................................................. 157
A-Rank: .............................................................................. 113 A-Rank: ............................................................................. 158
Nara Clan Feats ................................................................ 114 Uzumaki Clan Feats ........................................................ 159
Non-Clan ................................................................................. 115 Yamada Clan .......................................................................... 160
Limitless Potential .......................................................... 115 Single-Swing Style ......................................................... 160
Orochimaru’s Synthetic Human ........................................ 116 Yamada Clan Jutsu ................................................................. 161
Designed Existence ......................................................... 116 D-Rank ............................................................................... 161
Orochimaru’s Synthetic Human Clan Jutsu .................... 117 C-Rank ............................................................................... 161
D-Rank ............................................................................... 117 B-Rank .............................................................................. 162
C-Rank ............................................................................... 117 A-Rank .............................................................................. 162
B-Rank ............................................................................... 118 Yamada Clan Feats .......................................................... 163
A-Rank ............................................................................... 119 Yamanaka Clan ...................................................................... 164
Orochimaru’s Synthetic Human Clan Feats .............. 121 Impossible to Pin Down................................................. 164
Ranton ...................................................................................... 122 Yamanaka Clan Boons: ........................................................ 165
Laser Focused ...................................................................122 Yamanaka Clan Jutsu ........................................................... 166
Ranton Clan Jutsu .................................................................. 123 D-Rank: ............................................................................. 166
D-Rank ............................................................................... 123 C-Rank: ............................................................................. 167
C-Rank .............................................................................. 124 B-Rank: ............................................................................. 167
B-Rank ...............................................................................125 A-Rank: ............................................................................. 168
A-Rank ...............................................................................125 Yamanaka Clan Feats ..................................................... 169
Ranton Clan Feats ........................................................... 126 Yoton ....................................................................................... 170
Ryu ............................................................................................ 127 Blood of the Earth ........................................................... 170
Wrath of a Dragon ...........................................................127 Yoton Clan Jutsu..................................................................... 171
Ryu Clan Jutsu ........................................................................ 128 D-Rank ............................................................................... 171
D-Rank .............................................................................. 128 C-Rank ............................................................................... 171
C-Rank: ............................................................................. 128 B-Rank .............................................................................. 172
B-Rank: ............................................................................. 129 A-Rank ...............................................................................173
A-Rank: ............................................................................. 129 Yoton Clan Feats .............................................................. 174
Ryu Clan Feats ..................................................................130 Yuki Clan .................................................................................. 175
Sarutobi ....................................................................................131 Cold to the Bone .............................................................. 175
Bound by A Code of Honor ............................................. 131 Yuki Clan Jutsu ...................................................................... 176
Sarutobi Clan Feats .......................................................... 133 D-Rank .............................................................................. 176
Senju ......................................................................................... 134 C-Rank: ............................................................................. 176
The Leaf’s Patriarchs ......................................................134 B-Rank: ............................................................................. 177
Senju Clan Jutsu ..................................................................... 135 A-Rank: ............................................................................. 178
D-Rank ............................................................................... 135 Yuki Clan Feats ................................................................ 179
C-Rank .............................................................................. 136 Bloodline, Latent ............................................................. 180
B-Rank .............................................................................. 136
A-Rank ............................................................................... 137
3
ABURAME Insect Focus: Starting at 7th Level you learn to focus
on and specialize in a particular type of insect. Select the
CREEPY CRAWLY
insect you wish to specialize in and gain the feature it
comes with. You may select a 2nd Insect type at 11th
The Aburame Clan is one of the four noble clans of the Level. At 15th Level you gain the remaining insect
leaf village. At birth, members of this clan are offered to specialty.
several special breeds of insects as a nest, residing just • Beetles: Enhanced sensory perception; when rolling a
under their host's skin. These insects will then live-in
Wisdom (Perception) or Wisdom (Insight) ability check,
symbiosis with their host from that point on. Because of
you may roll an additional 1d6 this result is added to your
this, its members are characterized by their use of
total.
insects as weapons through use of their Insect based • Parasites: Poison nature Insects; When you deal damage
Ninjutsu.
to a creature with an Aburame Hijutsu, as a bonus action,
The clan members may also carry additional insects in
you may force a creature to make a Con Save against your
jars or gourds with them on missions. The insects can
Ninjutsu Save DC. On a Failed Save you infect their body
leave and enter their host's body through various pores.
with parasitic insects. They gain one rank of Envenomed
They feed on chakra as a food source, making them quite
for 1 minute. For the duration of this effect, when you deal
deadly. The relationship between the shinobi and the
damage to the affected creature with an Aburame Hijutsu,
insects is mutually beneficial. The host grants the
they gain an additional rank of Envenomed. Affected
insects shelter and allows them to feed off their chakra,
creatures can remake the saving throw at the end of their
their body becoming a living hive of tens of thousands of
turn, ending this effect on a success.
these insects, and in return the insects do the user's • Kikaichu Swarm: Enhanced chakra consumption. When
bidding, allowing the shinobi to perform ninjutsu
using the Chakra Consumption clan feature, when you
techniques with the use of hand seals & chakra
roll your damage die to steal chakra, roll an additional
conversion. A major defining trait of the Aburame clan is
damage die, adding the result to your total rolled.
that all of its known members' eyes are obscured usually
by glasses, as well as they wear clothing that usually
cover up most of their body.
ABURAME TRAITS
Ability Score Increase: +2 to any ability score, + 1 to any
other (Recommended: +2 Intelligence, +1 Wisdom)
Speed: Your base walking speed is 30 feet
Skill Proficiencies: Nature, Animal Handling
Extra Language: Insect-Speak, you can Understand and
Speak to insects.
Parasitic Technique: You know 1 additional Aburame
Clan D-Rank Ninjutsu.
ABURAME FEATURES
Aburame Clan Jutsu: The Aburame Clan has access to
a separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list(s).
Bug Host: Beginning at 1st level, you gain a +1 bonus
to any Constitution saving throw you make, as the bugs
inside of your body fight to resist whatever detrimental
effect may be harming you. This bonus increases to +2 at
11th level. At 7th level this bonus can be applied to Wisdom
saving throws as well.
Chakra Sense: Beginning at 1st Level, by Spending 1
minute focusing on communicating and controlling the
insects in the surrounding area, you can sense creatures
that utilize chakra within a 1-mile radius and what
direction they are in. Beginning at 15th level, the range is
increased to a 10-mile radius.
Chakra Consumption: Starting at 3rd Level, when
using Aburame Hijutsu you can choose to either deal
damage or absorb the target creature's chakra. When you
would roll damage die, you can choose to instead reduce
the enemy’s chakra by the result. When you do, you gain
a number of temporary Chakra points equal half to the
damage dealt. This temporary chakra lasts for 1 minute.
4
ABURAME CLAN JUTSU SPINDLE FORMATION
Classification: Hijutsu
HUMAN COCOON
Range: Self (5-foot radius)
Duration: Concentration, up to 1 Minute
Classification: Hijutsu
Components: HS
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: Self
Description: You create a ring of insects that spin around
Duration: Up to 1 Hour
you violently. Creatures in a 5-foot radius sphere
Components: HS, CM
centered on you must succeed a Constitution saving
Cost: 3 Chakra
throw, taking 3d8 Piercing Damage as they start their
Keywords: Hijutsu, Ninjutsu
turns in the target radius or attempt to enter the target
Description: Using the Insects that are inhabiting your
radius.
body, you create a cocoon large enough to hold you and
At Higher Ranks: For each rank you cast this Jutsu
hang from any surface that can hold you. This Cocoon is
above D-Rank, increase the cost of this Jutsu by 3 and
waterproof, and can be used as a Sleeping bag allowing
Damage by 1d8
you to hover above the ground away from land creatures
who can’t reach you. While inside your Cocoon, you look
like a large insect going through metamorphosis not
C-RANK:
INSECT CLONE
garnering the attention of other creatures. When rolling
Dexterity (Stealth) while suspended inside your cocoon,
Classification: Hijutsu
roll at Advantage. If used as a part of a Short Rest, you
Rank: C-Rank
recover the maximum possible hit points or chakra from
Casting Time: 1 Action
hit dice and chakra dice rolled.
Range: Self
INSECT SPHERE Duration: Concentration, up to 1 minute
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: 7 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu
Range: 30 Feet Description: Your variation of the shadow clone Jutsu.
Duration: Concentration, up to 1 minute You create a single clone of yourself formed out of
Components: HS, CM Insects. This clone does not have any weapons or tools
Cost: 5 Chakra and cannot speak. As a Bonus action you can command
Keywords: Hijutsu, Ninjutsu the clone to take both an Action and Movement. The
Description: You send a swarm of insects to entrap a clone does not have a Reaction or Bonus action. The
target creature. The target must make a Dexterity saving clone has 8 Hit points and no Chakra instead being able
throw, being Restrained and taking 3d4 Piercing damage to only perform up to 2, D-Rank Aburame Clan Jutsu.
at the end of beginning of its turns. Creatures make a After the clone reaches 0 Hit points or performs 2 Clan
Strength saving throw at the beginning of each of their Jutsu, or is dismissed, the Jutsu ends. The Clone has AC
turns, ending the effect on a success. equal to your Ninjutsu Save DC. The Clone cannot move
At Higher Ranks: For each rank you cast this Jutsu more than 120 Feet from you or the Jutsu ends
above D-Rank, increase the cost of this Jutsu by 3 and immediately.
INSECT JAMMING
Damage by 2d4.
5
INSECT JAR TECHNIQUE A-RANK:
Classification: Hijutsu
Rank: C-Rank PARASITIC GIANT INSECT
Casting Time: 1 Reaction, when you are targeted by a Classification: Hijutsu
creature you can see. Rank: A-Rank
Range: 10 Foot Radius Sphere Casting Time: 1 Action
Duration: 1 Round Range: 120 feet
Components: HS, CM Duration: Instant
Cost: 7 Chakra Components: HS
Keywords: Hijutsu, Ninjutsu Cost: 20 Chakra
Description: Your insects swarm around you creating a Keywords: Hijutsu, Ninjutsu
10-foot barrier centered on you. The barrier erected has Description: As part of the activation of this Jutsu, you
510 hit points and lasts until the beginning of your next select one creature you can see within range. The target
turn. Creatures within the radius gain the benefits of this creature becomes swarmed by parasitic beetles which
Jutsu as well. land on your target and begins to burrow into their skin.
At Higher Ranks: For each rank you cast this Jutsu The target makes a Constitution saving throw at the
above C-Rank, increase the cost of this Jutsu by 3 and hit beginning of each of its turns for the next minute, as
points by 2d10 they resist having the beetles burrow into them.
Each time a creature fails this saving throw, they gain
B-RANK: a rank of Envenomed, Weakened and Slowed for the next
10 minutes. A creature who fails this saving throw 5 or
INSECT AMP more times begins to experience a violent outburst of
Classification: Hijutsu constantly reproducing beetles as they escape through
Rank: B-Rank the targets flesh, taking 6d12 Poison and 6d12 Necrotic.
Casting Time: 1 Bonus Action A creature who succeeds their saving throw 5 or more
Range: Self times ends this Jutsu immediately.
Duration: 1 Minute (concentration) At Higher Ranks: For each rank you cast this Jutsu
Components: HS above A-Rank, increase the cost of this Jutsu by 3, the
Cost: 14 Chakra damage by 1d12 poison and 1d12 Necrotic.
Keywords: Hijutsu, Ninjutsu
Description: You fill your insects with an intense surge
of chakra enhancing their overall potential and abilities.
When using other Aburame Jutsu reduce the cost of them
by half (Rounded Down) for the duration of this Jutsu.
When dealing damage, roll an additional damage die for
each Jutsu.
6
L ATENT ABURAME
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Bug Host I 2 Beginning at 1st level, twice per long rest, you can add 1d4 to any constitution saving throw.
Latent Bug Host II 3 (You must have Latent Bug Host I) Beginning at 7th level, the bonus increases to a d6.
Latent Chakra Sense I 2 Beginning at 1st level, by spending 1 minute, you can sense creatures that can utilize chakra
within 500 feet of you, and what direction they are in.
Latent Chakra Sense II 3 (You must have Latent Chakra Sense I) Beginning at 11th level, The range increases to 1 mile.
Latent Chakra 2 Beginning at 3rd level, when you would cast an Aburame Clan Hijutsu, that deals damage, you
Consumption I can choose to instead reduce its damage by half and deal Chakra damage instead.
Latent Chakra 3 (You must have Latent Chakra Consumption I) Beginning at 11th level, when you would deal
Consumption II Chakra damage to a creature using your Aburame clan Hijutsu, you can choose to gain
temporary chakra points equal to your proficiency bonus.
Latent Insect 2 Beginning at 7th level, you gain an Insect Focus of your choice.
Focus I
Latent Insect 3 (You must have Latent Insect Focus I). Beginning at 11th level, you gain a second Insect Focus
Focus II of your choice.
Latent Insect 5 (You must have Latent Insect Focus II) Beginning at 15th level, you gain the remaining Insect
Focus III Focus.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Aburame Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Aburame Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Aburame Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Aburame Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Aburame Clan as a Prerequisite
7
AKIMICHI • Green Spinach Pill: At 3rd level, you gain the green
spinach pill. As a Bonus action you can eat this pill. Upon
AKIMICHI TRAITS Chakra (Min 1) at a time. Beginning at 15th level you can
not convert twice your Constitution modifier worth of
Ability Score Increase: +2 to any ability score, + 1 to any
calories into chakra.
other (Recommended: +2 Constitution, +1 Strength)
Master Metabolic Manipulation: At 18th level you
Speed: Your base walking speed is 30 feet.
reduce the calorie cost of all Akimichi Clan Hiutsu by 2
Skill Proficiencies: Athletics, Survival
(Min of 1).
AKIMICHI FEATURES
Akimichi Clan Jutsu: The Akimichi 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.
Lunch Breaks: When you take a short rest, you Regain
Additional Hit Points Equal to twice your current
Calories.
Calories: Beginning at 1st level, you have a set number
of Calories equal to Your Level+ your Constitution
modifier (Min.1). You regain half of all spent calories
after a short Rest, and all calories after a long or Full
Rest. You can spend these Calories to use Clan Jutsu or
Clan Features.
Food Pills: At 3rd Level, you gain access to a special
form of military food pills. These Pills enhance the
intensity of your metabolism allowing for powerful
bonuses based on which pill you take. The Pills can be
taken in whichever order you wish once you gain access
to them. Regardless, if you ever take two of these pills,
after one minute you must succeed a DC 20 Constitution
Save. On a Failure you are Poisoned and Gain 3 ranks of
Exhaustion. You gain each pill at the described levels.
If you would consume all three pills you become
Unconscious and must immediately begin to make DC 25
Constitution saving throws at the start of each of your
turns. If you fail 3 of these saves, your Hit Points drop to
0 and you must begin rolling death saving throws. If you
are not healed in 1 hour, even if you succeed all 3 death
saves, the poison overtakes your body and you die.
8
AKIMICHI CLAN JUTSU HUMAN BOULDER
Classification: Hijutsu
9
C-RANK: SUPER OPEN HAND SLAP
Classification: Hijutsu
FULL-BODY-EXPANSION Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Unarmed Ranged
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: CM, M
Duration: Concentration, Up to 1 Minute Cost: 9 Chakra or 5 Calories
Components: HS, CM Keywords: Hijutsu, Taijutsu, Clash
Cost: 8 Chakra or 4 Calories Description: As part of the requirements of this Jutsu,
Keywords: Hijutsu, Ninjutsu you must already have the Full-Body-Expansion Jutsu
Description: If you spend Calories to activate this Jutsu, active. Chakra erupts from the palm of your hand to the
you do not have to spend chakra to maintain this Jutsu for point of it becoming visible. This chakra increases the
the duration. You temporarily expand your entire body weight, muscle density and impact of your palms. As a
growing in size, increasing your strength & fortitude. For part of the activation of this Jutsu, make a Melee
the Duration you increase your Size by 1 Category (Medium Taijutsu Attack. On a Hit, you deal your unarmed damage
> Large > Huge) and increase your Strength by your + 4d10.
Proficiency bonus. You also gain a bonus to all Constitution Regardless if you hit or not, all creatures within 10 feet
ability checks and saving throws equal to your Proficiency of the original target, including the original target, must
bonus (this bonus to Constitution saves does not count make a Dexterity saving throw, taking 4d8 Bludgeoning
towards taking any Food Pills out of order). You can cast damage on a failed save or half as much on a successful
this Jutsu again increasing your size by 1 category to a one.
maximum of Huge. This doubles the concentration cost of At Higher Ranks: For each rank you cast this Jutsu
this Jutsu. If you become Huge as a result of this Jutsu, above C-Rank, chakra cost of this Jutsu by 3 or the
creatures make saving throws against Akimichi Clan Jutsu Calorie cost by 2 and the Damage by 1d10 and 1d8
at disadvantage.
B-RANK:
SPIKED-HUMAN BOULDER
Classification: Hijutsu BUTTERFLY MODE
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: B-Rank
Range: 30 feet Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: HS, CM, M Duration: 1 minute
Cost: 9 Chakra or 5 Calories Components: HS, CM
Keywords: Hijutsu, Taijutsu, Clash Cost: 14 Chakra and 5 Calories
Description: You activate the roots of your hair, having it Keywords: Hijutsu, Ninjutsu
run down your back and then harden creating spikes that Description: You release chakra from your back as it
run down the length of your body before expanding like forms into the shape of butterfly wings and becomes
a balloon and using the Human Boulder Jutsu. You bowl visible to the naked eye. For the duration of this Jutsu,
yourself in a straight line towards a target creature and you cannot use Full-Body-Expansion Jutsu and you gain
crushing and piercing everyone else in your way. immunity to the Poisoned condition. You increase your
Creatures in your path must make a Dexterity saving Strength by double your Proficiency bonus and you gain
throw, taking 3d6 bludgeoning & 3d6 Piercing damage Advantage on Strength and Constitution Ability Checks
on a failed save or half as much on a successful one. and saving throws. Akimichi Clan Jutsu you cast adds
At Higher Ranks: For each rank you cast this Jutsu your Strength Modifier to Damage rolls if they don’t
above C-Rank, increase the chakra cost of this Jutsu by 3 already. When this Jutsu ends, you lose all remaining
or the Calorie cost by 2 and damage by 1d6 for each Calories and cannot gain calories until you complete a
damage type. long rest.
10
SUPER BOULDER CRASH A-RANK:
Classification: Hijutsu
Rank: B-Rank BUTTERFLY BULLET BOMB
Casting Time: 1 Action Classification: Hijutsu
Range: 30 feet Rank: A-Rank
Duration: Instant Casting Time: 1 Action
Components: CM, M Range: Unarmed Range
Cost: 14 Chakra or 7 Calories Duration: Instant
Keywords: Hijutsu, Taijutsu, Clash Components: HS, CM, M
Description: As part of the requirements for this Jutsu, Cost: 20 Chakra or 10 Calories
you must have Butterfly Mode Active. You perform the Keywords: Hijutsu, Taijutsu, Clash
pinnacle of the “Human Boulder” Technique. Your body Description: As part of the requirements for this Jutsu,
is enhanced by the Butterfly mode and you become a you must have Butterfly Mode Jutsu active. You forcibly
wrecking ball of absolute destruction. You can move up convert all of your remaining calories into chakra and
to 90 feet in any direction and make turns while doing funnel it into your fist as you attempt to make a
so. You can move through creatures and walls no thicker devastating single attack. Reduce your remaining
than 5 feet. Creatures caught in the path of your assault calories to 0. Make a melee taijutsu attack against a
must succeed a Dexterity saving throw, taking 8d6 creature in range. On a hit, you deal 10d10 Bludgeoning +
Bludgeoning damage on a failed save and half as much 1d10 additional damage for every Calorie you had
on a successful one. remaining before this Jutsu’s casting and all creatures in
At Higher Ranks: For each rank you cast this Jutsu a 30-foot cone behind the target creature must make a
above B-Rank, increase the chakra cost of this Jutsu by 3 Dexterity saving throw, taking half the damage dealt as
or the Calorie cost by 3 and damage by 2d6. Bludgeoning damage, being knocked back 20 feet and
becoming prone on a failed save. After the conclusion of
this Jutsu, Butterfly Mode ends immediately.
At Higher Ranks: For each rank you cast this Jutsu
above A-Rank, chakra cost of this Jutsu by 3 or the
Calorie cost by 5 and the initial damage by 2d10.
11
L ATENT AKIMICHI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Calories I 3 Beginning at 1st level, you gain a number of Calories equal to your level, up to a maximum of 5.
If you have less than 5 calories total, each time you gain a level you gain +1 Calorie, until you
reach a maximum of 5. You regain spent calories when you complete a long rest.
Latent Calories II 5 (You must have Latent Calories I) Increase the maximum number of calories you can have to
10.
Latent Fat Insulation I 3 Beginning at 15th level, as an action, you can spend convert 6 calories to end either the
Shocked or Chilled conditions.
Latent Food Conversion 4 (You must have Latent Food Conversion I) You can spend your calories in this way, as a Bonus
II Action.
Latent Food Pill I 2 Beginning at 7th level, As a bonus action, you can take the Green Spinach Pill. When you do, you
lose 5 calories and gain a +4 bonus to Strength and temporary Hit Points equal to your level for
1 minute. After 1 minute, you gain 2 ranks of weakened until you complete your next rest.
Latent Food Pill II 3 (You must have Latent Food Pill I) Beginning at 11th level, you can take the Yellow Curry Pill as
a bonus action. When you do, you lose 5 calories. You deal an additional 1d4 damage with
unarmed and Taijutsu attacks for 1 minute. After 1 minute, you gain 2 ranks of exhaustion.
Latent Food Pill III 5 (You must have Latent Food Pill II) Beginning at 15th level, you can take the Red Chili Pill as a
bonus action. When you do, you lose 5 calories. You increase all damage die of unarmed
attacks and Taijutsu you cast by 1 step for 1 minute. After 1 minute you fall unconscious for 1
hour.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Akimichi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Akimichi Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Akimichi Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Akimichi Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Akimichi Clan as a Prerequisite
12
BAKUTON Explosion Release: The Bakuton clan has a unique
talent for manifesting Explosion Release due to their
AN EXPLOSIVE PERSONALITY
close affinity to both Earth and Lightning Release.
Beginning at 7th level you gain the second Nature
The Bakuton Clan is a clan without a clear family name, release you didn’t select from Explosion Release Affinity
but one with a fearsome history and purpose. Members clan trait. Also, at 7th level, when casting a Jutsu with
of this clan can be found in villages, across the country, either Earth or Lightning Release keywords, you can
and are used to great effect in different military double the size of the area of effect, if it has one, and you
institutions. The Bakuton Family line is one of power, can change the damage type if any to force. At 15th level
and absolute authority. These shinobi are known to when you deal Force damage, increase the damage by
control a battlefield through force alone, and very few your Constitution Modifier.
can say they would stand a chance against one in a head- Explosive Potential: Your explosive potential has
to-head match. grown so much that you make your attacks completely
undodgeable, forcing your opponents to withstand your
BAKUTON TRAITS attacks. Beginning at 15th level, A number of times equal
Ability Score Increase: +2 to any ability score, + 1 to any to your Constitution Modifier per long rest, when you
other (Recommended: +2 Constitution, +1 Intelligence) would make a Ninjutsu attack or force a creature to make
Speed: Your base walking speed is 30 feet. a Dexterity saving throw as a result of casting a Jutsu
Skill Proficiencies: Chakra Control, and your choice with the Earth or Lightning Release keyword(s), you
between Ninshou or Martial Arts. instead force the creature to make a Constitution saving
Explosion Release Affinity: You begin with either Earth throw against your Ninjutsu save DC, suffering the
or Lightning Release Affinity. (Pick one) effects of the attack or Jutsu on a failed save. If the attack
would force the creature to make additional saves the
BAKUTON FEATURES creature makes them at disadvantage.
Explosive Techniques: The Bakuton Clan has access to
a separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list(s). They do not need both
Nature Releases to use their Clan Jutsu.
Branch Style: At 1st level, you realize which part of the
Bakuton branch style you hail from. From time long
immemorial the Bakuton blood split creating diverging
family traits. You can learn Clan Jutsu with the
corresponding Branch style Keyword. This cannot be
changed later on.
• Artistic Style: One with the ability to mold clay, stone,
and other inorganic material into malleable catalyst
for your Explosion Release given the title.
• Reckless Style: One with the ability to manipulate and
create explosions on command within their physical
reach, but at an increased potency.
Cataclysmic: Beginning at 1st level, Hijutsu you cast
deals double damage to structures, constructs and
objects. At 11th level, this increases to four times
damage, and at 18th, six times damage.
Concussive Blasts: Beginning at 3rd level, your high
ordinance blasts leave your enemies reeling. You gain a
number of Shrapnel Dice, which are D6’s, equal to your
Constitution modifier. When you would roll damage for a
Bakuton Clan Jutsu, you can increase the damage by
spending a die from the pool. Roll the spent die, adding
the result to the damage dealt as Force damage. You
regain spent dice when you complete a short rest.
Beginning at 11th level, your number of Shrapnel Dice
increases to twice your Constitution Modifier. At 18th
level, whenever you roll maximum damage on a
Shrapnel die, you can roll that die again, adding the new
roll to the previous roll as additional Force damage. If
you would roll the maximum amount again, you can
repeat this process until you don’t roll the maximum.
13
BAKUTON CLAN JUTSU EXPLOSION RELEASE: CLAY SPIDERS
Classification: Hijutsu
14
EXPLOSION RELEASE: FURY C-RANK
Classification: Hijutsu
Rank: D-Rank EXPLOSION RELEASE: CLAY FLIGHT
Casting Time: 1 Bonus Action Classification: Hijutsu
Range: Self Rank: C-Rank
Duration: Concentration, up to 1 Minute. Casting Time: 1 Action
Components: CM, M Range: Self
Cost: 5 Chakra Duration: Concentration, up to 10 minutes
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth Components: HS, CM, CS
Release, Reckless Style Cost: 8 Chakra
Description: You begin to channel explosive chakra Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
throughout your body, making everything you touch Release, Fuinjutsu, Artistic Style
explode on contact, giving you an advantage in hand-to- Description: You mold clay, earth or another inorganic
hand combat. This Jutsu cannot end as a result of a failed earthen substance into the shape of a single bird of your
concentration check. description that you then inject your chakra into through
The first time each turn you deal unarmed damage; you a special chakra seal. You do not lose concentration of
deal additional Force damage equal to 4d4. this Jutsu as a result of failing a concentration check.
At Higher Ranks: For each rank you cast this Jutsu above This bird grows in size until it is large enough to carry
D-Rank, increase the cost of this Jutsu by 3 and the damage one creature on its back and has the capability to aid you
die by one step (D4>D6>D8>D10>D12). in battle. This bird is proficient in all saves and uses half
of your ninjutsu ability modifier as its Proficiency bonus.
EXPLOSION RELEASE: PUNCH! You can command the bird as a bonus action on your
Classification: Hijutsu turn. Additionally, as a reaction you can command the
Rank: D-Rank bird to use its Detonate ability. The bird has the
Casting Time: 1 Action following statistics;
Range: Unarmed Range
Duration: Instant
Components: CM, M
Cost: 4 Chakra
Large Construct, unaligned
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Reckless Style Armor Class Your Ninjutsu Save DC
Description: You channel explosive chakra into one of your Hit Points 67 (7d10 + 21)
fists, before swinging out in a furious haymaker. Make a Speed 50 ft Flying Speed.
taijutsu attack against a target within range. On a hit, you
deal your unarmed damage + 6d4 Force damage. STR DEX CON INT WIS CHA
Additionally, the target must make a Strength saving throw,
14 (+2) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
being pushed back 15 feet on a failed save.
15
EXPLOSION RELEASE: REPELLING BLAST
Classification: Hijutsu
EXPLOSION RELEASE: FLIGHT OF THE Rank: C-Rank
TSURUBEBI Casting Time: 1 Reaction which you take when hit by a
Classification: Hijutsu ranged weapon or taijutsu attack.
Rank: C-Rank Range: 30 feet
Casting Time: 1 Action Duration: Instant
Range: Self Components: CM, M
Duration: Concentration, up to 10 minutes Cost: 7 Chakra
Components: HS, CM, M Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Cost: 8 Chakra Release
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Description: You hold up an opened palm, and launch
Release, Reckless Style forth an explosion, precise enough to send projectiles
Description: You build up chakra in your palms, and the flying back at their senders. Reduce the damage of the
soles of your feet, and release it in bursts to fly short attack by 4d6 + your Ninjutsu Modifier. If this reduces
distances. You do not need to spend chakra to maintain the damage to 0, the attacking creature becomes the
concentration on this Jutsu. target of the attack, using your damage reduction result
For the duration you gain 3 special movements that as damage. This Jutsu can transfer the attack's effects
you may take instead of your movement action on each regardless of the attack's range. Additionally, if this
of your turns. Each movement allows you to move up to reduces the damage of a melee weapon or taijutsu attack
half of your speed by flying. This movement does not to 0, the attacking creature must make a Strength save,
provoke attacks of opportunity, and whenever you use being pushed back 15 feet on a failure.
one of these movements, all creatures within 5 feet of At Higher Ranks: For each rank you cast this Jutsu
you must make a Dexterity saving throw, taking 2d4 above C-Rank, increase the cost of this Jutsu by 3 and
Force damage on a failed save. You must end each damage reduction by 2d6.B-Rank
movement on a solid object or ground that can hold you.
If you do not, you fall and your movement ends. EXPLOSION RELEASE: ABSOLUTE DEATH
At Higher Ranks: For each rank you cast this Jutsu BOMBING
above C-Rank, increase the cost of this Jutsu by 3 and the Classification: Hijutsu
number of movements by 1. Rank: B-Rank
Casting Time: 1 Action
EXPLOSION RELEASE: PRIME Range: 120 feet
Classification: Hijutsu Duration: Instant
Rank: C-Rank Components: HS, CM, M
Casting Time: 1 Bonus Action Cost: 14 Chakra
Range: Unarmed Range Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Duration: 8 Hours Release
Components: HS, CM Description: You create a small, volatile ball of chakra,
Cost: 8 Chakra hurling it into the air, where it flies towards a space you
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth can see within range towards the ground and explodes in
Release a 40-foot radius. All creatures in the area must make a
Description: You seal explosive chakra into a non- Constitution saving throw, taking 6d8 Force damage, or
chakra enhanced medium or smaller object that you half as much on a successful save. Creatures who fail the
touch, priming it to be detonated on your command. save by 5 or more take an additional 3d8 damage and
Anytime during the duration of this Jutsu, you can use an gain the Deafened and Weakened conditions until the
action on your turn to detonate any number of objects end of their next turn.
affected by this Jutsu, if you have line of sight each of At Higher Ranks: For each rank you cast this Jutsu
them. Upon detonation, each creature and object within above B-Rank, increase the cost of this Jutsu by 3 and
15 feet of it must make a Dexterity saving throw, taking damage by 2d8.
3d8 Force damage on a failure. A creature in the area of
more than one fiery burst is affected only once.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3 and
damage by 2d8.
16
EXPLOSION RELEASE: CLAY CHASE DOWN A-RANK
Classification: Hijutsu
Rank: B-Rank EXPLOSION RELEASE: ATOMIC MISSILE
Casting Time: 1 Action Classification: Hijutsu
Range: 5 feet Rank: A-Rank
Duration: Concentration, Up to 1 Minute Casting Time: Full Turn Action
Components: HS, CM, CS Range: 120 Feet
Cost: 14 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Components: CM, M
Release, Fuinjutsu, Artistic Style Cost: 20 Chakra
Description: You create two constructs made of clay that Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
will autonomously hunt down creatures of your choice. Release, Reckless Style
The constructs have hit points equal to twice your Description: You propel yourself at a target within range.
ninjutsu save DC and an AC equal to your Ninjutsu save The target can be a space, a creature, object or structure
DC. If the constructs hit points reach 0, it explodes. as your use your explosion release to launch yourself like
Select a target for each construct to hunt down. At the a missile. While propelling yourself, your chakra rotates
end of each of your turns, the construct moves 30 feet you furiously like a bullet, as smoke begins to trail
towards its target, if the target is flying it will move to a behind you, and ram into your target causing a reckless
space where it is as close as physically possible to the explosion on impact.
creature. If the construct ends its movement within 5 All creatures, objects and structures within 60 feet of
feet of its target, it explodes. the target, excluding you, must make a Dexterity saving
When a construct explodes, all creatures within 10 feet throw, taking 10d8 Force damage on a failed save or half
of it must make a Dexterity saving throw. On a failed as much on a successful save.
save, they take 8d6 Force damage, or half as much on a Additionally, all creatures within 15 feet of the target
successful save. excluding you must succeed a Constitution saving throw.
At Higher Ranks: For each rank you cast this Jutsu On a failed save, they take 6d8 Force damage and all
above B-Rank, increase the cost of this Jutsu by 3 and equipment they are carrying or wearing of C-Rank or
damage by 2d8. lower is destroyed.
At Higher Ranks: For each rank you cast this Jutsu
EXPLOSION RELEASE: LANDMINE FIST above A-Rank, increase the cost of this Jutsu by 3 and
Classification: Hijutsu damage by 2d8.
Rank: B-Rank
Casting Time: 1 Action EXPLOSION RELEASE: TOWER OF THE SUN
Range: Unarmed Range Classification: Hijutsu
Duration: Instant Rank: A-Rank
Components: CM, M Casting Time: Full Turn Action
Cost: 12 Chakra Range: Self
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth Duration: Instant
Release, Reckless Style Components: CM
Description: As a part of the activation of this Jutsu, you Cost: 20 Chakra
must have Explosion Release: Fury! active. You gather a Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
frightening amount of chakra into your fist, before Release
slamming it into an opponent. Make a melee taijutsu Description: You release the chakra limiters in your
attack. On a hit, you deal your unarmed damage + 8d6 body, and create a monstrous, tower shaped explosion
Force damage. Each creature in a 10-foot cone behind using your body as its catalyst. You die, and leave behind
the initial target must make a Dexterity saving throw, no corpse.
taking half of the original damage on a failed save, or All creatures within 400 feet of you must make a
none on a success. Constitution saving throw, taking 100d4 + 50 Force
At Higher Ranks: For each rank you cast this Jutsu damage on a failed save or half as much on a success.
above B-Rank, increase the cost of this Jutsu by 3 and Unattended objects and structures within range of this
damage by 2d6. Jutsu are instantly destroyed.
At Higher Ranks: For each rank you cast this Jutsu
above A-Rank, increase the cost of this Jutsu by 3 and
damage by 25d4 +10.
17
EXPLOSION RELEASE: CLAY DRAGON Huge Construct, unaligned
Classification: Hijutsu
Rank: A-Rank Armor Class 14+ Your Ninjutsu Ability Modifier
Casting Time: 1 Action Hit Points 138 (12d10 + 60)
Range: Self Speed 60 ft Flying Speed.
Duration: Concentration, Up to 10 minutes
Components: CM STR DEX CON INT WIS CHA
Cost: Special (22 Chakra) 20 (+5) 16 (+3) 20 (+5) 1 (-5) 10 (+0) 1 (-5)
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Artistic Style Damage Vulnerability Lightning
Description: You weave your handsigns, summoning a Damage Immunities Poison, Psychic, Bludgeoning, Piercing and Slashing
huge dragon formed from clay, earth or another from Non-Chakra enhanced weapons.
inorganic earthen substance of your description. Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
You cannot lose concentration on this Jutsu as a result petrified, Poisoned.
of a failed concentration check. Senses passive Perception 10
You command the dragon telepathically and it only
listens to you. It enters the initiative directly after you Immutable Form. The Clay Dragon is immune to any Jutsu or effect that
and requires no action to command it. It is proficient in would alter its form.
all saving throws, using your ninjutsu ability modifier as
Elemental Weapons. The Clay Dragon attacks are chakra enhanced.
its Proficiency bonus and uses your ninjutsu attack
bonus or save DC for effects that require it. Ineffable Makeup. The Clay Dragon cannot be dispelled by any Jutsu of
You may as a bonus action or reaction cause the B-Rank or Lower.
dragon to use its Detonation ability.
The dragon has the following Statistics;
At Higher Ranks: For each rank you cast this Jutsu Multiattack. The Clay Dragon can attack 2 times with its Tail.
above A-Rank, increase the cost of this Jutsu by 3 and Hit Tail. Melee Weapon Attack: reach 10 ft., one creature. Hit: 19 (3d8 + 5)
points by 2d10 + 15 Bludgeoning damage.
Ram. If the Clay Dragon flies in a straight line for at least 10 feet it can
perform the Ram attack. All creatures in a straight line after the bird
has moved at least 10 feet must succeed a Dexterity saving throw,
taking 6d8 Bludgeoning damage on a failed save or half as much on a
success.
Explosive Breath (Recharge 4~6): The Clay Dragon casts Explosion
Release: Clay Birds at B-Rank as if you had cast it, using your Ninjutsu
attack bonus, save DC or ability Modifier when needed.
Detonation: The Clay Dragon explodes in a beautiful incendiary display. All
creatures within 20 feet of the dragon must succeed a Dexterity saving
throw vs your Ninjutsu save DC. On a failed save they take 10d8 Force
damage or half as much on a successful save.
18
L ATENT B AKUTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Branch Style 2 Beginning at 1st level, you gain the Reckless Style or Artistic Style. If you can learn Bakuton
Hijutsu, you can learn Jutsu with the chosen style keyword.
Latent Cataclysmic I 2 Beginning at 3rd level, you can deal double damage to structures, constructs and objects.
Latent Cataclysmic II 3 (You must have Latent Cataclysmic I) Beginning at 11th level, you can deal triple damage to
structures, constructs and objects.
Latent Concussive Blasts 3 Beginning at 7th level, Bakuton Clan Hijutsu, you cast adds half of your proficiency bonus to
I damage, once per casting.
Latent Concussive Blasts 4 (You must have Latent Concussive Blasts I) Beginning at 11th level, when you would cast a
II Bakuton clan Hijutsu that affects an area, you can spend Chakra die, increasing the damage
dealt by the result of the chakra die.
Latent Concussive Blasts 5 (You must have Latent Concussive Blasts II) Beginning at 18th level, when you would spend a
III Chakra die as a result of Latent Concussive Blasts II, you can also choose a creature for each
chakra die spent, making them immune to the Jutsu’s effects until the end of the current turn.
Explosion Release I 2 Beginning at 7th level, if you have Jutsu with either the Earth or Lightning Release keywords,
you can change the damage type to force.
Explosion Release II 4 (You must have Explosion Release I) Beginning at 15th level, Jutsu you cast with the Earth or
Lightning Release keywords you can increase the Jutsu’s range by 15 feet.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Bakuton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Bakuton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Bakuton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Bakuton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Bakuton Clan as a Prerequisite
ART IS AN EXPLOSION!
Category: Clan
Prerequisite: Bakuton Clan, Level 8+
You have learned to feed into both forms of art. You gain
the following Benefits;
• You gain the second Style that you did not pick at 1st level,
gaining access to all of that Style’s Hijutsu.
• Your Shrapnel Dice become a D8’s.
19
BOROSHI Mental Feedback Loop: Beginning at 7th level, your
mental expertise allows you to follow up your strikes
20
BOROSHI CLAN JUTSU PHANTOM WEAPON
Classification: Hijutsu
MENTAL BLEED
Range: Weapon’s Range
Duration: Concentration, up to 1 minute
Classification: Hijutsu
Components: W (any), CM, M
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Genjutsu
Range: Weapon’s Range
Description: You imbue your weapon with illusory chakra,
Duration: Instant
making its attacks hard for opponents to read, and improving
Components: W (any), CM, M
its ability to damage your targets’ minds. For the Jutsu’s
Cost: 5 Chakra
duration, your weapon’s critical threat range is increased by
Keywords: Hijutsu, Genjutsu, Tactile
one. Additionally, when you cast a Genjutsu using your
Description: You create an illusory copy of your weapon which
weapon as a casting component, you may increase the damage
attacks your target’s vitals. Make a Genjutsu attack against
die of the Genjutsu by one step. The Jutsu immediately ends if
one creature within range. On a hit, you deal 4d6 psychic
you drop your weapon or are disarmed of it.
damage.
At Higher Ranks: For each rank you cast this Jutsu above D-
If this Jutsu is used as a finisher, your target must make a
Rank, increase the cost of the Jutsu by 3. If this Jutsu is
Wisdom saving throw against your Genjutsu save DC. On a
cast at C-Rank or higher, you may cast this Jutsu as a
failure, the target takes an additional 1d6 psychic damage at
bonus action. If this Jutsu is cast at B-Rank or higher, for
the start of each of its turns as they perceive the weapon to
the Jutsu’s duration, when you take the attack action
have struck a vital organ. The target remakes the save at the
using your weapon, you may add your Genjutsu
end of its turn, ending the effect on a success.
ability modifier to damage rolls as additional
At Higher Ranks: For each rank you cast this Jutsu above D-
psychic damage. If this Jutsu is cast at A-Rank
Rank, increase the cost of the Jutsu by 3, the damage by 2d6
or higher, you may make one weapon attack as
and the additional finisher damage by 1d6.
a bonus action for the Jutsu’s duration.
SHIMMERING BARRAGE
Classification: Hijutsu C-RANK
Rank: D-Rank
Casting Time: 1 Action CONCUSSIVE STRIKE
Range: Weapon’s Range Classification: Hijutsu
Duration: Instant Rank: C-Rank
Components: W (any), CM, M Casting Time: 1 Action
Cost: 5 Chakra Range: 60 feet
Keywords: Hijutsu, Bukijutsu Duration: Instant
Description: You lace your weapon with illusory chakra, then Components: W (any), CM, M
attack your target multiple times rapidly. Make 3 Taijutsu Cost: 7 Chakra
attacks using your weapon against a single target, each Keywords: Hijutsu, Genjutsu, Tactile
dealing your weapon’s damage plus 1d6 psychic damage on a Description: You create an illusory copy of your weapon and
success. If you successfully make three or more attacks command it to strike your target’s head. Make a single ranged
against a creature, that creature subtracts 1d4 from the next Genjutsu attack against one creature within range. On a hit,
Genjutsu save you would force until the end of your current you deal 6d8 psychic damage.
turn. If this Jutsu is used as a finisher, your target must make a
At Higher Ranks: For each rank you cast this Jutsu above D- Wisdom saving throw against your Genjutsu save DC. On a
Rank, increase the chakra cost of the Jutsu by 3, the amount of failure, the target gains the Dazed condition until the end of
attacks made by 1, and the damage by 1d6. its next turn, as they perceive the attack to have caused direct
head trauma.
SHIMMERING STRIKE At Higher Ranks: For each rank you cast this Jutsu above D-
Classification: Hijutsu Rank, increase the cost of the Jutsu by 3, the damage by 2d8.
Rank: D-Rank
Casting Time: 1 Action
Range: Weapon’s Range
Duration: Instant
Components: W (any), CM, M
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You collect and manifest illusory chakra until it
laces the striking portion of your weapon, causing it to vibrate
and shimmer as a mirage. Make a single Taijutsu attack using
your weapon, dealing your weapon’s damage + 3d8 psychic
damage on a success.
At Higher Ranks: For each rank you cast this Jutsu above D-
Rank, increase the chakra cost of the Jutsu by 3 and the
damage by 2d8.
21
ILLUSORY DUPLICATE SHIMMERING DESTRUCTION
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Weapon’s Range
Duration: Instant Duration: Instant
Components: M, CM Components: W (any), CM, M
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Genjutsu, Visual Keywords: Hijutsu, Genjutsu, Tactile
Description: You leverage your experience in creating illusions Description: You summon an illusory copy of your weapon to
to attempt to avoid damage. You create an illusory duplicate of repeatedly attack your foe. Make a ranged Genjutsu attack roll
yourself within 5 feet of your location in an attempt to confuse against a target creature within range. On a hit, you deal 8d8
your opponents. Until the start of your next turn, when you psychic damage.
would be targeted by an attack or Jutsu, your attacker must If this Jutsu is used as a finisher, the weapon remains beside
make a flat DC 5 saving throw. On a failed save, the attack or your target and continues to torment them, distracting them
Jutsu fails. from real threats. Your target must make a Wisdom saving
At Higher Ranks: For each rank you cast this Jutsu above D- throw against your Genjutsu save DC. On a failure, your
Rank, increase the cost of the Jutsu by 3, the damage by 2d8. target’s AC is reduced by 2 until the start of your next turn.
At Higher Ranks: For each rank you cast this Jutsu above B-
SHIMMERING STRIKE Rank, increase the chakra cost of the Jutsu by 3 and the
Classification: Hijutsu damage dealt by 2d8.
Rank: C-Rank
Casting Time: 1 Action A-RANK
Range: Self (20-foot cone)
Duration: Instant ILLUSORY HORDE
Components: W (any), CM, M Classification: Hijutsu
Cost: 8 Chakra Rank: A-Rank
Keywords: Hijutsu, Bukijutsu Casting Time: 1 Bonus Action
Description: You coat your weapon in shimmering chakra and Range: Self
swing with great force, launching a devastating wave that Duration: Concentration, up to 1 minute
harms both body and mind. All creatures in a 20-foot cone in Components: CM, HS
front of you must make a Dexterity saving throw. Deal 3d6 of Cost: 22 Chakra
your weapon’s damage type + 3d6 psychic damage to all Keywords: Hijutsu, Genjutsu, Tactile
creatures within range, dealing half as much on a successful Description: Leveraging your mastery of illusions, you
save. summon a horde of illusory duplicates that confuses your
At Higher Ranks: For each rank you cast this Jutsu above C- opponents. You create 12 illusory copies of yourself. For this
Rank, increase the cost of the Jutsu by 3 and the damage dealt Jutsu’s duration, whenever a creature would target you with
by both effects by 1d6. an attack or Jutsu, they must roll a d12. If they roll a 1, the
attack or Jutsu works as normal. Otherwise, that attack or
B-RANK Jutsu immediately fails as they target one of your copies,
destroying it. Then, for the remaining duration of this Jutsu,
SHIMMERING DESTRUCTION the range of numbers a creature must roll on the d12 to
Classification: Hijutsu successfully target you increases by 1. This Jutsu ends when all
Rank: B-Rank clones have been destroyed.
Casting Time: 1 Action
Range: Weapon’s Range
Duration: Instant
Components: W (any), CM, M
Cost: 14 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You infuse your weapon with intense
shimmering chakra and make a single blow that destroys your
target’s body and mind. Make a Taijutsu attack against a
creature within range. On a hit, deal your weapon’s damage +
6d10 psychic damage. If the last Jutsu you cast was a Genjutsu,
you imbue your weapon further with chakra remaining from
the previous cast, dealing an additional 3d6 psychic damage.
At Higher Ranks: For each rank you cast this Jutsu above B-
Rank, increase the cost of the Jutsu by 3, the damage dealt on a
successful attack by 2d10.
22
L ATENT B OROSHI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Swordsmanship I 3 Beginning at 1st level, you can replace the HS component of Genjutsu that you cast with the W
(any) component.
Latent Swordsmanship II 4 (You must have D-Rank Hijutsu) You may use Wisdom as your Taijutsu ability modifier for
Boroshi Clan Hijustu that you cast.
Latent Feedback Loop I 4 Beginning at 11th level, once per long rest, when you succeed on a Taijutsu attack roll as part of
casting a Boroshi Clan Hijutsu, you may cast a Genjutsu you know with a casting time of an
Action that targets one creature as a Bonus Action.
Latent Feedback Loop II 6 (You must have Latent Feedback Loop I) When use your Latent Feedback Loop I feature,
increase the amount of damage you would deal by 3 damage dice. If the Genjutsu does not do
damage, instead increase the save DC by 1d6.
Latent Sharp Illusions I 3 Beginning at 7th level, when you succeed on an attack roll using a weapon, the next Genjutsu
you would cast against the same target deals 1d6 psychic damage in addition to the normal
effects of the Genjutsu on a successful hit or failed save
Latent Sharp Illusions II 5 (You must have Latent Sharp Illusions I) Beginning at 11th level, the bonus Psychic damage
increases to 2d6.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Boroshi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Boroshi Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Boroshi Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Boroshi Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Boroshi Clan as a Prerequisite
23
DEVA Stable Core: Beginning at 11th level, you
unconsciously support yourself with a small force of
24
DEVA CLAN JUTSU GRAVITY RELEASE: ATTRACTION & REPULSION
Classification: Hijutsu
GRAVITY RELEASE: ZERO G At Higher Ranks: For each rank you cast this Jutsu above D-
Rank, increase the chakra cost of the Jutsu by 3, the force
Classification: Hijutsu
damage by 2d6, and the amount of feet a created is counted as
Rank: D-Rank
fallen by 20 feet if they would be treated as fall. If this Jutsu is
Casting Time: 1 Action
casted at B-Rank or higher the range of the Jutsu and how far
Range: 30 feet
your target can be moved is doubled.
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 5 Chakra
GRAVITY RELEASE: DEFIANCE
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu
Rank: D-Rank
Description: You remove the gravity around an individual
Casting Time: 1 Reaction, which you take when you take
causing them to begin to fall upwards. You target a creature
damage
within range. That creature must make a Charisma saving
Range: Self
throw. On a failed save the creature is knocked 20 feet into the
Duration: Instant
air and has their movement speed reduced to 0. At the
Components: HS, CM
beginning of the affected creatures turn, they must remake
Cost: 5 Chakra
the Charisma saving throw. On a failed save they are knocked
Keywords: Hijutsu, Ninjutsu
an additional 20 feet into the air. On success, the Jutsu ends
Description: You put your hand forward and cover yourself in
and the creature begins to fall.
a strong Repulsive force repelling all attacks. You gain 2d10 +
Flying Creatures or Huge size or larger creatures make the
15 Temporary Hit Points until the end of the current turn.
Initial saving throw at advantage.
At Higher Ranks: For each rank you cast this Jutsu above D-
At Higher Ranks: For each rank you cast this Jutsu above D-
Rank, increase the cost of this Jutsu by 3 and your Temporary
Rank, increase the cost of the Jutsu by 3 and the amount of feet
hit Points by 5.
a creature falls up by +10 feet. When you cast this Jutsu at B-
Rank or higher, you no longer are forced to concentrate on this
Jutsu. When you cast this Jutsu at S-Rank or higher, Huge size
or larger creatures no longer make the initial saving throw at
advantage.
25
C-RANK GRAVITY RELEASE: CRUSH
Classification: Hijutsu
GRAVITY RELEASE: ORBITER Rank: C-Rank
Classification: Hijutsu Casting Time: Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Action Duration: 1 minute
Range: Special Components: HS, CM
Duration: Concentration, up to 1 minute Cost: 8 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu
Cost: 8 Chakra Description: You point at a creature within 60 feet of you and
Keywords: Hijutsu, Ninjutsu intensify the gravity around them to a lethal amount. The
Description: You cover yourself in a soft attractive force target creature must make a Constitution saving throw, taking
pulling small rocks and objects to you and forcing them to obit 5d10 force damage on a failed save and gaining the weakened
around you. While concentrating on this Jutsu, you gain access condition until the end of their next turn or half as much
to the following abilities. damage on a successful save.
Strike: As a bonus action, you propel rocks and other small At Higher Ranks: For each rank you cast this Jutsu above C-
objects towards a target within 60 feet. You make a ranged Rank, increase the cost of the Jutsu by 3, the damage by 2d10,
ninjutsu attack against a target creature within range, dealing and the amount creatures you can target by +1.
4d10 force damage on a hit.
Overwhelm: As a bonus action, you propel rocks and other
small objects forwards over a large area. All creatures in a 30-
foot cone in front of you must make a Dexterity saving throw.
taking 4d10 force damage on a failed save or half as much on
success.
At Higher Ranks: For each rank you cast this jutsu above C-
Rank, increase the cost of the jutsu by 3 and the damage of
Strike and Overwhelm by 2d10.
26
B-RANK GRAVITY RELEASE: ALMIGHTY PUSH/PULL
Classification: Hijutsu
GRAVITY RELEASE: BLACK HOLE Rank: B-Rank
Classification: Hijutsu Casting Time: Special
Rank: B-Rank Range: 150 feet (30 foot radius)
Casting Time: Special Duration: Instant
Range: 300 feet Components: HS, CM
Duration: Concentration, up to 1 minute Cost: 14 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Clash
Cost: 14 Chakra Description: You begin to charge a massive amount of chakra.
Keywords: Hijutsu, Ninjutsu You then unleash a massive wave of gravity. Depending on if
Description: You create a singularity that takes the shape of a you wish to push or pull, choice one of the following effects. If
black sphere between your hands and hurl it into the sky. You you would cast this Jutsu twice in the same turn, the second
then activate it while it is in transit. It ends its movement once cast has it’s cost reduced by half.
it reaches 100 feet in the air. All creatures except for you and Almighty Push: As an Action, you create a powerful
up to 2 allied creatures within 300 feet of the black sphere, shockwave which pushes away everything in the vicinity, even
must succeed a Strength saving throw (their choice) as the gravity. All creatures, objects, and structures within a 5-foot
ground, trees, buildings, and other structures, objects are torn radius sphere centering on you must succeed a Strength
from the earth and begin to collapse upon this black sphere Saving throw. On a failed save they are thrown back 60 feet
creating a moon like structure in the sky. On a failed save and take 8d8 force damage. On a successful save they take half
creatures are pulled towards the floating structure and begin damage and are instead pushed back 5 feet. Creatures whose
to be crushed from other debris that slam on top of them. They movement would be stopped by a structure or object take
gain the Restrained, Grappled, and Prone Conditions. falling damage as if they fell the full distance they were
For the next minute at the beginning of each creatures turn knocked back.
who did not fail the initial casting of this Jutsu (excluding you Almighty Pull: As a Bonus Action, you create a powerful
and selected allies), they must repeat their Strength saving force of attraction which pulls everything, creatures, objects,
throw or be pulled towards the floating structure. Creatures and structures towards your attraction’s point of origin. Select
who begin their turn in the structure take 6d12 bludgeoning up to 3 creatures or objects you can see within 120 feet of you
damage and can make a Strength (Athletics) Check or Strength and select a point you can see within 30 feet of you (This can
Saving throw (their choice) to attempt to free themselves from be yourself). Target creatures or objects must succeed a
this structure. A creature who begins their turn restrained by Strength saving throw being pulled towards the point you
this structure (3 + their Constitution modifier) times in a row selected and ending their movement within 5 feet of the point
immediately dies, being crushed beyond recognition or repair. on a failed save. On a successful save they are able to resist,
At Higher Ranks: For each rank you cast this Jutsu above B- instead only being pulled 5 feet.
Rank, increase the cost of the Jutsu by 4, the range creatures At Higher Ranks: For each rank you cast this Jutsu above B-
are pulled into your black sphere by 100 feet, and you may Rank, increase the cost of the Jutsu by 3, the damage of
target 1 additional allied creature to be unaffected by this Almighty push by 2d8, the distance Almighty Push knocks
Jutsu. back by 20 feet, and the amount of creatures you target with
Almighty Pull by +1.
A-RANK
GRAVITY RELEASE: LIMITLESS SHIELD
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Reaction, which you take when you would take
damage.
Range: Self
Duration: 1 round
Components: HS, CM
Cost: 24 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You use your Almighty Push to create an
impenetrable aura of repulsive force. Until the end of the
current turn, you gain immunity to all sources of damage and
all Conditions that would be inflicted by hostile creatures.
27
L ATENT D EVA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Repelling Aura I 2 Beginning at 3rd level, when a creature would end their turn within 5 feet of you, you may force
them to make a Strength saving throw against your Ninjutsu DC. On a failed save the creature
is knocked back 5 feet.
Latent Repelling Aura II 2 Beginning at 3rd level, if you are wearing no armor, your AC is calculated instead by doing the
following: 10 + your proficiency bonus + Intelligence bonus.
Latent Intense Gravity I 4 Beginning at 3rd level, whenever you would knock a creature back, if their movement would be
stopped by a structure or object they take falling damage as if they fell half the distance they
were knocked back.
Latent Intense Gravity II 4 (You must have Latent Intense Gravity I Beginning at 7th level, creatures instead take falling
damage as if they fell the full distance they were knocked back as part of Latent Intense
Gravity I’s effect.
Latent Forceful Falls I 3 Beginning at 7th level, creatures in your line of sight take Force damage instead of Bludgeoning
damage when they take falling damage.
Latent Forceful Falls II 5 (You must have Latent Forceful Falls I) Beginning at 11th level, Instead of taking normal fall
damage, creatures in your line of sight take 1d8 force damage for every 10 feet they would fall
to a maximum of 50d8.
Latent Forceful Falls III 5 (You must have Latent Forceful Falls II) Beginning at 15th level, a creature within your line of
sight cannot reduce the amount of fall damage it would take by more than half.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Deva Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Deva Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Deva Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Deva Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Deva Clan as a Prerequisite
28
FUMA Razor Sharp Senses: Fuma Clansmen are expected to
predict the trajectory of an attack long before they even draw
WE NEVER MISS
their weapon, allowing them to bounce attacks off of surfaces
to surprise unsuspecting foes. Beginning at 3rd level, twice
The Fuma Clan is a traveling clan that stays within the per short rest, when you would miss a ranged weapon attack,
borders of the Land of Fire. Many of their clan's techniques or ranged Taijutsu attack that uses a weapon with the
revolve around the manipulation of weapons but most Thrown property, you can remake the attack roll, taking the
prolifically, the Fuma-Shuriken. Members of the clan possess second result.
visual prowess and are able to quickly analyze the angles of Working the Angles: Beginning at 7th level, attacks
attacks increasing the probability to hit with a weapon, which you make with ranged weapons or weapons with the
they then use in their various secret techniques. If standard Thrown property using your Attack action can become a
weapons aren't enough for a battle, Fuma can use the clan's Trick Shot up to twice per turn, and weapons with the
secret Bukijutsu to overwhelm their opponents even returning property can be returned to you at any range.
defeating enemies who prove to be resistant to normal Twice per short rest, you may make any ranged Taijutsu
weapon attacks. attack that uses a weapon with the Thrown property a
Trick Shot.
FUMA TRAITS Trick Shot. A trick shot is a ranged weapon attack that can
Ability Score Increase: +2 to any ability score, +1 to any other originate from any point within the weapons range as it
(Recommended: +2 Dexterity, +1 Wisdom) bounces off of different surface. This attack ignores cover.
Speed: Your base walking speed is 30 feet. Lethal precision: Fuma are rarely known for their lack of
Skill Proficiencies: Perception, Martial Arts accuracy. Beginning at 11th level, attacks that become Trick
Weapon Proficiencies: You are proficient with all weapons Shots have their critical threat range increased by +1. This
with the Thrown property. increases to +2 at 18th level.
Unavoidable Weaponry: Members of the Fuma clan are
FUMA FEATURES masters at putting their foes in lose-lose situations.
House of Flying Daggers: The Fuma have access to a Beginning at 15th level, a number of times equal to your
separate list of Jutsu unique to their Clan. You can add these Dexterity Modifier, when you would make a ranged weapon
Jutsu to your Jutsu list instead of selecting Jutsu from the attack or a ranged Taijutsu attack that uses a weapon with
Normal Jutsu list. You may use Dexterity as your Bukijutsu the Thrown property, instead of making the attack roll you
ability modifier for Fuma Clan Hijutsu that you cast. force the target creature to make an Dexterity saving
Specialized Tools: The Fuma may be known for their throw, suffering the effects of the attack on a failed save. If
Shuriken, but they are masters of all thrown weapons. the attack would force the creature to make additional
Beginning at 1st level, you double the range of all weapons saves the creature makes them at disadvantage.
with the Thrown property. Beginning at 3rd Level, you may Game Winner: Starting at 18th level, your aim has grown
also attach Battle Wire to weapons with the Thrown property, beyond terms such as mastery. When you would critically
granting them the Returning property, and at 7th level, hit on a ranged weapon attack or a ranged Taijutsu attack
weapons you attach a Battle Wire to also gain the Grapple that use a weapon with the Thrown property, you increase
property. the damage dice of the attack by 1 step.
Immaculate Precision: Fuma Clansmen are known for (D4>D6>D8>D10>D12>2d6).
their superior skill using throwing weapons. Beginning at 3 rd
level, you increase the damage dice of Shuriken by +1. All
other weapons with the Thrown property gain this bonus at
7th level.
29
FUMA CLAN JUTSU FALLING HEAVEN: STORM
Classification: Hijutsu
30
FALLING HEAVEN: PROTECT A-RANK:
Classification: Hijutsu
Rank: C-Rank FALLING HEAVEN: EXECUTION
Casting Time: 1 Reaction, that you take when you are hit Classification: Hijutsu
by an attack. Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: 1 Turn Range: 90 feet Line
Components: M, W (Any Thrown) Duration: Instant
Cost: 6 Chakra Components: M, W (Any Thrown)
Keywords: Hijutsu, Bukijutsu Cost: 20 Chakra
Description: You spin your weapon in front of you while Keywords: Hijutsu, Bukijutsu
coated in your Chakra, creating a spinning shield. When Description: The perfected and secret art of the Fuma Clan,
you take damage, roll your [Weapons Damage], reducing and the most lethal of their Falling Heaven series of Jutsu.
all damage you would take by the result until the end of The user takes their Shuriken and lines it with Chakra thin
the current turn. enough to separate Water molecules, before launching it with
enough force to momentarily cut through gravity itself. Make
B-RANK: one Ranged Taijutsu Attack and compare the result to each
creature’s AC in range. On a hit, they take [Weapons Damage]
FALLING HEAVEN: OVERTAKER +10d12 Slashing damage.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action damage by 2d12.
Range: 90 feet
Duration: Instant
Components: M, W (Any Thrown)
Cost: 11 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You throw 2 Shuriken out in a curved arc
towards a creature within range. You make two ranged
Taijutsu attacks that ignore cover. On a hit, you deal 3d12 +
your weapons damage. If the target is hit at least twice, they
must also make a Constitution saving throw, being knocked
Prone on a failed save.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of the Jutsu by 3 and the
amount of attacks you make by +1.
31
L ATENT F UMA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Tool 3 Beginning at 1st level, you double the range of attacks made using weapons that have the
Specialization I Thrown property.
Latent Tool 4 (You must have Latent Tool Specialization I) Beginning at 3rd level, you can attach a Battle
Specialization II Wire to weapons with the Thrown property to grant them the Returning property.
Latent Angleworker I 4 Beginning at 7th level, twice per rest, attacks you make with ranged weapons or weapons with
the Thrown property using your Attack action can become a Trick Shot. Trick Shots ignore
cover.
Latent Angleworker II 4 (You must have Latent Angleworker I) You can make an attack a Trick Shot up to twice per
turn instead of twice per short rest.
Latent Angleworker III 5 (You must have Latent Angleworker II) Beginning at 11th level, twice per rest, you can make a
ranged Taijutsu attack the uses a weapon with the Thrown property a Trick Shot
Latent Angleworker IV 5 (You must have Latent Angleworker III) Beginning at 15th level, attacks that become Trick
Shots have their critical threat range increased by +1.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Fuma Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Fuma Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Fuma Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Fuma Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Fuma Clan as a Prerequisite
FIERCE FIGHTER
FUMA CLAN FEATS Category: Clan
Prerequisite: Fuma Clan
LETHAL ACCURACY You have closed the bridge separating Ninjutsu and
Category: Clan
Bukijutsu. You gain the following Benefits;
Prerequisite: Fuma Clan, Level 12+
• When you would make an attack a Trick shot you add your
Your ability to never miss has become the stuff of
legends, granting you an incredible reputation even Dexterity modifier to the attack's damage if it was wasn't
among the Fuma Clan. You gain the following Benefits; already added.
• Twice per long rest, as a part of making a ranged weapon
• For the first ranged attack roll you would roll less than 10
attack using a weapon with the thrown property, you may
per combat, you treat the roll as if you rolled a 10.
infuse your first attack with a Ninjutsu that has no
• Twice per long rest, you may make a Trick Shot
Elemental keyword. As a free action while making a
unreactable.
ranged weapon attack with a weapon with the thrown
• When you would cast a Ranged Taijutsu that makes
property, you may cast a Ninjutsu that has no Elemental
multiple attack rolls, you may treat all of those attacks as
keyword with a casting time of an action or bonus action
Trick Shots by spending one usages.
that makes a Ninjutsu attack roll. Your Ninjutsu is coupled
RANGED ARTILLERY
with your attack, and your weapon attack roll determines
the effect of both.
Category: Clan
Prerequisite: Fuma Clan
You have expanded your mastery of Throwing weapons
to also include other forms of ranged combat. You gain
the following Benefits;
• You may treat ranged weapons as having the Thrown
property.
• You can cast Fuma Clan Hijutsu using ranged weapons in
addition to weapons with the Thrown property.
32
FUTTON Boil Release: The Futton clan has a unique talent for
manifesting Boil Release, due to their close affinity to
A CORROSIVE BREATH
both the Fire and Water Nature Release. Beginning at 7th
level, you gain the second Nature release you didn't
The Futton Clan is a clan without a clear family name, select from the Boil Relase Affinity clan feature. Also, at
but one with a deadly history and purpose. Members of 7th level, twice per long rest you may ignore any
this clan can be found in villages across the country, and defensive reaction made in response to a Jutsu that
are used to great effect in different military institutions. would deal Acid damage. Additionally, when casting a
The Futton Family line is one that has a clear influence Jutsu with either Fire or Water Release keywords, you
in Kirigakure (The Land of Water), even having one of its can change the damage type, if any, to Acid. At 15th level,
descendants as the Mizukage at one point in time. This when you would deal Acid damage, you increase the
clan uses its acidic Jutsu to melt the competition. damage dealt by your Intelligence modifier.
Seeping Acid: Beginning at 11th level, Jutsu with the
FUTTON TRAITS Fire or Water Release keyword(s) that would deal Acid
Ability Score Increase: +2 to any ability score, + 1 to any damage over an area travel around corners and seep
other (Recommended: +2 Intelligence, +1 Constitution) through solid structures that are up to 1 foot thick. This
Speed: Your base walking speed is 30 feet. increases to up to 5 feet at 18th level.
Skill Proficiencies: Martial Arts, and your choice
between Ninshou or Athletics.
Boil Release Affinity: You begin with either Water or Fire
Release Affinity. (Pick one)
FUTTON FEATURES
Corrosive Techniques: The Futton Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list(s). They do not need both
Nature Releases to use their Clan Jutsu.
Additionally, you can learn any Jutsu that would deal
Acid damage or apply the Corroded condition, ignoring
keyword limitations.
Corrosive Aura: Beginning at 1st level, your highly
corrosive chakra has the ability to melt through almost
anything. When you would deal Acid damage to a
creature who has temporary Hit Points as a result of a
Jutsu or feature that costs chakra, you deal additional
damage equal to twice your Proficiency bonus. At 11th
level, Futton Clan Hijutsu you cast that deals Acid
Damage ignores temporary Hit Points. At 18th level, all
Jutsu you cast with either the Fire or Water Release
keyword(s) ignore temporary Hit Points.
Boiling Chakra: Beginning at 3rd level, you have learned
how to boil your chakra in one of three distinct ways. You
gain a pool of Boil points which you use to fuel one of the
following Styles. You have a number of Boil Points equal to
your Constitution Modifier, and you regain spent Boil Points
on a long rest. You can spend 1 Boil Point as a bonus action to
accomplish one of the following effects. Starting at 15th level,
you can instead spend 2 Boil Points to gain 2 of the following
effects;
• Boiling Mind: The next Jutsu you cast with the Fire or
Water Release keyword(s) has its cost reduced by an
amount equal to half your Proficiency bonus.
• Boiling Body: You gain 4 DR until the beginning of your
next turn. This is increased to 6 DR at 11th level.
• Boiling Force: The next C-Rank or higher Jutsu you cast
with the Fire or Water Release keyword(s) ignores
resistance.
• Boiling Focus: Touch a willing creature other than
yourself. Their chakra begins to boil over, granting them a
source of strength. Until the beginning of your next turn,
they cannot lose concentration on Jutsu as a result of
damage. You can apply this bonus to up to two creatures
at 11th level.
33
FUTTON CLAN JUTSU BOIL RELEASE: STEAM BULLET
Classification: Hijutsu
34
BOIL RELEASE: CORROSIVE VIPER FANG A-RANK
Classification: Hijutsu
Rank: C-Rank BOIL RELEASE: ACIDIC EXPLOSION
Casting Time: 1 Bonus Action. Classification: Hijutsu
Range: Self Rank: A-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM Range: Self (20-foot radius sphere)
Cost: 8 Chakra Duration: Concentration, up to 1 minute.
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Components: HS, CM
Description: You coil corrosive Boil Release chakra Cost: 18 Chakra
around your arm as it forms a snake made of steam. Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Make a melee Taijutsu Attack dealing 4d8 Acid Damage. Description: You release a massive flux of acidic steam
If the target creature is affected by the Corroded for your body, enough to fill a 20-foot radius sphere. All
condition, Increase the Damage of this Jutsu by 2d8 and Creatures, objects, and structures of your choice within
the next time they would make a saving throw against a the radius must make a Constitution saving throw,
Futton clan Jutsu, they reduce the result of their saving taking 10d10 Acid Damage and gaining 2 ranks of
throw by -2 until the end of their next turn. Corroded on a failed save, taking half damage on a
At Higher Ranks: For each rank you cast this Jutsu success.
above C-Rank, increase the cost of this Jutsu by 3 and After this Jutsu’s initial casting, your body continues
damage by 2d8. to release acidic steam. Each creature who begins their
turn within the steam’s radius, or when a creature enters
B-RANK the radius, must make a Constitution saving throw,
taking 4d10 acid damage and gaining 2 ranks of
BOIL RELEASE: ACIDIC DRAGONS BREATH Corroded on a failed save.
Classification: Hijutsu Additionally, creatures make their saving throws to
Rank: B-Rank end the Corroded condition at disadvantage while
Casting Time: 1 Action within this Jutsu’s radius.
Range: Self (30-Foot line) At Higher Ranks: For each rank you cast this Jutsu
Duration: Instant above A-Rank, increase the cost of this Jutsu by 3, the
Components: HS, CM damage by 2d10 and ranks of Corroded by +2.
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Water
Release, Clash
Description: You fire a beam of acid in a straight line
spreading a massive wave of corroding acid. Creatures in
a 30-foot long, 5-feet wide line in front of you must
succeed a Dexterity saving throw, taking 8d8 Acid
damage, and gaining 2 ranks of Corroded on a failed
save, or half as much on a successful one.
Also, creatures, excluding you, within 5 feet of the
beam must succeed a Constitution saving throw taking
6d6 Acid damage and 1 rank of Corroded on a failed save.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of this Jutsu by 3 and
damage by 2d8 and 2d6.
35
L ATENT F UTTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Corrosive Aura I 4 When you would deal Acid damage to a creature who has a bonus to their AC as a result of a Jutsu or
feature that costs chakra, you deal additional damage equal to twice your Proficiency bonus
Latent Boil Over II 2 (You must have Latent Boil Over I) Beginning at 7th level, Futton Clan Hijutsu you cast that doesn’t add
your ability modifier to damage, gains a +2 bonus to damage.
Latent Boil Over III 3 (You must have Latent Boil Over II) Beginning at 15th level, Futton Clan Hijutsu you cast that doesn’t
add your ability modifier to damage, gains a +4 bonus to damage.
Latent Boil Release I 2 Beginning at 3rd level if you would cast a jutsu with the Water Release or Fire Release keywords, you
can deal bonus 1d4 acid damage to corroded creatures, once per turn.
Latent Boil Release II 4 (You must have Latent Boil Release I) Beginning at 15th level, Acid damage you deal ignores damage
reduction twice per rest.
Latent Boiling Chakra I 3 Beginning at 7th level, You gain 2 Boil points, which you can spend on either Latent Boiling Body,
Latent Boiling Mind, Latent Boiling Determination.
Latent Boiling Body 4 (You must have Latent Boiling Chakra I) Beginning at 7th level, as an Action, spend a number of boil
points up to the number of boil points you have left. When you do, you can increase you Strength or
Dexterity score by 2 for each point spent, until the end of your next turn. You cannot select this feature
if you have Latent Boiling Mind or Latent Boiling Determination.
Latent Boiling Mind 4 (You must have Latent Boiling Chakra I) Beginning at 7th level, when you would spend a Chakra die as
a result of Latent Concussive Blasts II, you can also choose a creature for each chakra die spent,
making them immune to the jutsu’s effects until the end of the current turn. You cannot select this
feature if you have Latent Boiling Body or Latent Boiling Determination.
Latent Boiling 4 (You must have Latent Boiling Chakra I) Beginning at 3rd level, you can spend 1 boil point to increase
Determination Futton Clan Hijutsu you casts damage by 1d6 until the end of the current turn . You cannot select this
feature if you have Latent Boiling Body or Latent Boiling Mind.
Latent Boiling Chakra II 4 (You must have Latent Boiling Chakra I) Beginning at 15th level, You gain 3 additional Boil Points.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Futton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Futton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Futton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Futton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Futton Clan as a Prerequisite
36
FUTTON CLAN FEATS BROILING MIND
Category: Clan
BROILING BODY Prerequisite: Futton Clan, level 4+
Category: Clan Your Chakra has a hard time not melting everything around
Prerequisite: Futton Clan, level 4+ you from how hot it can get. You gain the following Benefits;
Your Chakra has a hard time not melting everything • You gain an additional +2 Boil points.
around you from how hot it can get. You gain the • You gain a new Boiling Chakra effect called Boiling Power.
following Benefits; o Boiling Power. Select one allied creature within 15
• You gain a new Boiling Chakra effect called Boiling feet of you. The next Jutsu they cast that requires
Strength. concentration does not cost Chakra to maintain
o Boiling Strength. You can increase your [Unarmed concentration on for its duration, before the end of
Damage] die by +1 until the end of your next turn. their next turn.
• When you would cast a Futton clan Hijutsu with the
Taijutsu keyword as your Action, you can spend your BROILING RECHARGE
Bonus action to make 2 Unarmed attacks. Category: Clan
Prerequisite: Futton Clan, level 8+
You can boil, boil, and boil, and never run out of steam. You
gain the following Benefits;
• You gain an additional +1 Boil points.
• As an Action, you can convert your Chakra into boil
points. For every 10 Chakra you spend, you generate 1 Boil
Point. You cannot have more than your maximum number
of Boil Points using this ability.
Category: Clan
Prerequisite: Futton Clan, level 12+
You Chakra is constantly bubbling and seems to never have
a limit. You gain the following Benefits;
• You gain resistance to Acid and Fire damage.
• If you would deal Acid damage to a creature with ranks of
Corroded, they must make a Constitution saving throw vs
your Ninjutsu save DC. On a failed save, they gain 1 rank of
Corroded.
• When you would cast a Futton clan Hijutsu, you can spend
a bonus action to gain temporary hit points equal to twice
the cost of the Jutsu spent. These Temporary Hit points
last until the start of your next turn.
37
HARUNO CLAN Empowered Healing: Beginning at 3rd level, the
potency of your medical chakra allows medical Jutsu to
concentration of a Taijutsu or Jutsu with the Medical condition, affected creatures gain a -1d4 penalty to
keyword, you may add your Strength modifier to the their next attack roll, skill check, or saving throw that
result. uses Intelligence, Wisdom, or Strength. Any bonuses
Starting at 11th level, your bonus to range becomes they receive from Jutsu, features, or traits are also
+30ft, and once per round, as part of casting a Jutsu with halved until the start of your next turn.
the Taijutsu or Medical keyword that makes an attack, Hardened Body, Hardened Mind: Beginning
you can make one unarmed attack. at 11th level, you have trained your body and
Combat Medicine: Beginning at 3rd level, you have mind to resist the will of others. Twice per long
drilled in the fundamentals of both Medical Jutsu and rest, when you are forced to make a Dexterity
Taijutsu. Once per rest, when you cast a Taijutsu, or take or Constitution saving throw, you can instead
the Dash, Disengage, or Dodge actions, you can cast a make a Strength saving throw. Alternatively,
Medical Jutsu that does not deal damage or apply a when you are forced to make an Intelligence or
condition with the casting time of one Action, as a bonus Charisma Saving Throw, you can instead make a
action. You gain additional uses of this feature at 7 th and Wisdom saving throw. You gain two extra uses
15th levels. of this feature at 15th level.
Overloaded Regeneration: Finally at 18th level, you
have mastered both Taijutsu and Medical Jutsu and have
learned to use them in tandem. When you cast a Taijutsu,
you may immediately cast a Medical Jutsu that restores
hit points on yourself as part of the same action.
Additionally, Medical Jutsu you cast increase the size
of their healing die by 1 step.
38
HARUNO CLAN JUTSU HARUNO STYLE: BLOOMING CHERRY
BLOSSOM
D-RANK Classification: Hijutsu
Rank: D-Rank
C-RANK
dealt (Rounded Down) until the start of your next turn. If
cast as an A-Rank, you instead gain Temporary Hit
Points equal to the full amount of damage dealt.
HARUNO STYLE: HEALING CLOAK
HARUNO STYLE: SAPPING STRIKE Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Bonus Action
Casting Time: 1 Action Range: Self
Range: Unarmed Range Duration: 1 Minute
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 8 Chakra
Cost: 5 Chakra Keywords: Ninjutsu, Medical, Hijutsu
Keywords: Ninjutsu, Medical, Hijutsu Description: Your entire body is covered in soothing
Description: Your hands glow a pinkish hue as you get medical chakra as you begin to glow a soft pink. When
ready to strike your target. Choose one creature in range you cast this Jutsu you regain 2d8 hit points. Also, while
and make a melee ninjutsu attack, on a hit you deal 3d8 in combat, for the duration of this Jutsu you regain 1d8
Necrotic damage, and regain hit points equal to half the hit points at the start of your turn. You may as a reaction
damage dealt. heal 3d8 hit points. Afterwards, this Jutsu immediately
At Higher Ranks: For each rank you cast this Jutsu ends.
above D-Rank increase the cost of the Jutsu by 3 and
increase the damage by 1d8. If you cast this Jutsu at A- HARUNO STYLE: COLOSSAL IMPACT
Rank or higher you instead regain hit point equal to the Classification: Hijutsu
Rank: C-Rank
full damage dealt.
Casting Time: 1 Action
HARUNO STYLE: LASTING HEALING Range: 5 feet (30-foot radius)
Classification: Hijutsu Duration: Instant
Rank: D-Rank Components: M
Casting Time: 1 Action Cost: 8 Chakra
Range: 5 feet Keywords: Taijutsu, Hijutsu
Duration: Concentration, up to 1 minute Description: You drive your fist into the stomach of a
Components: HS, CM creature with enough power to lift them off their feet,
Cost: 5 Chakra you then slam them into the ground with a massive
Keywords: Ninjutsu, Medical, Hijutsu amount of force. Make a melee Taijutsu attack. On a hit,
Description: You cover your hands in chakra, which you deal your [Unarmed Damage] + 3d8 and each
begins glowing a light pink hue. A creature you touch creature (excluding you) within 30 feet must make a
immediately regains 2d6 Hit Points. Additionally, at the dexterity saving throw as you slam the creature into the
start of each of the affected creatures turns they regain ground, taking 3d6 Bludgeoning damage on a failed
1d4 Hit Points. save, or half as much on a success. The creature you
At Higher Ranks: For each rank you cast this Jutsu initially attacked has disadvantage on this saving throw
above D-Rank increase the cost of the Jutsu by 3 and and is knocked prone on a failure.
increase per turn healing by 1d4. At Higher Ranks: For each rank you cast this Jutsu
above C-Rank increase the cost of the Jutsu by 3 and
increase the damage by 1d8 and 1d6.
39
HARUNO STYLE: DEFENSIVE CLOAK A-RANK
Classification: Hijutsu
Rank: C-Rank HARUNO STYLE: FALLING BLOSSOM
Casting Time: 1 Bonus Action REPRISE
Range: Self Classification: Hijutsu
Duration: Concentration, up to 1 minute Rank: A-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 8 Chakra Range: Self
Keywords: Ninjutsu, Medical, Hijutsu Duration: 1 Minute
Description: You cover your entire body in vile cloak of Components: HS, CM
medical Jutsu, that harms any who touch you. You do not Cost: 20 Chakra
pay concentration costs to maintain this Jutsu. When a Keywords: Ninjutsu, Medical, Hijutsu
creature hits you with a melee attack, they take 2d6 Description: You must be under the effects of “Haruno
Necrotic damage and you gain temporary Hit Points Style: Defensive Cloak” and “Haruno Style: Offensive
equal to half the Necrotic damage dealt. Cloak” to cast this Jutsu.
At Higher Ranks: For each rank you cast this Jutsu A last-ditch technique of the Haruno Clan, You use
above C-Rank increase the cost of the Jutsu by 3 and your finite control of medical chakra, spreading it
increase the damage die by 1 step (d6>d8>d10>d12). If throughout yourself. Your veins begin to glow a dark
you cast this Jutsu at A-Rank or higher you instead gain magenta as the chakra spreads throughout your chakra
temporary hit points equal to the full damage dealt. network. You lose the effects of Defensive and Offensive
B-RANK
cloak, with this Jutsu instead taking their place. You
cannot concentrate on another Jutsu while this Jutsu is
active. While under the effects of this Jutsu you gain the
HARUNO STYLE: OFFENSIVE CLOAK following benefits:
Classification: Hijutsu
• When a creature hits you with a melee attack, they
Rank: B-Rank
take 3d12 Necrotic damage and you regain an equal
Casting Time: 1 Bonus Action
amount of Hit Points.
Range: Self
• Your [Unarmed Damage] becomes 4d8 and deals
Duration: Concentration, up to 1 minute
Necrotic damage, additionally when you deal damage
Components: HS, CM
to a creature with a melee attack, they are unable to
Cost: Special (12 Chakra)
regain hit points until the end of their next turn.
Keywords: Ninjutsu, Medical, Hijutsu
• When you score a critical hit on a natural 20 with a
Description: You cover your entire body in a bolstering
Medical or Taijutsu, you instead triple the damage
cloak of medical Jutsu. When you make an unarmed
dice.
attack, you deal an additional 2d8 Necrotic damage, and
once per turn, an affected creature must succeed a At the conclusion of this Jutsu, you are no longer able
Constitution saving throw or be unable to regenerate hit to mold chakra until you complete a full rest, as your
points until the end of their next turn. chakra network is throttled by your overuse.
40
L ATENT H ARUNO
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Medical Fist I 1 Beginning at 1st level, you gain access to the Medical Fist Stance. While in this stance, jutsu you gain
that deal your unarmed damage gain a +10ft bonus to range, and deal 1.5x damage to structures. Also,
your [Unarmed Damage Die] becomes a 1d6.
Latent Medical Fist II 2 (You must have Latent Medical Fist I) At 3rd level, while in the Medical Fist Stance, Ninjutsu you cast
with the medical keyword that makes a melee attack roll, you may treat Strength as your casting
modifier for attack and damage rolls (Not Save DC). When cast this way, melee Ninjutsu attacks made
count as Melee Taijutsu attacks and add your [Unarmed Damage] to the jutsu’s first damage roll.
Latent Medical Fist III 3 (You must have Latent Medical Fist II) At 7th level, your bonus to range from the Medical Fist Stance
becomes +15ft, and you gain a bonus to concentration checks to maintain concentration of Taijutsu
with the Medical keyword equal to half your Strength modifier, rounded up.
Latent Medical Fist IV 3 (You must have Latent Medical Fist III) At 11th level, your bonus to range from the Medical Fist Stance
becomes +20ft, and once per round when you would cast a Taijutsu or jutsu with the Medical keyword
that makes an attack, you can make one unarmed attack as part of the casting.
Latent Combat Medicine 2 Beginning at 3rd level, when you cast a Taijutsu or use take the Dash, Disengage, or Dodge actions, you
I can cast one jutsu with the Medical keyword with the casting time of one action that provides hit
points, temporary hit points, damage reduction, or a provides a boost or boon, as part of the same
action. You may do this once per long rest.
Latent Combat Medicine 2 (You must have Latent Combat Medicine I) At 7th level, you may use your Latent Combat Medicine
II feature an additional time per long rest, and regain one use of this feature on a short rest.
Latent Empowered 2 Beginning at 3rd level, twice per long rest when you would cast a jutsu with the Medical keyword that
Healing I provides hit points, temporary hit points, damage reduction, or a provides a boost or boon, you can
remove all ranks of any one condition affecting one target creature as if you used the Restorative
Ninjutsu at your highest known jutsu rank.
Latent Empowered 3 (You must have Latent Empowered Healing I) Beginning at 11th level, alternatively, if you use this
Healing II feature with a Jutsu with the Medical keyword that removes conditions, you can spend a use of this
feature to make the target immune to gaining one of the conditions removed again, from a hostile
source, for the next minute.
Latent Haruno Boons 2 Beginning at 7th level, select two of the listed haruno Boons from the Hanami Clan. You gain access to
these boons, and may use them as specified within the Hanami Boons Clan Feature. You can use this
feature twice per long rest.
Latent Hardened Body, 2 Beginning at 15th level, twice per long rest you may make a Strength saving throw in place of a
Hardened Mind Dexterity or Constitution saving throw imposed against you. Alternatively, you may spend a use of this
feature to make a Wisdom saving throw in place of an Intelligence or Charisma saving throw imposed
against you.
Latent Overloaded 3 (You must have Latent Medical Fist I) Beginning at 18th level, while in the Medical Fist Stance, when
Regeneration you cast a Taijutsu, you may immediately cast a Medical Jutsu that restores hit points on yourself as
part of the same action.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Haruno Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Haruno Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Haruno Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Haruno Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Haruno Clan as a Prerequisite
41
HARUNO CLAN FEATS REFINED CHAKRA NETWORK
Category: Clan
IMPROVED COMBAT MEDICINE Prerequisite: Haruno Clan, Level 12+
Category: Clan Some Haruno Clan members have an innate talent for
Prerequisite: Haruno Clan optimizing how they use their chakra; you are one such
You have mastered weaving your medical Jutsu into your member. you gain the following benefits:
combat style, you gain the following benefits: • When you cast a Taijutsu, you may apply the Blessed
• Choose one Jutsu you know with the Medical keyword or Unhindered Haruno Boons to yourself, as part of
that deals damage, this Jutsu gains the Combo the casting. Alternatively, if you cast a Taijutsu that
keyword as if it was a Taijutsu. You can switch the makes an attack roll or imposes a saving throw, you
chosen Jutsu out on a long rest. may apply to the Fragile or Dispirited Haruno Boons.
• When you cast a Taijutsu with the Combo keyword, you • Reduce the cost to maintain concentration on jutsu
can cast a Medical Jutsu that deals damage as if it were with the Taijutsu or Medical keyword by -2, to a
a Finisher. Increase the damage die size of the Jutsu by maximum of half.
1 step when cast this way.
CONCENTRATION MASTER: HARUNO
MASS RELEASE Category: Clan
Category: Clan Prerequisite: Haruno Clan, Level 8+
Prerequisite: Haruno Clan You have developed your Clan’s techniques to near
Your extreme control over your chakra allows you to perfection. You gain the following benefits;
resist and aid others at resisting Genjutsu. You gain the • You may concentrate on up to 2 Jutsu, so long as both
following benefits: Jutsu have either the Medical or Taijutsu keyword, and
• You learn the Release Genjutsu. When you cast this one has a range of Self.
Jutsu the range is increased to 60 feet, and you can • If you were to fail a Chakra Control check to maintain
target any number of creatures in range. For each concentration, you can choose to spend 1 Chakra Die to
creature after the first that you target increase the cost instead automatically succeed.
of the Jutsu by 3.
• Twice per long rest, when you cast a Jutsu with the
Medical keyword on a creature you may also cast the
Release Genjutsu as a part of the same action.
42
HATAKE CLAN White Lightning: The Hatake Clan owes its fame to
their White Lightning Techniques. Beginning at 3 rd level,
43
L ATENT H ATAKE
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent White Chakra I 4 Beginning at 1st level, you gain a number of White Chakra equal to your level, up to a maximum of 5.
If you have less than 5 White Chakra total, each time you gain a level you gain +1 White Chakra, until
you reach a maximum of 5. You can spend White Chakra in place of normal chakra to cast jutsu with
the Lightning Release keyword. You regain spent white chakra when you complete a long rest.
Latent White Chakra II 4 (You must have Latent White Chakra I) Increase the maximum number of White Chakra you can
have to 10.
Latent White Lightning I 4 Beginning at 7th level, You gain one option from the list of White Lightning features. You can only
gain the benefits of a White Lightning feature once per turn.
Latent White Lightning II 3 (You must have Latent White Lightning I) Beginning at 11th level, you choose an additional option
from the White Lightning feature.
Latent White Fang I 4 Beginning at 11th level, your Critical threat range is increased by +1 for attacks made as a result of
casting a Jutsu with the Lightning Release keyword or that would deal Lightning damage.
Latent White Fang II 6 (You must have Latent White Fang I) Beginning at 15th level, when you would cast a Jutsu of C-Rank
or lower, you can spend 2 White chakra. When you do it gains the Lightning release keyword and its
damage type becomes lightning.
Clan Feats 5 You gain the ability to learn Clan Feats with Hatake Clan as a Prerequisite
44
HOSHIGAKI Ravenous Chakra: Your body yearns to consume the
Chakra of others. Beginning at 3rd level, when you cast a
HOSHIGAKI FEATURES
Aquatic Adaptation: You have a Swimming and Water
walking speed equal to your walking speed.
Amphibious: You can breathe air and Water.
Water Release Simplicity: When creating or learning
Ninjutsu with the Water Release affinity, reduce the time
it takes to complete the task by half. This does not stack
with other similar effects.
Commander of the Deep: Beginning at 1 st level,
aquatic creatures have an affinity with people of your
clan. You can communicate simple ideas with beasts that
can breathe Water. They can understand the meaning of
your words, though you have no special ability to control
them directly. Starting at 7th level you learn the
Summoning Technique D-Rank ninjutsu with a contract
with the Shark tribe. You can cast this Jutsu ignoring
Ability Score Requirements. The Shark tribe you are
contracted with are a bit more powerful than other shark
tribes. This shark tribe gains additional ASI points equal
to its rank. (D-Rank: +2, C-Rank: +3, B-Rank: +4, A-Rank
+5, S-Rank: +6). Additionally, when you summon these
sharks, they are summoned in a large bubble of Water
that they use for land travel, using their swimming
speed to traverse the land. If they ever end their turns
more than 60 feet away from you and they are not in a
body of Water that is not this bubble, they are
automatically unsummoned.
Brute Strength: Your immense strength lets you wield
weapons in ways that others would find impossible.
Beginning at 1st level, weapons with the Versatile property
deal their two-handed damage even if you wield them in
one hand. Starting at 3 rd level, you always add your
strength modifier to the damage rolls of to Bukijutsu you
cast, unless otherwise specified. Starting at 7th level, while
you have temporary chakra as a result of the Ravenous
Chakra clan feature, you may add your proficiency bonus to
damage rolls that use your strength twice per turn.
45
Shark Skinned Predator: Beginning at 11 th level, you
tap into your innate bloodline limit, allowing you to
become one with your inner apex predator. As a bonus
action on your turn, you enter a shark like form, growing
large gills on your neck, large wing like fins grow from
your shoulders down to your wrists, you grow webs
between your fingers, your hair, if any fuses into your
scalp, as your head, shoulders, and neck fuse into each
other as your spine also grows into a long tail like
appendage. For the next minute you gain the following
benefits;
• You have advantage on Strength & Constitution Checks.
• You gain a swim speed and Water walking speed equal to
twice your movement speed.
• You gain 30 feet of true sight while underwater.
• When you make a melee attack using strength, you gain a
bonus to damage equal to your Constitution modifier.
• You have resistance to Bludgeoning, Piercing, and
Slashing damage.
Once you enter this form, you must complete a rest
before you are able to enter this form again. You gain an
additional use of this form beginning at 18th level.
46
L ATENT H OSHIGAKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Commander of the 3 You can communicate with beasts that can breathe water. Beginning at 11 th level, you learn the
Deep Summoning Technique D-Rank ninjutsu with a contract with the Shark tribe. You can cast this Jutsu
ignoring Ability Score Requirements. They are also summoned in a large bubble of Water that they
use for land travel. If they ever end their turns more than 60 feet away from you and they are not in a
body of water that is not the bubble, they are automatically unsummoned.
Latent Brute Strength I 2 You gain proficiency in weapons with the Versatile property. Beginning at 7th level, you always add at
least half of your Strength modifier to damage rolls of weapon attacks, even if you could not
normally.
Latent Brute Strength II 4 (You must have Latent Brute Strength I) Beginning at 11th level, you instead add your full strength
modifier instead of half.
Latent Ravenous 3 Beginning at 7th level, when you cast a Jutsu with the Water release keyword that successfully
Chakra I damages a creature, you gain a number of temporary Chakra points equal to the rank of the Jutsu
cast (D-Rank/C-Rank: 1, B-Rank /-Rank: 2, S-Rank: 3)
Latent Ravenous 5 (You must have Latent Ravenous Chakra I) Beginning at 11th level, you instead gain a number of
Chakra II temporary Chakra points equal to the rank of the Jutsu cast (D-Rank/C-Rank: 2, B-Rank /-Rank: 3,
S-Rank: 4)
Latent Shark Skinned 8 Beginning at 15th level, you can transform into a shark like form gaining the benefits of the Shark
Predator Skinned Predator Hoshigaki clan feature as if you were an 11 th level Hoshigaki. You can transform in
this way once per long rest.
Clan Feats 5 You gain the ability to learn Clan Feats, with Hoshigaki Clan as a Prerequisite
SYMBIOTIC SHARK
Category: Clan
Prerequisite: Hoshigaki Clan
You are one with the water and creatures that live inside
it. Like pieces of a puzzle in an ecosystem, you help each
other survive. You gain the following Benefits;
• You can now command simple minded aquatic creatures,
such as fish and sharks. They will not follow unreasonable
demands, such as those that will result in their immediate
harm or would go against their interests.
• When casting the Summoning Technique Jutsu to
summon a Shark tribe member, you can increase the cost
by +5. When you do you double their speed and they gain
Temporary hit points equal to your level.
47
HOZUKI Water Reservoir: Beginning at 3rd level, you begin to store
excess water in your body. You gain a number of Water
48
HOZUKI CLAN JUTSU WATER MUSCLES
Classification: Hijutsu
WATER BODY
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You turn yourself into water to escape your
Classification: Hijutsu
restraints. As a bonus action, you can roll an Intelligence
Rank: D-Rank
(Ninjutsu) Check vs the DC of the effect that gave you the
Casting Time: 1 Reaction, which you take when you are
Restrained or Grappled condition. If you are currently
targeted or would take damage from an attack that targets
benefitting from the Hydrofication Jutsu, you gain advantage
you.
on this check.
Range: Self
Duration: Instant
Components: -
C-RANK
HOZUKI BLADE
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Classification: Hijutsu
Description: You are able to quickly turn yourself into water,
Rank: C-Rank
allowing you to dodge more attacks. When targeted for an
Casting Time: 1 Bonus Action
attack, you may increase your AC by +5 until the end of the
Range: Self
current turn. Additionally, you gain resistance to
Duration: Concentration, up to 1 minute.
bludgeoning, piercing and Slashing damage until the end of
Components: HS, CM
the current turn. If you are currently benefitting from the
Cost: 9 Chakra
Hydrofication Jutsu, you are instead immune to bludgeoning,
Keywords: Hijutsu, Ninjutsu, Water Release
piercing and Slashing damage.
Description: You weave together streams of water to create a
sword of solidified water in your hand. This construct sword
lasts until the Jutsu ends. It counts as a simple melee weapon
with which you are proficient. It deals 3d6 + your Strength or
Dexterity modifier in either Cold, Slashing, Piercing or
Bludgeoning damage on a hit and has the Versatile (d8),
Deadly, and Finesse properties. You choose the damage type
when you cast this Jutsu.
In addition, when you use the sword to attack a target that
is at least halfway submerged in water, you make the attack
roll with advantage. If you are currently using the
Hydrofication Jutsu, the die size increases by one step (d6 ->
d8 -> d10). If you drop the weapon, it dissipates at the end of
the turn. Thereafter, while the Jutsu persists, you can use a
bonus action to cause the sword to reappear in your hand.
If you would cast a Jutsu that would allow you to deal this
weapons damage that is under the effects of this Jutsu, you
only deal this Jutsu’s damage once, after which you default to
2d6 (or d8, if holding with two hands)
49
WATER BLOB B-RANK
Classification: Hijutsu
Rank: C-Rank HYDROFICATION
Casting Time: 1 Action Classification: Hijutsu
Range: 5 feet Rank: B-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Bonus Action
Components: CM Range: Self
Cost: 9 Chakra Duration: Concentration, up to 1 minute.
Keywords: Hijutsu, Ninjutsu, Water Release Components: HS, CM
Description: A target creature you can see within range must Cost: 12 Chakra
succeed on a Dexterity saving throw or they become Grappled Keywords: Hijutsu, Ninjutsu, Water Release
with their head being submerged in a bubble of water made Description: You turn yourself into a mixture of water and
from your body. While Grappled this way, they begin to oil, liquifying entirely and turning into a sentient pool of
suffocate. While suffocating, it is difficult to maintain fluid that you can control. For the duration of this Jutsu, you
concentration on Jutsu. The creature must immediately can transform any part of your body into this liquid mixture,
make a Constitution (Chakra Control) check to maintain allowing you to fit through any crack large enough for water
concentration. A creature begins to drown after a number of to fit through.
rounds equal to its Constitution modifier (Min 1). You gain resistance to Bludgeoning, Piercing, Slashing and
While Grappled in this way, when a creature attempts to Fire damage. You gain vulnerability to Lightning damage.
escape this grapple, they make their Strength (Athletics) or Additionally, your Strength and Constitution scores
Dexterity (Acrobatics) checks contested by either your increase by +4 for the Jutsu’s duration.
Strength (Chakra Control), or Constitution (Chakra Control)
check. WATER BALLOON
While a creature is drowning as a result of this Jutsu, it Classification: Hijutsu
takes Necrotic damage equal to 4d8 + Your Ninjutsu ability Rank: B-Rank
modifier at the start of each of its turns. If you are currently Casting Time: 1 Action
benefitting from the Hydrofication Jutsu, Ability checks Range: 60 Feet (15-foot Cube)
made to escape the grapple are made with a -2 penalty. Duration: Concentration, up to 1 minute.
Components: HS, CM
WATER GUN Cost: 10 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Water Release
Rank: C-Rank Description: You create a puddle of water mixed with oil,
Casting Time: 1 Action producing bubbles that float around you. These bubbles are
Range: 60 feet then launched at a 15-foot cube of area within range with
Duration: Instant enough speed to cause concussive damage.
Components: HS, CM When a hostile creature enters the chosen area or begin
Cost: 7 Chakra their turn within it must make a Dexterity saving throw,
Keywords: Hijutsu, Ninjutsu, Water Release taking 4d10 Bludgeoning damage and being Dazed until the
Description: You form a bullet on the edge of your finger and beginning of their next turn on a failed save, taking half
shoot it at a target within range. Make two ranged Ninjutsu damage on a success.
attacks against two separate creatures within range. On a hit, As a bonus action on your turn, you can choose to move the
you deal 5d8 + Ninjutsu ability Modifier Cold damage. If you target area up to 30 feet in any direction within range.
are currently using Hydrofication Jutsu, the die size increases If you are currently using the Hydrofication Jutsu, the dice
to a d10. size increases to a d12.
At Higher Ranks: For each rank you cast this Jutsu above At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the cost of this Jutsu by 3 and the damage B-Rank, increase the cost of this Jutsu by 3 and damage by
by 2d8 or 2d10, respectively. 2d10 or 2d12, respectively.
50
A-RANK
DEMON WAVE
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute.
Components: HS, CM
Cost: 16 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: As a requirement to activate this Jutsu, you
must have Hydrofication currently active. You end your
concentration on that Jutsu and this one takes its place. You
retain all effects of Hydrofication, including extra effects
given to other Jutsu and add this Jutsu's effects to them.
Additionally, you can only cast Jutsu with the Water
Release keyword while this Jutsu is active.
You create and merge with a larger body of water,
increasing your size to Large, increasing your Strength score
by +4 and you gain immunity to Fire damage.
Additionally, as a reaction, you may choose to take the
damage an ally within 5 feet of you would take from an attack
or Jutsu instead of them.
51
L ATENT H OZUKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Made of Water I 3 Beginning at 3rd level your body counts as a sufficient source of water to reduce the cost of
Water release Jutsu. You cannot gain the alternative effect of a Water release Jutsu using this
feature. You can use this feature a number of times equal to your proficiency bonus per long
rest.
Latent Made of Water II 4 (You must have Latent Made of Water I) You can use Latent Made of Water I’ effect a number
of times equal to your proficiency bonus per short rest. Additionally, once per long rest, you
can count your body as a significant enough water source to gain the alternative effects of
Water Release Jutsu you cast.
Latent Water Reservoirs I 4 Beginning at 7th level, you can store extra water in your body. You gain one option from the list
of Water Reservoir features, which you can use a number of time equal to half your
proficiency bonus per long rest.
Latent Water Reservoirs 6 (You must have Latent Water Reservoirs I) Beginning at 11th level, you choose an additional
II option from the Water Reservoir feature, and you can use these options a number of times
equal to your proficiency bonus per long rest.
Latent Guiding Droplets I 3 Beginning at 7th level, when you deal damage to a creature using a Ninjutsu with the Water
Release keyword, the next Water Release Ninjutsu you cast against that creature adds +1 to its
attack roll.
Latent Guiding Droplets 5 (You must have Latent Guiding Droplets I) Beginning at 11th level, Latent Guiding Droplet I’s
II effect adds an additional die of damage.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Hozuki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hozuki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hozuki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hozuki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Hozuki Clan as a Prerequisite
HYDROFICATION EXPERT
Category: Clan
Prerequisite: Hozuki Clan, Level 12+
You adapted more to using water Jutsu, making yourself
HOZUKI CLAN FEATS better at manipulating your own water. You gain the
following Benefits;
ENHANCED FLUIDS • You regain uses of your Made of Water feature on a short
You have adapted to store even more water within your own even when you are not concentrating on it.
body. You gain the following Benefits;
• You regain 2 spent Water Reserves on a short rest.
• You gain an additional use of your Made of Water feature.
• You gain a swimming speed equal to your movement
speed.
52
HYŪGA CLAN Byakugan: One of the hidden Leaf village’s 2 great
dojutsu. The Byakugan is an eye of extreme refined
HYŪGA FEATURES
• Penetrative Vision: You can see through obstructions up
to 5 feet thick within your Chakra sight range. You gain a
Hyūga Clan Jutsu: The Hyūga Have access to a separate
+2 bonus to Perception and Investigation skill checks
list of Jutsu unique to their Clan. You can add these Jutsu
while your Byakugan is active.
to your Jutsu list instead of selecting Jutsu from the
• Perceptive Insight: You can discern a creature from any
Normal Jutsu list. You can only add these Jutsu to your
clones they may make, regardless of the clone used.
list as long as you are from the correct branch within the
Additionally, you gain advantage on checks made with the
clan, unless it does not have any restrictive keywords.
See through lies skill-action.
Additionally, you can use Dexterity for the attack and
• Perceptive Predictions: You gain unmatched predictive
damage rolls of unarmed strikes and Hyūga Clan Hijutsu.
combat senses. When you would cast a Hyūga Hijutsu as a
Branch Family: At 1st level, choose which part of the
reaction to taking damage, the Jutsu gains a bonus 4 DR,
Hyūga Family you come from. This cannot be changed
based on the rank it is cast for the duration for the Jutsu.
later on.
(D-Rank/C-Rank: 4 DR, B-Rank/A-Rank: 8 DR, S-Rank:
• Main House: The Head portion of the family considered 12 DR).
the “royal” part of the clan overall. This Portion of the • Perceptive Resilience: Increase your resistance to
clan Focuses on the Hyūga clan’s secret techniques. If misdirection. You add +2 to all saving throws made
you select this branch of the family, you will have access against Genjutsu with the Visual keyword.
to the main house’s Hyūga clan techniques. This is due to
the fact, most main branch Hyuga’s do not become ninjas
or shinobi in the classical sense instead becoming staff in
the Villages information council.
• Side House: The guardian/protector portion of the Hyūga
clan. They are generally made to be like servants to the
main house while inside the Hyūga villa. While not given
access to the entirety of the Hyūga clan’s secret
techniques, they have formulated their own advanced
versions of the general gentle fist and 8 trigram
techniques.
53
Gentle Fist Stance: The Gentle Fist is the premiere Chi Blocking: The Gentle Fist is focused on shutting
fighting style for the Hyūga clan. Starting at a young age, down your opponent’s pressure points. Beginning at 7th
both main and side branch clansmen are trained in this level, A number of times equal to half your Proficiency
art of Taijutsu. The primary focus is on injecting chakra Bonus per short rest, when you would damage a creature
into an opponent’s chakra network, disrupting the flow with your unarmed damage or by attacking them with a
of their chakra. Hyūga Hijutsu, you may target the creature’s pressure
Also, at 1st level your unarmed damage die becomes a points. The target creature must make a Constitution
d6 and deals Piercing damage. This becomes 1d8 at 7th saving throw against your Taijutsu save DC, having one
level and 1d10 at 11th level. When you would damage a of their limbs disabled on a failed save. If you disable one
creature with your Unarmed Strike, reduce the damaged of your opponent’s arms, they lose the ability to cast
creature’s movement speed by 5 until the end of their Jutsu with the HS component until the end of their next
next turn. Alternatively, you can choose to deal turn. If you disable one of your opponents’ legs, they
Bludgeoning damage to a creature in this stance. If you gain 1 rank of the Slowed condition until the end of their
do, your damage die is 1d6. next turn.
Starting at 3rd level, while in this stance, once per turn, Beginning at 15 th level, you learn how to target your
when you would damage a creature with your unarmed opponent’s Chakra Network. If you disable their Chakra
damage or by attacking them with a Hyūga Hijutsu, you Network, they, lose the ability to cast Jutsu with the CM
may force the damaged creature to make a Constitution component until the end of their next turn.
saving throw against your Taijutsu Save DC, being
knocked Prone on a failed save.
Beginning at 7th level, your Taijutsu Save DC is
increased by +1.
54
HYŪGA CLAN JUTSU PALM STRIKE
Classification: Hijutsu
GENTLE COUNTER
Range: Unarmed Range
Duration: Instant
Classification: Hijutsu
Components: CM, M
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Reaction, which you take when you take
Keywords: Hijutsu, Taijutsu
damage from a melee attack.
Description: As part of the requirements of this Jutsu
Range: Self
you must have Byakugan active and be benefiting from
Duration: Instant
the Gentle Fist Stance. You make a single decisive strike
Components: CM, M
against the chakra network of your opponent, creating a
Cost: 4 Chakra
pulse of chakra that disrupts their chakra flow. Make a
Keywords: Hijutsu, Taijutsu
Melee Taijutsu attack. On a Hit, you deal 3d6+ your
Description: As a part of casting this Jutsu, you must be
Unarmed attack damage Piercing Damage. On a
gaining the benefits of the Gentle Fist Stance. You instantly
successful hit, the target creature must also make a
react to an incoming attack. When you are damaged with a
constitution saving throw, gaining the Weakened
melee attack, you may roll 1d8 + Your Unarmed attack
condition until the end of their next turn on a failed save.
bonus. Reduce the damage you received by the result.
At Higher Ranks: For each rank you cast this Jutsu
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, the
above D-Rank, increase the cost of this Jutsu by 3 and
damage by 2d6.
reduce damage by an additional 2d8.
55
C-RANK: ONE-BODY BLOW
Classification: Hijutsu
8-TRIGRAMS 32 PALMS Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Reaction which you take when you are
Rank: C-Rank grappled, Weakened, or Prone as a result of a hostile
Casting Time: 1 Action creatures Jutsu, feature, trait or action.
Range: Self (5 feet) Range: Self
Duration: Instant Duration: Instant
Components: CM, M Components: CM
Cost: 7 Chakra Cost: 6 Chakra
Keywords: Hijutsu, Taijutsu Keywords: Hijutsu, Side Branch, Taijutsu
Description: As part of the requirements of this Jutsu you Description: You release Chakra from every Chakra
must have Byakugan active and be benefitting from the point in your body, creating a shockwave that knocks
Gentle Fist Stance. You perform the imperfect final creatures away from you.
maneuver of the Gentle fist. Make a Melee Taijutsu attack First, if you are under the effect of a Jutsu, feature,
against every hostile creature within 5 feet of you. On a hit, trait, or action that would allow you to make a skill check
you deal 6d8 Piercing damage. On a hit, targets must also or saving throw to end any of the triggering conditions,
make a Constitution saving throw, gaining 1 rank of the you automatically succeed the skill check or saving
Weakened condition until the end of their next turn. throw.
At Higher Ranks: For each rank you cast this Jutsu Finally, all creatures of your choice within 10ft of you
above C-Rank, increase the cost of this Jutsu by 3, the must make a Strength saving throw, being knocked
damage by 2d8. Prone on a failed save and gaining 1 rank of the
Weakened Condition on a failed save.
GIANT PALM ROTATION
Classification: Hijutsu B-RANK:
Rank: C-Rank
Casting Time: 1 Reaction, when you or an allied creature 8-TRIGRAMS 64 PALMS
within range are targeted, would make a Strength, Classification: Hijutsu
Dexterity, Constitution saving throw, or take damage. Rank: C-Rank
Range: Self (10-foot radius sphere) Casting Time: 1 Bonus Action
Duration: Instant Range: Self (5 feet)
Components: CM, M Duration: Instant
Cost: 9 Chakra Components: CM, M
Keywords: Hijutsu, Main Branch, Taijutsu, Clash Cost: Special
Description: The perfected form of the “Palm Rotation” Keywords: Hijutsu, Taijutsu
taught only to those of the main branch of the Hyūga Description: You have perfected the Hyūga clan's most
clan. As part of the requirements of this Jutsu you must powerful technique. As part of the requirements of this Jutsu
be benefitting from the Gentle Fist Stance. This creates a you must have Byakugan active and be benefitting from the
dome of visible blue Chakra, repelling everything of your Gentle Fist Stance and have used your action casting the 8-
choice up to 15 feet away in a radius centered on you. Trigrams 32 Palms Hyūga Hijutsu.
Until the end of the current turn, you & affected allies As a Bonus action immediately after the conclusion of
gain a +5 Bonus to AC. If any of you are subject to a Jutsu the 8-Trigrams 32 Palms, you immediately recast the exact
that requires you to make a Strength, Dexterity or same Hyūga Hijutsu automatically striking all creatures you
Constitution saving throw you make the save at successfully hit with the first casting of 8- Trigrams 32
advantage. Creatures benefiting from this Jutsu cannot Palms. The cost of this Jutsu becomes the cost of the 8-
benefit from bonuses to AC from other Reactions. Trigrams 32 Palms you casted for this Jutsu.
Hostile creatures who are within 10 feet of you when
you cast this Jutsu must make a Strength saving throw,
taking 4d8 Force damage and being knocked back 10 feet
on a failed save.
56
8-TRIGRAMS 64 PALMS DEFENSE A-RANK:
Classification: Hijutsu
Rank: B-Rank 8-TRIGRAMS 128 PALMS
Casting Time: 1 Action or 1 Reaction to being damaged. Classification: Hijutsu
Range: Self (5 feet) Rank: A-Rank
Duration: Instant Casting Time: 1 Action
Components: CM, M Range: Self (10-foot Radius)
Cost: 14 Chakra Duration: Instant
Keywords: Hijutsu, Main Branch, Taijutsu, Clash Components: CM, M
Description: Created by a main branch Hyūga years ago. Cost: 17 Chakra
This is a variation on the “8-Trigrams 64 Palms”. As part of Keywords: Hijutsu, Side Branch, Taijutsu
the requirements of this Jutsu you must have Byakugan Description: This is the result of years of training and
active and be benefitting from the Gentle Fist Stance. trying to achieve greater techniques than the main
As an Action, when using this Jutsu, all creatures of your branch usually allows. This is the absolute peak of the
choice in a 5-foot radius centered on you must make a Hyūga Gentle Fist technique within the Side Branch. As
Dexterity saving throw, taking 8d8 force damage and being part of the requirements of this Jutsu you must have
pushed back 5 feet on a failed save. Until the start of your Byakugan active and be benefitting from the Gentle Fist
next turn, you gain a +3 AC bonus. Stance and have the “8-Trigrams 64 palms” learned.
As a Reaction to taking damage. Until the end of the Make a Melee Taijutsu attack against all creatures of
current turn, you gain a +7 bonus to AC against the your choice within 10 feet of you, as you dash between
triggering attack and all subsequent attacks. If this reaction each one, striking faster than the eye can see. On a hit,
triggers a Clash, add 1d6 to your clash check. you deal 14d8 Piercing damage and force the target
At Higher Ranks: For each rank you cast this Jutsu creature to make a Constitution saving throw, gaining 1
above B-Rank, increase the cost of this Jutsu by 3 and rank of the Weakened condition and the Dazed condition
damage by 1d8. on a failed save.
MOUNTAIN CRUSHER
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instant
Components: CM, M
Cost: 12 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu, Clash
Description: As part of the requirements of this Jutsu
you must have Byakugan active and be benefitting from
the Gentle Fist Stance. An advanced and amplified version
of the “Vacuum Wall Palm.” All Creatures in range must
make a Constitution saving throw, taking 15d4 force
damage on a failed save, being knocked back 15 feet, and
falling prone on a failed save. On a successful save, they
instead take half damage.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of this Jutsu by 3 and
damage by 2d4.
57
LION PALM
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Components: CM
Cost: 24 Chakra
Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Description: The ultimate culmination of the Main
Branch’s research and training. You release Chakra from
your hands, coating and molding it into two guardian
lions with a visible but intimidating presence.
As part of the requirements of this Jutsu you must
have Byakugan active and be benefitting from the Gentle
Fist Stance.
Additionally, unarmed attacks using the Gentle Fist
Stance have their damage die size increased by 1 step,
Hyūga Clan Hijutsu have their costs reduced by -3 &
Hyūga clan Jutsu deal an extra damage die on a hit.
As a Bonus action on your turn, you can make a
Ranged Taijutsu attack on a creature you can see up to 30
feet away, firing off one of the Lions on your hand at
them like a missile. On a Hit, you deal 3d10 + Taijutsu
ability modifier in Force damage.
58
L ATENT H YUGA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Byakugan I 2 Beginning at 3rd Level, you can spend 10 chakra as a bonus action to activate your latent Byakugan. It
remains active for up to 10 minutes. You may activate and deactivate the Byakugan during this time
period with no additional cost. While active you gain 120 feet of Chakra sight while out of combat and
60 feet of chakra sight while in combat. You can see through material up to 3 feet thick. Creatures
cannot be obscured to you in any way if you can see through the obstruction. Also, you can see 360
degrees around you without having to turn your head or avert your eyes.
Latent Byakugan II 2 (You must have Latent Byakugan I) Beginning at 7th level, select one of the following benefits from the
list provided under the Byakugan clan feature. If you choose Immense Distance, your chakra sight
range is doubled to 240 feet and you can see things up to half a mile away as if they were within 50- feet
of you.
Latent Byakugan III 3 (You must have Latent Byakugan II) Beginning at 15th level, select one of the following benefits from
the list provided under the Byakugan clan feature, that you have not selected yet. If you choose
Immense Distance, your chakra sight range is doubled to 240 feet and you can see things up to half a
mile away as if they were within 50- feet of you.
Latent Byakugan IV 3 (You must have Latent Byakugan III) Beginning at 18th level, select one of the following benefits from
the list provided under the Byakugan clan feature, that you have not selected yet. If you choose
Immense Distance, your chakra sight range is doubled to 240 feet and you can see things up to half a
mile away as if they were within 50- feet of you.
Latent Gentle Fist I 2 (You must have Latent Byakugan I) Beginning at 3rd level, you have been taught how to fight with the
Hyuga’s legendary Gentle fist stance. You can roll a d6, in place of your normal unarmed damage die.
Additionally, your unarmed attacks deal Piercing damage.
Latent Gentle Fist II 3 (You must have Latent Gentle Fist I) When you deal damage with an unarmed attack, reduce the
target’s movement speed by 5 until the end of their next turn.
Latent Gentle Fist III 5 (You must have Latent Gentle Fist II) Beginning at 11th level, Your Gentle Fist unarmed damage
becomes 1d8.
Latent Gentle Fist IV 5 (You must have Latent Gentle Fist III) Beginning at 18th level, Your Gentle Fist unarmed damage
becomes 1d10.
D-Rank Hijutsu 2 (You must have Latent Byakugan I) You gain the ability to learn D-Rank Hyuga Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hyuga Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hyuga Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hyuga Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Hyuga Clan as a Prerequisite
59
HYUGA CLAN FEATS
BRANCH FAMILY TRAINING
Category: Clan
Prerequisite: Hyūga Clan
You train with members of the other branch of your clan,
you gain the following benefits:
• You can learn Jutsu from the Opposite Branch. If you are a
main branch, you can learn side branch Hyūga Jutsu. If
you are a side branch you can learn main branch Hyūga
Jutsu.
• You learn one additional Hyūga clan Hijutsu that you
qualify for.
• You can create and learn Hyūga clan Hijutsu in half the
required time.
EFFICIENT BYAKUGAN
Category: Clan
Prerequisite: Hyūga Clan, Level 4+
You have found a way to Reduce the strain the Byakugan
has on you. You gain the following benefits;
• Reduce the cost of activating Byakugan and associated
features of the Byakugan by half.
• Your Byakugan can now tell when a creature is under the
effect of a Ninjutsu, Taijutsu, or Genjutsu, and when they
are Concentrating on a Jutsu or feature that costs chakra
of any type.
PRECISE STRIKES
Category: Clan
Prerequisite: Hyūga Clan, Level 8+
You have learned to use your Gentle fist in conjunction
with your Byakugan far more accurately than others of
similar level. You gain the following benefits;
• You may use your Wisdom instead of Strength or
Dexterity for Attack and Damage rolls of Your Gentle Fist
Stance.
• You may use your Wisdom instead of Strength or
Dexterity for your Taijutsu Ability Modifier for calculating
Your Taijutsu attack bonus or Save DC of Hyūga Clan
Taijutsu.
• When you would use a Hyūga Taijutsu that deals damage
or reduces damage, you now add your Wisdom modifier to
the result.
60
IBURI CLAN Will-O-Wisps: Starting at 3rd level, your clan's kekkei
genkai grants you unparalleled control over the smoke
BORN OF ASH
created by fire. When you target a creature with a jutsu
with the Fire Release keyword that requires an attack
The Iburi Clan is a seclusive clan scattered all throughout roll, you can spread the smoke and cinders produced by
the Land of Fire. Members of this clan possess a the fire to creatures within 5 feet of the original target,
powerful kekkei genkai that allows them to transform excluding you and the target. Each creature that would
themselves into smoke. In the past, this versatile ability be affected must make a Dexterity saving throw, taking
proved to be a curse rather than a blessing, as it could
half the damage dealt to the original target on a failed
not be controlled, causing some of the Iburi to be
save, or none on a success.
dispersed and killed in the winds. This burden, however,
was resolved by one of the Leaf's legendary Sannin, The range of this effect increases to 10 feet at 11th
granting the later generations mastery over their power. level. You can use this feature a number of times equal to
half your proficiency bonus, rounded up, per long rest.
IBURI TRAITS At 15th level, this becomes your full proficiency bonus.
Ability Score Increase: +2 to any ability score, + 1 to any Aberration of Smoke: Starting at 7th level, you begin
other (Recommended: +2 Intelligence, +1 Constitution) to weave the remnants of smoke from Fire Jutsu you cast
Speed: Your base walking speed is 30 feet. into yourself, allowing you to quickly maneuver around
Skill Proficiencies: Chakra Control, Survival the battlefield like a gust of ash. As a bonus action, you
Passive Affinity: You begin with the Fire release affinity. can briefly morph your body into smoke and move to a
Fire Literacy: Your Ninjutsu ability score is counted as
location within 10 feet, without provoking an attack of
being +2 higher, for the purpose of casting jutsu of B-
opportunity. You can also use this feature after casting a
Rank or higher with the Fire Release Keyword through
any ability score restrictions (SHB, pg.104). Jutsu with the Fire Release keyword by spending 3
chakra. You can use this ability no more than once per
IBURI FEATURES round.
Iburi Techniques: The Iburi Have access to a separate The range you can move with this feature increases to
list of Jutsu unique to their Clan. You can add these Jutsu 15ft at 11th level and at 18th level, you can use this
to your Jutsu list instead of selecting Jutsu from the feature twice per round, and when you use this feature,
Normal Jutsu list. your AC increases by +1 until the start of your next turn,.
Fire Release Simplicity: When creating or learning Smoke Release: The Iburi clan has a unique talent of
Jutsu with the Fire Release affinity, reduce the time it manifesting Smoke Release, an augmentative release
takes to complete the task by half. This does not stack
that improves the area of effect of fire, and its
with other similar effects.
destructive capabilities. Starting at 7th level, when you
Ashen Resilience: Starting at 1st level, your clan's
unique kekkei genkai grants you the ability to control cast a Jutsu with the Fire Release Keyword, you can give
the smoke within and nearby your body. Whenever affected creatures a -2 penalty to one saving throw
you take knockback, the distance is always halved. against the Jutsu or your Will-O-Wisps feature.
You also add a +1d4 bonus to saving throws against Beginning at 15th level, when you deal Fire damage,
Genjutsu with the Inhale keyword, as your smoke you may force the creature(s) to make a Constitution
body naturally filters out toxins. saving throw, being Blinded until the end of their next
Starting at 3rd level, your body becomes more tolerant turn on a failed save. You have a number of uses of this
to flame. Whenever you take fire damage, you reduce the feature equal to your Intelligence modifier (Min. 1) per
damage taken by -3. At 7th level, your resilience to rest.
fire improves. You gain resistance to fire damage.
Starting at 11th level, you gain immunity to the
Burned condition and you can attempt to end the
Burned condition on an allied creature within 15
feet of you as a bonus action. When you attempt the
Survival skill check to end the Burned condition, you
make your check at advantage.
61
IBURI CLAN JUTSU INCINERATING BURST
Classification: Hijutsu
D-RANK
Rank: D-Rank
Casting Time: 1 Action
Range: Unarmed Range
CHIMNEY DANCE Duration: Instant
Classification: Hijutsu Components: CM, M
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Bonus Action Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release
Range: Self Description: Your body briefly erupts into smoke which
Duration: 1 Minute bursts into fire. You shed 20-feet of bright light and 10
Components: CM, M feet of dim light thereafter. You morph your body into
Cost: 4 Chakra smoke, moving to a space within 5 feet of the target as
Keywords: Hijutsu, Ninjutsu, Fire Release you simultaneously go for a flaming uppercut. Make a
Description: Your feet begin to release small cinders melee Ninjutsu or Taijutsu attack. On a hit, you deal 1d8
which convert the air surrounding them into smoke Fire damage and the creature becomes Burned until the
which you use to propel your movement. For the end of their next turn.
duration, your movement speed increases by 10 feet and If you hit your first attack, you can make a 2nd attack
you gain an additional reaction per round. This reaction against the creature or another creature within range, as
can only be used to take attacks of opportunity. you morph into smoke again, comboing into a spin kick
Creatures provoke attacks of opportunity if they move in from above or a lateral kick. On a hit, you deal 1d8 Fire
or out of 10 feet of you. If you hit with an attack of damage and the creature must make a Strength saving
opportunity, you deal an extra 1d8 of Fire damage. throw against your Ninjutsu or Taijutsu Save DC,
If you are currently receiving the benefits of the Smoke whichever is higher. On a failed save, if you choose to
Form Jutsu, you make attacks of opportunity at perform a spin kick from above, they are knocked prone.
advantage, and the bonus damage increases to a d10. If you choose to make a lateral kick, they are knocked
At Higher Ranks: For each rank you cast this Jutsu back 15 feet.
above D-Rank, increase the cost of this Jutsu by 3. If cast At Higher Ranks: For each rank you cast this Jutsu
to B-Rank or higher, increase the damage by 1d8 and you above C-Rank, increase the damage by 1d8+1. If cast to
can use your movement speed to fly and can hover. If B-Rank, you can perform this Jutsu as a reaction, when
cast to S-Rank, increase the damage by 1d8 and you gain you would take an attack of opportunity, as if you cast
an extra reaction which you can only use to take an this Jutsu at C-Rank.
attack of opportunity.
SULFUR BOMB
FUME SUBSTITUTION Classification: Hijutsu
Classification: Hijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Reaction, which you take when you are Range: 60 feet (15-foot sphere)
targeted by an attack or would take damage from an Duration: Instant
attack that targets you. Components: HS, CM
Range: Self Cost: 5 Chakra
Duration: 1 Round Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Components: CM Description: You generate a large quantity of smoke in
Cost: 5 Chakra your hand and throw it at space within 60 feet,
Keywords: Hijutsu, Ninjutsu, Fire Release generating a 15-foot sphere of smoke. Each creature
Description: You quickly morph your body into smoke to within the sphere must make a Dexterity saving throw,
avoid being struck by an enemy's assault. Increase your taking 3d6 Fire damage and falling prone on a failed
AC by +5 until the end of the current turn. For save, or half as much damage on a success.
each attack that misses you as a result of this Jutsu you The smoke created by this Jutsu persists for 1 minute,
may move to a space within 10 feet of you as a gust of causing creatures within to become heavily obscured for
smoke. This does not provoke attacks of opportunity. as long as they still within, though you can see through
If you are currently receiving the benefits of the the smoke normally. Creatures that end their turns
Smoke Form Hijutsu, you can instead move up to 15 feet within this smoke cloud take 1d10 Necrotic damage
when an attack misses you as a result of this Jutsu, and which cannot be reduced by any means. If the creature
reduce consecutive attack rolls by 1d6+1. remains in the smoke cloud for the entire minute, they
fall Unconscious, unable to breathe.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
the damage by 2d6. If upcast to B-Rank or higher, you
can disperse the leftover smoke as a free action on your
turn, otherwise, the smoke now lasts 10 minutes.
62
C-RANK SMOKE DRAGON
Classification: Hijutsu
CINDER FIELD Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self (90-foot line)
Casting Time: 1 Bonus Action Duration: Instant
Range: Self (15-foot radius) Components: HS, CM
Duration: Concentration, up to 1 Minute Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Cost: 9 Chakra Description: You emit a large amount of fumes and
Keywords: Hijutsu, Ninjutsu, Fire Release gasses from your body and produce a large dragon
Description: You breathe out an enormous quantity of construct in front of you. You send this dragon out in a
smoke from your mouth creating a field of heavy gas all 90-foot long, 5-foot wide line. All creatures within
around you. You do not need to spend chakra to range of your choice must make a Constitution saving
concentrate on this Jutsu. throw, taking 4d8 Fire damage and becoming Dazed
For the duration, a 15-foot radius of smoke surrounds until the end of their next turn on a failed save. You can
you, lightly obscuring you from creatures who cannot choose to end this line early.
see through chakra enhanced smoke. Creatures, other If you are currently receiving the benefits of the Smoke
than you, that enter or start their turn within the field of Form Hijutsu, you can morph your whole body into
smoke take 5 Fire damage, plus an additional 5 Fire smoke and travel with the dragon without expending
damage for every 5 feet they willingly move within this your movement speed.
radius, as the air they breath burns their lungs. This At Higher Ranks: For each rank you cast this Jutsu
damage cannot be reduced by any means. Creatures who above C-Rank, increase the cost by 3, the damage by
possess a breathing apparatus do not take damage from 2d8+2. If upcast to A-Rank, increase the width of the line
walking in this Jutsu’s area of effect. by 5 feet.
B-RANK
Also, when you deal fire damage to creatures within
this radius, you deal an additional die of fire damage,
once per turn, and ignore resistance to fire damage.
This Jutsu ends early if you move more than 90 feet BURNING SWEEP
from your original location. Classification: Hijutsu
Rank: B-Rank
SMOKE AEGIS Casting Time: 1 Action
Classification: Hijutsu Range: Self (25-long, 65-foot wide, 30-foot high cube)
Rank: C-Rank Duration: Instant
Casting Time: 1 Reaction, when another creature you Components: HS, CM
could reach with your movement speed would be hit with Cost: 14 Chakra
an attack or fail a Strength, Dexterity, or Constitution Keywords: Hijutsu, Ninjutsu, Fire Release
saving throw. Description: You aggressively slash the air in front of
Range: Movement Speed you, creating two large pillars far in front of you that
Duration: Instant generate a large gust of wind and ash. You then use
Components: CM, M smoke to levitate into the air, creating two more pillars
Cost: 8 Chakra in front of you at your sides, creating a 25-foot long, 65-
Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release, foot wide, 30-foot high cube.
Clash Creatures caught in the awesome forces of smoke and
Description: You see an ally within range begin to wind within this Jutsu’s range must make a Dexterity
succumb to peril and quickly move to protect them. saving throw, as the pillars return to your arms and you
Select a creature you could reach with your full expel the energy towards them all. Creatures that cannot
movement. be moved make this saving throw at advantage.
You morph your body into smoke and manifest in the Creatures who fail their saving throw against this Jutsu
space your ally was in, your smoke form producing gusts take 9d6 Fire damage and gain 1 rank of Burned.
that push them 5 feet behind you. If this Jutsu was done Creatures who fail their saving throw by 5 or more have
in response to an attack roll, the attack automatically the wind knocked out of them, reducing their movement
hits you and you raise both arms up and form a smoke speed to 0 until the end of their next turn.
barrier with 5d6 temporary hit points. If this Jutsu was If you are currently receiving the benefits of the Smoke
used in response to a failed save, the creature you Form Hijutsu, creatures of Medium size or smaller make
protected no longer suffers the effects of a failed save, this Jutsu’s saving throw at disadvantage, and the
and you roll the saving throw in their place at damage increases by 1 step.
disadvantage, with a +2 bonus to the saving throw result. At Higher Ranks: For each rank you cast this Jutsu
If you reduce the attack’s damage to 0, or succeed the above B-Rank, increase the cost of this Jutsu by 3, and
saving throw, you immediately counter with a melee the damage by 1 step (1d6<1d8<1d10<1d12).
Ninjutsu attack, dealing your unarmed damage in fire
damage and knocking the creature back 15 feet on hit.
If you are currently receiving the benefits of the Smoke
Form Hijutsu, you can move to a creature within double
your movement speed, your barrier gains 5d8+your
Ninjutsu ability modifier in temporary hit points if it is
an attack, or gain a +3 bonus to the saving throw.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3, the
temporary hit points gained by 1 die, or the save bonus
by +1 (Pick one).
63
SMOKE FORM ORBITAL DROP
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Movement Speed (120-Foot sphere)
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM Components: CM, M
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release Keywords: Ninjutsu, Hijutsu, Fire Release
Description: You turn yourself and your clothes into Description: As part of the requirements for casting this
smoke for the duration of this jutsu. You still appear Jutsu, you must be benefitting from the Smoke Form
mostly the same, however, smoke continues to perspire Hijutsu. You move up to your movement speed at a space
off your body and fall to the ground beneath you, like a within range and send yourself high into the air with a
reservoir. When you move, your body quickly burst of smoke. Your body splits into 3 pillars of smoke
shifts into smoke. For the duration of this jutsu, you do that rise tangent to each other 200 feet into the air. As
not provoke attacks of opportunity when you move, and the smoke pillars rise, they are set on fire from the
are able to pass through small gaps and cracks, friction in the air. These pillars merge and reform into
large enough for air to get through. You are also immune your body, and you begin hurling back down to earth like
to fall damage. a missile.
Your weapon attacks deal an additional die of fire As you hit the ground, you create a massive explosion,
damage, once per turn, and you gain immunity to fire annihilating creatures within a 120-foot sphere. Each
damage, whilst also gaining vulnerability to Wind creature within range must make a Dexterity saving
damage. throw, taking 10d10 Fire damage, gaining 3 ranks of
Your AC increases by +1, and the Iburi Clan hijutsu you Burned, and becoming Blinded until the end of their next
cast other than this one have their cost reduced by 2 turn on a failed save. On a successful save, creatures take
(Min. 1). half damage and gain only 1 rank of Burned. If a creature
possesses any ranks of Burned prior to being affected by
A-RANK this Jutsu, this Jutsu ignores any resistances and
immunities to Fire damage the creature may have.
BODY OXIDATION TECHNIQUE The area this Jutsu effects permanently becomes
difficult terrain, and as this Jutsu concludes, your Smoke
Classification: Hijutsu
Form Jutsu automatically ends.
Rank: A-Rank
Casting Time: 1 Full Turn Action
Range: 30 feet
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: Special (18 Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Fire Release
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.
64
L ATENT I BURI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Ashen Resilience I 1 Beginning at 3rd level, you halve all knockback you receive and reduce all fire damage you receive by -
3.
Latent Ashen Resilience 3 (You must have Latent Ashen Resilience I) Beginning at 11th level, instead of reducing fire damage you
II receive by -3, you gain resistance to fire damage. A number of times equal to your proficiency bonus
per long rest, you can add a 1d6 to saving throws against Genjutsu with the Inhale keyword.
Latent Will-O-Wisps I 2 Beginning at 3rd level, when you target a creature with a Jutsu with the Fire Release keyword that
requires an attack roll, you can cause the flames and smoke of your Jutsu to spread towards all
creatures within 5 feet of the original creature, excluding you and the target. All creatures within range
must succeed a Dexterity saving throw against your Jutsu’s Save DC or take half damage. You can use
this feature twice per long rest.
Latent Will-O-Wisps II 4 (You must have Latent Will-O-Wisps I) Beginning at 15th level, the range of this feature increases to 10
feet, and you gain an additional two uses. Additionally, you regain your uses of this feature on a short
rest, instead of a long rest.
Latent Smoke Aberration 1 Beginning at 7th level, as a bonus action after casting a Jutsu with the Fire Release keyword, you can
I morph yourself to smoke and move to a space within 10 feet without provoking an attack of
opportunity. You can also spend 5 chakra after casting a Jutsu with the Fire Release keyword to use
this feature without spending a bonus action. You can benefit from this feature once per round.
Latent Smoke Aberration 4 (You must have Latent Smoke Aberration I) Beginning at 18th level, when you use this feature, your AC
II increases by +1 until the start of your next turn.
Latent Smoke Release I 3 Beginning at 7th level, when you cast a Jutsu with the Fire Release keyword, you can change the
damage type to fire, and impose a -2 penalty on the first saving throw one affected creature makes
against your Jutsu or your Will-O-Wisps feature, if you have it.
Latent Savage Attack II 3 (You must have Latent Savage Attack I) Beginning at 11th level, when either yourself or your Nin-Dog
scores a critical hit, you deal an additional die of damage.
Latent Smoke Release II 4 (You must have Latent Smoke Release I) Beginning at 15th level, twice per rest, when you cast a Jutsu
with the Fire Release keyword, you force all affected creatures to make a Constitution saving throw,
being Blinded on a failed save.
D-Rank Hijutsu 2 (You must have Latent Beast Master I) You gain the ability to learn D-Rank Iburi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Inuzuka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Inuzuka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Inuzuka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Inuzuka Clan as a Prerequisite
65
IBURI CLAN FEATS ASH AND DUST
Category: Clan
WEAPONIZED FUMES Prerequisite: Iburi Clan, Level 8+
Category: Clan The flames you generate leave behind a myriad of ash
Prerequisite: Iburi Clan and dust within their wake. You gain the following
You have become so adept at manipulating smoke that benefits;
you are able to formulate the particles necessary in the • When you succeed in a clash with an Iburi Clan Jutsu,
air to create a weapon without spending much, if any, the losing creature becomes blinded until the end of
chakra. You gain the following benefits; their next turn.
• You gain a special natural weapon known as Smoke • When you are within 15 feet of a source of fire, as an
Shot. This weapon counts a ranged weapon. This Action you can siphon the smoke from the flames to
weapon uses your Ninjutsu attack bonus and has a refuel your energy, like adding kindling to a fire. You
range of (30/60). On a hit, you deal 1dX fire damage, expend and roll a number of Chakra Die equal to half
where X is equal to double your Intelligence modifier your proficiency bonus, gaining back chakra equal to
(Min. 1d4 / Max. 1d12). the result. If the fire you use this ability on does not
• Select a damage type between Bludgeoning, Slashing, come from a Jutsu based source, you add your
and Piercing. Your Smoke Shot weapon's damage now Intelligence and Constitution modifier to the result.
counts as the damage type you chose for the purpose The fire is immediately extinguished. You cannot use
of casting Bukijutsu that require a ranged weapon of a this ability if the fire exists on a hostile creature, and
specific damage type. can absorb smoke this way once per long rest.
• If you have the Smoke Shot natural weapon, it gains an
additional die of damage, and its range becomes
(60/120).
REBELLIOUS CINDERS
Category: Clan
Prerequisite: Iburi Clan, Level 12+
The destructive nature of your Will-O-Wisp improves,
allowing you to broaden the type of jutsu that can benefit
from this ability. You gain the following benefits;
• You can now use your Will-O-Wisp feature on Fire
Release Jutsu that require a saving throw. If the Jutsu
targets creatures, you may target an additional
creature. If the Jutsu affects creatures within a certain
radius, you may increase the radius of creature's
affected by 5 feet.
• When you would use your Will-O-Wisp feature on a
Fire Release Jutsu that requires an attack roll, the
radius of creatures affected increases by 5 feet and you
can now choose which creatures are affected.
• Creatures that fail the saving throw against your Will-
O-Wisp feature now take the full damage that the
original target would've taken.
66
INUZUKA CLAN Choose between one of the following breeds. Your
Nin-Dog gains the chosen features;
THE MOST LOYAL • Young Inuit: A breed known for its hunting skill. This
Nin-Dog gains the following;
The Inuzuka Clan or Inuzuka Family is a family of
o Proficiency in Investigation and Stealth.
shinobi in Konoha known for their use of ninja-dogs as
o +10 increase to their speed and ignores difficult
fighting companions and are easily identified by the
terrain.
distinctive red fang markings on their cheeks. The
o This breed can either Dash or Disengage at no action
members are given their own canine partner(s) when
cost, once per round as part of one of their commands.
they reach a certain age. Thereafter, the shinobi and
o Beginning at 11th level, your Nin-Dog gains the
their dog(s) are practically inseparable. The shinobi and
benefits of your Wild Sense feature.
canine allies fight using Cooperation Ninjutsu, which • Young Kugsha: A breed known for its combat skill. This
takes advantage of their teamwork and their sharp claws
Nin-Dog gains the following;
and teeth. The clan members are also able to
o Proficiency in Acrobatics and Martial Arts.
communicate with canines. The members of this clan,
o Multiattack: You can make up to two attacks using
much like their canine partners, have greatly enhanced
your Bite. Bite attacks add your Dexterity to damage
senses, especially their sense of smell.
rolls once per turn.
67
Savage Attack: Beginning at 3rd level, you and your
Nin-Dog carry the savage fighting spirit of the Inuzuka.
When you and your Nin-Dog are on opposite sides of a
creature, the first attack roll either of you make is at
advantage, once per turn.
Starting at 7th level, when either you or your Nin-Dog
scores a critical hit, you deal an additional die of damage.
If this critical hit was scored with an Inuzuka Clan Jutsu,
you can deal two additional dice of damage.
Beginning at 15th level, when either you or your Nin-
Dog damage a bloodied (Under 50% hit points) creature
with an unarmed strike, weapon attack, or Inuzuka clan
Jutsu, you increase the damage die by 1 step.
Bestial Fury: Beginning at 11th level, you gain expertise on
initiative checks. When you would roll for initiative, you or
your Nin-Dog can cast an Inuzuka Clan Jutsu as part of
rolling for initiative, ignoring the Jutsu’s listed casting time,
but only one of you can do this. The Jutsu cast cannot target
an allied or hostile creature aside from you or your Nin-Dog.
Finally at 15th level, when either you or your Nin-Dog casts
an Inuzuka Clan Jutsu and the other has not acted, the other
can use their reaction to cast the same Inuzuka clan Jutsu
targeting the same creature.
68
INUZUKA CLAN JUTSU FOUR LEGS TECHNIQUE
Classification: Hijutsu
D-RANK:
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
BEAST-HUMAN CLONE Duration: 1 Minute
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Bonus Action Keywords: Hijutsu, Ninjutsu
Range: Self Description: You gain the ability to move like a dog. For the
Duration: 10 minutes duration of this Jutsu, increase you and your Nin-Dogs
Movement speed by +10. Additionally, for the duration of
Components: HS, CM
this Jutsu, you can dash as a bonus action, and when you
Cost: 3 Chakra
take the dash action, your Nin-Dog also gains the benefits
Keywords: Hijutsu, Ninjutsu of the dash action.
Description: Your Nin-Dog uses the transformation
technique, transforming to look exactly like you with TUNNELING FANG
notable differences. They still need to be on all fours and Classification: Hijutsu
they cannot talk, so they make poor replacements for Rank: D-Rank
infiltration. Casting Time: 1 Action
While in this form, when your Nin-Dog is within 15 Feet Range: 30 Feet
of you and either of you are the target of an attack, as a Duration: Instant
Reaction the non-targeted creature may become the target Components: CM, M
of the attack instead. Cost: 5 Chakra
At Higher Ranks: For each rank you cast this Jutsu above Keywords: Hijutsu, Taijutsu, Clash
D-Rank, increase the cost of this Jutsu by 3. If this Jutsu is Description: As part of the requirements of this Jutsu you
cast at B-Rank, while you are within 15 feet of your Nin- must have the “Four Legs Technique” active or your Nin-
Dog, if you cast an Inuzuka Clan Hijutsu that has a casting Dog must have “Beast-Human Clone” active. You or your
time of “1 Action, 1 Bonus Action”, you can choose to only Nin-dog begin to spin at an accelerated rate attempting a
spend 1 action. If you do, both you and your Nin-Dog cast spiraling body slam. Move up to 30 feet into an adjacent
the Jutsu simultaneously, attempting to target the same space next to the target creature and make a Melee Taijutsu
creature. attack against it. On a hit, you deal 2d6 Slashing and 2d6
Bludgeoning damage.
DYNAMIC MARKING At Higher Ranks: For each rank you cast this Jutsu
Classification: Hijutsu above D-Rank, increase the cost of this Jutsu by 3 and
Rank: D-Rank damage by 1d6 for each damage type.
Casting Time: 1 Action
Range: (Nin-Dog) 10 Foot radius
Duration: 10 Minutes
Components: M
Cost: 4 Chakra
Keywords: Hijutsu, Taijutsu, Sensory
Description: Your Nin-Dog leaps into the air, and spins
while releasing chakra charged urine over the area.
Creatures in a 10-foot radius centered on the Nin-Dog are
covered in the Urine. Affected creatures exude a faint but
obvious stench that can be tracked by you or your Nin-Dog.
For the duration, you & your nin-dog have blindsight when
searching for or attacking creatures affected by this Jutsu.
When you make a Wisdom (Perception) check to find an
affected creature, you gain advantage on the roll. Also,
when you or your Nin-Dog make an Attack using an
Inuzuka clan Jutsu against an affected creature, roll a 1d6,
adding the result to your attack roll.
69
C-RANK: IRON FANGS
Classification: Hijutsu
FANG OVER FANG Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: C-Rank Range: Self
Casting Time: Special Duration: 1 minute
Range: 30 Feet Components: HS
Duration: Instant Cost: 6 Chakra
Components: CM, M Keywords: Hijutsu, Ninjutsu
Cost: 9 Chakra Description: You or your Nin-dog focus chakra into your
Keywords: Hijutsu, Taijutsu, Clash nails, enhancing their sharpness and hardness, making your
Description: As part of the requirements of this Jutsu you unarmed strikes and Taijutsu much more effective. For the
must have the “Four Legs Technique” active and your Nin- duration, your unarmed damage becomes 4d4 Slashing
Dog must have “Beast-Human Clone” active. You or your damage. You cannot add your ability modifier to Damage
Nin-Dog begin to spin at an accelerated rate, chasing down rolls. You cannot add your ability modifier to unarmed
enemies and performing a spiraling body slam in rapid damage while gaining the benefit of this Jutsu.
succession. When you cast this Jutsu, you may spend one At Higher Ranks: For each rank you cast this Jutsu above C-
Action, one Bonus Action, or both, gaining the following Rank, increase the cost of this Jutsu by 3 and damage by 1d4.
effects;
• Action: Make a Melee Taijutsu attack against a target B-RANK:
creature in range. On a hit, you deal 3d6 Slashing
Damage and 3d6 Bludgeoning damage. DOUBLE HEADED WOLF
• Bonus Action: you command your Nin-Dog to attack. Classification: Hijutsu
Your Nin-Dog makes a melee Taijutsu attack, dealing Rank: B-Rank
2d4 Slashing Damage and 2d4 Bludgeoning Damage Casting Time: 1 Bonus Action
on a hit. Range: Self
If both Attacks hit the same creature, the target creature Duration: Concentration, up to 1 Minute
must make a Constitution save vs your Taijutsu save DC, Components: HS, CM
falling Prone on a failed save. Cost: 14 Chakra
At Higher Ranks: For each rank you cast this Jutsu above Keywords: Hijutsu, Ninjutsu
C-Rank, increase the cost of this Jutsu by 3, both damage Description: As part of the requirements of this Jutsu you
types dealt with an Action by 1d6, and both damage types must be in direct contact with your Nin-Dog.
dealt with a Bonus Action by 1d4. You perform the Inuzuka Clans Secret Transformation
Technique. You and your Nin-Dog fuse together,
FANG TEARING FANG transforming you both into a Large Creature with 2 Heads,
Classification: Hijutsu combining your senses and strengths. You cannot lose
Rank: C-Rank concentration on this Jutsu as a result of damage. You do not
Casting Time: 1 Action pay chakra to maintain this Jutsu. For the duration of this
Range: Unarmed Range Jutsu, you gain the following effects;
Duration: Instant • Increase your Strength, Dexterity, Constitution and
Components: M Wisdom Ability scores by +4.
Cost: 6 Chakra • You are now a Large creature.
Keywords: Hijutsu, Taijutsu, Clash • You can no longer perform hand seals, but you may
Description: As part of the requirements of this Jutsu you ignore the HS requirement of Inuzuka Clan Hijutsu that
must have the “Four Legs Technique” active. As part of the you cast.
activation of this Jutsu, make Two Melee Taijutsu attacks • You gain 10d10 Temporary Hit Points. When these
against a target creature in range. On a Hit you deal 2d6 + Temporary Hit Points are reduced to 0, this Jutsu ends.
Unarmed Damage. If you hit with both attacks, the target • You gain all of your Nin-Dogs senses, skill proficiencies,
creature must succeed a Constitution saving throw, being Traits, and Attack Actions, but you cannot command
knocked prone. them for the duration of this Jutsu.
As a part of casting this Jutsu, you may command your • Inuzuka Clan Jutsu you cast while in this form cost have
Nin-Dog as a free action. their cost reduced by half and add your Strength and
At Higher Ranks: For each rank you cast this Jutsu above C- Dexterity Modifier to damage rolls if they don’t already.
Rank, increase the cost of this Jutsu by 3 and increase damage • Increase your Speed by 30 feet.
by 2d6. • You gain Resistance to Slashing,
Piercing, and Bludgeoning damage.
70
FANG WOLF FANG A-RANK:
Classification: Hijutsu
Rank: B-Rank TAIL CHASING FANG
Casting Time: 1 Action Classification: Hijutsu
Range: 120 Feet Rank: A-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: 120 Feet
Cost: 14 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu Components: M
Description: As part of the requirements of this Jutsu, you Cost: 15 Chakra
must have the Double Headed Wolf Inuzuka Clan Jutsu active. Keywords: Hijutsu, Taijutsu
You perform a much more devastating variation of the Description: As part of the requirements of this Jutsu, you
Tunneling Fang as a Double Headed Wolf, tearing into your must have the “Double Headed Wolf” Inuzuka Jutsu active.
target and ripping them apart. Make a Melee Taijutsu attack, An ultra-violent variation on the Fang Wolf Fang Technique
dealing 5d6 Slashing & 5d6 Piercing damage. where you curl into a ball and roll at a ferocious speed
At Higher Ranks: For each rank you cast this Jutsu above B- towards an enemy as if chasing after your own tail. Move up
Rank, increase the cost of this Jutsu by 3 and damage by 2d6 to 120 feet in any direction, being able to turn or change
for each damage type. direction. At the end of your movement, all creatures in the
path of your movement must succeed a Dexterity saving
throw against your Taijutsu Save DC, taking 7d8 Slashing &
7d8 Piercing damage on a failed save, or half as much on a
successful one.
At Higher Ranks: For each rank you cast this Jutsu
above A-Rank, increase the cost of this Jutsu by 3 and
damage by 2d8 for each damage type.
71
L ATENT I NUZUKA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Beast Master I 2 Your Nin-dog begins to learn to grow along side you. Your Nin dog is always treated as being half your
level. Additionally, each time it gains a level, it gains bonus maximum hit points equal half your
proficiency bonus.
Latent Beast Master II 2 (You must have Latent Beast Master I) Your Nin-dog begins to grow accustomed to growing along-side
you. When your Nin-Dog would reach levels 4, 6 and 8, they gain a +2 bonus to one of their ability
scores or +1 to two ability scores.
Latent Beast Master III 3 (You must have Latent Beast Master II) Your Nin-dog begins to grow at an accelerated pace, growing
along-side you. When your Nin-Dog would reach levels 5 they can select one C-Rank Dog/Wolf Summon
tribe feature. When they would reach level 7, they can select one B-Rank Dog/Wolf Summon tribe
feature.
Latent Beast Master IV 3 (You must have Latent Beast Master III) Beginning at 18th level, you and your Nin-Dog have bonded in
such a way, where there is no need to verbally communicate. It continues to act on your turn as
normal, but no longer requires a bonus action to command.
Latent Wild Sense I 2 Beginning at 7th level, you have learned to imitate a Nin-Dogs sensory abilities. You gain a +1 bonus to
perception checks based on smell.
Latent Wild Sense II 3 (You must have Latent Wild Sense I) Beginning at 11th level, your bonus to perception checks based on
smell becomes +2.
Latent Savage Attack I 2 Beginning at 7th level, when you and your Nin-Dog are on opposite sides of a creature, the first attack
either of you makes each turn is at advantage.
Latent Savage Attack II 3 (You must have Latent Savage Attack I) Beginning at 11th level, when either yourself or your Nin-Dog
scores a critical hit, you deal an additional die of damage.
Latent Savage Attack III 3 (You must have Latent Savage Attack II) Beginning at 18th level, when either yourself or your Nin-Dog
deals damage to a creature under 50% of its maximum hit points, with an unarmed attack, weapon
attack or Inuzuka clan Hijutsu, increase the damage die by 1 step.
Latent Bestial Fury 2 Beginning at 11th level, you gain a +2 bonus to initiative checks.
D-Rank Hijutsu 2 (You must have Latent Beast Master I) You gain the ability to learn D-Rank Inuzuka Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Inuzuka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Inuzuka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Inuzuka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Inuzuka Clan as a Prerequisite
SPECIALIZED TRAINING
Category: Clan
Prerequisite: Inuzuka Clan, Level 8+
Your Nin-Dog has gone through intense training with
the clan, returning to you to show you the results;
• Your Nin-Dog gains a feat. This feat must be from the
General, Chakra, Critical, or Taijutsu category (Except
Taijutsu Archivist)
WEAPONIZED NIN-DOG
Category: Clan
Prerequisite: Inuzuka Clan
INUZUKA CLAN FEATS Your Nin-Dog has passed specialized training that
allows them to use conventional weaponry. They gain
NIN-DOG TRAINING the following benefits.
Category: Clan • Increase your Nin-Dog’s Strength or Dexterity score by 1,
Prerequisite: Inuzuka Clan to a maximum of 20.
You Train with your Nin-Dog enhancing its potential • Your Nin-Dog gains Proficiency in simple and martial
and allowing it to last longer in a fight, you gain the melee weapons, in addition, its mouth counts as a hand
following benefits: for the purpose of holding weapons. A nin-dog can't use
• Increase one of your Nin-Dogs ability scores by 1, to a his bite attack while holding a weapon this way.
• Your Nin-Dog learns up to two Bukijutsu following your
maximum of 20.
• Your Nin-Dog's Hit Point and Chakra Point maximum Maximum rank known limitations. You and your dog can
increases by your level. spend 1 week of Downtime switching these Jutsu with
• Whenever you gain a level thereafter, its hit points and another.
chakra point maximum increases by +1.
72
JITON Magnetic Mark: Using their abilities often, Jiton clan
members develop a natural magnetic field that they can
A MAGNETIC PERSONALITY
use offensively or defensively. Beginning at 3rd level,
when you would affect another creature with any of your
The Jiton Clan is a clan that hails proudly from the Land Jiton clan Hijutsu, you mark that creature until the end
of Wind. Every Kazekage has held this Nature Release of your next turn. While the creature is marked by you,
and it have brough about an era of prosperity and peace you always know their location, and the creature cannot
within the Land of Wind. Using Jiton, or Magnet release, benefit from being hidden from you. While the marked
a user is usually seen as an extremely oppressive creature is within 60 feet of you, if an allied creature
opponent able to fight without lifting a finger a lot of misses it with an attack made with a metal weapon, or
time due to this clan using their Jutsu almost entirely the target succeeds on a saving throw against any Jiton
through Chakra control with only a few of their clan Hijutsu, you can spend 5 chakra to allow the
techniques requiring the chakra focusing of handsigns to creature to reroll the attack roll, or force the target to
enable. reroll their saving throw. You can only do this once per
round.
JITON TRAITS At 7th level, if a marked creature hits you or a creature
Ability Score Increase: +2 to any ability score, + 1 to any you can see within 5 feet of you with an attack, you can
other (Recommended: +2 Intelligence, +1 Constitution) spend 5 chakra to roll 1d6, adding the number rolled to
Speed: Your base walking speed is 30 feet. the target's AC against the triggering attack. If the attack
Skill Proficiencies: Ninjutsu, Survival. still hits, the target gains resistance to the triggering
Magnet Release Affinity: You begin with either Earth or attack's damage. You can use this once per turn. At 15th
Wind Release Affinity. (Pick one) level, when you use this ability, you can instead roll 2d6
and add it to the target's AC.
JITON FEATURES Ultimate Defense: Also at 3rd level, your defenses are
Magnet Techniques: The Jiton Clan has access to a nearly impenetrable. When you are targeted by an attack
separate list of Jutsu unique to their Clan. You can add or forced to make a Constitution saving throw, you can
these Jutsu to your Jutsu list instead of selecting Jutsu spend 3 chakra as a Reaction to gain +3 AC and +3 to
from the Normal Jutsu list(s). They do not need both Constitution saving throws until the end of the current
Nature Releases to use their Clan Jutsu. turn. You have an amount of additional reactions equal
Dust Layer: Beginning at 1st level, the first time each to half your proficiency bonus per long rest which you
turn you deal Earth damage with a Hijutsu you cast, it can only use on this feature. Beginning at 18 th level, these
coats the target in a thin layer of dust. Until the end of bonuses increase to +5.
your next turn, affected creatures subtract 1 from saving
throws they make against Jutsu with the Earth Release
keyword until the end of your next turn. If you would
apply this effect to a creature that is already affected, the
duration of the effect extends until the end of your next
turn if the effect would end earlier. Beginning at 11th
level, this penalty can stack up to 2 times. At 18th level
this penalty can stack up to 3 times.
Dust Blast: Also at 1st level, you gain the ability to
attack foes with your dust. You gain a Dust Blast attack,
which deals 1d6 damage and has a range of 30ft. You use
your Intelligence modifier for Dust Blast attack and
damage rolls. The damage die increases to 1d8 at level 7
and 1d10 at level 11.
Magnet Release: The Jiton clan has a unique talent for
manifesting Magnet Release due to their close affinity to
both Earth and Wind Release. Beginning at 7th level you
gain the second Nature release you didn’t select from
Magnet Release Affinity clan trait. Also, at 7th level, when
casting a Jutsu with either Earth or Wind Release
keywords, you can change the damage type to earth and
increase the damage die by 1 step, up to a maximum of
D12. (D4>D6>D8>D10>D12). At 15th level when you deal
Earth damage, increase the damage by your Constitution
Modifier.
73
JITON CLAN JUTSU MAGNET RELEASE: DUST COAT
Classification: Hijutsu
74
MAGNET RELEASE: DUST SHIELD C-RANK
Classification: Hijutsu
Rank: D-Rank MAGNET RELEASE: DUST SUSPENSION
Casting Time: 1 Bonus Action or 1 Reaction, which you Classification: Hijutsu
take when you or an allied creature would take damage. Rank: C-Rank
Range: Special Casting Time: 1 Action
Duration: Special Range: Self
Components: HS, CM Duration: Concentration, up to 10 minutes
Cost: 5 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Cost: 9 Chakra
Release. Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Description: You draw dust particles around yourself of Description: You create a platform of your dust that you
your description to create a wall made entirely of the suspend into the air which you use to grant yourself a fly
substance of choice. This wall protects you from damage speed of 45 feet.
and can even protect other willing creatures. At Higher Ranks: For each rank you cast this Jutsu above
As a Bonus Action, you can manifest this dust shield C-Rank, increase the cost of this Jutsu by 3, and the number
surrounding either yourself or another willing creature of creatures you can target by +2. You can target an ally
within 30 feet of you. If the affected creature moves from within 60 feet of you. You create additional platforms for
its current space at all, this Jutsu ends. While active, a each ally you select. The allied creatures you selected gain a
creature gains a Dust Shield. This Dust shield protects fly speed of 45. You can target allied creatures under the
them from all attacks, from any direction. This Dust effects of this Jutsu with your Ultimate Defense feature
shield has a total of 2d10 + 5 Hit points and remains until when you see them becoming the target of an attack or
dispelled, the creature moves out of its current space, or being forced to make a Constitution saving throw.
the Dust shields hit points are reduced to 0.
Alternatively, as a reaction when you or an allied
creature within 30 feet of you, would take damage, and
neither of you are already under the effect of this Jutsu,
you can protect them or yourself. The protected creature
gains a Dust Shield that has 2d10 + 5 Hit points and lasts
until the end of the current turn.
Regardless of how you cast this Jutsu, the Dust shield
created by this Jutsu has resistance to Cold, Fire and
Earth damage, but Vulnerability to Lightning damage.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
the Dust Shield Hit points by 15. When you cast this Jutsu
a B-Rank or higher, the affected creature cannot be
moved by any means if you don’t want them to be, while
gaining the benefits of this Jutsu.
75
MAGNET RELEASE: MAGNET WAVE MAGNET RELEASE: SAND BURIAL
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15 feet) Range: 90 feet (20-foot radius)
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 8 Chakra Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Release. Description: Using your sand, you weaken the earth beneath
Description: You form a mass of dust particles of your your foes. Select a point within range. The ground in a 20-
description (Gold, Iron, Sand, Salt, Gravel) and release it foot radius centered on that point begins to fall apart as
from your current position. Creatures of your choice your sand erodes the last of the earth. All creatures within
within range, must make a Constitution saving throw, the radius must make a Dexterity saving throw, being
taking 4d10 Earth damage on a failed save, or half as dragged 30 feet underground, restrained, and taking 4d10
much on a success. Earth damage on a failed saving throw. Creatures take an
You leave small particles of dust on Creatures that fail this additional 4d10 Earth damage at the beginning of each of
saving throw for the next minute. As bonus action you can their turns they spend underground.
turn the left-over particles on a creature into a tentacle, Creatures that have been dragged underground may make
whip, or arm that attempts to throw the target creature in a Strength saving throw at the beginning of each of their
any direction of your choice within 60 feet. When you would turns, or as an Action on their turn to rise 30 feet up to the
attempt to throw the creature, they must make a Strength surface on a successful saving throw.
saving throw. On a successful save, they remove all of your If at any point you stop concentrating on this jutsu,
dust from their person. On a failed save, they are knocked creatures only take 2d10 earth damage at the beginning of
back 60 feet in any direction of your choice. If their each turn they spend underground and have advantage on
movement would be stopped by a structure or object they saving throws to return to the surface.
take falling damage as if they fell the full distance they were At Higher Ranks: For each rank you cast this Jutsu above
knocked back. C-Rank, increase the cost of this Jutsu by 3,the damage by
At Higher Ranks: For each rank you cast this Jutsu above 1d8, and the distance you drag a creature down by 10 feet. If
C-Rank, increase the cost of this Jutsu by 3 and increase the this Jutsu is cast at A-Rank or Higher, it gains a new
damage by 2d10 and the distance you can move a creature by duration of Concentration, up to 10 minutes.
10 feet.
76
B-RANK MAGNET RELEASE: IMPERIAL DUST
FUNERAL
MAGNET RELEASE: MAGNETIC DUST FIST Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 300 feet
Range: 120 feet Duration: Concentration, up to 5 rounds
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 14 Chakra
Cost: 13 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Release.
Description: You create a large hand of dust particles of your Description: Using your magnetism, you summon a wall of
description (Gold, Iron, Sand, Salt, Gravel) in an unoccupied dust particles of your description (Gold, Iron, Sand, Salt,
space you can see within range. The hand lasts for the Jutsu's Gravel) into existence at a point you choose within range.
duration, and it moves at your command, mimicking the You can make the wall up to 250 feet long. 250 feet high, and
movements of your own hand. 50 feet thick. The wall lasts for the duration.
The hand is an object that has AC 20 and hit points equal to When the wall appears, each creature within its area must
your half your hit point maximum. If it drops to 0 hit points, make a Strength saving throw. On a failed save, a creature
the Jutsu ends. It has a Strength of 26 (+8) and a Dexterity of takes 5d8 Earth damage, or half as much damage on a
10 (+0). The hand doesn't fill its space. The hand uses your successful save. At the start of each of your turns after the
Intelligence saving throw bonus for all saving throws it wall appears, the wall, along with any creatures in it, moves
would make. The hand cannot be the target of any Genjutsu. 50 feet away from you. Any Huge or smaller creature inside
When you cast this Jutsu, and as a bonus action on your the wall or whose space the wall enters when it moves must
subsequent turns, you can move the hand up to 60 feet and succeed on a Strength saving throw or take 4d8 Earth
perform one of the following effects; damage. A creature can take this damage only once per
Clenched Fist: The hand strikes one creature or object round. At the end of the turn, the wall's height is reduced by
within 5 feet of it. Make a melee ninjutsu attack against the 50 feet, and the damage creatures take from the Jutsu on
target as if you were within melee range. On a hit, the target subsequent rounds is reduced by 1d8. When the wall reaches
takes 5d8 Earth damage. 0 feet in height, the Jutsu ends.
Forceful Hand: The hand attempts to knockback a creature A creature caught in the wall can attempt to move within
within 5 feet of it in a direction you choose. The hand forces it. Because of the force of the wave, the creature must make
the target creature to make a Strength saving throw against a successful Strength (Athletics) check against your
your Ninjutsu save DC. On a failed save the target creature is ninjutsu save DC in order to move at all. If it fails the check,
knocked back 30 feet. If their movement would be stopped by it can't move. On a success, they may treat the wall as
a structure or object, they take falling damage as if they fell difficult terrain until the end of their turn. A creature that
the full distance they were knocked back. moves out of the area falls to the ground.
Grasping Hand: The hand attempts to grapple a Huge or
smaller creature within 5 feet of it. While the hand is
grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes Bludgeoning
damage equal to 4d6 + your ninjutsu ability modifier.
Interposing Hand: The hand interposes itself between you
and all danger. The hand must be within 5 feet of you to take
this action. Until the beginning of your next turn, the hand
increases your AC by +2. Additionally, until the beginning of
your next turn, your hand protects you from AOEs, you
cannot be affected by any effect or Jutsu that also affects your
hand.
At Higher Ranks: For each rank you cast this Jutsu above
B-Rank, increase the cost of this Jutsu by 4, and the damage
of clenched fist by 2d8, the damage of grasping hand by 2d6,
the knockback of Forceful hand by 10 feet, and the AC bonus
from interposing hand by +1.
77
A-RANK
MAGNET RELEASE: DUST PARTICLE WORLD
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 150 feet (40-foot radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Description: You create two masses of dust particles of your
description (Gold, Iron, Sand, Salt, Gravel) of opposing
magnetic fields, and then merge them together, repelling
the particles across a 40-foot radius sphere centered on a
point you choose within range. The particles then come
together, forming massive arrays of spikes that branch off
irregularly, making the spikes nearly impossible to evade,
and the area very difficult to see through. For the duration,
the Jutsu's area is difficult terrain. Creatures attempting to
see through the area have disadvantage on Perception
checks that rely on sight.
Hostile creatures that enter the area or begin their turn
within the radius must make a Constitution saving throw,
taking 10d10 Earth damage and having their movement
speed reduced by 20 feet on a failed save or half as much
damage on a successful saving.
If a creature fails this saving throw three times in a row,
they gain the Paralyzed condition as long as they remain in
the radius of the Jutsu.
78
L ATENT J ITON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Dust Blast 2 You gain the ability to attack foes with your dust. You gain a Dust Blast attack, which deals 1d6
damage and has a range of 30ft. You use your Intelligence modifier for Dust Blast attack and damage
rolls.
Latent Dust Layer I 2 Beginning at 3rd level, the first time each turn you deal earth damage with a Jiton Hijutsu you cast, the
affected creature suffers a -1 penalty to skill checks until the end of your next turn. This penalty does
not stack.
Latent Dust Layer II 3 (You must have Latent Dust Layer I) Beginning at 7th level, the penalty now applies to Dexterity saving
throws.
Latent Dust Layer III 4 (You must have Latent Dust Layer II) Beginning at 15th level, the penalty now stacks up to 2 times and
each application resets its duration.
Latent Ultimate Defense I 4 Beginning at 7th level, when you are targeted by an attack or forced to make a Constitution saving
throw, you can spend 3 chakra as a Reaction to gain +3 AC and +3 to Constitution saving throws until
the end of the current turn.
Latent Ultimate Defense II 5 (You must have Latent Ultimate Defense I) You gain two additional reactions per long rest, which can
only be used on the effect of Latent Ultimate Defense I
Latent Magnetic Mark I 2 (You must have D-Rank Hijutsu) Beginning at 11th level, when you would deal damage or affected a
hostile with a Jiton Hijutsu, that creature is marked until the end of your next turn. You are always
aware of a marked creatures location and they cannot benefit from being hidden from you.
Latent Magnetic Mark II 3 (You must have Latent Magnetic Mark I) Beginning at 15th level, If a marked creature hits you or a
creature you can see within 5 feet of you with an attack, you can spend 10 chakra, reducing the
targets attack result by -3.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Jiton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Jiton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Jiton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Jiton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Jiton Clan as a Prerequisite
79
KAGUYA Battle Hungry: The Kaguya clan are known for their
KAGUYA FEATURES
Bukijutsu Simplicity: Starting at 1 st level, when
creating or learning Jutsu with the Bukijutsu keyword,
reduce the time it takes to learn it by half. This reduction
does not stack with other similar effects.
Dead Bone Pulse: The Kaguya clan possess the
Shikotsumyaku (Dead Bone Pulse) blood line trait
allowing them to manipulate their bone structure. The
Kaguya 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.
Bone Weapons: The Kaguya clan are known for their
amazing Taijutsu prowess and can use their ability to
manipulate their bone structures to create weapons. All
bone weapons have the light and Finesse properties to
you and use the damage die of the weapon they are
imitating. You are proficient with all weapons you create
with this feature. Beginning at 1 st Level, as a bonus
action, you can eject some of your bones from your body
to create a Bone weapon. You can create any melee
simple weapon you have seen before. At 7th level, you
have mastered your bone structure manipulation and
can create far more complex weapons. You can create
any melee weapon of your choice.
Shikotsumyaku Stance: The Shikotsumyaku Stance is
the primary fighting style for the Kaguya clan. Starting
extremely early, the Kaguya train their young ruthlessly
teaching them the most effective fighting styles to
utilize their unique physiology.
Beginning at 1st Level, you can use Dexterity in place
of Strength for attack and damage rolls made using bone
weapons. Additionally, you may use Dexterity in place of
Strength for your Taijutsu ability modifier. Also, when
you make a weapon attack using a bone weapon, you
may make an additional weapon attack with the same
bone weapon as a bonus action.
Beginning at 7th level when you make a Taijutsu
attack with a Kaguya Clan Bukijutsu, your AC increases
by +1 for each hostile creature within 10 feet of you, up to
a maximum of +5 until the beginning of your next turn.
Beginning at 11th level, when you are targeted with an
attack, you may roll 2d4 as a reaction, increasing your
AC by the result against the triggering attack. At 18th
level, you roll 3d4.
80
KAGUYA CLAN JUTSU DANCE OF BULLET SEEDLINGS
Classification: Hijutsu
81
TEN-FINGER DRILLING BULLETS B-RANK:
Classification: Hijutsu
Rank: C-Rank DANCE OF CLEMATIS: FLOWER
Casting Time: 1 Action Classification: Hijutsu
Range: Self (60 feet line) Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: CM Range: Movement Speed
Cost: 8 Chakra Duration: Instant
Keywords: Hijutsu, Bukijutsu Components: M, CM
Description: You clasp your hands together, point your Cost: 14 Chakra
fingers, and fire them all at once with enough combined Keywords: Hijutsu, Bukijutsu
force to rip through even chakra shielding. Your finger Description: You pour chakra into your arm, over-
bullets fire in a straight line 10 feet wide, and 60 feet calcifying it and creating a large drill-shaped bone that
long. Creatures in the area must make a Dexterity saving covers the lower half of your arm starting at your elbow.
throw, taking 8d4 Piercing damage and gains two ranks The Weapon is large and clunky, but quite effective. You
of the Bleeding condition on a failed save, or half as dash your full movement in a straight line stopping, at
much damage and one rank of Bleeding on a success. the first creature you encounter. Make a melee taijutsu
At Higher Ranks: For each rank you cast this Jutsu attack against the creature dealing 6d10 + Your Taijutsu
above C-Rank, increase the cost of this Jutsu by 3 and Ability modifier on a hit. This Jutsu scores a critical hit
damage by 3d4. on a roll of 18-20.
DANCE OF THE SETSUGEKKA At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of this Jutsu by 3 and
Classification: Hijutsu
damage by 2d10.
Rank: C-Rank
Casting Time: Special
Range: Special
DANCE OF CLEMATIS: VINE
Classification: Hijutsu
Duration: Concentration, up to 1 minute
Rank: B-Rank
Components: M, W (Bone Weapon)
Casting Time: 1 Bonus Action
Cost: 9 Chakra
Range: Self
Keywords: Hijutsu, Bukijutsu
Duration: 1 minute
Description: When you would strike a creature, you leave
Components: M
behind a small bone fragment inside of them that you
Cost: 12 Chakra
then cause to grow and expand.
Keywords: Hijutsu, Bukijutsu
As a part of the same action used to cast another
Description: You tear out your spine with ruthless
Kaguya clan Hijutsu that deals damage to a creature, you
efficiency while also tripling its length and changing its
can cast this Jutsu, forcing them to make a Constitution
structure by adding sharpened spikes to it. You can use
saving throw. On a failed save you leave behind the bone
this weapon like an Enhanced whip that you treat as a
fragment.
bone weapon. It counts as a Martial weapon, it deals 2d6
A creature who failed their Constitution saving throw
Slashing damage on a hit, has the finesse, light, Reach 4,
begins to experience their internal organs being stabbed
Trip and Grapple properties. If you score a critical hit
by the growing bone mass, taking 3d8 Necrotic damage
with this weapon, you deal triple damage. Creatures
that ignores damage reduction.
Grappled by this weapon also counts as Paralyzed when
For the next minute, the affected creature remakes
targeted by the Dance of Clematis: Flower Kaguya Clan
this saving throw at the beginning of each of its turns
Jutsu.
taking 3d8 Necrotic damage on a failed save or no
damage on a success.
A creature can attempt to dig out this fragmented
bone from them by making a Strength (Medicine) check
vs your Taijutsu Save DC, forcibly removing it on a
success. A creature can only be under the effects of this
Jutsu once at any given time.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3. If cast
at A-Rank increase the damage by 1d8.
82
A-RANK:
DANCE OF THE SEEDLING FERN
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (30-foot radius sphere)
Duration: Instant
Components: M
Cost: 20 Chakra
Keywords: Hijutsu, Bukijutsu
Description: The perfected and final dance of the
Kaguya clan. You focus and empower your bones before
sending them through the ground around you,
expanding them and having them rise like trees in a
forest of packed bone stalagmites. Creatures other
than you within range must make a Dexterity saving
throw, taking 16d4 Piercing damage on a failed save, or
half as much on a success.
The bone forest remains for 1 minute after casting this
Jutsu. The bone pillars are 10 to 15 feet tall. While the
forest remains, all creatures except you treat the area as
difficult terrain. You can fuse into and teleport freely
throughout the bone forest. As a free action by spending
4 chakra, you may teleport to any location within the
Jutsu’s area. Fusing into a bone grants you 10 temporary
Hit points. Bone pillars have 15 hit points. If a bone pillar
takes damage while you’re inside it, you take any
remaining damage the bone pillar could not.
At the end of the 1-minute duration after this Jutsu
was cast, the bones dissolve into clay-like clumps.
83
L ATENT K AGUYA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Bone Weapons I 2 Beginning at 3rd level, select one type of simple weapon. As a bonus action you can conjure this weapon
and it is treated as a Bone weapon for you. Additionally, choose between the following weapon
properties; Critical, Light and Finesse. Your chosen bone weapon gains the chosen property.
Latent Bone 4 (You must have Latent Bone Weapons I) Beginning at 7th level, your bone weapons damage die
Weapons II increases by one step.
Latent Bone 4 (You must have Latent Bone Weapons II) Beginning at 11th level, you can select one Martial weapon
Weapons III with which you can create as a Bone weapon.
Latent Shikotsumyaku 3 (You must have Latent Bone Weapons I & D-Rank Hijutsu) Beginning at 3rd level, you can use Dexterity
Stance I in place of Strength for Bone weapon attacks and D-Rank Kaguya clan Hijutsu.
Latent Shikotsumyaku 6 (You must have Latent Shikotsumyaku Stance I) Beginning at 11th level, when you make a Taijutsu
Stance II attack as a result of a Kaguya Clan Bukijutsu, your AC increases by +1 for each hostile creature within 10
feet of you, up to a maximum of +2, until the beginning of your next turn.
Latent Battle Hungry I 2 (You must have Latent Shikotsumyaku Stance I) Beginning at 7th level, you gain a +1 bonus to your
damage rolls as a result of a weapon attack using your bone weapons or a Kaguya Clan Hijutsu.
Latent Battle Hungry II 4 (You must have Latent Battle Hungry I) Beginning at 15th level, you gain a +3 bonus to your damage
rolls as a result of a weapon attack using your bone weapons or a Kaguya Clan Hijutsu.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Kaguya Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kaguya Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kaguya Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kaguya Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Kaguya Clan as a Prerequisite
84
KETON Plasma Release: The Keton clan has a unique talent for
manifesting Plasma Release due to their close affinity to
85
KETON CLAN JUTSU PLASMA RELEASE: PLASMA SWALLOW
Classification: Hijutsu
86
PLASMA RELEASE: NOVA B-RANK
Classification: Hijutsu
Rank: C-Rank PLASMA RELEASE: NEON STEP
Casting Time: 1 Action Classification: Hijutsu
Range: 90 feet (30-foot sphere) Rank: B-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: Self
Cost: 8 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning Components: HS, CM
Release Cost: 12 Chakra
Description: You create an orb of Plasma chakra in your Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
hands before throwing it at a point centered in range. Release
This orb then erupts into an explosion of plasma. All Description: You transform your entire body into Neon.
creatures within 30 feet of the target location must make Your movement speed is doubled, Ranged attacks have
a Dexterity Saving Throw, taking 4d10 Lightning damage disadvantage to hit you, and you may use your reaction
and gaining 1 rank of Shocked or Burned (caster's to teleport to a source of bright light if that source of
choice) on a failed save, or half damage on a success. light would be within your movement speed. Doing this
Following the explosion, the center of the explosion is causes this Jutsu to end and the light source to dissipate.
a source of bright light in a 30-foot radius and dim light At Higher Ranks: For each rank you cast this Jutsu
for an additional 30 feet for 1 minute. The light can be above B-Rank, increase the cost by 3. If this Jutsu is cast
colored as you like. to A-Rank or higher, using the special reaction granted
At Higher Ranks: For each rank you cast this Jutsu by this Jutsu no longer causes this Jutsu to end. If this
above C-Rank, increase the cost of this Jutsu by 3 and the Jutsu is cast to S-Rank, your movement speed is instead
damage by 2d10. If this Jutsu is cast at A rank or higher, tripled.
creatures who fail the saving throw are affected by both
conditions. PLASMA RELEASE: CHAOS RISING
Classification: Hijutsu
PLASMA RELEASE: PROJECTED CHAOTIC Rank: B-Rank
EXPLOSION Casting Time: 1 Action
Classification: Hijutsu Range: Touch
Rank: C-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: Self (45-foot cone) Cost: 14 Chakra
Duration: Instant Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Components: HS, CM Release
Cost: 9 Chakra Description: You send plasma chakra into your limbs
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning and prepare an assault on a target. Make 3 melee
Release Ninjutsu attacks on a target creature, dealing 3d8 fire
Description: You create an orb of plasma and project its damage and knocking them 10 feet into the air on each
energy forwards causing a series of colorful explosions. hit (You rise with the creature). If you hit with 2 or more
Each creature in a 45-foot cone must make a Dexterity attacks, the creature becomes Shocked until the end of
saving throw. A creature takes 5d10 Fire damage on a their next turn. If you hit with all 3 attacks, the creature
failed save, or half as much damage success. Following becomes Burned for the same duration.
the explosion, the entire area of the Jutsu shines a dim At Higher Ranks: For each rank you cast this Jutsu
light for 20 feet for 1 minute. The light can be colored as above B-Rank, increase the cost of this Jutsu by 3 and
you like. the damage by 1d8.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3 and the
damage by 2d10, and the range by 5ft.
87
A-RANK
PLASMA RELEASE: CHAOS DESTRUCTION
WAVE
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (120-foot line)
Duration: Instant
Components: HS, CM
Cost: 24 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release
Description: You cusp both hands, charging an orb of
growing plasma before finally releasing it in a 120-foot
long, 10-foot-wide line of destruction. All creatures
within range must make a Dexterity saving throw,
making 12d10 Lightning Damage on a failed save or half
on a success. A creature with the Burned condition
makes this saving throw at disadvantage.
Creatures who fail their Dexterity saving throw must
make a Constitution saving throw at disadvantage,
becoming burned, and becoming Stunned until the end
of their next turn on a failed save.
At Higher Ranks: For each rank you cast this Jutsu
above A-Rank, increase the cost of this Jutsu by 3, and
increase the damage by 2d10.
88
L ATENT K ETON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Plasma Release I 2 Beginning at 3rd level, when you cast a Jutsu with the Fire or Lightning Release keyword, you can
choose to emit 15 feet of bright light and 30 feet of dim light until the start of your next turn. This light
dispels chakra enhanced darkness. You can use this feature twice per rest.
Latent Plasma Release II 4 (You must have Latent Plasma Release I) Beginning at 15th level, you can use this feature three times
per rest.
Latent Plasma Release 3 (You must have Latent Plasma Release I) Beginning at 7th level, select one between Fire Release or
III Lightning Release. When casting a Jutsu with the chosen nature release, reduce its cost by 1 (min. 1).
Latent Energy Overflow I 2 Beginning at 3rd level, each time you would take damage that is not self-inflicted, or cast a Jutsu with
the Fire or Lightning Release keywords, you gain an Energy Die, which are d4s. Whenever you cast a
Jutsu with the Fire or Lightning Release keywords, you can spend any number of Energy Dice, adding it
to the damage roll. When you use Energy Dice this way, your Jutsu creates dim light for a number of feet
equal to the distance your Jutsu traveled, until the end of the turn. You can hold a maximum amount of
Energy Dice equal to half your proficiency bonus, rounded down.
Latent Energy Overflow 2 (You must have Latent Energy Overflow I) Beginning at 11th level, your Energy Dice become d6’s and
II the light you create from Jutsu cast when spending an Energy Die becomes bright light instead of dim
light.
Latent Energy Overflow 4 (You must have Latent Energy Overflow II) Beginning at 18th level, your Energy Dice become d8’s. When
III you would use an Energy Die on a Keton Hijutsu, you ignore resistance to fire damage and treats
immunity as resistance.
Latent Enlightening 0 Beginning at 1st level, as an action, you can place your palm on an object, that's not being held or worn
Grasp I by a hostile creature, no larger than 10 feet in any dimension. For the next 10 minutes, the object sheds
bright light in a 10-foot radius and dim light for an additional 10 feet. You can spend 5 chakra to increase
the duration of this feature on an object effected from 10 minutes to 1 hour. You can dismiss the light
from as many objects you have affected as an action. You can use this feature a number of times equal
to half your proficiency bonus per long rest.
Latent Enlightening 1 (You must have Latent Enlightening Grasp I) You can now target objects being held or worn. If you
Grasp II target an object being held or worn by a hostile creature, the creature must succeed a Dexterity saving
throw vs. your Ninjutsu Save DC to avoid this feature. This feature's uses per long rest are now equal to
your proficiency bonus. You can spend 5 chakra (no action required) to gain an additional number of
uses equal to half your proficiency bonus.
Latent Superheated 2 Beginning at 11th level, all attacks you make that deal fire damage have their critical threat range
Chakra I increased by +1.
Latent Superheated 3 (You must have Latent Superheated Chakra I) Beginning at 11th level, all Keton Clan Hijutsu you cast
Chakra II ignore resistance to Fire damage.
Latent Stargazer 2 Beginning at 1st level, you have advantage on saving throws to avoid gaining the blinded condition.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Keton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Keton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Keton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Keton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Keton Clan as a Prerequisite
89
KETON CLAN FEATS BOUNTIFUL LIGHT
Category: Clan
BLINDING LIGHT Prerequisites: Keton Clan, Level 4+
Category: Clan You have discovered how to imbue light into your Jutsu.
Prerequisites: Keton Clan, Level 4+ You gain the following benefits;
The light you create shines brighter now holding the • When you cast a Jutsu with the Fire or Lightning Release
ability to blind your foes. You gain the following keyword that creates an area of effect such as a line or
benefits; cone, you may use one usage of your Enlightening Grasp
• Creatures that start their turn or enter a space within feature. If you do so than your Jutsu gains the following
multiple sources of bright light you have created must effect “The center of your Jutsu becomes a source of
make a Constitution Saving throw against you Ninjutsu bright light in a 20-foot radius and dim light for an
DC or gain the blinded condition until the beginning of additional 20 feet for 1 minute. The light can be colored as
their next turn. you like.”
• While standing in a source of bright light of your own • Light created by your enlightening Grasp feature now
creation you are counted as being under half cover. lasts up to 1 hour. If you spend 5 chakra the duration is
• You may use your Enlightening Grasp an additional increased to 12 hours.
amount of times equal to your proficiency bonus. • You can now dismiss any source of light created by you as
a free action. When you dismiss a source of light you gain
an Energy Die.
BLISTERING HEAT
Category: Clan
Prerequisites: Keton Clan, Level 4+
The light you create shines brighter now holding the
ability to blind your foes. You gain the following
benefits;
• You can now hold an amount of Energy Dice equal to your
proficiency bonus.
• You gain 2 Energy Die at the end of any rest.
90
KONJIKI Blood of the Earth: Beginning at 3rd level, when you
are wearing Light or Medium Armor you can use
TEMPERED WILL
Intelligence in place of Dexterity for your Armor Class
and you ignore difficult terrain while you are on land,
always being able to sense the best possible path to take
The Konjiki is a clan from the village hidden in stones, a to navigate out of a less than optimal situation.
small village in the country between the lands of wind Steel Release: Beginning at 7th level, you have gained
the ability to enhance normal Earth Release Jutsu by
and earth, this clan is known for both their mercenary
adding piles of steel into the earth. When casting a Jutsu
works in those great nations and their special affinity to with the Earth Release keyword, you may increase the
the materialization of Yin and Earth chakra known as damage or Hit Point die by 1 step, up to a maximum of
“Steel Release.” D12. (D4>D6>D8>D10>D12). Additionally, when you
would cast a Konjiki Clan Hijutsu or use your Steel
KONJIKI TRAITS Weapons you may add +1 to your attack Roll. Beginning
Ability Score Increase: +2 to any ability score, + 1 to any at 11th Level, you may add this +1 to Bukijutsu cast using
other (Recommended: +2 Intelligence, +Strength or one of your Steel Weapons. Beginning at 15th Level you
instead add +2 instead of +1.
Constitution)
Reinforced and Pressurized: Beginning at 11th level,
Speed: Your base walking speed is 30 feet.
you can enhance constructs made from your Chakra.
Skill Proficiencies: Crafting, Ninshou When you cast a Jutsu with the Earth Release keyword
Steel Release: You begin with the Earth Release Affinity. that creates a construct or gives Temporary Hit Points,
Earth Literacy: Your Ninjutsu ability score is counted as the construct or the target creature gains an additional
being +2 higher, for the purpose of casting Jutsu of B- amount of Temp Hit Points or Hit Points equal to your
Rank or higher with the Earth Release Keyword through Character Level.
any ability score restrictions. Starting at 18th level you instead add twice your
character level.
KONJIKI FEATURES Rapid Formation: Beginning at 15th level, you gain the
Metal Techniques: The Konjiki Clan has access to a ability to form and mold steel at inhuman speeds. Once per
separate list of Jutsu unique to their Clan. You can add long rest, you may cast a Jutsu with the Earth Release
these Jutsu to your Jutsu list instead of selecting Jutsu keyword that has a casting time of an Action as a Bonus
from the Normal Jutsu list(s).
Action.
Earth Release Simplicity: When creating or learning
Jutsu with the Earth Release affinity reduce the time it
takes to complete the task by half. This does not stack
with other similar effects.
Weapon Formation: The Konjiki clan are well
respected for their ability to create steel weapons in an
instant with nothing more than their own chakra. All
Steel Weapons have the Returning, Thrown, and Finesse
properties to you and use the damage die of the weapon
they are modeled after. You are proficient with all
weapons you conjure with this feature.
Beginning at 1st Level, as a Bonus Action, you can
mold your chakra into steel to create a steel weapon. You
can create any weapon that you have seen before and
that is made from a metal source. Beginning at 3rd Level
you can now form your steel to be softer to the point
where you can form weapons like whips that are not
commonly made out of steel.
91
KONJIKI CLAN JUTSU STEEL RELEASE: STEEL TELEKINESIS
Classification: Hijutsu
STEEL RELEASE: STEEL PROJECTILE the number of creatures you can target by 1.
Classification: Hijutsu
Rank: D-Rank
STEEL RELEASE: STEEL RESTRAINTS
Classification: Hijutsu
Casting Time: 1 Action.
Rank: D-Rank
Range: 60 feet
Casting Time: 1 Action.
Duration: Instant
Range: 60 feet
Components: HS, CM
Duration: 1 minute
Cost: 5 Chakra
Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Earth Release
Cost: 5 Chakra
Description: You create an object made of steel and
Keywords: Hijutsu, Ninjutsu, Earth Release
launch it at high speed towards a target within range.
Description: You shoot out multiple shackles made of
Make a ranged Ninjutsu attack, dealing 3d8 earth
metal at a target creature within range, make a ranged
damage on a hit, and reducing the result of the next
ninjutsu attack dealing 2d6 Earth damage and forcing
saving throw the target makes before your next turn by
the target creature to make a Strength saving throw or
1d4.
gain the Restrained condition. A creature can attempt to
At Higher Ranks: For each rank you cast this Jutsu
remake the Strength Saving throw at the end of each of
above D-Rank, increase the cost of this Jutsu by 3 and
their turns to end the condition. Additionally, if a
the number of attacks by 1. A creature is only affected by
creature is under the effects of Steel Release: Steel
the saving throw reduction once per turn.
Telekinesis they make the Strength saving throw at
Disadvantage.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
the number of creatures you can target by 1.
92
C-RANK STEEL RELEASE: THRUSTING STEEL
EMERGENCE
STEEL RELEASE: STEEL SHIELD TECHNIQUE Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Reaction, which you take when you or an Range: 60 feet (15 f00t cube)
ally are targeted by an attack or would take damage. Duration: Instant
Range: 10 feet Components: HS, CM
Duration: 1 round Cost: 8 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Earth Release
Cost: 8 Chakra Description: Choose a point you can see on the ground
Keywords: Hijutsu, Ninjutsu, Earth Release within range. A series of Steel pikes rocket upwards from
Description: You summon a wall of steel to intercept an the ground in a 15-foot cube. Each creature in that area
attack targeting you or an ally within range. The Steel must make a Dexterity saving throw. A creature takes
wall is 10-foot tall, 15 foot wide, and 1 foot thick. 3d10 earth damage on a failed save, or half as much
This wall acts as a Steel construct occupying a space of damage on a successful one. If a creature fails this save
your choice within 10 feet of you, appearing right before by 5 or more they gain 2 ranks of Bleeding.
an attack or Jutsu would hit or harm you. It has 8d6 Hit At Higher Ranks: For each rank you cast this Jutsu
points, Resistance to all damage types except Lightning above C-Rank, increase the cost of this Jutsu by 3 and the
damage and Psychic damage, and vulnerability to damage by 2d10.
Lightning damage.
If the damage the wall receives would exceed its hit B-RANK
points, when you initially conjure it. The original target
takes any remaining damage as normal, and the wall is STEEL RELEASE: STEEL SUIT
destroyed. The wall acts as a structure otherwise. It does Classification: Hijutsu
not dissolve or vanish, instead remaining until Rank: B-Rank
destroyed. Casting Time: 1 Bonus Action
At Higher Ranks: For each rank you cast this Jutsu Range: Self
above C-Rank, increase the cost of this Jutsu by 3, the hit Duration: Concentration, up to 1 minute
points of the wall by 2d6, and increase the Wide of the Components: HS, CM
Wall by 5ft. Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
STEEL RELEASE: STEEL SPEAR Description: You wrap a thin sheet of metal around your
Classification: Hijutsu body to greatly increase your defensive capabilities. You
Rank: C-Rank cannot lose concentration on this Jutsu as a result of
Casting Time: 1 Action damage. For the Duration of this Jutsu you gain 8d10
Range: 60 feet Temp hit points. These Temporary Hit points are
Duration: Instant resistant to all damage types excluding Lightning and
Components: HS, CM Psychic damage. Additionally, while you have temporary
Cost: 8 Chakra Hit Points granted by this Jutsu you are counted as an
Keywords: Hijutsu, Ninjutsu, Earth Release Earthen Construct and deal 1d8 additional damage on all
Description: You conjure a massive spear made of steel unarmed and weapon melee attacks. When the
before sending it flying towards a target creature within temporary Hit Points provided by this Jutsu reach 0 the
range, make a ranged ninjutsu attack, dealing 6d8 earth Jutsu ends.
damage on a hit. At Higher Ranks: For each rank you cast this Jutsu
If you score a natural 20 with this Jutsu, the steel above C-Rank, increase the cost of this Jutsu by 3 and the
spear splinters and explodes, tripling the damage dice, temporary Hit Point Dice by 2d10.
instead of doubling them.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3 and the
damage by 2d8. If this Jutsu is casted at least at A-Rank
this Jutsu crits on 19-20.
93
STEEL RELEASE: BINDING METAL CHAINS A-RANK
Classification: Hijutsu
Rank: B-Rank STEEL RELEASE: METAL PRISON
Casting Time: 1 Action Classification: Hijutsu
Range: Self (15-foot radius) Rank: A-Rank
Duration: Concentration, up to 1 minute Casting Time: Full Turn Action
Components: HS, CM Range: Self (15-foot radius)
Cost: 14 Chakra Duration: Permanent
Keywords: Hijutsu, Ninjutsu, Earth Release Components: HS, CM
Description: You focus your chakra deep underground, Cost: 24 Chakra
creating a huge amount of steel before dozens of steel Keywords: Hijutsu, Ninjutsu, Earth Release
chains launch outside of the surface attempting to Description: You constrict and bind a creature with
restrain those you command them to. Each creature of metal, choose one creature in range, they must make a
your choice within range must make a Dexterity saving Strength saving throw, being Restrained by the metal
throw. On a failed save the target takes 4d8 earth prison and unable to cast Jutsu with the HS component
damage and is Restrained by your chains. For the on a failed Save. The metal prison has an AC equal to
remainder of the Jutsu, if a creature enters the range of your Ninjutsu Save DC and 200 Hit Points. The metal
your chains or starts their turn in the range of the chains prison is resistant to all damage excluding Lightning
while not already Restrained, you may choose for them damage. A creature can attempt to remake the Strength
to make a Dexterity saving throw, becoming Restrained Saving throw at the end of each of their turns to end the
and taking 4d6 Bludgeoning damage on a failed save. A condition. Each time a creature fails the Strength saving
creature can attempt to stop being Restrained by the throw the DC increases by 2 to a max of +10.
chains by making a Strength Saving throw at the end of
each of their turns. The area taken up by the chains is
counted as difficult terrain.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the radius of the cost of this
Jutsu by 10 feet and the damage by 2d8.
94
L ATENT K ONJIKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Steel Release I 2 Beginning at 7th level, when you cast a Jutsu with the Earth Release keyword, you can, once per casting,
choose to increase the damage die by 1 step, up to a d12, or gain a +1 bonus to attack rolls.
Latent Steel Release II 3 (You must have Latent Steel Release I) Beginning at 7th level, reduce the cost of Konjiki Clan Hijutsu by -
1.
Latent Steel Release III 3 (You must have Latent Steel Release II) Beginning at 11th level, when you would cast a Konjiki Clan
Hijutsu or use your Steel Weapons you may add +2 to your attack Roll.
Latent Weapon 1 Beginning at 1st level, as an action you can mold your chakra into steel to create a Steel Weapon. You
Formation I can create any weapon that you have seen before and that is made from a metal source. All Steel
Weapons have the Returning, Thrown, and Finesse properties to you and use the damage die of the
weapon they resemble. You are proficient with all weapons you conjure with this latent.
Latent Weapon 2 (You must have Latent Weapon Formation I) Beginning at 3rd level, you may summon a steel weapon as
Formation II a bonus action. You can now form your steel to mimic non-metalic weapons such as whips.
Latent Weapon 3 (You must have Latent Weapon Formation II) Beginning at 11th level, you gain a +1 to attack and
Formation III damage rolls with steel weapons you make with this feature.
Latent Reinforced and 2 Beginning at 11th level, when you cast a Jutsu with the Earth Release keyword that creates a construct
Pressurized I or gives Temporary Hit Points, the construct or the target creature gains an additional amount of Temp
Hit Points or Hit Points equal to your proficiency bonus.
Latent Reinforced and 3 (You must have Latent Reinforced and Pressurized I) Beginning at 18th level you instead add half your
Pressurized II character level.
Latent Reinforced and 2 (You must have Latent Reinforced and Pressurized II) Beginning at 18th level you instead add your full
Pressurized III character level.
Latent Blood of the Earth 2 Beginning at 3rd level, when you are wearing Light or Medium Armor you can use Intelligence in place of
I Dexterity for your Armor Class and you ignore difficult terrain while you are on solid land.
Latent Blood of the Earth 2 (You must have Latent Blood of the Earth I) Beginning at 15th level, you gain 30 feet of tremor sense.
II
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Konjiki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Konjiki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Konjiki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Konjiki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Konjiki Clan as a Prerequisite
die to poison damage. modifier for weapon attacks using your Steel weapons.
• You may cast Taijutsu with the Bukijutsu keyword up to
SUPERIOR STEEL C-Rank using your Intelligence Modifier instead of your
Category: Clan Strength modifier.
Prerequisites: Konjiki Clan, Level 12+
Your Yin Release has reached a level where all your earth
release Jutsu have overcome the historic weaknesses of
the element.
• Hostile Creatures cannot ignore any difficult terrain
created by Jutsu with the Earth Release Keyword.
• When clashing with a Jutsu with the Earth Release
Keyword you can never roll at disadvantage.
• Konjiki Clan Hijutsu you cast that do not have resistance
to Lightning Damage, gain resistance to lightning
damage.
95
KURU CLAN • Action: You peer fully into the future, seeing 6 seconds
ahead. You call out the events to your allies just before it
THE WOLF’S CURSE happens. You and a number of allies equal to your
Wisdom modifier gain advantage on saving throws.
The Kuru Clan also known as the Shadow Clan, or the Beginning at 7th level, you can apply this benefit to your
Dark Clan were seen as an influential family of Monks, ally’s attacks granting them a +2 bonus to their attack
prophets and fortune tellers from the Land of Wolves. rolls until the end of their turns.
After migrating south through the rest of the Shinobi • Bonus Action: You peer into the future while still enacting
world, their offspring began to pick up the ways of your other actions granting you enough information to
Ninshou and ninjutsu. make educated decisions with just 3 seconds of context.
The Kuru Clan have access to a very powerful Dojutsu You add your Wisdom modifier to the next attack roll you
known as the Kurugan, the Eyes that See through make before the end of your turn.
Darkness. This Dojutsu carries the unique trait of limited • Reaction: You glance into the future to give yourself
foresight on a creature or object that they can see. They enough information to make the right move. You gain +2
also learned how to harness the properties of Yin Chakra AC until the beginning of your next turn. Beginning at 7th
to a great effect allowing them to mold their chakra into level you can garner more context from your viewings.
almost any shape and even grant it different properties You gain advantage on a single Saving throw you make
usually reserved for Nature release techniques without before the beginning of your next turn. Beginning at 18th
having to learn the appropriate Nature Release. level, you can foresee the worst future and react to
prevent it. If an attack or effect would reduce your hit
KURU TRAITS points to 0 you instead avoid the attack entirely.
Ability Score Increase: +2 to any ability score, + 1 to any
other (Recommended: +2 Wisdom, +1 Constitution)
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Insight, Chakra Control
KURU FEATURES
Shadow Techniques: The Kuru Clan have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list(s).
Yin Chakra Adept: The Kuru Clan being monks by
origin grants them a closer affinity to their Spiritual
energy. They have learned through generational training
to manipulate the art of Imagination and creation of
something from nothing practicing one half of the sage
of Six paths teachings. They are unable to Learn the 5
Nature Affinities as a result of this, instead utilizing
their realized Yin chakra in place of any Nature release.
Beginning at 1st level, you are unable to use Jutsu with
the Earth, Wind, Fire, Water, or Lightning Release
Keywords. In exchange your Non-Elemental Ninjutsu,
Genjutsu and Taijutsu are all enhanced with your Yin
Chakra. Once per turn, when casting a Jutsu without any
Nature Release Keyword, increase the damage die by 1
and the save DC by 1. Beginning at 11 th level, this
increases to an additional 2 damage dice.
Kurugan: The Kurugan is known as the Eyes that see
Through Darkness. This Dojutsu has the ability to peer a
short time into the future.
Beginning at 3rd level you can spend 5 chakra as a
bonus action to activate this your Kurugan for 10
minutes.
Beginning at 7th level, you can instead spend 10
chakra activating your Kurugan. When you do so, you
may cast the Pierce the Veil Kuru Clan Hijutsu as a free
action at no cost if you know it.
Beginning at 11th level, while your Kurugan is active,
you ignore resistance to Necrotic damage.
For the duration of your Kurugan, you gain a +1 bonus to
your AC. This bonus increases to +2 at 15th level. You also
gain a bonus to Charisma checks equal to your Wisdom
modifier as you can gauge creatures’ intentions towards you
in the future. You can use the following Kuru Clan Features a
number of times equal to your Wisdom Modifier (Min 1)
before a rest.
96
KURU CLAN JUTSU DARK MOTE
Classification: Hijutsu
PIERCE THE VEIL and save DC for whichever type of Jutsu was stored
(Ninjutsu, Genjutsu), and the Jutsu treats the creature who
Classification: Hijutsu
released it as the caster for all other purposes.
Rank: D-Rank
You can have only one sealed Jutsu at a time. If you cast
Casting Time: 1 Bonus Action
this Jutsu again, the sealed Jutsu of another dark mote you
Range: Self
cast ends.
Duration: Concentration, Special
At Higher Ranks: For each rank you cast this Jutsu above
Components: HS, CM
D-Rank, increase the cost of this Jutsu by 3 and the rank of
Cost: 5 Chakra
the Jutsu you can seal using this Jutsu.
Keywords: Hijutsu, Ninjutsu
C-RANK:
Description: As part of the activation of this Jutsu, you
must have the Kurugan class feature active. Also, you
cannot lose concentration on this Jutsu as a result of
failing a concentration check. By focusing your chakra DARK WAVE
into your eyes, you are able to pierce the veil far more Classification: Hijutsu
accurately. For your Kurugan’s duration, you gain the Rank: C-Rank
following benefits; Casting Time: 1 Action
Range: 60 feet
• You can calculate your AC by using Wisdom instead of
Duration: Instant
Dexterity. Components: HS, CM
• When you use your bonus action Kurugan feature, the
Cost: 9 Chakra
target of your next attack roll cannot gain the benefits Keywords: Hijutsu, Ninjutsu
of a Reaction that grants them a bonus to AC. Description: A line of spiraling black chakra 60 feet long and 5
• By spending 1 minute focusing, you can immediately
feet wide emanates from you in a direction you choose. Each
cast Sealing Art: Divination Technique at no cost, creature in the line must make a Dexterity saving throw.
ignoring the HS, CM, CS components. Additionally, Creatures takes 4d8 Necrotic damage on a failed save, or half
you can cast Sealing Art: Divination Technique in this as much damage on a success.
way twice per casting of this Jutsu, ignoring the At Higher Ranks: For each rank you cast this Jutsu above C-
limitation of seeing into the future as listed in the Rank, increase the cost of this Jutsu by 3 and damage by 2d8.
Jutsu itself.
97
DARK DRAIN B-RANK:
Classification: Hijutsu
Rank: C-Rank DARK RIFT
Casting Time: 1 Action Classification: Hijutsu
Range: 5 feet Rank: B-Rank
Duration: 1 action Casting Time: 1 Action
Components: HS, CM Range: 60 feet
Cost: 9 Chakra Duration: Concentration, up to 10 Minutes
Keywords: Hijutsu, Ninjutsu Components: HS, CM, CS
Description: Dark chakra washes over a creature you Cost: 14 Chakra
can reach within range, draining vitality from it and Keywords: Hijutsu, Ninjutsu, Fuinjutsu
providing it to you. Make a Melee Ninjutsu attack, Description: You attempt to send one creature that you can
dealing 4d10 Necrotic damage on a hit. You gain hit see within range into a pocket space made entirely of
points equal to half the damage dealt. chakra. The target must succeed on a Charisma saving
If the target creature has Temporary Hit Points, you throw or be banished. You do not spend additional chakra
reduce both their temporary Hit Points and normal Hit to maintain concentration of this Jutsu.
Points by the result. You gain both hit points and While a creature is in the pocket dimension, they may
temporary hit points equal to half the damage result. remake the saving throw at the end of their turn, or as an
At Higher Ranks: For each rank you cast this Jutsu action. On a successful save, they return to where they
above C-Rank, increase the cost of this Jutsu by 3 and were before the Jutsu was cast. If the creature remained in
the damage by 2d10. the pocket dimension for the full 10 minute duration, when
they return, they are Incapacitated for 10 minutes due to
DARK BLADE being in a normally inhospitable space for so long,
Classification: Hijutsu reappearing in a puff of smoke in the space it left or in the
Rank: C-Rank nearest unoccupied space if that space if occupied.
Casting Time: 1 Bonus Action
Range: self DARK CONTINGENCY
Duration: Concentration, up to 1 minute Classification: Hijutsu
Components: HS, CM Rank: B-Rank
Cost: 9 Chakra Casting Time: 10 Minutes
Keywords: Hijutsu, Ninjutsu Range: Self
Description: Your entire arm erupts into black chakra that Duration: 10 Days
extends into a shadowy blade. This chakra sword lasts until Components: HS, CM, CS
the Jutsu ends. It counts as a simple melee weapon with Cost: 14 Chakra
which you are proficient. It deals 3d8 Necrotic damage on a Keywords: Hijutsu, Ninjutsu, Fuinjutsu
hit and has the finesse, light, and thrown properties (range Description: Choose a Jutsu of B-Rank or lower that you
20/60). In addition, when you use the weapon to attack a can cast, that has a casting time of 1 action, and that can
target in dim light or darkness, you make the attack roll target you. You cast that Jutsu—hereafter referred to as the
with advantage. contingent Jutsu—as part of casting this Jutsu , but the
If you drop the weapon or throw it, it dissipates at the contingent Jutsu does not come into effect immediately.
end of the turn. Thereafter, while the Jutsu persists, you Instead, it is stored in a chakra seal on your person and
can use a bonus action to cause the weapon to reappear takes effect when a certain circumstance occurs. You
covering your hand. describe that circumstance when you cast the Jutsu.
The contingent Jutsu takes effect immediately after
the circumstance is met for the first time, then this Jutsu
ends.
The contingent Jutsu takes effect only on you, even if it
can normally target others. You can use only one
contingency Jutsu at a time. If you cast this Jutsu again,
the effect of another contingency Jutsu on you ends. It
also ends if the chakra seal is ever removed from you.
98
A-RANK:
DARK DISPLACEMENT
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: (As a part of the casting of this Jutsu you must
have the Kurugan active.) By focusing the chakra used to
peer into the future you are able to grab ahold of the
power of temporal shifts, focusing it around your hands.
Doing this ages your arm faster than your body, ever-
so-slightly. Make a melee Ninjutsu attack against a
target you can see in range. On a hit you deal 9d10
Necrotic Damage to the target creature. The target must
make a Constitution saving throw, reducing their
maximum hit point by half of the damage dealt on a
failed save. If a targets maximum Hit Points reach 0,
they age to dust, being unable to be revived by any
means. A creatures hit point maximum can be restored
by an A-Rank upcasting of the Restorative Ninjutsu.
UNFETTERED FORESIGHT
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Special
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: (As a part of the casting of this Jutsu you must
have the Kurugan active.) You release all limiters on your
Kurugan, allowing you to freely see all possible events
pertaining to you, filtering through thousands of
possible futures.
For the duration of your Kurugan, you cannot be
surprised by anything. You have advantage on attack
rolls, ability checks, and saving throws. Also, all other
creatures have disadvantage on attack rolls against you
for the duration.
You always know what time it is, and the exact
moment a minor event will happen, such as a bell
ringing, or someone’s name being called in your vicinity.
Additionally, you can, as an action touch one creature
you can reach, and peer into their immediate future,
casting Sealing Art: Divination Technique at no cost
ignoring the HS, CM, CS components, allowing you to
see their future.
If you have Pierce the Veil active, your Kurugan
features have no use limit for the duration. At the
conclusion of this Jutsu, you expend all uses of your
Kurugan features until you complete a long rest.
99
L ATENT K URU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Yin Chakra Adept 2 Beginning at 3rd level, you begin to become able to enhance Jutsu without the nature release keyword.
I Once per turn, when you would cast a Jutsu without a Nature Release keyword, increase its Damage
die by +1.
Latent Yin Chakra Adept 3 (You must have Latent Yin Chakra Adept I) Beginning at 3rd level, you begin to become able to enhance
II Jutsu without the nature release keyword. Once per turn, when you would cast a Jutsu without a
Nature Release keyword, increase its Save DC by +1. If you already are gaining a Bonus to Save DC as a
result of a Clan or Class feature, you pick which bonus you benefit from.
Latent Yin Chakra Adept 4 (You must have Latent Yin Chakra Adept II) Beginning at 15th level, you begin to become able to
III enhance Jutsu without the nature release keyword. Once per turn, when you would cast a Jutsu
without a Nature Release keyword, increase its Damage die by +2.
Latent Yin Chakra Adept 5 (You must have Latent Yin Chakra Adept III) Beginning at 15th level, you begin to become able to
IV enhance Jutsu without the nature release keyword. Once per turn, when you would cast a Jutsu
without a Nature Release keyword, increase its Save DC by +2. If you already are gaining a Bonus to
Save DC as a result of a Clan or Class feature, you pick which bonus you benefit from.
Latent Kurugan I 3 Beginning at 7th level, you have learned activate your Kurugan. As an Action you can spend 10 chakra to
activate this latent Dojutsu for 1 minute. While active, you gain a +1 bonus to your Wisdom Saving
Throws and can use any combination of the Kurgans action-based abilities twice per rest.
Latent Kurugan II 3 (You must have Latent Kurugan I) Beginning at 11th level, when you would activate your Kurugan, you
can choose to also spend 1 chakra die. If you do, you can also cast the Pierce the Veil Kuru clan Hijutsu
as part of its activation without having the Jutsu on your known Jutsu list.
Latent Kurugan III 5 (You must have Latent Kurugan II) Beginning at 15th level, increase the number of times you can use
the Kurugan’s action-based abilities per rest to four times.
D-Rank Hijutsu 2 (You must have Latent Yin Chakra Adept I) You gain the ability to learn D-Rank Kuru Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kuru Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kuru Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kuru Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Kuru Clan as a Prerequisite
100
KURU CLAN FEATS
EFFICIENT KURUGAN
Category: Clan
Prerequisite: Kuru Clan, Level 4+
You have begun to master your Kurugan through intense
training. You gain the following benefits;
• Reduce the cost of your Kurugan by half.
• You can use your Kurugan features a number of times
equal to twice your Wisdom Modifier.
• You can spend 1 Chakra die to regain all uses of your
Kurgan Clan feature.
101
KUZO CLAN Way of the Sky: Using a War Fan as a Catalyst allows
you to uniquely modify your Ninjutsu. Beginning at 3rd
102
KUZO CLAN JUTSU SKY RELEASE: GALE RAGING BALL
Classification: Hijutsu
103
SKY RELEASE: SEVERING WIND A-RANK
Classification: Hijutsu
Rank: C-Rank SKY RELEASE: GREAT TASK OF THE
Casting Time: 1 Action DRAGON
Range: 60 feet Classification: Hijutsu
Duration: Instant Rank: A-Rank
Components: CM, W (War Fan) Casting Time: 1 Action
Cost: 8 Chakra Range: 120 Feet
Keyword: Hijutsu, Ninjutsu, Wind Release Duration: Instant
Description: Using your Fan you create two rotating Components: HS, CM
discs of wind that create a soft humming like sound, Cost: 24 Chakra
almost calming the heat of battle. Make two ranged Keyword: Hijutsu, Ninjutsu, Wind Release
ninjutsu attacks. You can target one or more creatures Description: With a single strike from your Fan, you
within range. On a hit, the target creature takes 3d6 + summon a massive 30 foot tall Tornado that flies
your ninjutsu ability modifier wind damage and gain 2 towards a target creature within range. The Tornado
ranks of bleed. flies towards the target in a 15-foot-wide line. All
At Higher Ranks: For each rank you cast this jutsu creatures caught in its path must make a Strength saving
above B-Rank, increase the cost of this jutsu by 3, the throw, being caught by the Tornado and moved to the
damage by 1d6, and the amount of attacks made by +1. edge of the line on a failed save. Additionally, they make
B-RANK
their next saving throw at disadvantage if they failed this
saving throw.
As the Tornado reaches its target it begins to quickly
SKY RELEASE: CLOUD FORGED DRAGON expand and then explode. All creatures within 30 feet of
Classification: Hijutsu your target (including your target) must make a
Rank: B-Rank Strength saving throw, taking 14d8 Wind damage and
Casting Time: 1 Action gain 5 Ranks of the Bleeding condition on a Failed Save
Range: Self (60 foot Cone) or half as much damage on a Failed save. Creatures who
Duration: Instant were brought to the edge of the Tornado are thrown to
Components: CM, W (War Fan) any space of the caster’s choice within 30 feet of the
Cost: 14 Chakra target creature.
Keyword: Hijutsu, Ninjutsu, Wind Release At Higher Ranks: For each rank you cast this jutsu
Description: You perform a dance like ritual with your above A-Rank, increase the cost of this jutsu by 3 and
Fan creating a massive cloud above you that takes on the increase the damage by 2d8.
appearance of a large dragon of your description. The
Dragon then expands in a cone attempting to engulf all
those in its path.
Each creature in a 60-foot cone, originating from you,
makes a Dexterity saving throw, taking 7d8 wind
damage and being knocked prone on a failed save, or half
as much damage on a successful save. This jutsu also
deals twice as much damage to objects and structure.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.
104
L ATENT K UZO
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Children of 1 Beginning at 3rd level, your High jump height is increased to 10 + your Dexterity Ability score.
the Sky I
Latent Children of 2 (You must have Latent Children of the Sky I) You half all fall damage you would receive.
the Sky II
Latent War Fan I 2 Beginning at 3rdst level, As a free action, you can use your Fan to grant yourself a glide speed equal to
half your movement speed. While using your Fan to glide, you cannot use your fan as a component
for Jutsu.
Latent War Fan II 2 (You must have Latent War Fan I) The Glide speed your fan offers is now equal to your movement
speed.
Latent War Fan III 3 (You must have Latent War Fan II) Beginning at 11th level, Jutsu cast using the War Fan as a catalyst
have their cost reduced by 1.
Latent Way of the 4 Beginning at 7th level, the sky begins to grant you it’s blessings. You gain one option from the list of
Sky I features, which you can use a number of time equal to half your proficiency bonus per long rest. Way
of the Sky
Latent Way of the 3 (You must have Latent Way of the Sky I) ) Beginning at 11th level, you choose an additional option
Sky II from the Way of the Sky feature, and you can use these options a number of times equal to your
proficiency bonus per long rest.
Latent Never Ending 4 Beginning at 7th level, when casting a Ninjutsu with the Wind Release Keyword, you can change the
Freedom I Jutsu’s damage to one of the following options. (Bludgeoning, Slashing, or Piercing) You cannot
change this later.
Latent Never Ending 4 (You must have Latent Forceful Gale I) Beginning at 11th level, when you would cast a Ninjutsu with
Freedom II the Wind Release keyword, you increase the Jutsu’s damage die by 1 step. (d4>d6>d8>d10>d12).
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Kuzo Clan Hijutsu.
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kuzo Clan Hijutsu.
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kuzo Clan Hijutsu.
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kuzo Clan Hijutsu.
Kuzo Clan Feats 5 You gain the ability to learn Clan Feats, with Kuzo Clan as a Prerequisite.
105
KUZO CLAN EXPERT FAN USER
Category: Clan
ADEPT FAN USER Prerequisite: Kuzo Clan, Level 12+
Category: Clan Your repeated usage of your Fan has grown it to become
Prerequisite: Kuzo Clan, Level 8+ an extens. You gain the following benefits;
Using your Fan has become second nature. You gain the • You gain the following ability for your Way of the Sky
following benefits; feature.
• You regain 2 spent Sky Blessings on a short rest. o Up, Up, and That way: While casting a Jutsu with
• When you would make a Dexterity Saving throw, you the Wind Release keyword with your War Fan as
gain a +2 bonus to the save so long as you are above the a component, that would move or knock a
creature or object forcing you to make the Dexterity creature backwards, you instead command the
Saving throw. winds to carry them to a location of your
• While gliding on your Fan, your movement speed is choosing. Instead of the creature being knocked
doubled. Additionally, while gliding on your Fan you backwards they are knocked to any space of your
can use your bonus action to transform your Glide choosing within an equal distance.
speed into a Hover speed until the beginning of your • You may ignore the CM component of Ninjutsu with
next turn. the Wind Release keyword, when using your War Fan
as a catalyst.
HIGH GROUND
Category: Clan
Prerequisite: Kuzo Clan, Level 4+
You have mastered your clan’s techniques bringing them
to a level that has not been seen before. You gain the
following benefits;
• You do not gain disadvantage when attacking prone
creatures with ranged Ninjutsu attacks with the Wind
release keyword.
• Ranks of Bleeding you inflict have their damage die
size increased by 1 step.
• You can use your Fan to create bursts of wind to attack
your enemies. You gain a Wind Blast attack, which
deals 1d8 Wind damage and has a range of 60ft. You
use your Intelligence modifier for Dust Blast attack
and damage rolls. Wind Blast is treated as a Ninjutsu
attack.
106
NAMIKAZE Beginning at 11th level you can use the following
additional Supernatural Speed Features by spending
NAMIKAZE TRAITS your next attack roll made against that creature.
• Flash of Defense: When you would take damage from a
Ability Score Increase: +2 to any ability score, + 1 to any
creature as a result of an attack that targeted you, or
other (Recommended: +2 Dexterity, +1 Intelligence)
saving throw you were forced to make, you may spend a
Speed: Your base walking speed is 35 feet.
Speed die, reducing the damage dealt by the result.
Skill Proficiencies: Acrobatics, Chakra Control.
Beginning at 18th level, if you roll initiative and have no
Swift Release Affinity: You begin with either Wind or
Speed Dice, you regain 3 Speed Dice.
Lightning Release Affinity. (Pick one)
Swift Release: The Namikaze clan has a unique talent
NAMIKAZE FEATURES for manifesting Swift Release due to their close affinity
Swift Techniques: The Namikaze Clan has access to a to both Wind and Lightning Release. Beginning at 7th
separate list of Jutsu unique to their Clan. You can add level, you gain the second Nature release you didn’t
these Jutsu to your Jutsu list instead of selecting Jutsu select from Swift Release Affinity clan trait. When casting
from the Normal Jutsu list(s). They do not need both a Jutsu with either Lightning or Wind Release keywords,
Nature Releases to use their Clan Jutsu. you can change the damage type to Wind. Also, at 7th
Supernatural Speed: The Namikaze are known for their level, when casting a Namikaze Clan Hijutsu you can
incredible reflexes and agility. Starting at 3rd level, your reduce the cost of the Jutsu by 2 (Min 1). Beginning at 15th
speed increases by 5 feet. You gain an additional 5 feet level, once per turn, when you deal Wind damage, you
speed increases at 11th and 18th levels. add your Dexterity modifier to the damage roll.
Additionally, due to your natural gift for speed, you Evasive Nature: Namikaze clan members speed and
develop a natural talent for extremely expeditious agility allows them to better protect themselves from
movement. Represented by Speed die, which are D8’s. You harm. Beginning at 1st level if you are wearing the
have a number of Speed Dice equal to your Proficiency following armors you gain their corresponding benefits;
bonus. You can spend up to three of your Speed Dice on
• If you are wearing no armor, your AC is calculated instead
the following effects per turn. You regain your Speed Dice
by doing the following; 10 + your Proficiency bonus +
on a long rest.
Dexterity bonus. You also gain a +5 bonus to your Speed.
• Speed Amplification: Once per turn, you can spend one • If you are wearing light armor, you gain add +1 bonus to
Speed Die, gaining movement speed equal to 5 x the result your AC. This bonus increases to a +2 at 11th level.
of the roll until the beginning of your next turn.
Additionally, while you are benefiting from a
• Quickened Assault: When you take the Attack action to
Namikaze Clan Hijutsu, creatures have disadvantage on
make a weapon attack, you may spend any number of
opportunity attacks against you.
Speed Dice. You make one additional weapon attack for
Beginning at 15 th level, when you would be forced to
each speed dice spent. The damage of these attacks is
make a Dexterity saving throw to take half damage, you
equal to 1d8, and you do not add your ability modifier to
can choose to succeed instead, taking no damage or any
damage.
adverse effects. You can only use this effect of Evasive
• Blink of an Eye: When you would move, you instead
Nature twice per Long rest.
choose a location you can see within your movement
speed range. Spend one Speed Die, you teleport to the
desired location. If you teleport to a space adjacent to a
hostile creature, you add +1 to your next attack roll made
against that creature.
107
NAMIKAZE CLAN JUTSU SWIFT RELEASE: MIRROR IMAGE
TECHNIQUE
D-RANK Classification: Hijutsu
Rank: D-Rank
C-RANK
Description: Just before being hit by an attack, you
vibrate fast enough to make most attacks harmlessly
pass through you. Until the end of the current turn, you
gain a +5 bonus to AC against attacks and advantage on SWIFT RELEASE: AURA OF QUICKNESS
Dexterity saving throws. Classification: Hijutsu
Rank: C-Rank
SWIFT RELEASE: FRICTION SHATTER Casting Time: 1 Action
Classification: Hijutsu Range: Self (30-foot Sphere)
Rank: D-Rank Duration: 8 Hours.
Casting Time: 1 Action Components: HS, CM
Range: 30 Feet Cost: 7 Chakra
Duration: Instant Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Components: CM, M Release.
Cost: 5 Chakra Description: You extend your chakra creating a 30-foot
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning radius bubble of chakra, that occasionally crackles with a
Release. soft yellow lightning. For the duration of this Jutsu, the
Description: You mold and compress your chakra around aura moves with you, centered on you. Each creature of
yourself and instantly strike out with it faster than the your choice that begins its turn within your aura has its
eye can see. Make a Melee Ninjutsu attack roll against a speed increased by 10 feet until the end of their next
target you can see within range. On a hit, the target takes turn.
4d6 Wind Damage. If used during exploration or land travel, you treat
At Higher Ranks: For each rank you cast this Jutsu normal travel pace as Fast travel pace, and you double
above D-Rank, increase the cost of this Jutsu by 3, the Fast travel paces distances.
damage by 2d6 and you can make one additional attack At Higher Ranks: For each rank you cast this Jutsu
against another creature within range. above C-Rank, increase the cost of this Jutsu by 3, and
their movement speed by an additional 10 feet.
108
SWIFT RELEASE: SHADOWLESS FLIGHT SWIFT RELEASE: FLASH STEP
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Bonus Action
Range: Self Range: Self
Duration: 1 round Duration: 1 minute.
Components: HS, M Components: HS, CM
Cost: 7 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You imbue yourself with incredible speed, Description: You focus your chakra into your legs,
enhancing your physical form. Until the start of your granting you an immeasurable amount of speed, leaving
next turn, once per turn, you can make an additional the view of all until you’re prepared for your next move.
weapon or unarmed attack when you use your action to Roll a d20 at the end of each of your turns for the
make at least one Taijutsu, weapon, or unarmed attack. duration of the Jutsu. On a roll of 11 or higher, you vanish
This additional attack ignores resistances, and if it is from your current location, moving at hyper speed. At
made against a target that used a Taijutsu or made a the start of your next turn, and when the Jutsu ends if
weapon attack as part of its last turn, you have you are still running, you return to an unoccupied space
advantage on the attack roll. of your choice that you can see within 10 feet of the space
Additionally, while this Jutsu is active, you impose you vanished from. If no unoccupied space is available
disadvantage on melee attacks against you. within that range, you appear in the nearest unoccupied
space chosen at random. You can dismiss this Jutsu as an
SWIFT RELEASE: THUNDER FLASH Action.
Classification: Hijutsu While moving at hyper speed, your chakra flow to your
Rank: C-Rank senses are slightly restricted. You can only see shades of
Casting Time: 1 Action gray, and you can’t see anything more than 60 feet away
Range: Self from the space you vanished. You can’t affect anything
Duration: 1 round while in this state either.
Components: HS, M
Cost: 7 Chakra A-RANK
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. SWIFT RELEASE: SPEED SIPHON
Description: You focus chakra into your legs and rush Classification: Hijutsu
forward with explosive power. As a part of casting this Rank: A-Rank
Jutsu, you move to the last unoccupied space in a 60- Casting Time: 1 Action
foot line from your starting position. This movement Range: 60 feet
does not provoke opportunity attacks. Each creature you Duration: Concentration, Up to 1 minute
pass within 5 feet of you during this movement must Components: HS, CM
make a Dexterity saving throw, taking 5d6 Wind damage Cost: 20 Chakra
on a failed save, and half as much on a successful one. Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
At Higher Ranks: For each rank you cast this Jutsu Release.
above C-Rank, increase the cost of this Jutsu by 3, the Description: Your mastery of Swift Release allows you to
damage by 1d6 the distance you move by 10 feet. remove speed from one creature within range. Select a
creature you can see within range. If the target has less
than 25% of its maximum hit points or 100 or less hit
B-RANK points remaining (whichever happened first) their speed
is siphoned away, becoming Slowed.
SWIFT RELEASE: QUICK STEP While the target is Slowed in this way, the target
Classification: Hijutsu cannot gain speed by any means. The target also has
Rank: B-Rank disadvantage on all attack rolls, Ability checks and
Casting Time: 1 Bonus Action saving throws except Constitution Ability checks and
Range: Self Saving throws, as its speed, reaction time, and
Duration: Concentration, up to 1 minute. movement ability to being taken away.
Components: HS, M Finally, if a target tries to cast a Jutsu, it must first
Cost: 10 Chakra succeed on a Constitution saving throw, or the target
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning fails, and the chakra is wasted as if they cast the Jutsu. A
Release. target suffering from this speed siphoning make a
Description: You can briefly become faster than the eye Constitution saving throw at the end of each of its turns.
can see. You move so fast that you seem to teleport up to On a successful save, the Slowed condition ends. The
60 feet to an unoccupied space you can see. On each of target gains an additional application of the Slowed
your turns before the Jutsu ends you can use a bonus condition each time it fails its saving throw.
action to move in this way again.
109
L ATENT N AMIKAZE
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Swift 2 Beginning at 3rd level, Jutsu you cast with the Wind Release or Lightning Release increases your speed
Release I by +10 until the beginning of your next turn.
Latent Swift 4 (You must have Latent Swift Release I) Beginning at 15th level, this bonus speed is increased to +20.
Release II
Latent Swift 2 (You must have Latent Swift Release I) Beginning at 7th level, select one between Wind Release or
Release III Lightning Release. When casting a Jutsu with the chosen nature release, reduce its cost by 1.
Latent Swift 3 (You must have Latent Swift Release III) Beginning at 18th level, once per turn when you would deal
Release IV wind damage to a creature, you can add +2 to the damage roll.
Latent Supernatural 1 Beginning at 3rd level you gain a +5 bonus to your speed.
Speed I
Latent Supernatural 2 (You must have Latent Supernatural Speed I) Beginning at 7th level, your super speed materializes
Speed II itself as Speed Dice, which are d8’s, which you have 3 of. You regain spent Speed Dice on a long rest.
Select one ability from the Supernatural Speed clan feature which you can spend your Speed Dice on.
Latent Supernatural 1 (You must have Latent Supernatural Speed II) Beginning at 11th level you gain a +5 bonus to your
Speed III speed.
Latent Supernatural 3 (You must have Latent Supernatural Speed II) Beginning at 11th level, you gain 1 additional speed die
Speed IV and can select one additional ability from the Supernatural Speed clan feature as if you were still 3rd
level.
Latent Supernatural 3 (You must have Latent Supernatural Speed IV) Beginning at 15th level, you may select one ability from
Speed V the Supernatural Speed clan feature as if you were 11th level.
Latent Supernatural 3 (You must have Latent Supernatural Speed V) Beginning at 15th level, you gain 1 additional speed die.
Speed VI
Latent Supernatural 1 (You must have Latent Supernatural Speed VI) Beginning at 18th level you gain a +5 bonus to your
Speed VII speed.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Namikaze Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Namikaze Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Namikaze Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Namikaze Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Namikaze Clan as a Prerequisite
SWIFT SHIELD
NAMIKAZE CLAN FEATS Category: Clan
Prerequisite: Namikaze Clan, Level 8+
SPEEDSTER You move so fast, that you become virtually immune to
Category: Clan
damage when you choose to be. You gain the following
Prerequisite: Namikaze Clan, Level 12+
Benefits;
Your speed has transcended what could be considered
• As a reaction, you can spend 3 Speed Dice to cause an
even human, learning to dodge lightning and outpace
wind. You gain the following Benefits; attack to automatically miss.
Category: Clan o Soaring Rush: When you roll initiative, you can
Prerequisite: Namikaze Clan, Level 4+ spend any number of Speed Dice, adding the result
You learn to use your innate speed and Jutsu to better to your Initiative.
protect yourself. You gain the following Benefits; o Reflexive Assault: As a reaction at the end of your turn,
you can spend 3 Speed Dice to gain an additional
• Your Speed Increased by 10 Feet.
action. Doing this more than once per long rest grants
• You gain additional Speed Dice equal to your Dexterity
you 1 rank of Exhaustion.
Modifier. o One with the Wind: After casting a Jutsu with the Wind
Release Keyword, you can spend 1 Speed Die,
increasing your speed by 5 times the result until the
end of the current turn, and you also ignore all difficult
terrain until the end of the current turn.
110
NARA Master Tactician: Descendants of the Nara Clan are
unusually tactical. They are able to offer guidance both
INCONCEIVABLE FORESIGHT
inside and outside of battle using this amazing wit and
cleverness. Also, at 3rd level you can Provide a Tactical
The Nara Clan or Nara Family is one of the many clans of Die (D4) to any ally that you can see within 60 feet of you
Konohagakure. They are known for tending deer and that lasts for 1 hour as a bonus action. After receiving it,
their ability to manipulate shadows through the use of they can roll the die and add the number rolled to one
Yin Release. Attack roll, ability check or saving throw. They can wait
There are stories of men and women who can see until after they roll but before the result of the roll is
battles before they happen, see victories and defeats revealed to use the Tactical Die. An ally can only have 1
before the first weapons are drawn and can route those Tactical Die at a time. You can use this Clan Feature a
victories or prevent those defeats all within the span of a number of times equal to your Proficiency bonus before
moment. These men and women came together and over you need to take a long rest. At 11th Level, the die
the years consolidated their knowledge and insight and becomes a d6 and at 18th level a d8.
became known as the Nara Clan. The Nara clan has a Genius Potential: Nara are people of mental flexibility
special relationship with the Akimichi and the Yamanaka and potential, able to pick up on things faster than
clan. For several generations, members of these three others. At 7th level When you would make a Dexterity
families have formed "Ino–Shika–Chō" trios. Intelligence, or Wisdom saving throw to resist a hostile
creatures Feature, Trait or Jutsu effect, you may add your
NARA TRAITS Intelligence Modifier to the result. You may use this
Ability Score Increase: +2 to any ability score, + 1 to any feature twice per long rest. You gain an additional two
other (Recommended: +2 Intelligence, +1 Charisma) uses per long rest at 15th level.
Speed: Your base walking speed is 30 feet. Masterwork Skill: Nara Are known for their adept
Skill Proficiencies: Investigation, Insight ability at completing complex mental tasks. At 7th Level
Preplanned Jutsu: You know 1 additional Nara Clan D- You may select two skills You gain Proficiency in these
Rank Jutsu. This does not count against your total Jutsu skills. You select two more skills at level 18th level.
known. Masters of The Shadows: Nara’s Hijutsu are known
for being able to bend shadows to their will. Beginning at
NARA FEATURES 7th level, when you would Restrain a creature using a
Shadow Possession Techniques: The Nara have access Nara Hijutsu, if that creature is in bright light, increase
to a separate list of Jutsu unique to their Clan. You can the Save DC of that Hijutsu by +2. If they are in Dim light
add these Jutsu to your Jutsu list instead of selecting increase the Save DC by +1.
Jutsu from the Normal Jutsu list.
Coordinate: Beginning at 1st level, when you roll
initiative, you may spend a reaction to coordinate your
allies. All allies within 60 feet of you gain a +1 bonus to
their initiative roll. This increases to + 2 at 11 th level, and
+3 at 18th level. For the duration of the combat,
coordinated creatures can use the
Help action as a Bonus Action, or as
a Reaction when an ally within
15 feet of them fails an attack
roll or saving throw,
allowing that creature to
reroll the failed save
or attack roll. Each
creature can only
use this Reaction
once per combat.
111
NARA CLAN JUTSU SHADOW POSSESSION
Classification: Hijutsu
D-RANK
Rank: D-Rank
Casting Time: 1 Action
Range: 60 Feet
SHADOW IMITATION Duration: Concentration, up to 1 Minute.
Classification: Hijutsu Components: HS, CM
Rank: D-Rank Cost: 4 Chakra
Casting Time: 1 Reaction, to an ally being the target of Keywords: Hijutsu, Ninjutsu
an attack that you can see Description: The famous Shadow possession of the Nara
Range: 45 Feet Clan allows the user to mold chakra into their shadow,
Duration: 1 Round controlling it. Select one creature you can see within
Components: HS, CM range. The targeted creature must make a Dexterity
Cost: 5 Chakra Saving throw. On a failed save, they are Restrained for
Keywords: Hijutsu, Ninjutsu the duration of the Jutsu and they cannot take actions.
Description: As part of the requirements of this Jutsu, They make the exact same physical movements you
you must know the Shadow Possession Jutsu. You make. If your movement would result in immediate or
manipulate your shadow and stretch it outwards, obvious harm to the affected creature, that creature may
attempting to fuse your shadow with a willing creature. immediately make a Strength saving throw, ending the
As a reaction, you grant the target creature your shadow Jutsu on success. You cannot make them attack
is attached to a +2 to their AC and an advantage on themselves, nor can you make them cast Jutsu of any
Dexterity saving throws until the end of the current turn. type. They mirror your movements and gestures and
At Higher Ranks: For each rank you cast this Jutsu nothing else. At the beginning of each of the affected
above D-Rank, increase the cost of this Jutsu by 3 and creature’s turns, they can make a Strength saving throw
the AC Bonus by +1. to end this Jutsu’s effect on them.
The Shadow possession Jutsu is unique in that it is
SHADOW NECK BINDING most affected by the time of day and the amount of
Classification: Hijutsu available light a Nara is in. In Dim Light, this Jutsu’s
Rank: D-Rank range is reduced by half. In complete darkness, this Jutsu
Casting Time: 1 Bonus Action cannot be used.
Range: 45 Feet
At Higher Ranks: For each rank you cast this Jutsu
Duration: Instant
above D-Rank, increase the cost of this Jutsu by 3, the
Components: HS, CM
Cost: 5 Chakra range of this Jutsu by 10ft, and the Initial Save DC by +1.
Keywords: Hijutsu, Ninjutsu If this jutsu is cast at B-Rank or higher, you no longer
Description: As part of the activation requirement of this need to move to force a creature to move and you no
Jutsu, you must have a creature already Restrained by longer have to force a creature to copy your movements.
the Shadow Possession, Shadow Imitation Field, Shadow If you move a creature without moving yourself you may
Sewing Needle or Black Spider Lily Jutsu. As a Bonus move the creature in any direction up to half the range of
action, creatures Restrained by any of the this jutsu.
aforementioned Jutsu take 4d6 Necrotic Damage.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
C-RANK:
damage by 2d6.
SHADOW GATHERING
SHADOW SILHOUETTE DISTRACTION Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 45 Feet
Range: 45 Feet Duration: Concentration
Duration: Instant Components: CM
Components: HS, CM Cost: 6 Chakra
Cost: 3 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this Jutsu,
Description: As part of the requirements of this Jutsu, you must know the Shadow Possession Jutsu. You
you must know the Shadow Possession Jutsu. By molding materialize thin tendrils of shadows that you can control
chakra into your shadow, you are able to give it a shape to interact with objects. This Jutsu can be used to slide
as it stands up from the ground, but it retains an under doors, through small holes, and other entrances
extremely thin width. Your shadow stands as tall as you that would otherwise be impossible to squeeze through.
and follows your every whim. It cannot grab or carry Make a DC 15 Ninshou Ability Check to handle
anything nor can it touch or interact. This Jutsu can be complicated objects like keyboards, door handles, or
used from stealth without revealing your location and locks. This Jutsu can also be used to retrieve items and
can also be used alongside a stealth roll. pull them back to the user no heavier than 25 pounds.
112
SHADOW IMITATION FIELD SHADOW TRANSPORT TECHNIQUE
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 10 Foot Radius on the ground. Range: Self
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM Components: CM
Cost: 9 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this Jutsu, Description: As part of the requirements of this Jutsu,
you must have the Shadow Possession Jutsu. You expand you must know the Shadow Possession Jutsu. You can
your shadow in a 10-foot radius circle centered on select a creature currently Restrained by the Shadow
yourself, capturing all creatures within it who are on the Possession, Shadow Imitation Field, Shadow Sewing
same surface as you. All Creatures in the radius upon Needle or Black Spider Lily Jutsu. You can fall into your
activation must make a Strength saving throw, shadow, moving through it and coming out within 5ft of
becoming Restrained and being unable to take actions on a Restrained target. You must still be in range of other
a failed save for the duration. At the start of an affected creatures you have Restrained, otherwise those Jutsu
creature’s turn, they can make a Strength saving throw immediately ends on those creatures.
to break free from this Jutsu, ending its effect on them.
At Higher Ranks: For each rank you cast this Jutsu A-RANK:
above C-Rank, increase the cost of this Jutsu by 3, the
radius by 5ft.
SHADOW WEB EXECUTION
SHADOW SEWING NEEDLE Classification: Hijutsu
Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: C-Rank Range: 60 Feet
Casting Time: 1 Action Duration: Instant
Range: 60 Feet. Components: HS, CM
Duration: Instant
Cost: 18 Chakra
Components: HS, CM
Keywords: Hijutsu, Ninjutsu
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this Jutsu,
Description: As part of the requirements of this Jutsu, you must have the Black Spider Lily Jutsu active and have
you must know the Shadow Possession Jutsu. You at least 1 creature Restrained by a Nara Clan Hijutsu. As a
materialize your shadow but splinter and sharpen them Bonus action, all creatures currently captured must
into needle-like spikes. You create 5 needle-like threads succeed a Constitution saving throw. On a failed save,
of shadow. Make a ranged ninjutsu attack against up to 5 affected creatures take 12d8 Necrotic damage and suffer
target creatures within range. On a hit, deal 2d6 Piercing 1 rank of Exhaustion, taking half damage on a success.
damage for each tendril. If you are sending multiple
needle tendrils towards a single creature, make a single
ranged Ninjutsu attack for each thread targeting them,
dealing 2d6 Piercing damage for the first tendril and 1d6
for each additional tendril. Each creature hit must make
a Strength saving throw. For every two tendrils that
successfully hit the same creature after the first,
increase the initial save DC by +1. On a failed save they
fall under the effects of the Shadow Possession Nara Clan
Jutsu.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3 and the
number of tendrils by 1.
B-RANK:
BLACK SPIDER LILY
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this Jutsu,
you must know the Shadow Possession Jutsu. This is an
advanced version of the “Shadow Possession” Jutsu.
Select up to 8 Creatures within range, each creature must
make a Dexterity saving throw. On a failed save the
target becomes Restrained and counts as being under the
effect of the Shadow Possession Nara clan Hijutsu of
equal rank to this Jutsu’s Casting.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3, and
select 1 additional target creature in range.
113
L ATENT N ARA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Coordinate 4 When you roll initiative, you may spend a reaction to coordinate your allies. All allies within 60 feet of
you gain a +1 bonus to their initiative roll. For the duration of the combat, coordinated creatures can
use the Help action as a Bonus Action. You can coordinate your allies once per long rest.
Latent Genius Potential 3 When you would make a Dexterity Intelligence, or Wisdom saving throw to resist a hostile creatures
Feature, Trait or Jutsu effect, you may add half your Intelligence Modifier to the result. You may use this
feature once per long rest
Latent Master 3 Beginning at 7th level, once per turn, as a bonus action, you can provide one allied creature a tactical
Tactician I die (D4). They can use this die and add it to any one attack roll, skill check or saving throw. This die lasts
for 1 hour and an ally can only have one tactical die at a time. You can provide tactical die in this way
twice per long rest.
Latent Master 5 (You must have Latent Master Tactician I) Beginning at 15th level, the die size increases to a d6.
Tactician II
Latent Master of 5 (You must have D-Rank Hijutsu) Beginning at 11th level, if you would restrain a creature using a Nara
Shadows I Hijutsu, while that creature is in bright light, increase the DC by 1. If you have a passive bonus to your
Hijutsu’s save DC as a result of class feature you have to decide which bonus you want. They do not
stack.
Latent Master of 5 (You must have Master of Shadows II) Beginning at 18th level, the bonus to restrain a creature in bright
Shadows II light increases by +1.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Nara Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Nara Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Nara Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Nara Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Nara Clan as a Prerequisite
114
NON-CLAN • Never Abandon a Friend: This Nindo is one of compassion.
The first time an ally is reduced to 0 Hit Points and you
LIMITLESS POTENTIAL can see them, double your movement speed and gain
advantage on Wisdom (Medicine) checks to stabilize or
Those who are a part of no bloodline or large recognized heal them. If a Jutsu is used on the unconscious ally while
family are known as Non-Clanners or Non-Clan for short. this effect is active that restores Hit Points, the targeted
They are the most numerous of the Naruto World and are ally becomes stabilized, gains double the appropriate Hit
the primary people who end up creating new clans and Points, and gains additional Temporary Hit points equal
families for generations to come. They show the most to your Proficiency Bonus. This lasts for 1 minute or until
potential and have the largest room for growth. They they are stabilized or dead.
don’t have many limitations in regards to what’s • Never Lose: This Nindo is one of power. When you would
expected of them so they have the freedom to try new lose a clash with a hostile creature, you can choose to
things and build an identity unique to themselves. reroll your check at advantage. If you win using this
reroll, you Jutsu adds your Proficiency bonus to its
NON-CLAN TRAITS damage, if it deals damage, or increase its save DC by 1d4,
Ability Score Increase: +2 to any ability score, + 1 to any if it requires a saving throw. If you still fail, you do not
other suffer from the effects of losing a clash check, but you
Speed: Your base walking speed is 30 feet. cannot gain the benefit of this feature until you complete
Skill Proficiencies: Pick any 2 Skills to gain Proficiency in. a rest.
General Literacy: Select one between Ninjutsu, Genjutsu, • Never Fail: This Nindo is one of resilience. When you
Taijutsu or Bukijutsu. Your ability score is counted as would fail a saving throw that would reduce you to an
being +2 higher, for the purpose of casting Higher amount equal to or less than half your maximum hit
Ranked Jutsu that are classified as the chosen type points, you can choose to automatically succeed instead.
through any Ability score Restrictions (SHB, pg.190). If you do, you instead suffer no damage or effects that
would normally be inflicted on a success. You can only use
NON-CLAN FEATURES this feature once per rest.
Self-Taught Skills: You are one of pure hard work with • Never Give In: This Nindo is one of resolve. When an allied
no family ties that grant you any natural advantages or creature is killed, and you can see them, you can spend
benefits. At 1st Level Select any 1 Skill. You gain your reaction to yell a statement of resolve, empowering
Proficiency in the chosen skill. If you are already them. An allied creature who was killed, is instead
proficient in those Skills, you gain expertise in the chosen stabilized. You can only use this feature once per rest.
Skills. You may select another skill at 7th and 15th level.
Unrelenting Focus: In your quest for greatness, you
have achieved what your allies have not, additional
talents that potentially takes years of extra training that
those who are born in a clan do not have the time to
commit to. At 1st Level, you gain an additional Feat of
your choice. You may gain additional feats at 3rd, 11th,
and 18th levels. You cannot take Feats with the Clan
Category.
Nindo: You are not someone who gives in easily. You
have created a short saying to yourself, something you
repeat to yourself when you are in a tight spot and when
your back’s against the wall. At 3rd Level Select any of the
following “Nindo.” You gain the effects of the Nindo you
select. Beginning at 11th level, you may select a second
Nindo and at 18th level you may select a third Nindo.
• Never back down: This Nindo is one of tenacity. When an
ally has fallen unconscious by dropping to 0 Hit points
and you are outnumbered, you gain advantage to attack
rolls and Dexterity Saves for the next minute. If you pass a
Dexterity save while this Nindo is active, you ignore the
effects entirely.
• Never Give up: This Nindo is one of perseverance. The first
time you are reduced to 0 Hit points by a hostile creature,
you are instead reduced to 1 Hit point. You cannot go
below this 1 hit point until the end of your next turn.
When you fall Unconscious or enter the Dying condition,
you roll your Death saving throws at advantage. You
cannot gain the benefits of this feature more than once
per rest.
115
OROCHIMARU’S SYNTHETIC Corrupted Chakra Mode: Beginning at 3rd level, you gain
HUMAN
the ability to access your clan’s most powerful ability:
Corrupted Chakra Mode. Corrupted Chakra Mode pulls in a
small amount of nature energy, gives your hair a fiery
DESIGNED EXISTENCE appearance, causes a horn to grow out of your forehead,
and causes your veins to bulge and turn black. You may
A clan that has just recently come into existence when
enter this form as an Action, twice per long rest, for up to 1
Orochimaru, one of the legendary Sannin, wished for
minute. At 11th level you may now transform as a bonus
children. Members of this clan have an innate linkage to
action. You can transform an additional time per long rest
snakes and have a special resistance to poison due to
at 18th level . For its duration you gain the following
Orochimaru's various experiments.
benefits;
OROCHIMARU’S SYNTHETIC HUMAN TRAITS • You gain tremorsense up to 30 feet and while a creature is
Ability Score Increase: +2 to any ability score, + 1 to any within your tremorsense range you cannot be surprised
other (Recommended: +2 Intelligence, +1 Charisma) by them.
Speed: Your base walking speed is 30 feet. • As a part of entering your Corrupted Chakra Mode, you
Skill Proficiencies: Perception, Survival. gain temporary chakra points equal to your character
Snake-Speak: you can understand and speak to snakes. level. Beginning at 7th level, when you would use these
Snake Techniques: You know one additional Synthetic clan temporary chakra points to cast a Hijutsu its upcasted to
D-Rank Jutsu. the next level at no additional cost. If the Jutsu cannot be
upcasted, it gains an additional damage die.
OROCHIMARU’S SYNTHETIC HUMAN • As a part of entering your Corrupted Chakra Mode, you
FEATURES gain temporary Hit Points equal to twice your character
Orochimaru’s Adept: Beginning at 1st level the level. Beginning at 7th level, when you have these
Synthetic Human Clan have access to a separate list of temporary Hit Points you are resistant to Bludgeoning,
Justu, almost unique to Orochimaru. You can add these Piercing, and Slashing damage.
Jutsu to your Jutsu list alongside other Jutsu taken from the • The damage die for Slashing and Piercing weapons is
standard Taijutsu & Ninjutsu lists. increased by 1 step, and Slashing and Piercing weapons
Soft Physique Modification: Beginning at 1st level, your you use are counted as being chakra enhanced.
body allows you to move in unnatural ways. By dislocating • Your speed increases by 10 feet and you gain a climbing
your body's joints and then using chakra to manipulate speed equal to your movement speed. These bonuses
them, you are capable of extending and flexing in increase to 20 feet at 11th level and 30 feet at 15th level.
unnatural ways. You can extend your arms 15 feet away • At 15th level, when you would deal poison damage you
whenever you want. While in combat, you may activate this deal additional poison damage equal to your proficiency
feature as a free action. While gaining the benefit of this bonus.
feature, your unarmed attack range is 15 feet, and you have • At 18th level, you are immune to the slowed and
advantage on Grapple checks. You may use Acrobatics weakened conditions.
instead of Athletics for those Grapple checks. While
gaining this range benefit, you lose proficiency on all
weapons and weapon and Taijutsu attack rolls are made at
disadvantage. Also, you cannot benefit from any stance
while using this feature. The range of this feature increases
by 5ft at 7th and 15th levels.
Immune System: Beginning at 7th level you have a
high resistance to poison and sickness. You are Resistant to
Poison damage. Additionally, you roll at advantage to resist
the effects of viruses and diseases on your body. At 11th
level, your immune system is far greater than others.
Reduce all poison damage by your Constitution modifier
(this reduction happens after you apply resistance).
Additionally, you become immune to any virus or disease
that you have overcome in the past, and you can provide
antibodies to others via a blood transfusion. For each blood
transfusion you create you must spend 1 hit die. When a
creature uses a blood transfusion, they gain advantage to
all saving throws to resist the effects of viruses and
diseases for 1 hour.
At 18th level you gain immunity to poison damage and
effects caused by Poison Damage.
116
OROCHIMARU’S SYNTHETIC HIDDEN SHADOW SNAKE BURIAL
HUMAN CLAN JUTSU
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
D-RANK Range: 30 feet
Duration: Instant
HIDDEN SHADOW SNAKE HANDS Components: CM, M
Classification: Hijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Bonus Action Description: The user burrows their arms underground
Range: Self and extends their limbs to grab an opponent by their
Duration: 1 minute ankles, dragging them into the ground and burying them
Components: CM with only their head being exposed. The target must
Cost: 5 Chakra succeed a Dexterity Saving Throw, being Restrained and
Keywords: Hijutsu, Ninjutsu unable to make HS on a failure. If the target is unaware
Description: For the duration your unarmed attack range of your presence, they make their save at disadvantage.
has the same range as your Soft Physique Modification Creatures who are restrained by this Jutsu can make a
Feature and you gain the benefits of that feature, except Strength Saving Throw as an action on their turn, or at
you do not make Taijutsu attack rolls at disadvantage. the end of the affected creature’s turn as a free action, to
Your unarmed damage deals 1d6 + Your Ninjutsu end the effect of this Jutsu. This Jutsu ignores cover.
Modifier Piercing damage.
At Higher Ranks: For each rank you cast this Jutsu SNAKE CLONE TECHNIQUE
above D-Rank, increase the cost of this Jutsu by 3. Classification: Hijutsu
When you upcast this Jutsu at C-Rank, once you Rank: D-Rank
grapple a creature, you can, as a bonus action, command Casting Time: 1 Reaction, which you take when you take
your snakes to bite or constrict the creature. If cast at B- damage.
Rank, the unarmed die becomes a d8 and the Bite and Range: Self
Constrict damage is increased by 1d8. If cast at S-Rank, Duration: Instant
the unarmed die becomes a d10 and the Bite and Components: CM
Constrict damage is increased by 2d8. Cost: 5 Chakra
• Bite: The target takes 2d8 Poison Damage and have Keywords: Hijutsu, Ninjutsu
to succeed a constitution Saving throw, gaining one Description: In response to being harmed, the user’s
rank of Envenomed on a failure. body disintegrates into dozens of small snakes and
• Constrict: The target takes 2d8 bludgeoning reform in the same spot moments later. Until the end of
Damage and have to succeed a Strange Saving the current turn, you have a +5 Bonus to AC.
throw, begin Restrained on a failure. Additionally, until the beginning of your next turn,
any creature that misses a melee attack against you must
BINDING GLARE SNAKE SPELL make a Constitution saving throw or gain the Poisoned
Classification: Hijutsu condition until the start of their next turn.
Rank: D-Rank
Casting Time: 1 Action C-RANK
Range: Unarmed Range
Duration: Concentration, up to 1 minute. SLITHERING SNAKE MODE
Components: HS, CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu Casting Time: 1 Bonus Action
Description: The user summons up to two snakes which Range: Self
crawl out from one's sleeves. Up to two creatures of your Duration: Concentration, up to 1 minute.
choice within the range of your unarmed attack must Components: CM
succeed a Dexterity saving throw, gaining the restrained Cost: 9 Chakra
condition until this Jutsu ends and taking 2d8 Keywords: Hijutsu, Ninjutsu
bludgeoning damage on a failure. A restrained creature Description: The user turns the lower half of their body
can attempt to end being restrained by succeeding a into a snake's tail, which greatly increases their speed
Strength saving throw on their turns. and agility. For the duration, your movement speed is
At Higher Ranks: For each rank you cast this Jutsu doubled, and you gain advantage on Dexterity Saving
above D-Rank, increase the cost of this Jutsu by 3 and Throws and ignore difficult terrain. Additionally, you
the damage by 1d12. If cast at B-Rank, increase the have advantage on grapple checks against you. This
amount of creatures to 3. If cast at S-Rank, increase the Jutsu does not cost any additional chakra while
amount of creatures to 4. concentrating.
117
STRIKING SHADOW SNAKE ASSAULT B-RANK
Classification: Hijutsu
Rank: C-Rank FORMATION OF TEN THOUSAND SNAKES
Casting Time: 1 Action Classification: Hijutsu
Range: Self (30-foot cube) Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM Range: 60-foot cone
Cost: 9 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu Components: HS, CM
Description: The user buries their hands and summons a Cost: 14 Chakra
large amount of snakes that emerge from underground. Keywords: Hijutsu, Ninjutsu
Creatures in this radius must make a Dexterity saving Description: You release a countless number of snakes
throw, taking 2d8 Piercing and 2d8 Poison damage. from your mouth or cloth that move violently towards
Additionally, affected must make a Constitution saving everyone in front of you. Creatures in a 60-foot cone
throw, gaining one rank of Envenomed on a Failure. On a originating from you must make a Constitution saving
successful Dexterity save the creature only takes half throw, taking 3d12 Piercing damage, 3d12 Poison
damage. This Jutsu ignores cover. damage, and gaining two ranks of Envenomed on a
At Higher Ranks: For each rank you cast this Jutsu failed save. On a successful save they take half damage
above C-Rank, increase the cost of this Jutsu by 3 and and suffer no additional effects.
increase each damage type by 1d8. At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of this Jutsu by 3 and
NATURE RELEASE: NATURE SNAKE increase each damage type by 1d12.
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu
Description: The user creates a snake construct of
chakra, sending it towards an enemy. Make a ranged
Ninjutsu attack. On a hit, the target takes 4d8 Force
damage and must make a Constitution saving throw or
be knocked back 30 ft. Alternatively if you have a Nature
Release you may instead pick one of the following effects
based on the Nature Release selected.
• Earth: Target Creature takes 2d10 bludgeoning
damage, 2d8 Earth Damage, and must make a
Constitution saving throw, gaining the Weakened
condition until the end of their next turn on a failed
save.
• Wind: The Jutsu gains a Range of 60 Feet and deals
3d6 Slashing and 3d6 Wind damage.
• Fire: Target creature takes 2d8 Force and 2d8 Fire
damage, and all creatures in a 25-foot cone behind
the target creature must also make a Constitution
saving throw, gaining two ranks of the Burned
condition on a failed save.
• Water: Target creature takes 2d10 Cold damage,
2d10 Bludgeoning damage, and is forced to make a
Strength saving throw. On a failed save, the target
creature is knocked back by 15 feet and is knocked
Prone.
• Lightning: Target creature takes 2d8 Force damage,
2d8 lightning damage, and must make a
Constitution saving throw, being Shocked for 1d4
rounds on a failed save.
118
GATHERING OF THE SNAKES SAGE SNAKE FORM
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: Full Turn Action
would take lethal damage of any type or when you would Range: Touch
be bisected, beheaded, or would lose any limb Duration: Concentration, up to 1 minute
Range: Self Components: HS, CM
Duration: Instant Cost: 25 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu
Cost: 14 Chakra Description: You overload your body with chakra,
Keywords: Hijutsu, Ninjutsu transforming your body into a form mirroring that of the
Description: Snakes emerge from where the user was most powerful sage snakes. You cannot lose
damaged, and pull the body back together, undoing the concentration on this Jutsu as a result of damage. For the
damage sustained. You can only cast this jutsu once per duration of this Jutsu, you gain the following benefits;
full rest. • You become a Gargantuan (20ft x 20ft) snake, and your
A-RANK
Taijutsu and unarmed attacks gain Reach 3.
• You make Strength and Constitution saving throws at
advantage.
GATHERING OF THE SNAKES • You gain 12d6 temporary Hit Points
Classification: Hijutsu • You lose the ability to make handsigns, and can no longer
Rank: A-Rank cast Jutsu with the HS component.
Casting Time: Full Turn Action • You can ignore the HS component of Orochimaru’s
Range: Touch
Synthetic Human Clan Hijutsu that you cast.
Duration: Instant • You deal double damage to structures.
Components: HS, CM • As an Action, you can perform one of the following
Cost: 20 Chakra
attacks:
Keywords: Hijutsu, Ninjutsu
o Bite: you bite into your target and inject an incredibly
Description: In order to cast this Jutsu, you must unite at
deadly poison into their body. Make a melee Ninjutsu
least one hand with the target creature that must be
attack, dealing 7d10 Piercing damage on a hit. On a hit,
under the Restrained or Grappled condition. The user
the target must also make a Constitution saving throw,
grabs one of their intended victim's hands and forces it
taking 8d6 Poison damage on a failed save, or half as
to assist in performing the necessary hand seals. Once
much on a success.
this is done, the user and the victim both die
o Tail Slam: you slam into your target with your tail,
instantaneously.
causing a powerful shockwave. Make a melee Ninjutsu
attack, dealing 14d8 Bludgeoning damage on a hit.
Additionally, creatures within 30 feet of your target
must make a Strength saving throw, being knocked
Prone on a failed save.
At Higher Ranks: If you cast this Jutsu at S-Rank,
increase the cost of this Jutsu by 5, and you may ignore
the HS component of A-Rank or lower Jutsu you cast.
119
L ATENT O ROCHIMARU ’S S YNTHETIC H UMAN
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Soft Physique 1 Beginning at 1st level, you can spend 2 chakra to dislocate your body's joints and extend them up to 15
Modification I feet away. You can do this at any point during combat (no action required). While benefitting from this
feature, your unarmed attack range is 15 feet and you have advantage on grappling checks (can use
Acrobatics instead of Athletics for grappling). However, while benefitting from this feature, you cannot
use a weapon, Taijutsu attack rolls you make are at disadvantage, and you cannot benefit from any
stances. You can end this feature at any point on your turn.
Latent Soft Physique 3 (You must have Latent Soft Physique Modification I) Beginning at 11th level, you increase the range
Modification II provided by this feature to 20 feet.
Latent Immune System I 2 Beginning at 7th level, you gain resistance to Poison damage, and have advantage on saving throws to
resist the effects of viruses and diseases on your body.
Latent Immune System II 2 (You must have Latent Immune System I) Beginning at 11th level, reduce all Poison damage you receive
by -3 (this applies after resistance). Additionally, you always roll at advantage to resist any poison or
disease that you've overcome in the past, regardless of the current circumstances.
Latent Immune System 4 (You must have Latent Immune System II) Beginning at 18th level, you can provide antibodies to others
III to via blood transfusion by spending 1 hit die per creature, granting the affected creature advantage on
saving throws to resist the effects of viruses and diseases for 1 hour. You also gain immunity to poison
damage and effects caused by poison damage.
Latent Corrupted Chakra 2 Beginning at 7th level, you can enter your Corrupted Chakra Mode. Entering this form costs an action
Mode I and you can enter this form once per long rest for 1 minute. While in this form, you gain all the abilities
of the Corrupted Chakra Mode clan feature as if you were 3rd level.
Latent Corrupted Chakra 3 (You must have Latent Corrupted Chakra Mode I) Beginning at 15th level, you gain the benefits
Mode II of Corrupted Chakra Mode as if you were 7th level.
Latent Corrupted Chakra 3 (You must have Latent Corrupted Chakra Mode II) Beginning at 15th level, you gain an additional use of
Mode III your Corrupted Chakra Mode per long rest.
Latent Corrupted Chakra 5 (You must have Latent Corrupted Chakra Mode III) Beginning at 18th level, you gain the benefits of
Mode IV Corrupted Chakra Mode as if you were 15th level.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Orochimaru’s Synthetic Human Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Orochimaru’s Synthetic Human
Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Orochimaru’s Synthetic Human
Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Orochimaru’s Synthetic Human
Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Orochimaru’s Synthetic Human Clan as a Prerequisite
120
OROCHIMARU’S SYNTHETIC HUMAN SYNTHETIC SAGE
CLAN FEATS Category: Clan
Prerequisite: Orochimaru’s Synthetic Human Clan, Level
CHARISMATIC DESIGN 8+
You have attained greater control over your Corrupted
Category: Clan
Sage Chakra. You gain the following benefits;
Prerequisite: Orochimaru’s Synthetic Human Clan, Level
4+ • While grappling a creature using your Soft Physique
You have discovered that your will is only yours, and only Modification feature, your movement speed is no longer
you can decide your fate. You gain the following benefits; reduced.
• Twice per short rest, you can add your Charisma modifier
While in your Corrupted Sage Mode, you gain the
following benefits;
to any saving throw that you are forced to make.
• The range of your Soft Physique Modification feature is
• Whenever someone or something tries to force you to act
increased by +10ft.
against your will, you can change the saving throw into a
• Upon entering your Corrupted Chakra Mode, you gain
Charisma Saving Throw.
additional number of temporary hit points and temporary
POISON ADEPT chakra points equal to your proficiency bonus.
• You ignore resistance to Poison damage.
Category: Clan
Prerequisite: Orochimaru’s Synthetic Human Clan
You have used your immune system to improve the
effectiveness of your poisons, making them even harder
to overcome. You gain the following benefits;
• Whenever you force a creature to make a Constitution
Saving Throw to gain the Envenomed or Poisoned
condition, the DC is increased by 1.
• You can create Poisons in half the time and half the Ryo
cost.
121
RANTON Storm Release: The Ranton clan has a unique talent for
manifesting Storm Release due to their close affinity to
LASER FOCUSED
both Water and Lightning Release. Beginning at 7th level
you gain the second Nature release you didn’t select from
The Ranton Clan is a clan that hails proudly from the Land Storm Release Affinity clan trait. Also, at 7th level, when
of Lightning. Known to work closely with the Raikage, but casting a Jutsu with either Water or Lightning Release
not limited to that one country. Their bloodline has spread keywords, you can change the damage type to lightning
widely throughout the continent, they are for sure reliable and increase the damage dealt by +1 damage die per
allies, and even greater enemies. When given a task, they casting. At 15th This bonus is increased to +2 damage die
are usually focused to a fault, on accomplishing a goal. per casting.
Gale Style: Beginning at 3 rd Level, when you would cast a
RANTON TRAITS Jutsu with the Water Release Keyword, you may super
Ability Score Increase: +2 to any ability score, + 1 to any charge it with lightning. As a bonus action, by spending 5
other (Recommended: +2 Dexterity, +1 Intelligence) chakra, creatures affected by your Jutsu, must succeed a
Speed: Your base walking speed is 35 feet. Constitution saving throw vs your Ninjutsu save DC, to
Skill Proficiencies: Ninshou, Nature. resist being Shocked on a failed save.
Storm Release Affinity: You begin with either Water or Pervasive Lightning: Beginning at 7th level, your
Lightning Release Affinity. (Pick one) Lightning damage gains the pervasiveness of water. Your
Lightning damage ignores Resistance. At 11th level, this
RANTON FEATURES pervasiveness increases, letting you treat immunity as
Storm Techniques: The Ranton Clan has access to a resistance (This does not stack with your previous ability
separate list of Jutsu unique to their Clan. You can add of ignoring resistance). At 15th level, you gain resistance to
these Jutsu to your Jutsu list instead of selecting Jutsu from Lightning damage. At 18th level, you ignore immunity to
the Normal Jutsu list(s). They do not need both Nature Lightning.
Releases to use their Clan Jutsu. Overload: At 18th level, whenever you would inflict the
Twin Style: Beginning at 1st level, you hail from one of Shocked condition to a creature that already has the
two different styles of Storm Release. Either Storm Style, Shocked condition, you can end the Shocked condition
or Laser Style. Storm Style utilizes Lightning Charged on the affected creature to instead paralyze them for 1
water to create powerful shocking tides, while Laser Style minute or until they take damage, whichever happens
prioritizes the fluid properties of water to create beams of first.
lightning. Select between either Storm Style or Laser Style.
Once chosen, this cannot be changed later. Your chosen
style grants you access to different Ranton Clan Hijutsu
with the corresponding Style Keyword. Regardless of
whichever Style you pick, when you would deal Lightning
damage to a creature with the Shocked condition, you deal
2d6 additional Lightning damage instead of 1d6.
122
RANTON CLAN JUTSU STORM RELEASE: SECONDARY DISCHARGE
Classification: Hijutsu
123
STORM RELEASE: STORM’S SHOCK STORM RELEASE: SNAKE CHAINS
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self (15 Foot radius) Range: 60 Feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release Release.
Description: An advanced version of the Lightning Release: Description: Select one target creature you can see within
Thunderbolt Jutsu, you form a large ball of lightning and range as snakes made of water & lightning shoot towards
water release chakra above your head, discharging the the target, attempting to restrain them. The target must
storm chakra all around you, using its water properties to make a Dexterity saving throw, being Restrained on a failed
avoid your allies. Each creature of your choice within 15 feet save. Additionally, they must make a Constitution saving
of you must make a Constitution saving throw, taking 3d8 throw becoming Shocked on a failed save. Creatures
Lightning damage and being Shocked on a failed save, or Restrained by this Jutsu can make a Strength saving throw
half as much damage and no further effects on a successful at the beginning of each of their turns, losing the Restrained
one. A creatures Shocked in this way remakes the saving and/or Shocked conditions on a success.
throw at the end of each of their turns, ending the condition At Higher Ranks: For each rank you cast this Jutsu above
on a success. C-Rank, increase the cost of this Jutsu by 3, and you may
At Higher Ranks: For each rank you cast this Jutsu above D- choose one additional creature to target with this Jutsu.
Rank, increase the cost of this Jutsu by 3, and the damage by
2d8. STORM RELEASE: TRI-BEAM
Classification: Hijutsu
C-RANK Rank: C-Rank
Casting Time: 1 Action
STORM RELEASE: LASER SIGHT Range: Self (90-Foot line)
Classification: Hijutsu Duration: Concentration, up to 1 minute
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 9 Chakra
Range: 30 Feet (30-foot Radius) Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Duration: Instant Release, Laser Style
Components: HS, CM Description: You form your storm chakra into a small
Cost: 8 Chakra sphere in front of you, which then fires outward into a 90-
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning foot long, 5-foot-wide line from you. Each creature in the
Release line must make a Dexterity saving throw, taking 6d8
Description: You fire bolts of storm chakra at each creature Lightning damage and being Shocked for the duration on a
within a 30-foot radius. This radius extends around corners, failed save. The chakra then reforms into a ball in front of
and you do not need to see the creatures to affect them. When you. For the duration of this Jutsu, you can use an action on
you cast this Jutsu, you can designate any number of creatures each subsequent turn to fire this beam again in any
to be unaffected by this Jutsu. Affected creatures take 1d4+ direction. A creature already Shocked makes this saving
Ninjutsu ability modifier Lightning damage and must make a throw at disadvantage.
Constitution saving throw, being Shocked on a failed save. At Higher Ranks: For each rank you cast this Jutsu above
Creatures already Shocked make this saving throw at C-Rank, increase the cost of this Jutsu by 3, and the damage
disadvantage. by 2d8
At Higher Ranks: For each rank you cast this Jutsu above C-
Rank, increase the cost of this Jutsu by 3, and radius by 10 feet.
124
B-RANK STORM RELEASE: STORM WAVE
Classification: Hijutsu
STORM RELEASE: LASER BLADE Rank: B-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (60-foot Cone)
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: HS, CM
Duration: Concentration, up to 1 Minutes Cost: 13 Chakra
Components: HS, CM, W(any) Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Cost: 10 Chakra Release, Storm Style
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Description: You conjure and fire a 60-foot cone in front of
Release you. All Creatures in the radius must succeed a Constitution
Description: You take your weapon as you form water into saving throw, taking 8d8 Lightning damage and gaining 2
the shape of a blade of your design and description. You ranks Shocked for 1 minute on a failed save, or half as much
then supercharge the water with vibrating lightning as you damage, and 1 rank of Shocked until the end of an affected
convert the colliding chakra natures into storm release creatures next turn on a successful save.
affinity. For the duration, your weapon deals Lightning
damage, its damage die is replaced with 3d8+ Ninjutsu
ability modifier, and when you would make a Melee weapon A-RANK
attack while holding the affected weapon, you may instead
use Intelligence instead of Strength or Dexterity for attack STORM RELEASE: LASER CIRCUS
and damage rolls. Classification: Hijutsu
If a Hostile creature is using a non-chakra enhanced Rank: A-Rank
weapon, and they use a Feature, Jutsu, or Ability that grants Casting Time: 1 Action
them a bonus to their AC, with the weapon as a core Range: 120 Feet
requirement or component, and you hit them with this Duration: Instant
enhanced weapon, their non-Chakra enhanced weapon is Components: HS, CM
destroyed as you slice right through it. Cost: 20 Chakra
If you would cast a Jutsu that would allow you to deal your Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
weapon damage, you only deal this Jutsu’s damage once, Release, Laser Style
after which you default to your original weapons damage. Description: You fire an absurd amount of Lightning beams
towards up to 10 targets of your choice. You make a ranged
ninjutsu attack per creature, against your selected target(s)
STORM RELEASE: LASER DANCE within range. You can direct any number of these beams
Classification: Hijutsu towards a single target or many, up to the number of beams
Rank: B-Rank you fire. On a hit, you deal 1d12 per beam, plus your Ninjutsu
Casting Time: 1 Action ability modifier. These beams ignore half and three quarters
Range: 90 feet cover.
Duration: Concentration, up to 1 Minutes
Components: HS, CM STORM RELEASE: RAGING WAVE
Cost: 14 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Rank: A-Rank
Release, Laser Style Casting Time: 1 Action
Description: You form your storm chakra into a large sphere Range: Self (60 Foot Radius)
and send it to a point you can see within range. As part of Duration: Concentration, up to 1 Minute
casting this Jutsu, and as an action on each of your Components: HS, CM
subsequent turns, you can fire up to three beams of Cost: 20 Chakra
lightning, making up to 3 ranged ninjutsu attacks against Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
creatures within a 30-foot radius of the sphere. You can Release, Storm Style
direct these beams towards a single target or many, up to Description: An advanced version of Water Release:
the number of beams you fire. On a hit, you deal 3d6 Maelstrom, you expel an enormous amount of water
Lightning damage. from your mouth, simultaneously charging it with
If you hit the same creature with at least two beams, the lightning, and making it swirl in a 60-foot radius around
creature must succeed on a Constitution saving throw, being you. Until the Jutsu ends, this area is difficult terrain for
Dazed until the end of your next turn on a failed save, any creature except you, and any creature that starts its
overloading their body with supercharged storm chakra. turn there or moves there for the first time on their turn
At Higher Ranks: For each rank you cast this Jutsu above must succeed on a Strength saving throw. On a failed
C-Rank, increase the cost of this Jutsu by 3, and the number save, a creature takes 7d10 Lightning damage and is
of attacks by one. pushed 15 feet away from the center of the area. On a
successful save, a creature takes half as much damage,
and is only pushed 5 feet away.
Additionally, a creature that starts its turn in the area
or moves there for the first time on their turn must also
succeed on a Constitution saving throw, gaining 3 ranks
of Shocked and 1 rank of Slowed on a failed save.
125
L ATENT R ANTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Twin Style 2 Being born with a fraction of storming chakra, you innately have the Storm Style or Laser Style.
If/When you would learn Ranton clan Hijutsu, you can only learn Jutsu with the chosen Style
keyword.
Latent Shocking 3 (You must have D-Rank Hijutsu) Beginning at 7th level, when you would deal Lightning damage with a
Wave I Ranton clan Hijutsu to a creature who are under the effects of or have taken damage from a Jutsu
with the water release keyword, you deal an additional 1d6 lightning damage.
Latent Shocking 4 (You must have Latent Shocking Wave I) Beginning at 15th level, the bonus damage dealt increases to
Wave II 2d6.
Latent Storm 3 Beginning at 3rd level, when you cast Jutsu with the Water Release keyword, you can choose to
Release I enhance the Jutsu as if near a sufficient source of water twice per rest.
Latent Storm 5 (You must have Latent Storm Release I) Beginning at 15th level, this limit is increased to three times
Release II per rest.
Latent Storm 4 (You must have Latent Storm Release I) Beginning at 7th level, when you cast a Jutsu with either
Release III Water or Lightning release keywords, increase the damage by 1 damage die, once per casting.
Latent Storm 4 (You must have Latent Storm Release III) Beginning at 18th level, the bonus damage increases to 2
Release IV damage die, once per casting.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Ranton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Ranton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Ranton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Ranton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Ranton Clan as a Prerequisite
STORMING WAVES
Category: Clan
Prerequisite: Ranton Clan, Level 4+
You learn to more masterfully control the water half of
Water Release. You gain the following Benefits;
• When you cast a Jutsu with the Lightning Release
keyword, you can reduce the cost of the Jutsu by 2, if there
is a sufficient source of water near it.
126
RYU At 11th level you begin to exhibit more draconic features.
Increase your Claws damage to 2d8. Ninjutsu you cast of
WRATH OF A DRAGON
your chosen nature release has their cost reduced by 2 (Min
1.). You can activate Dragon’s Rage twice per rest without
This Clan hails from the land of lightning but has roots in spending a Chakra die.
multiple countries across the continent. They have a unique At 15th level, Ryu Clan Jutsu you cast while benefiting
Kekkei Genkai that manifests extremely early, known as the from Dragon’s Rage ignores resistance and concentration
Blood of the Dragon. This Bloodline trait allows most Ryu cost is reduced by half. Your Claws damage becomes 2d8.
Clan members to manifest a Nature Release extremely early, At 18th level you have fully bonded to the nature affinity
and even use it to enhance themselves without the need for your Dragon represents. Your Claws damage becomes 3d8.
Jutsu to focus this chakra. Their Nature Release chakra is Ryu Clan Jutsu you cast can no longer be ended as a result of
known to be far more potent and extremely volatile in damage or failing a concentration check.
nature compared to others. This Kekkei Genkai also has a
negative trait, that manifests in the youngest of the clan the
most, their anger and rage is unmatched. They have short
emotional fuses that sends them flying into blind rages that
makes them attack their enemy relentlessly, but not without
tact, or strategy.
RYU TRAITS
Ability Score Increase: +2 to any ability score, + 1 to any
other (Recommended: +2 Intelligence, +1 Constitution)
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
RYU FEATURES
Dragon Clan Jutsu: The Ryu Clan have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list.
Blood of the Dragon: Born with the blood of dragons
running through your veins you have the natural affinity
with one of the 5 Dragons your clan worships. Beginning
at 1st level, Choose between Earth, Wind, Fire, Water and
Lightning. You gain that Elemental Affinity and all of
your Ryu Clan Jutsu takes on your chosen element. You
cannot go back and change this element later.
Dragon’s Rage: Beginning at 3rd level, you learn how
to call upon the boiling rage that’s innate to your
bloodline. As an action, you unleash your elemental
dragons’ wrathful energy, causing scales and claws
made of chakra to form. Your eyes also begin to glimmer.
Your scales, Claws and eyes are all a color that matches
your chosen natural affinity from your Blood of the
Dragon Clan feature. (Brown = Earth, Emerald = Wind, Red
= Fire, Blue = Water, Gold = Lightning).
Your transformation lasts for 1 minute or until you end it
as a bonus action. For the duration you gain a +1 to your AC
and can make a Claw attack using any attack granted by
your attack action. You can cast all Ryu Clan Hijutsu using
Constitution as your Ninjutsu Ability Modifier. Your Claw
attack counts as an unarmed attack, can use Constitution in
place of Strength for attack and Damage rolls. Your Claws
damage die is 1d6. You deal the damage type of your chosen
affinity. You can activate your Dragon’s Rage once per rest.
If you would activate it any time after the first, prior to
completing a rest, you can spend 1 Chakra die to activate it.
At 7th level your rage reaches new heights. You can
activate your Dragon Rage feature as a bonus action. While
benefiting from your Dragon’s Rage, your claw attacks deal
2d6 damage. You gain resistance to your chosen nature
affinity. Increase your speed by +10. Also, once per turn, you
can deal extra damage of your chosen nature affinity to one
target, equal to your character level when you deal damage
to it with an attack or Jutsu.
127
RYU CLAN JUTSU DRAGON VISION
Classification: Hijutsu
DRAGON AEGIS
Range: Self
Duration: 1 Hour
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: Reaction, which you take when you take
Keywords: Hijutsu, Ninjutsu, Sensory
damage
Description: Your pupils narrow into draconic slits,
Range: Self
granting you phenomenal sight. For the duration, you
Duration: 1 turn
are immune to the Blinded condition, gain 60ft of Dark
Components: HS, CM
vision and have a +5 bonus to Wisdom (Perception) and
Cost: 4 Chakra
(Insight) checks. You can see the Nature Affinities other
Keywords: Hijutsu, Ninjutsu
creatures can use, if any, and you also gain 30 feet of
Description: (This Jutsu takes on the Nature Affinity of your
chakra sight able to see how much chakra a creature has
Blood of the Dragon Clan Feature) Your coat your body in
based on an aura they exude.
chakra creating draconic scales and wing constructs of
your design, made of chakra that you conjure in between
you and the attack. You gain 2d10 + 15 Temporary Hit
C-RANK:
DRAGON’S BOMB
points until the end of the current turn. These
Temporary Hit points are in addition to any other
Classification: Hijutsu
Temporary hit points granted by Ryu Clan Hijutsu.
Rank: C-Rank
At Higher Ranks: For each rank you cast this Jutsu
Casting Time: 1 Action
above D-Rank, increase the cost of this Jutsu by 3 and
Range: 5 Feet
your Temporary hit points by 5
Duration: Instant
DRAGON AURA Components: HS, CM
Classification: Hijutsu Cost: 9 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu, Clash
Casting Time: 1 Bonus Action Description: (This Jutsu takes on the Nature Affinity of your
Range: Self Blood of the Dragon Clan Feature) You collect chakra into a
Duration: Concentration, Up to 1 Minute sphere about the size your body before compressing it
Components: HS, CM into in a sphere about the size of a golf ball. You take this
Cost: 5 Chakra super compressed ball of chakra and ram it into your
Keywords: Hijutsu, Ninjutsu target creating a shockwave that affects creatures and
Description: (This Jutsu takes on the Nature Affinity of your objects near the target creature.
Blood of the Dragon Clan Feature) You create a whipping Make a Melee Ninjutsu attack against a creature
aura of elemental chakra that surrounds you and extends within range dealing 4d10 damage. The target creature
out up to 10 feet from you. For the duration, creatures and all creatures in a 15-foot cone directly behind the
who start their turn within your aura take damage equal target creature must succeed a Constitution saving
to your Ninjutsu ability modifier of the damage type throw, being pushed back from a shockwave, 15 feet in a
associated with your chosen Nature Affinity. Also, When straight line. Creatures who fail the Constitution save in
a creature makes a Saving throw against a Jutsu of the the cone made by this Jutsu takes 3d6 damage and falls
same Nature affinity as the aura while within your aura, prone on a failed save or half as much on a successful
they roll 1d4, reducing their save by the result. save.
At Higher Ranks: For each rank you cast this Jutsu At Higher Ranks: For each rank you cast this Jutsu above
above D-Rank, increase the cost of this Jutsu by 3 and C-Rank, increase the cost of this Jutsu by 3 and the initial
the size of the aura by 5 feet. damage by 2d10, and the Shockwave damage by 1d6.
DRAGON BREATH
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: 20-foot cone
Duration: Instant
Components: HS, CM
Cost: 3 Chakra
Keywords: Hijutsu, Ninjutsu
Description: (This Jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You inhale and release a
wave of destructive chakra that matches your affinity.
Creatures in range must succeed a Dexterity saving
throw, taking 3d8 damage on a failed save or half on a
success.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, the
size of the cone by 5 feet and the damage by 2d8 damage.
128
DRAGON’S STRIKE DRAGON CLOAK
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (60 feet) Range: Self
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM, W (melee, Slashing) Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Bukijutsu Keywords: Hijutsu, Ninjutsu
Description: (This Jutsu takes on the Nature Affinity of your Description: (This Jutsu takes on the Nature Affinity of your
Blood of the Dragon Clan Feature) You bathe your weapon in Blood of the Dragon Clan Feature) You cover your body in
your chakra, so much that it vibrates and hums loud enough chakra and mold it until its visible to the naked eye. Your
to sound like revolving fan blades. You make a single decisive chakra then begins to bubble and boil until it takes the
slash, releasing the attack and destroying everything in your shape of a dragon-like shell that covers your entire
path. You have two options for the size and shape of this form. You are still visible inside the Construct of chakra.
attack. For the duration, you gain 30 Temporary Hit Points, your
Horizontal Slash. You swing your sword from left to right unarmed attacks deal an additional 1d10 damage and you
releasing a violent gale of your elemental energy catching all gain advantage on Constitution and Wisdom saving
creatures in a 25-foot cone. Creatures in range must succeed throws while you still have Temporary hit points from
a Dexterity saving throw taking 5d8 damage and being this Jutsu.
knocked prone on a failed save or half as much on a If you cast this Jutsu while you are gaining the benefits
successful one. of Dragons Rage or Dragons Wrath, you reduce the cost
Vertical Slash. You swing your sword straight down releasing of this Jutsu by 3 for each one currently active.
a single beam of elemental energy from your katana. The Additionally, if you are gaining the benefits of
Beam flies down a straight line 60 feet long and 10 feet wide. Dragons Wrath you no longer need to maintain
Creatures in range must make a Dexterity saving throw, concentration on that Jutsu but you still gain its benefits
taking 7d6 damage and being knocked prone on a failed save for the duration of this Jutsu.
or half as much on a successful one. At Higher Ranks: For each rank you cast this Jutsu
At Higher Ranks: For each rank you cast this Jutsu above C- above B-Rank, increase the cost of this Jutsu by 3 and
Rank, increase the cost of this Jutsu by 3 and the Horizontal Temporary Hit points by 15.
damage by 2d8 or the Vertical damage by 2d6.
A-RANK:
DRAGON’S WRATH
Classification: Hijutsu DRAGON’S ASCENSION
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Bonus Action Rank: A-Rank
Range: Self Casting Time: 1 Bonus Action
Duration: Concentration, Up to 1 Minute Range: Self
Components: HS, CM Duration: 1 minute
Cost: 8 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu Cost: 20 Chakra
Description: You amplify your body with your Nature Keywords: Hijutsu, Ninjutsu
affinity, creating a light but harmless aura and effect Description: You keep all of your chakra inside you, not
symbolizing your chakra. For the duration, double your allowing any of it to leak out. You enhance your physical
Movement speed and you gain advantage on Strength and attributes past their limits, matching your physical
Dexterity saving throws. prowess to that of a Dragon. Your Strength, Dexterity
and Constitution all become 24 for the duration. Your
B-RANK: speed is doubled, and you gain more feral sounding
speaking patterns. You gain advantage on Intelligence
DESTRUCTIVE WAVE and Charisma saving throws. You lose the ability to cast
Classification: Hijutsu and concentrate on Non-Ryu Clan Jutsu for the duration.
Rank: B-Rank When this Jutsu ends, make a Constitution save vs a
Casting Time: 1 Action DC 20 + 1 for every round this Jutsu remained active. On a
Range: Self (30-foot radius) failure, you fall to the ground prone and Stunned for a
Duration: Instant number of minutes equal to rounds you had this Jutsu
Components: HS, CM active.
Cost: 14 Chakra If you cast this Jutsu while you are gaining the benefits
Keywords: Hijutsu, Ninjutsu, Clash of Dragons Rage, Dragons Wrath or Dragons Cloak you
Description: (This Jutsu takes on the Nature Affinity of your reduce the cost of this Jutsu by 4 for each one currently
Blood of the Dragon Clan Feature) You collect your Elemental active.
energy into your body and compress it into a single spot, and Additionally, if you are gaining the benefits of
prepare to fire in all directions by striking the ground. Dragons Wrath and/or Dragons Cloak you no longer
creating a shockwave the fires out in all directions need to maintain concentration on either Jutsu but you
overwhelming all enemies. Each creature you choose within still gain their benefits for the duration of this Jutsu.
30-feet of you must succeed a Constitution saving throw or
take 10d6 damage and be knocked prone on a failed save or
half as much on a success.
129
L ATENT R YU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Blood of The 5 Beginning at 3rd level, you have grown close to your latent dragons nature affinity. Select one nature
Dragon release you currently have access to. You gain the ability to learn and cast Jutsu with the chosen
nature release and all Ryu clan Jutsu you learn or cast gain the chosen keyword. This cannot be
changed. If you do not have a nature release, all Ryu Clan Jutsu instead deals Force Damage and any
effects that rely on a damage type now references Force.
Latent Dragon Claws I 2 (You must have Latent Blood of the Dragon) Beginning at 3rd level, unarmed attacks you make
become chakra enhanced and deals the same damage as your chosen Nature release. Your unarmed
damage becomes a d4.
Latent Dragon Claws II 3 (You must have Latent Dragon Claws I) Beginning at 7th level, your unarmed damage die becomes a
d6.
Latent Dragon Claws III 4 (You must have Latent Dragon Claws II) Beginning at 15th level, your unarmed damage die becomes
a d8.
Latent Dragon’s Rage I 2 (You must have Latent Blood of the Dragon & Latent Dragon Claws I) Beginning at 7th level, you can
as an Action, enter your Dragons Rage state. This transformation lasts for 1 minute and cannot be
ended early. For the duration, you gain a +1 bonus to your AC and can make unarmed attacks with
Dragon Claws using Constitution in place of Strength.
Latent Dragon’s Rage II 3 (You must have Latent Dragon’s Rage I) Beginning at 15th level, your bonus to AC increases to +2.
Latent Dragon’s 3 (You must have Latent Dragon’s Rage II) Beginning at 15th level, while within your Dragons rage
Rage III transformation, your Claw attack damage die increases by +1.
Latent Dragon’s 3 (You must have Latent Dragon’s Rage II) Beginning at 18th level, you gain resistance to your chosen
Rage IV nature release’s damage type.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Ryu Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Ryu Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Ryu Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Ryu Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Ryu Clan as a Prerequisite
DRAGON’S BLOOD
Category: Clan
Prerequisite: Ryu Clan, Level 4+
You have learned to tap into the blood of the dragons that
run through your veins. You gain the following Benefits;
• While you are gaining the benefits of your Dragons Rage
clan feature, you can use Dexterity or Strength for your
Claw Attack.
• Ryu Clan Hijutsu you cast, that initiate a clash, you always
roll at Advantage.
130
SARUTOBI Advanced Chakra Control: Additionally, at 1st level,
Sarutobi are known for their ability to squeeze every
131
L ATENT S ARUTOBI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Advanced Nature 2 Beginning at 1st level, Select one nature release keyword from that you have access to. Jutsu you
Transformation I cast with the chosen keyword gains a +2 bonus to damage once per casting.
Latent Advanced Nature 3 (You must have Latent Advanced Nature Transformation II) Beginning at 11th level, Select a second
Transformation II nature release keyword that you already have access to, this nature release gains a bonus +2 to
damage once per casting.
Latent Advanced Chakra 2 Beginning at 3rd level, Select between the following; Ninjutsu, Genjutsu, Taijutsu or Bukijutsu, you
Control I can use Jutsu with the select Keyword with a level of efficiency others wish they had. You may
reduce the cost of the select combination of keywords by 1.
If Ninjutsu, select between the following keywords that you have access to; (Earth Release, Wind
Release, Fire Release, Water Release, Lightning Release, Medical)
If Taijutsu or Bukijutsu, select between the following keywords; Taijutsu or Bukijutsu.
If Genjutsu, select between the following Keywords; Auditory, Inhaled, Tactile, and Visual.
Latent Advanced Chakra 3 (You must have Latent Advanced Chakra Control I) Beginning at 11th level, reduce the cost by an
Control II additional 1.
Latent Advanced Chakra 5 (You must have Latent Advanced Chakra Control II) Beginning at 15th level, select one additional
Control III keyword from the original list provided under Latent Advanced Chakra Control I
Latent Inheritors of the 5 Beginning at 7th level, you gain 3 Focus Points. You regain spend Focus Points on a long rest. Select 1
Will of Fire I ability from the Inheritors of the Will of Fire clan feature which you can spend your Focus Points on.
Latent Inheritors of the 5 (You must have Inheritors of the Will of Fire I) Beginning at 11th level, you gain 1 additional Focus
Will of Fire II Point and may pick another ability from the Inheritors of the Will of Fire clan feature which you can
spend your Focus Points on.
Sarutobi Clan Feats 5 You gain the ability to learn Clan Feats with Sarutobi Clan as a Prerequisite
132
SARUTOBI CLAN FEATS HOST OF FLAMES
Category: Clan
GUARDIANS OF WILL Prerequisite: Sarutobi Clan, Level 4+
Category: Clan The Fire inside you begins to grow, even affecting those
Prerequisite: Sarutobi Clan, Level 4+ around you, making your will infectious. You gain the
You have enhanced your Jutsu to further protect the will following Benefits;
of fire. You gain the following Benefits; • You can, as a bonus action, give an allied creature within
• Once per turn, when you would deal damage with a Jutsu, 60 feet of you a number of your Focus Points up to your
you may add a bonus to your damage roll equal to your remaining amount. They can spend it in the same ways
Proficiency. you can as described in the Inheritors of the Will of Fire
• Jutsu you cast that are gaining the benefit of your clan feature.
Advanced Chakra Control clan feature ignore resistance. • You can spend 2 Focus Points to automatically upcast a
• When you spend Focus Points on a Jutsu you cast, you Jutsu without spending chakra if able.
increase the number of die the Jutsu rolls by 1, for each • You can spend 3 Focus Points to regain a number of hit
point spent. points equal to 4d10+ Your level.
COMBINATION MASTER
Category: Clan
Prerequisite: Sarutobi Clan, Level 8+
Through hard work, training, and sheer luck, you are
able to imitate a Kekkei Genkai using your natural born
Nature Release Affinities. You gain the following
Benefits;
• You may learn or Create Jutsu with both nature Release
Keywords granted by your Advanced Nature
Transformation clan feature. Select one clan that has both
Nature Releases granted by your Advanced Nature
Transformation clan feature. You can learn Hijutsu from
the chosen clan, except they lose the Hijutsu keyword for
you only.
• You can spend 2 Focus Points to forcefully combine
Nature Releases. The next Jutsu you cast may now deal
half of one Release’s damage, and half of another
Release’s damage that you possess.
INHERITED WILL
Category: Clan
Prerequisite: Sarutobi Clan, Level 4+
You are a true carrier of the Will of Fire. You gain the
following Benefits;
• You gain 3 additional Focus Points.
• Additionally, you gain another keyword from your
Advanced Chakra Control feature.
133
SENJU Senju Superiority: Beginning at 3rd level, you begin
your journey to become a true Senju. You gain two of the
134
SENJU CLAN JUTSU WOOD RELEASE: PIERCING BARK
Classification: Hijutsu
135
C-RANK WOOD RELEASE: HOTEI TECHNIQUE
Classification: Hijutsu
WOOD RELEASE: GREAT SPEAR TREE Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 60 feet (15-foot Cube) Components: HS, CM
Duration: Instant Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release
Cost: 8 Chakra Description: You clap your hands together as you inject
Keywords: Hijutsu, Ninjutsu, Earth Release, Water Chakra into the ground. You conjure multiple hands of wood
Release that erupt from the ground and attempt to grapple up to two
Description: You clap your hands together as you inject creatures you can see within range. Each target creature must
Chakra into the ground. You select a space you can see make a Dexterity saving throw, being Grappled on a failed
within range, where a large tree explodes from the save.
ground bearing only sharpened branches. The tree fills a A Grappled creature must also make a Strength saving
15-foot Cube. Creatures within range of the massive tree throw, being pulled Prone on a failed save as the hands
must make a Dexterity saving throw, taking 8d4 Earth retract into the ground.
damage and being Restrained on a failed save, taking Creatures Grappled by this Jutsu may make a Strength
half damage on a success. saving throw at the beginning of each of their turns, or as an
Creatures restrained by this Jutsu may make a Action on their turn to escape from this Jutsu.
Strength saving throw at the beginning of each of their At Higher Ranks: For each rank you cast this Jutsu above
turns, or as an Action on their turn to end the Restrained C-Rank, increase the cost of this Jutsu by 3, and select one
condition on themselves. additional creature within range for this Jutsu to affect.
The tree remains for 1 hour before it wilts and turns to
dust. This tree has an AC equal to your Ninjutsu Save DC B-RANK
and 40 Hit points and counts as an Earthen Construct.
At Higher Ranks: For each rank you cast this Jutsu WOOD RELEASE: WOOD CLONE
above C-Rank, increase the cost of this Jutsu by 3 and the Classification: Hijutsu
range by 10. If this Jutsu is cast at A-Rank or higher, you Rank: B-Rank
summon a second tree in a difference space within Casting Time: 1 Action
range. A creature can only be affected by one instance of Range: Self
this Jutsu. Duration: Instant
Components: HS, CM
WOOD RELEASE: HŌBI TECHNIQUE Cost: Special (10 Chakra)
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Rank: C-Rank Release, Clone
Casting Time: 1 Reaction, which you take when you or a Description: You clap your hands together as you inject
creature you can see within range would take damage. chakra into the ground conjuring clones made of wood.
Range: Self (10-foot radius sphere) This is an even more advanced Version of the Shadow
Duration: Instant Clone Technique, where you manifest clones made of
Components: HS, CM hardened, malleable, and dense wood known as a Wood
Cost: 9 Chakra Clone.
Keywords: Hijutsu, Ninjutsu, Earth Release, Water You can conjure up to 3 Wood Clones at once, costing 12
Release chakra per clone. Wood Clones act at once and all attempt
Description: You clap your hands together as you inject to perform the same command given. If commanded to
Chakra into the ground. You conjure a massive wooden perform the Help action, they can only help the
dome that is an Earthen Construct of your design and Summoner. Wood Clones are conjured with a replica of
description. All creatures of your choice within range are any weapons you have on you at the time of creation that
protected, while other creatures who you did not select is made from chakra enhanced wood. When a Wood Clone
are pushed out from the protection of this structure to makes an attack using this weapon or makes an unarmed
the edge, on a space that can hold them harmlessly. The attack, it deals 1d10+Ninjutsu ability modifier Earth
structure intercepts all damage targeting creatures damage regardless of the attack used. It can make up to 2
within the dome until the end of the current turn, attacks using its action.
intercepting the damage until it is destroyed. Any excess All Wood Clones have 15 Hit Points and can use any
damage is transferred to you. The dome has 8d6 Hit Senjutsu Hijutsu on your known list of C-Rank or lower
points. up to twice. Wood Clones use your Constitution save
At Higher Ranks: For each rank you cast this Jutsu bonus for all saving throws.
above C-Rank, increase the cost of this Jutsu by 3, and After the clone reaches 0 Hit points, performs 2 Senju
the Hit Points of the Structure by +10 Clan Hijutsu, or is dismissed as a free action, the Jutsu
ends.
136
WOOD RELEASE: WOOD DRAGON SUMMONING
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action Huge Construct, unaligned
Range: 30 feet
Duration: Concentration, up to 1 minute Armor Class Your Ninjutsu Save DC
Components: HS, CM, CS Hit Points 125 (10d10 + 70)
Cost: Special (14 Chakra) Speed 40 ft.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
Water Release STR DEX CON INT WIS CHA
Description: You clap your hands together as you inject 23 (+6) 10 (+0) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
Chakra into the ground, conjuring a massive wooden
serpentine dragon. You command the Dragon as a free damage Immunities Poison, Psychic, Bludgeoning, Piercing and
action and it only listens to you, acting at the end of each of Slashing from non-Chakra enhanced weapons.
your turns. It is proficient in all saving throws, uses your Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
Ninjutsu ability modifier as its Proficiency bonus, and uses petrified, poisoned.
your ninjutsu attack bonus or save DC for effects that Senses Darkvision 60 ft., passive Perception 10
require it.
You may, as a Bonus Action or Reaction, cause the dragon Immutable Form. The Wood Dragon is immune to any Jutsu or
to use its Detonation ability. It uses the following Statistics; effect that would alter its form.
A-RANK
Elemental Weapons. The Dragons attacks are Chakra enhanced.
Ineffable Makeup. The Wood Dragon cannot be dispelled by any
BURIAL
Classification: Hijutsu
Multiattack. The Wood Dragon can attack 2 times with its Bite.
Rank: A-Rank
Casting Time: Full Round Action Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d8 + 6
Range: 90 feet (30-foot cylinder) Earth damage.
Duration: Permanent Constrict. On a successful Bite attack, the wood dragon can forgo its
Components: HS, CM, CS second attack to instead constrict the target. If it does, the target
Cost: Special (20 Chakra) must succeed a Strength saving throw being grappled & restrained by
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, the Dragon. A restrained creature may make a Strength saving throw
Water Release at the beginning of each of their turns, or as an Action on their turn to
Description: You clap your hands together as you inject escape from the wood dragon.
Chakra into the ground, bringing a large surge of vitality Detonation: The dragon explodes in a massive incendiary explosion of
into the foliage deep underground. Select a space you can Water and wood. All creatures within 15 feet of the Dragon when it
see within range. A massive tree, 90-feet tall and 30-feet explodes makes a Dexterity saving throw, taking 6d8 Earth damage
wide, made of roots, explodes upwards, attempting to on a failed save, or half as much on a successful one. If a creature is
capture all creatures in its path. This Jutsu counts as an restrained by this dragon, when this ability is used the restrained
Earthen Construct. creature instead takes double damage.
All creatures in a 30-foot wide, 90-foot-high cylinder
must make a Strength saving throw, being Restrained on a
failed save, as the tree completely captures them and binds
them inside it. On a successful save, they escape the binding
of the tree’s roots.
Creatures who failed the saving throw have total cover
from all creatures both inside and outside the tree, and
begin to feel immense pressure as the tree begins to
compress and feed off of their biological mass as nutrients.
Restrained creatures take 12d8 Earth damage at the
beginning of each of their turns.
A Restrained creature may make a Strength saving throw
at the beginning of each of their turns, or as an Action on
their turn to escape this Jutsu. Once they succeed twice, they
fully escape the Jutsu’s bindings.
A creature whose hit points reach 0 while under the
effects of this Jutsu becomes a part of the tree, unable to
ever be revived.
The Tree conjured by this Jutsu remains and does not
dissolve. The Tree Conjured by this Jutsu has 120 Hit
points and 25 AC.
137
L ATENT S ENJU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Wood 3 Beginning at 3rd level, Jutsu you cast with the Earth Release or Water Release keyword grant you +5
Release I Temporary hit points, once per casting.
Latent Wood 5 (You must have Latent Wood Release I) Beginning at 15th level, the temporary hit points gained
Release II increases to +10.
Latent Wood 4 (You must have Latent Wood Release I & D-Rank Hijutsu) Beginning at 11th level, twice per long rest,
Release III when casting a Jutsu with either the Earth or Water Release keyword, you can double the size of the
area of effect, if it has one.
Latent Mitotic 2 Beginning at 3rd level, you learn to manifest a pool of Latent Senju Cells. You gain a number of Senju
Regeneration I Cells equal to your level, up to a maximum of 5 Senju cells which can only be spent as a Bonus action
on your turn, to regain 1d6 + Constitution in hit points per cell spent.
Latent Mitotic 3 Beginning at 11th level, your maximum number of Senju Cells increases to 10.
Regeneration II
Latent Sacred Body 5 (You must have D-Rank Hijutsu) Beginning at 7rd level, you can use Constitution as your Ninjutsu
ability modifier for Senju Hijutsu you cast.
Latent Blood of the Leaf 3 Beginning at 15th level, When you would make a charisma check to intimidate or persuade a hostile or
unfriendly creature, you can use constitution in place of charisma.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Senju Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Senju Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Senju Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Senju Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Senju Clan as a Prerequisite
138
SHAKUTON Scorching Aura: Starting at 3 rd level, when you would
139
SHAKUTON CLAN JUTSU SCORCH RELEASE: MURDEROUS
REVITALIZATION
D-RANK Classification: Hijutsu
Rank: D-Rank
140
C-RANK SCORCH RELEASE: PAINFUL VIOLENCE
Classification: Hijutsu
SCORCH RELEASE: BLAZING MURDER Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 5 Feet
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 60 feet (15-foot cube) Components: HS, CM
Duration: Instant Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Cost: 9 Chakra Description: You cannot lose concentration on this Jutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release as a result of damage. You conjure multiple globes of
Description: You conjure 4 globes of superheated flame superheated flame and coat your fist and feet in them for
that you then compress into a sphere the size of a the duration.
basketball. You then throw this sphere into the air before When you first cast this Jutsu, and as an Action on
clapping your hands together to focus, releasing the each subsequent turn for this Jutsu’s duration, you can
super-heated flames into the air like rain filling a 15- make a single melee Ninjutsu attack. On a hit, you deal
foot cube you can see. 6d6 + Your Ninjutsu ability modifier Fire damage and
All creatures within range must succeed a Constitution the target creature gains the Burned condition.
saving throw. On a failed save they gain 4 ranks of the When you cast this Jutsu, you may spend 3 or 6 motes
Burned condition. On a successful save they gain 1 rank created by the Scorch Release: Scorching Murder,
of the Burned condition until the end of their next turn. Blazing Murder, or Hellfire Murder Jutsus. For every
At Higher Ranks: For each rank you cast this Jutsu three motes spent, you can make one additional melee
above D-Rank, increase the cost of this Jutsu by 3, and ninjutsu attack as a part of this Jutsu’s special action.
the size of the cube by 5 feet.
B-RANK
SCORCH RELEASE: VIOLENT SLAUGHTERING
FLAME SCORCH RELEASE: HELLFIRE MURDER
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot cone) Range: Self (30-foot radius sphere)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Description: You fire a 30-foot cone of flame destroying Description: You manifest a massive ball of super-
everything in your way. Creatures in the area must make heated flame and slam it into the ground, destroying
a Dexterity saving throw, taking 4d8 Fire damage and everything around you.
being Burned on a failed save, taking half damage on a All creatures excluding you within the radius must
success. Creatures who fail this saving throw by 5 or succeed a Constitution saving throw. On a failed save,
more also drop any metal items they are holding. If they they take 10d8 Fire damage and gain 2 ranks of Burned,
would pick up these items before the end of their next or half as much damage on a success.
turn they take 1d6 Fire damage. When you cast this Jutsu, you may spend up to 4 motes
When you cast this Jutsu, you may spend up to 5 motes created by the Scorch Release: Scorching Murder,
created by the Scorch Release: Scorching Murder, Blazing Murder, or Hellfire Murder Jutsus. For every two
Blazing Murder, or Hellfire Murder Jutsus. For each motes spent this way, you select one creature to be
mote spent, all creatures within range suffer a -1 penalty unaffected by this Jutsu, increase this Jutsu’s damage by
to their saving throw. 2d8 and increase the rank of Burned by +1.
At Higher Ranks: For each rank you cast this Jutsu At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3, and above B-Rank, increase the cost of this Jutsu by 3, and
Damage by 2d8. the radius by 15 feet.
141
SCORCH RELEASE: VENGEFUL MIRAGE A-RANK
Classification: Hijutsu
Rank: B-Rank SCORCH RELEASE: MAJESTIC VIOLENT
Casting Time: 1 Action MURDERING HELLFIRE DESTROYER
Range: Touch Classification: Hijutsu
Duration: Concentration, up to 1 minute Rank: A-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 11 Chakra Range: 120 feet
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Duration: Instant
Description: You conjure 4 globes of superheated flame Components: HS, CM
and enhance the body of a creature you touch, increasing Cost: 25 Chakra
its reactionary speed significantly. You do not need to Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
spend chakra to concentrate on this Jutsu. Clash
The affected creature’s unarmed attacks are now Description: You conjure 10 globes of superheated flame
chakra enhanced and deal Fire damage instead of its and create a single massive sphere of super-heated
previous damage type, and deals an additional damage flame.
die. Make a ranged Ninjutsu attack against a target you can
Creatures have a -2 penalty to attack rolls made see within range, dealing 12d12 Fire damage on a hit.
against creatures under the effects of this Jutsu. Regardless if you hit or miss, all other creatures
within 60 feet of the original target must make a
Constitution saving throw, taking 6d12 Fire damage and
being Burned on a failed save.
Creatures who fail their saving throw or whose AC you
beat by 5 or more take an additional 1d12 damage.
Creatures who fail their saving throw or whose AC you
beat by 10 or more take the maximum possible damage.
Creatures whose hit points are reduced to 0 as a result
of this Jutsu are turned to ash.
When you cast this Jutsu, you may spend up to 20
motes created by the Scorch Release: Scorching Murder,
Blazing Murder, or Hellfire Murder Jutsus. For every two
motes spent, increase the damage by 1d12, gain a +1
bonus to your attack roll, and all affected creatures
suffer a -1 penalty to their saving throw.
142
L ATENT S HAKUTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Hot Air I 2 You may make ranks of the Bleeding condition that you inflict deal Fire damage instead of Necrotic.
Latent Scorch 4 (You must have Latent Scorch Release I) Beginning at 11th level, when you would cast a Jutsu with
Release I either Wind or Fire Release keywords that would deal damage, you can change the damage type to
Fire
Latent Scorch 3 (You must have Latent Scorch Release I) Beginning at 11th level, A creature who has gained ranks of
Release II the Burned condition from a Jutsu that you cast, or feature you use, must make a Constitution saving
throw, being Weakened for the duration of the Burned condition on a failed save.
Latent Scorch 3 (You must have Latent Scorch Release III) Beginning at 15th level, creatures that you inflicted with
Release III ranks of burned suffers a -5 penalty to ending the condition.
Latent Scorching 3 Beginning at 7rd level, you gain 3 Scorch Dice (d4). You can spend Scorch Dice when you would deal
Heat I fire damage, adding the result to the damage dealt, and also ignoring resistances. You regain spent
scorch die when you would complete a long rest.
Latent Scorching 4 (You must have Scorching Heat I) Beginning at 11th level, You can spend Scorch Dice to reduce a
Heat II single creatures saving throw by half the result.
Latent Scorching 5 (You must have Scorching Heat II) Beginning at 15rd level, you gain 2 additional Scorch Dice.
Heat III
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shakuton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shakuton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shakuton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shakuton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Shakuton Clan as a Prerequisite
143
SHIKIGAMI Papercraft: Beginning at 3rd level, you begin to plan for
combat in advance by preparing paper tags while you
A WORK OF ART rest. These are represented by Tags. You have a number
The Shikigami Clan is not a clan bound by blood as much as of Tags equal to your proficiency bonus and regain spent
it is a clan bound by ideology. This Shikigami clan has no Tags on a long rest. When you deal damage with a
surname, and do not share any connecting tissue outside of Shikigami Clan Hijutsu, you may spend a Tag to apply
one of the following additional effects to that Jutsu. If
the passed down secrets of Papercraft. This family works
the Jutsu deals damage to multiple creatures, choose one
more like a coven of members more so than a bloodline,
affected creature to be the target of your Tag. You may
with senior and elder members teaching their children and only use a Tag effect once per Jutsu cast.
bringing in those from outside the clan into the fold.
• Paper Bomb: Your target takes an additional Xd4 fire
Shikigami Techniques: The Shikigami Clan has access to must make a Constitution saving throw against your
a separate list of Jutsu unique to their Clan. You can add ninjutsu save DC. On a failed save, creatures take 2d8
these Jutsu to your Jutsu list instead of selecting Jutsu from poison damage and receive a number of ranks of
the Normal Jutsu list(s). Envenomed equal to half your proficiency bonus.
Dance of the Shikigami: Beginning at 1st level, your • Smoke Bomb: Your Jutsu emits smoke in a 25 feet radius
previous training allows you to passively maintain the around your target. This smoke heavily obscures the
effects of a Jutsu unique to the Shikigami called Dance of vision of all creatures within it.
the Shikigami. Your body is made of paper that is held Beginning at 7th level, you can use the following
together by your Chakra. As an Action, you may pass Papercraft options.
through a crack or crevice that would not damage a sheet
• Force Tag: All creatures within a 20 feet radius centered
of paper (such as the space under a door) as if it were not
on your target must make a Strength saving throw
there.
against your Ninjutsu save DC. On a failed save, creatures
Beginning at 7th level, twice per long rest, you may
are knocked back 15 feet from the targeted creature. The
detach the sheets of paper that make your body from each
targeted creature is instead knocked 30 feet away from
other slightly as an action, and activate the full power of
you.
Dance of the Shikigami for 1 minute. While Dance of the
• Flash Tag: Your Jutsu emits a blinding flash. All creatures
Shikigami is active, you gain the following benefits;
within 15 feet of the targeted creature must make a
• You gain DR to bludgeoning, piercing, and slashing Constitution saving throw against your ninjutsu save DC.
damage equal to your proficiency bonus. At 11th level, this On a failed save, creatures are Blinded until the end of
instead becomes resistance. their next turn, and are Dazed for 1d4 turns.
• You gain +10 movement speed. • Breaching Tag: Your Jutsu deals double damage to
• You are weightless and add 1d4 to saving throws made structures and constructs.
against effects that would inflict you with the Grappled or
Paper Perfection: Beginning at 18th level, you have
Restrained conditions. At 11th level, you instead gain
mastered your Shikigami techniques. You are
immunity to the Grappled and Restrained conditions. permanently under the effects of Dance of the Shikigami.
• You gain a hover speed equal to your movement speed. At
15th level you instead gain a flying speed.
• Your movement does not trigger opportunity attacks and,
when you move through a space a hostile creature
occupies, that creature must make a Dexterity saving
throw against your Ninjutsu save DC, gaining 2 ranks of
bleed on a failure. Creatures can only be affected by this
feature once per turn.
• At 15th level, when you take the Attack action, you may
cast a Shikigami Clan Hijutsu with a casting time of an
action as a bonus action.
You gain an additional use of this feature at 15th level.
144
SHIKIGAMI CLAN JUTSU PAPER MUMMIFICATION
Classification: Hijutsu
PAPER SHURIKEN
Range: 45 feet
Duration: 1 Minute (concentration)
Classification: Hijutsu
Components: CS, HS
Rank: D-Rank
Cost: 7 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: 60 Feet
Description: You send paper out to wrap a creature's
Duration: Instant
limbs, making them unusable. Target a creature within
Components: CS
range, forcing them to make a Dexterity saving throw. On a
Cost: 4 Chakra
failed save, a limb of your choice becomes unusable. If the
Keywords: Hijutsu, Ninjutsu
creature relies on that limb for movement, their movement
Description: You create 3 razor-sharp shuriken from
speed is halved so long as the limb is affected and cannot
paper, and guide them with your chakra. Make a ranged,
move if all their movement limbs are affected. If all the
ninjutsu attack for each shuriken you create. You can make
creature's arms are affected, they cannot cast Jutsu with
the attack against one target or many. On a hit, you deal
the HS keyword.
1d4+1 slashing damage.
For the remaining duration of the Jutsu, the paper
While under the effects of Dance of the Shikigami,
attempts to spread to the rest of the creature's body. At the
creatures gain 1 rank of Bleeding for each shuriken that
end of each of the affected creature's turns, they must
deals damage to them.
make a Strength saving throw. On a failed save, you may
At Higher Ranks: For each rank you cast this Jutsu above
choose an additional limb to be affected by this Jutsu.
D-Rank, increase the cost by 3, and create two additional
Affected creatures remove the effect from one limb of their
shuriken.
choice on a successful save. When all of the creature's
PAPER SUBSTITUTION limbs are affected, they immediately fall prone and are
incapacitated for the remaining duration of the jutsu.
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are
ORIGAMI SERVITOR
Classification: Hijutsu
targeted or would take damage from an attack that targets
Rank: D-Rank
you.
Casting Time: 10 Minutes
Range: Self
Range: 500 feet
Duration: 1 Round
Duration: Until Triggered or Dispelled
Components: HS, CS
Components: CS
Cost: 5 Chakra
Cost: Special
Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu
Description: You turn your body into a mound of small,
Description: You use origami to create a paper animal,
paper squares, that upon impact scatter, nullifying a
such as a crane or butterfly, and send it out to gather
significant amount of damage. You gain +5 bonus to AC
information. The Origami you create is a Tiny object with a
and resistance to Bludgeoning, Piercing and Slashing
flying speed of 60 feet, and a stealth bonus equal to your
damage until the end of the current turn. If you are already
Ninjutsu Save DC. While this Jutsu is active, you may spend
resistant to Bludgeoning, Piercing, and Slashing damage,
an Action to see and hear as if you were in the same location
you instead gain immunity.
as your origami. While doing this your body is Incapacitated
and unaware of its surroundings. Any damage to your body
returns your senses.
At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the cost by 3, the range your Origami can
travel by 250 feet, and increase their Stealth Bonus by +2. If
this Jutsu is casted at B-Rank, increase the Duration to 8
hours and 24 hours at A-Rank.
145
C-RANK ORIGAMI DEFENSE
Classification: Hijutsu
PAPER DRIZZLE Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 90 Feet
Casting Time: 1 Action Duration: 1 Minute
Range: 90 Feet (30-foot cube) Components: CS, HS
Duration: Instant Cost: 8 Chakra
Components: CS Keywords: Hijutsu, Ninjutsu
Cost: 8 Chakra Description: You weave thousands of sheets of paper into a
Keywords: Hijutsu, Ninjutsu solid structure within range. The structure has an AC equal to
Description: You briefly form a pair of papery wings, which your Ninjutsu save DC, has 8d8 Hit Points, and has
rain Senbon made of paper on an area that you can see within vulnerability to fire damage. The structure is made of
range. Each creature in the target area, must succeed a straight, 5 feet long, 20 feet high segmented walls, which you
Dexterity saving throw, taking 4d10 Piercing damage on a can create to form any connected structure up to 45 feet long.
failed save, or half as much on a success. While under the At Higher Ranks: For each rank you cast this jutsu above
effects of Dance of the Shikigami, you can choose to only C-Rank, increase the cost of the jutsu by 3, the maximum
affect hostile creatures within the area of effect. Additionally, total length of the structure by 15 feet, and the HP of the
if you have a flying speed, affected creatures receive 1 rank of structure by 4d8.
Bleeding on a failed save.
At Higher Ranks: For each rank you cast this Jutsu above C-
Rank, increase the cost by 3 and the damage by 2d10. B-RANK
TRACKING TAG PAPER CHAKRAM
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: Special Casting Time: 1 Action
Range: Special Range: 5 feet (120 feet)
Duration: 24 Hours Duration: 1 minute.
Components: CS Components: CS
Cost: 6 Chakra Cost: 10 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: You attach a hidden paper tag marked with a Description: You create an incredibly sharp chakram of
chakra seal on your target, which blends into the target's paper, which you mentally command to attack opponents
clothes or skin. You may cast this Jutsu as part of taking the repeatedly for the duration or until you dismiss this Jutsu.
Attack action or casting a Shikigami Clan Hijutsu. When the When you cast this Jutsu, the chakram appears within 5
triggering attack or Jutsu succeeds, they additionally gain feet of you, and you can move the chakram up to 30 feet
the effects of this Jutsu. Alternatively, you may target a and make an attack against a target within 5 feet of the
creature with a range of Touch as an action, forcing chakram. On a hit, the target takes to 6d6 + your ninjutsu
unwilling creatures to make a Constitution saving throw, ability modifier Slashing damage. As a Bonus action on
gaining the effects of this Jutsu on a failure in addition to each of your turns, you may move the chakram up to 30
being unable to remove the seal. feet and repeat the attack against a target within 5 feet.
For the duration of this Jutsu, you always know the While under the effects of Dance of the Shikigami, the
general direction the affected creature is in relation to you. chakram can pass through creatures, and when it does so,
If you are within 1 mile of the creature, you know their the creature must make a Dexterity saving throw, taking
general location, and if you are within 500 feet of the 2d6 piercing damage and receiving a rank of Bleeding on a
creature, you know their precise location. failed save, receiving no effects on a failure.
The tracking tag cannot be seen without chakra sight. To At Higher Ranks: For each rank you cast this Jutsu above
remove the tag, a creature must make a Ninshou check B-Rank, increase the cost by 3, the damage by 1d6 and the
against your Ninjutsu save DC, ending the Jutsu on a critical hit range by 1.
success.
At Higher Ranks: For each rank you cast this Jutsu above
C-rank, increase the chakra cost by 3, and increase the
duration of the Jutsu to the following: B-rank: 1 week, A-
Rank: 1 month, S-Rank: 1 year.
146
PAPER CONNECTION A-RANK
Classification: Hijutsu
Rank: B-Rank PAPER BOMB INFESTATION
Casting Time: 1 Action Classification: Hijutsu
Range: 90 feet Rank: A-Rank
Duration: 1 Minute (concentration) Casting Time: 1 Action
Components: CS, HS Range: 120 feet (90 foot radius)
Cost: 14 Chakra Duration: 1 minute.
Keywords: Hijutsu, Ninjutsu Components: CS, HS
Description: You must be under the effects of Dance of Cost: 24 Chakra
the Shikigami to cast this Jutsu. Keywords: Hijutsu, Ninjutsu
You create a paper copy of yourself and connect it to you Description: You scatter an immense number of paper
with a flowing stream of sharp paper. Choose a point bombs in an area that are set to explode when stepped on.
within range and create a clone of yourself at that location. The ground in a 90-foot radius centered on a point within
The clone cannot take Actions, has an AC equal to your range becomes littered with dangerous explosives. For the
Ninjutsu save DC, has 8d8 Hit Points, and has a flying duration of the Jutsu, that area becomes difficult terrain,
speed of 30 feet. The Jutsu ends if the clone is destroyed. and when a creature moves into or within the area, it takes
All creatures in a straight line between you and your 2d10 fire damage for every 5 feet it travels. The first time a
clone must make a Dexterity saving throw, taking 6d8 creature takes damage as a result of moving through this
piercing damage and receiving 2 ranks of Bleed on a failed Jutsu, they must make a Constitution saving throw. On a
save, taking half damage and taking no further effects on a failed save, the creature is Dazed until the end of the their
success. For the duration of the Jutsu, all creatures that turn, or until the start of their next turn, whichever is
enter, move through, or end their turn within a straight shorter.
line between you and your clone become affected by the For the duration of this Jutsu, you may, as a Bonus
Jutsu, and must make a Dexterity saving throw, taking half Action, or as a Reaction when any creature takes damage as
this Jutsu’s damage and receiving a rank of Bleeding on a a result of this Jutsu, teleport to any location within the
failed save, taking no damage and becoming immune to Jutsu’s area.
the effects of this Jutsu until the end of the current turn on You may use any number of Tag effects on this Jutsu.
a success. Each creature can only be damaged by this Jutsu
once per turn.
At Higher Ranks: For each rank you cast this Jutsu above
B-Rank, increase the chakra cost of the Jutsu by 3 and the
damage dealt by 2d8.
147
L ATENT S HIKIGAMI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Dance of the 1 As an Action, you may pass through a crack or crevice that would not damage a sheet of paper (such
Shikigami I as the space under a door) as if it were not there.
Latent Dance of the 4 (You must have Latent Dance of the Shikigami I) Beginning at 11th level, once per long rest, as an
Shikigami II action, you can gain the benefits of the Dance of the Shikigami feature as if you were 7th level.
Latent Dance of the 3 (You must have Latent Dance of the Shikigami II) Beginning at 15th level, once per long rest, you can
Shikigami III gain the benefits of the Dance of the Shikigami feature as if you were 11th level.
Latent Dance of the 3 (You must have Latent Dance of the Shikigami III) Beginning at 18th level, you gain an additional use
Shikigami IV of Dance of the Shikigami per long rest.
Latent Sharpened Paper 2 You gain a Paper Throw unarmed attack, which deals 1d6 damage and has a range of 30ft. You may
add your Intelligence modifier to Paper Throw attack and damage rolls instead of Strength or
Dexterity.
Latent Papercraft I 5 (You must have D-Rank Hijutsu) Beginning at 3rd level, You have a number of Tags equal to half your
proficiency bonus and regain spent Tags on a long rest. Choose a Tag effect up to 3rd level from the
Papercraft feature. When you deal damage with a Shikigami Clan Hijutsu, you may spend a Tag to
grant your Jutsu the chosen additional effect..
Latent Papercraft II 3 (You must have Latent Papercraft I) Beginning at 7th level, you choose an additional Tag effect up to
7th level from the Papercraft feature. You can choose to apply either chosen effect.
Latent Papercraft III 4 (You must have Latent Papercraft I) Beginning at 11th level, you have a number of Tags equal to your
proficiency bonus.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shikigami Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shikigami Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shikigami Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shikigami Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Shikigami Clan as a Prerequisite
Your mastery of paper Jutsu improves your ability to utilize Your experience in preparing Tags for the day allows you to
paper-based ninja tools. You gain the following benefits; create them faster. You gain the following benefits;
• Paper bombs and ninja tools with Tag in their name use • Once per long rest, you may gain the benefits of Dance of
your ninjutsu save DC in place of their listed save DC. the Shikigami as a free action when you roll initiative.
• Paper bombs and ninja tools with Tag in their name deal • You add your Intelligence modifier to initiative rolls.
ADVANCED PREPARATIONS
Category: Clan
Prerequisite: Shikigami Clan, Level 8+
Your experience in preparing Tags for the day allows you to
create them faster. You gain the following benefits;
• You regain 1d4 Tags on a short rest.
• Increase your Ninjutsu save DC by 1.
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UCHIHA CLAN Beginning at 7th level, you can choose between the
following Advanced Adaptation options;
UCHIHA FEATURES
Uchiha Techniques: The Uchiha have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list.
Advanced Adaptation: Uchiha are known for their
extreme adaptation on the battlefield. Able to see,
comprehend, understand and react all in a hair’s breadth
with or without a Sharingan. At 1st level you gain one of
the following Advanced Adaptation Features. You can
select another of these features beginning at 7th, 15th
and 18th level.
• Agile Stance: If you have the Uchiha Awaiting Stance Clan
Jutsu on your known Jutsu list, you may cast it for 0
chakra up to D-Rank. Beginning at 9th level, you may cast
it at C-Rank, and B-Rank at 13th level. You may use this
feature a number of times equal to your Taijutsu Ability
Modifier per short rest.
• Aggressive Assault: If you have the Uchiha Great Assault
clan Jutsu on your known Jutsu list, you may cast it for 0
chakra up to D-Rank. Beginning at 9th level, you may cast
it at C-Rank, and B-Rank at 13th level. You may use this
feature a number of times equal to your Taijutsu Ability
Modifier per short rest.
• Amplified Flames: When you would cast a Uchiha Clan
Ninjutsu with the Fire Release Keyword, you reduce the
cost by 1 for each Rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3,
A-Rank: 4, S-Rank: 5)
• Maneuvering Shuriken: If you have the Uchiha Shuriken
Rain clan Jutsu on your known Jutsu list, if you use both
your action and bonus action to throw a weapon with the
multiattack property, you instead treat it as if you casted
the Jutsu at D-Rank at no Chakra Cost. Beginning at 9th
level, you treat this casting a C-Rank, and B-Rank at 13th
level. You may use this feature a number of times equal to
your Taijutsu Ability Modifier per short rest.
149
Sharingan: One of the Hidden Leaf Village’s 2 Great • Genjutsu Counter 1: You are always aware when you are
Dojutsu, the Sharingan is an eye of extreme potential under the effects of a Genjutsu whose DC is equal to or
and flexibility. At 3rd Level, you gain access to one of the less than your Passive Illusion (Wisdom (Illusion)
following features. You may activate your Sharingan as a Bonus +10) even if the Genjutsu has the Unaware
bonus action for 5 chakra, and it remains active for 10 Keyword. Also, as an Action or Reaction, while under
minutes. You may only use features gained from this the effects of a Genjutsu you are aware of, you can
Clan Feature while your Sharingan is active. You may immediately make an additional saving throw to end
only learn features from the lists provided at each given their effects.
level. You can use these features a number of times equal • Hypnotic Eye 1: As a Bonus Action when you cast a
to 2 + The number of Tomoe you currently have, per Genjutsu with the Visual Keyword, you can increase the
Activation. You may spend 5 Chakra while your Save DC by +2.
Sharingan is active to reset the number of uses you have.
2-Tomoe Sharingan: At 7th Level, you gain the ability to
1-Tomoe Sharingan: At 3rd level you gain 30 feet of
take the Search Action as a Bonus Action, and one of the
chakra sight and two of the following Features.
following features.
• Sharingan Adaptation: Select one Jutsu Type between
• Sharingan Dodge 2: You can only take this feature If you
Genjutsu & Taijutsu. For the Duration of your Sharingan
already have Sharingan Dodge 1. Your Sharingan Dodge
you may use the listed ability modifier for Uchiha Clan
bonus becomes +5, instead of +3. This does not consume a
Hijutsu;
use of your Sharingan Clan Feature.
o Genjutsu: Charisma
• Aggressive Foresight: You can spend 5 Chakra to make an
o Taijutsu: Dexterity
Insight check against a creature when they target you or
• Sharingan Agility: For the Duration of your Sharingan,
someone within 30 feet of you with a Jutsu. The DC is 12+
you while wearing Light or No Armor, Your AC equals 10 +
Rank of the Jutsu (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-
Half Your Proficiency (Rounded Down) + Dexterity
Rank: 4, S-Rank: 5). On a success you know the Jutsu you
Modifier + Intelligence Modifier.
or an ally are being targeted with. If the target is an Ally,
• Sharingan Dodge 1: As a Reaction you may spend 3
they gain a +2 Bonus to their AC against this singular
chakra, adding +3 to your AC and Dexterity saving throws
attack as you tell them what to look out for.
until the start of your next turn. This does not consume a
• Aggressive Jutsu Augmentation 1: As a Bonus action
use of your Sharingan Clan Feature.
when casting a Jutsu, you may spend additional chakra
• Copy Wheel 1: As a Reaction, you can copy a Jutsu in use
equal to half of its total cost to increase Jutsu Rank by one.
that you can see, whose level is equal to or less than your
This is not limited by the Rank of Jutsu you can learn.
Intelligence or Wisdom Modifier (Min 1) or lower (D-
(D>C>B>A>S) If you would attempt to upcast an S-Rank
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
Jutsu, its rank remains S-Rank, but its damage is either
This Jutsu cannot have the Hijutsu Keyword and you
increased by 2 damage dice or the Save DC is increased by
cannot copy a Ninjutsu with a Nature Release keyword
+2.
you don’t have access to. This Jutsu is temporarily added
• Genjutsu Counter 2: You can only take this feature if you
to your Jutsu list until you either copy another one or take
already have Genjutsu Counter 1. You are always aware if
a rest. Alternatively, you can also attempt to learn the
you are under the effects of a Genjutsu. At the beginning
Jutsu permanently if you succeed on a DC (8 + Jutsu Level,
of each of your turns, you can immediately make an
D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
additional saving throw to end their effects.
ability check using the Jutsu’s corresponding Ability score
(Ninjutsu, Genjutsu, or Taijutsu ability score). You cannot
gain the benefit of bonuses to this ability check by any
means. On a success, you add the Jutsu to your known
Jutsu list. On a failure, you do not learn it, and cannot
attempt to learn it again until you take a long rest. You
can learn a number of Jutsu this way equal to your
Proficiency bonus. If you attempt to learn a Jutsu while
you already have the maximum possible learned from this
feature, you unlearn one of the Jutsu learned this way,
replacing it.
150
3-Tomoe Sharingan: At 11th Level you gain a +5 bonus • Aggressive Jutsu Augmentation 2: You can only take this
to your passive perception and one of the following feature If you already have Aggressive Augmentation 1.
features. You spend no additional chakra to increase the Jutsu’s
• Sharingan Dodge 3: You can only take this feature If you rank by one when using the Aggressive Augmentation
already have Sharingan Dodge 2. When targeted by an feature.
• Hypnotic Eye 2: You can only take this feature if you
attack, you may spend 10 chakra as a reaction. When you
do, the triggering attack misses. If you must make a already have Hypnotic Eye 1. As a Bonus Action when you
Dexterity saving throw, you can choose to succeed, taking cast a Genjutsu with the Visual Keyword, you can increase
no damage or suffering no effect. This can only be done if the Save DC by +4.
you are not Restrained or Prone.
• Copy Wheel 2: You can only take this Sharingan Feature if
you have taken Copy Wheel 1 previously. You can instead
learn the Jutsu you’re attempting to copy permanently if
you succeed a DC (6 + Jutsu Level, D-Rank: 1, C-Rank: 2,
B-Rank: 3, A-Rank: 4, S-Rank: 5) ability check using the
Jutsu’s corresponding Ability score (Ninjutsu, Genjutsu,
or Taijutsu ability score). You cannot gain the benefit of
bonuses to this ability check by any means. On a success
you add the Jutsu to your known Jutsu list.
151
UCHIHA CLAN JUTSU UCHIHA EMBER BULLET
Classification: Hijutsu
152
UCHIHA FLAME BALL A-RANK:
Classification: Hijutsu
Rank: C-Rank UCHIHA FLAME SPIRAL
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet (20-foot radius sphere) Rank: A-Rank
Duration: instant Casting Time: 1 Action
Components: HS, CM Range: 120 Feet
Cost: 9 Chakra Duration: Concentration, up to 1 Minute
Keywords: Hijutsu, Ninjutsu, Fire Release, Clash Components: HS, CM
Description: This is a unique variation of the “Fire Release: Cost: 20 Chakra
Great Fireball” Jutsu. You fire a stream of fire 5 feet wide and Keywords: Hijutsu, Ninjutsu, Fire Release
up to 60 feet long in a straight line originating from you. Description: The Ultimate Uchiha Fire Release. As part of
This fire stops at a space of your choice along this distance the requirements of this Jutsu, you must have the
and expands into a large 20-foot radius sphere of blazing Sharingan active. By making the necessary handseals,
orange flame centered on the selected space. All creatures in you conjure three flaming tornadoes. Each tornado is 10
both this Jutsu's stream and blazing sphere must make a feet wide and 30 feet tall. Creatures who enter a space
Dexterity saving throw. On a failed save they take 4d10 Fire containing a tornado must make a Dexterity saving
damage and gain the Burned condition, taking half damage throw, taking 10d10 Fire damage on a failed save, or half
on a success. as much on a success.
At Higher Ranks: For each rank you cast this Jutsu above Affected creatures must also make a Constitution
C-Rank, increase the cost of this Jutsu by 3 and damage by saving throw, being Burned on a failed save.
2d10. Also, as a Bonus Action on each of your turns, you may
command each tornado separately, moving them up to
B-RANK: 60 feet each. A tornado cannot occupy the same space as
another tornado. A creature cannot be affected by more
UCHIHA FLAME FLOWER than 1 tornado a turn.
Classification: Hijutsu The Flaming tornadoes can be dispersed with enough
Rank: B-Rank force. The Flaming Tornados have an AC equal to your
Casting Time: 1 Action Ninjutsu save DC, and Hit Points equal to ten times your
Range: 120 Feet Ninjutsu Ability Modifier. Tornadoes count as
Duration: Concentration, up to 1 minute constructs, have vulnerability to Cold damage, and when
Components: HS, CM damaged by Wind damage, instead gain Hit Points equal
Cost: 14 Chakra to the damage the Jutsu would have dealt.
Keywords: Hijutsu, Ninjutsu, Fire Release
Description: This is a unique variation of the Fire Release: Hot
Sun Jutsu, where you create 8 smaller ruby red spheres of fire
in the air and have them float midair no higher than 30 feet
and no further than 120 feet from you. As a Bonus action on
your turn, you may command a single sphere to attack a
single creature, making a ranged Ninjutsu attack. On a Hit,
they take 4d8 Fire damage and the sphere is lost. If you miss
you still lose one of the fire spheres.
153
L ATENT U CHIHA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Advanced 2 Beginning at 3rd level, select one ability from the Advanced Adaptation clan feature. You cannot
Adaptation I select Sharingan Advancement.
Latent Advanced 2 (You must have Latent Advanced Adaptation I) Beginning at 11th level, select one ability from the
Adaptation II Advanced Adaptation clan feature. You cannot select Sharingan Advancement.
Latent Advanced 3 (You must have Latent Advanced Adaptation II) Beginning at 18th level, select one ability from the
Adaptation III Advanced Adaptation clan feature. You cannot select Sharingan Advancement.
Latent Advanced 4 (You must have Latent Advanced Adaptation III) Beginning at 18th level, you gain the Sharingan
Adaptation IV Advancement, Advanced Adaptation.
Latent Sharingan I 2 Beginning at 7th level, you gain the 1 Tomoe Sharingan. You can activate this Sharingan as a Bonus
action and by spending 10 chakra. You may use abilities granted by your Sharingan twice per
activation. You may spend 10 chakra while your Sharingan is active to reset the number of ability uses
you have. Select one ability from the 1-Tomoe Sharingan list.
Latent Sharingan II 3 (You must have Latent Sharingan I) Beginning at 11th level, you gain the 2-Tomoe Sharingan. While
your Sharingan is active, you gain 30-feet of Chakra sight and a second ability from the 1-Tomoe
Sharingan list.
Latent Sharingan III 4 (You must have Latent Sharingan II) Beginning at 15th level, you gain the 3-Tomoe Sharingan. While
your Sharingan is active, you can perform the Search action as a bonus action and a one ability from
the 2-Tomoe Sharingan list.
Latent Sharingan IV 5 (You must have Latent Sharingan III) Beginning at 18th level, Select one Sharingan ability from any of
the Tomoe lists that you quality for.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Uchiha Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Uchiha Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Uchiha Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Uchiha Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Uchiha Clan as a Prerequisite
ENHANCED SHARINGAN
UCHIHA CLAN FEATS Category: Clan
Prerequisite: Uchiha Clan, Level 4+
CONSTANT PROGRESSION You've trained your Sharingan to constantly evolve past
Category: Clan
your current limitations, you gain the following benefits:
Prerequisite: Uchiha Clan, Level 4+
• The first time per long rest that you would activate your
You've trained your Sharingan to constantly evolve past
your current limitations, you gain the following benefits: Sharingan, you activate it with no chakra cost.
• Lower the chakra cost of activating your Sharingan to 3.
• You gain an additional feature from either 1-Tomoe
Sharingan, 2-Tomoe Sharingan, or 3-Tomoe Sharingan
clan features that you qualify for.
• You can create and learn Uchiha clan Hijutsu in half the
required time.
• You can take this feat multiple times.
EVERLASTING TOMOE
Category: Clan
Prerequisite: Uchiha Clan, Level 12+
Through intense training, you can manifest your Sharingan’s
abilities without actually having it active. You gain the
following Benefits;
• As a bonus action, you may spend 10 chakra. You gain the
benefit of all 1-Tomoe Sharingan clan features that you
know for the next hour (excluding Copy Wheel 1 &
Hypnotic Eye 1). Using the features granted by this feat
does not count against your Sharingan use limit.
154
UZUMAKI CLAN Fuinjutsu Master: Beginning at 3rd level, Uzumaki can
utilize Fuinjutsu far better than most. One per rest, you can
UZUMAKI FEATURES
Uzumaki Sealing Techniques: The Uzumaki have
access to a separate list of Jutsu unique to their clan. You
can add these Jutsu to your Jutsu list instead of selecting
Jutsu from the normal Jutsu list. Beginning at 1st level,
you may use Constitution instead of Intelligence for the
Attack and damage rolls as well as Save DC of Ninjutsu
you cast with the Fuinjutsu Keyword.
Wellspring of Chakra: Uzumaki’s are known for their
massive reserves of Chakra. Beginning at 1st level,
increase your Chakra point total by 2, thereafter, each
time you gain a level, increase your Chakra point total by
2.
Chakra Reserves: Uzumaki’s have a special secondary
network of Chakra all their own known as their Chakra
reserves. This reserve of Chakra can be call upon at will
to slowly revitalize your normal Chakra pool. Starting at
1st level, you materialize this second pool of Chakra,
known as Reserve Cells. These cells are a product of this
special secondary network which allows you to remain
fully charged and prepared for battle. You have a number
of Reserve Cells equal to your level per long rest. You can
spend these cells to accomplish any of the following;
• As a bonus action, you can spend any number of Cells,
regaining 1d8 Chakra points per Cell spent. This increases
to a d10 at 11th level.
• When you would take a rest, you can spend up to two Cells
to regain additional +2 Chakra per chakra die rolled.
• Beginning at 7th level, when you would take Chakra
damage, you can, as a reaction, spend up to 3 cells to
reduce damage taken by an amount equal to 1d10 +
constitution, per cell spent.
155
UZUMAKI CLAN JUTSU UZUMAKI ART: FLASH ANCHOR
Classification: Hijutsu
156
ADAMANTINE BINDING CHAINS B-RANK:
Classification: Hijutsu
Rank: C-Rank UZUMAKI STUBBORNNESS
Casting Time: 1 Action Classification: Hijutsu
Range: 30 feet Rank: B-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Reaction, which you take when you
Components: HS, CM would fall to 0 hit points.
Cost: 8 Chakra Range: Self
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Duration: Instant
Description: Your body produces 4 large Chakra-based Components: HS, CM
chains from your back that you control as if they were Cost: Special (12 Chakra)
extensions of your body. They act on your order all at the Keywords: Hijutsu, Ninjutsu
same time, targeting the same creature. As a bonus Description: Your determination and Chakra reserves
action on your turn, you may have the Chakra chains act are powerful enough to keep you standing despite your
using either of the following abilities. body suffering grievous injuries. When you fall to or
• Whip: Make a ranged Ninjutsu attack against a target below 0 hit points, you may as a reaction inject Chakra
creature, dealing 3d10 Force damage on a hit. throughout your body forcing yourself to survive,
• Bind: Select one Creature you can see within range. The instead dropping to 1 hit point.
target creature must make a Strength Saving throw. On a You can only gain the benefits of this Jutsu twice per
failed save, they become Grappled by your chains. long rest.
Grappled creatures may make a Strength saving throw at
the beginning of each of their turns, or as an Action on UZUMAKI BREAK
their turn to escape this Jutsu. Classification: Hijutsu
Rank: B-Rank
At Higher Ranks: For each rank you cast this Jutsu Casting Time: 1 Action
above C-Rank, increase the cost of this Jutsu by 3, the Range: 60 feet (10-foot cube)
damage by 2d10 and the number of creatures you can Duration: Instant
target with Bind by +1. Components: HS, CM, CS
Cost: 14 Chakra
UZUMAKI ART: 5-PRONGED SEAL Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Classification: Hijutsu Description: Using your knowledge of seals and
Rank: C-Rank Fuinjutsu, you surgically attempt to dismantle and break
Casting Time: 1 Action all Jutsu you see within range, that is currently being
Range: Touch maintained or is active. As part of the activation of this
Duration: Up to 1 Week Jutsu, select a space you can see with range make a
Components: HS, CM, CS Ninjutsu ability check against a DC (13+ rank of the
Cost: 9 Chakra Jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Keywords: Hijutsu, Fuinjutsu, Ninjutsu Rank: 5).
Description: An advanced version of the Uzumaki Art: On a success you understand the inner workings of all
Basic Seal, requiring two Chakra seals layered on top of active Jutsu of the result rank or lower in range and how
one another, reinforced with a 5-point seal of your design. to break them, immediately ending its effects. You
Make a melee Ninjutsu attack against a creature within decide which Jutsu you want to affect when you cast this
range. On a hit, the target is infused with the 5-pronged Jutsu.
seal. For the duration, whenever the affected creature
attempts to cast a Ninjutsu or Genjutsu, the must make a
Constitution (Chakra Control) check vs your Ninjutsu save
DC. On a failed check, the Jutsu fails and the target still
spends chakra. After 1 week this Jutsu immediately ends. A
creature can attempt to make an Intelligence (Ninshou)
check vs your Ninjutsu save DC as a Full-Turn Action on
their turn to end this Jutsu’s effect on them.
157
A-RANK:
UZUMAKI ART: RIVER DAM SEAL
Classification: Hijutsu
Rank: A-Rank
Casting Time: Full Turn Action.
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: As a part of the activation of this Jutsu. The
target must currently be under the effects of at least 1 or
more of the following conditions; restrained,
incapacitated, stunned, or paralyzed, and the creature
must have less than 100 Hit Points remaining.
You generate an infamous seal that grows in size so
much so that it encompasses up to a 300-foot radius,
before instantly compressing down into a 1 kanji seal
that can say or mean anything you wish.
Make a Melee Ninjutsu attack against the target. On a
hit the seal wraps itself around the target. An affected
creature makes a constitution saving throw as you
attempt to permanently place barriers and seals around
their chakra network, removing their ability to even
conjure chakra.
On a failed save, the target creatures Chakra is reduced
to 0, and they cannot regain, increase, or be given chakra
by any means, for this Jutsu’s duration as you tightly
bind and disconnect their chakra network with 15
distinct seals throughout their body.
On a successful save, they instead reduce their current
chakra by 8d8 + your Ninjutsu Ability Modifier, and no
further effects, becoming unable to be affected by this
Jutsu for the next minute.
A creature currently under the effects of this Jutsu can,
as an Action make a Ninshou Ability Check vs Your
current Ninjutsu Save DC, to break one seal that you’ve
placed on them. A creature who is currently affected by
other Ninjutsu with the Fuinjutsu Keyword reduces any
saving throw or ability check they make to remove this
seal by -1 for each one they are currently under the
effects of.
A creature who has succeeded 5 of their Ninshou
checks can access 1/3rd of their chakra total (Rounded
down)
A creature who has succeeded 10 of their Ninshou
checks can access 2/3rd of their chakra total (Rounded
down)
A creature who has succeeded 15 of their Ninshou
checks immediately ends this Jutsu’s effect on them.
158
L ATENT U ZUMAKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Fuinjutsu Master I 2 Beginning at 3rd level, once per rest, you can cast a Jutsu with the Fuinjutsu keyword as a bonus
action.
Latent Fuinjutsu Master 4 (You must have Latent Fuinjutsu Master I) Beginning at 11th level, you can cast a Jutsu with the
II Fuinjutsu keyword as a bonus action twice per rest.
Latent Fundamental 3 Beginning at 7th level, you may use Constitution in place of Intelligence for Ninjutsu you cast with the
Difference I Fuinjutsu keyword.
Latent Draining Seals I 6 Beginning at 11th level, you can concentrate on up to 2 Jutsu as long as both Jutsu have the Fuinjutsu
keyword.
Latent Inhuman 5 Beginning at 15th level, you gain proficiency in Constitution saving throws. If you are already
Lifeforce proficient, you instead gain a +1 bonus to your constitution saving throw bonus.
Latent Chakra 2 Beginning at 3rd level, you learn to manifest a pool of Latent Reserve Cells. You gain a number of
Reserves I Reserve Cells equal to your level, up to a maximum of 5 Reserve cells which can only be spent as a
Bonus action on your turn, to regain 1d6 chakra points per cell spent.
Latent Chakra 3 (You must have Latent Chakra Reserves I) Beginning at 11th level, your maximum number of Reserve
Reserves II Cells increases to 10.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Uzumaki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Uzumaki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Uzumaki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Uzumaki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Uzumaki Clan as a Prerequisite
MONSTROUS RESERVES
Category: Clan
Prerequisite: Uzumaki Clan, Level 12+
You've conditioned your body to generate more chakra as
your push your limits, you gain the following benefits:
• Your chakra point maximum increases by an amount
equal to twice your level.
• Whenever you gain a level thereafter, your Chakra Point
maximum increases by an additional 2 Chakra Points.
159
YAMADA CLAN Single-Swing Style I: At 7th level, if you have a feature
that allows you to make multiple attacks you can choose
SINGLE-SWING STYLE
to instead make a single attack, dealing the damage from
all attacks. Any bonuses to critical hit damage are only
The Yamada are sword testers and executioners, who added once (Ex. Critical Feats, the Deadly property, etc)
spend their lives honing their ability to kill an opponent Sharpened Edge: Starting at 11th level, whenever you
with a single swing. They often work as executioners as would deal damage with a Katana or Odachi and roll the
their ability to easily decapitate someone makes the maximum value on a die from either your weapon’s
prisoners suffer as little as possible. As part of their damage or Jutsu’s damage, you can spend 3 chakra to
training, they spend a great deal of time deepening their make the die explode, meaning you roll an additional die
understanding of the human body, it is not uncommon per roll.
to find a Yamada working in the morgue dissecting This feature can trigger up three times per instance of
corpses to better understand the ways to slice a human. damage, and if the damage is connected to an ability that
When performing executions, the Yamada clan's would cause a unique effect if a certain amount of
doctrine is that the condemned should not feel any pain damage die are rolled to a specific value (Ex. The special
or emotions coming from their swords and that they effects of the Crescent Moon Beheading Jutsu), the
must try to hone their skills to perform an ideal cut that exploding dice can only contribute to such effects, once.
falls within that category. Single-Swing Style II: Beginning at 15th level, when
you cast a Bukijutsu that uses a Katana or Odachi that
YAMADA TRAITS has multiple attacks, you may choose to instead make
Ability Score Increase: +2 to any ability score, + 1 to any one attack and deal the damage from all attacks. If you
other (Recommended: +2 Dexterity, +1 Strength or Wisdom) were to score a Critical Hit while using this feature, you
Speed: Your base walking speed is 30 feet do not double all damage dice, only the damage dice of
Skill Proficiency: Martial Arts, Medicine what would have been the first attack.
Tool Proficiency: Medicine Kit Empty Blade: Finally at 18th level, you have perfected
Weapon Proficiency: Katana, Odachi your ability to cut off all emotion from your blade, acting
solely on instinct. You can enter the Empty Blade form
YAMADA FEATURES as a bonus action on your turn by spending 5 Balance
Single-Swing Practitioner: The Yamada Clan has Die, while in this form you gain the following benefits:
access to a separate list of Jutsu unique to their Clan. You
• Your Katana and Odachi deal an additional die of
can add these Jutsu to your jutsu list instead of selecting
damage.
jutsu from the Normal Jutsu list(s).
• If you start your turn with no Balance Die, you gain a
Talented Blade: Beginning at 1st level, when you deal
number equal to half your Strength or Dexterity
damage with a Katana or Odachi using Strength or
modifier, whichever is lower (min 1).
Dexterity you add half (rounded down) of the other
• You can declare all of your actions for the turn, and
ability modifier to the damage. This increases to the full
then condense all attacks from them into one single
modifier at 15th level. You cannot add the same modifier
decisive swing dealing all damage and effects. This
more than once to a damage roll this way.
feature works across actions and Jutsu.
Also, you may use Dexterity when calculating the
Attack, Damage, and Save DC of your Yamada Clan You can maintain this stance for 1
Hijutsu. minute, after which you are
Balance of Emotion: At 3rd level, as a Yamada you emotionally drained and can no
have learned to find the balance in between emotions, longer use your Balance of
you gain a new resource called Balance Dice, which are Emotion clan feature until you
d6’s. You have a number of Balance Dice equal to half complete a full rest.
your level (rounded up). You can spend Balance Dice on
the following effects once per turn and regain any spent
Balance die on a Long Rest.
• Balanced Edge: When you deal damage with a weapon
or Taijutsu attack using a Katana or Odachi, you can
spend any number of Balance Dice, adding them to the
damage roll.
Balanced Focus: When you make a weapon or Taijutsu
attack using a Katana or Odachi and would roll a
natural 1 on the d20, you may spend 2 Balance Die,
rerolling the d20 and taking the higher result for the
attack. If you score a hit this way, add one of the
Balance die rolled to the damage dealt.
• Balanced Precision: When you make a weapon
or Taijutsu attack using a Katana or Odachi.
You may spend 1 Balance Die, adding it to the
attack roll.
• Balanced Insight: When you force a creature to
make a saving throw with a Bukijutsu using a
Katana or Odachi, you can spend and roll 1 Balance
Die, adding half the result to your Save DC.
160
YAMADA CLAN JUTSU SINGLE-SWING STYLE: KISHO GUARD
Classification: Hijutsu
161
SINGLE-SWING STYLE: DISABLING CUT SINGLE-SWING STYLE: MULTI-CUT
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Self (30-foot Line)
Duration: Instant Duration: Instant
Components: W (Katana or Odachi), M Components: W (Katana or Odachi), M
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Bukijutsu, Hijutsu Keywords: Bukijutsu, Hijutsu
Description: You try to sever the tendons on a creature’s Description: You quickly dash forward in a straight line
leg preventing them from fleeing. Make a melee Taijutsu attempting to cleave multiple people in two. Make a
attack on a creature within range. On a hit you deal your melee Taijutsu attack, comparing the result against each
weapons damage + 7d4 and the target must make a creature within a 5-foot wide, 30-foot long line. On a hit
Dexterity saving throw, halving their movement speed you deal your weapons damage + 6d10 and creatures
on a failure until the end of their next turn. must make a Constitution saving throw, gaining 2 ranks
If you roll 5 or more 4’s on a d4 with this Jutsu’s of Bleeding on a failed save. If you roll 4 or more 10’s on
damage die, you cut off the creature’s leg. Their this Jutsu’s damage die, the first creature hit by this
movement speed is reduced by 15 feet, cannot Dash attack is instantly cleaved in half, instantly killing them,
Dodge or Disengage using their walking speed, and for each additional 10 you roll afterwards, the next
double the cost of all Jutsu with the M component until creature in the line is also cut in half.
their leg is healed or they gain a replacement. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this Jutsu above B-Rank, increase the cost of this jutsu by 3, the
above C-Rank, increase the cost of this Jutsu by 3 and the damage by 1d10, and the length of the line by 15 feet.
damage by 1d4.
A-RANK
B-RANK
MULTI-SWING STYLE: FINAL CUT
MULTI-SWING STYLE: THIRD CUT Classification: Hijutsu
Classification: Hijutsu Rank: A-Rank
Rank: B-Rank Casting Time: 1 Full Turn Action (Special)
Casting Time: 1 Reaction, which you take after you score Range: Weapon Range
a hit with Multi-Swing Style: Second Cut. Duration: Instant
Range: Weapon Range Components: W (Katana or Odachi), M
Duration: Instant Cost: 20 Chakra
Components: W (Katana or Odachi), M Keywords: Bukijutsu, Hijutsu
Cost: 14 Chakra Description: You step back slightly and perform one
Keywords: Bukijutsu, Hijutsu final cut, attempting to behead the creature. Make a
Description: After performing the diagonal slash, you melee Taijutsu attack. On a hit, you deal your weapon’s
bring your sword upward in the opposite direction damage + 12d12, rolling all damage dice twice, taking
creating an “X” slash across their chest. Make a melee either total result. If you roll 4 or more 12’s on a d12, the
Taijutsu attack on a creature within range. On a hit, you creature instead gains 3 ranks of Bleeding.
deal your weapons damage + 4d10 and the target must If you have cast Multi-Swing Style: First Cut, Second
succeed a Constitution saving throw, or become Cut, and Third Cut all in succession and hit with each
incapacitated until the end of their next turn. Jutsu, you can cast this Jutsu regardless of its listed
At Higher Ranks: For each rank you cast this Jutsu casting time, and if you roll 6 or more 12’s on the d12,
above B-Rank, increase the cost of this Jutsu by 3 and the creature is immediately beheaded. Casting this Jutsu
the damage by 1d10. this way immediately breaks your chain after.
Regardless of how this Jutsu is cast, after casting this
Jutsu you gained the Dazed condition until the end
of your next turn.
162
L ATENT Y AMADA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Talented Blade I 2 Beginning at 1st level, when you deal damage with a Katana or Odachi using Strength or Dexterity,
you add half (rounded down) of the other modifier to the damage.
Latent Talented Blade II 3 (You must have Latent Talented Blade I) Starting at 15th level, you now add the full modifier instead
of half when you deal damage with a Katana or Odachi.
Latent Balance of 2 Starting at 3rd level, you gain the ability to use Balance Die, these die are d4’s and you have a number
Emotion I of them equal to half your level (rounded down).
Latent Balance of 3 (You must have Latent Balance of Emotions I) Your Balance Die become d6, and starting at 18th
Emotion II level, you may use 2 effects a turn.
Latent Single-Swing 2 Starting at 7th level, if you have a feature that allows you to make multiple attacks you can choose to
Style I instead make a single attack, dealing the damage from all attacks. Any bonuses to critical hit damage
are only added once (Ex. Critical Feats, the Deadly property, etc)
Latent Single-Swing 3 (You must have Latent Single-Swing Style I) At 15th level, when you cast a Bukijutsu that uses a
Style II Katana or Odachi that has multiple attacks, you may choose to instead make one attack and deal the
damage from all attacks. If you score a critical hit while using this feature, you only double the
damage dice from what would have been the first attack.
Latent Single-Swing 5 (You must have Latent Single-Swing Style II) At 18th level, when you cast a Bukijutsu with the
Style III finisher keyword, you may spend 10 additional chakra to treat the Jutsu as a finisher, even if it was
not cast after a combo Jutsu.
Latent Sharpened Edge 5 Beginning at 11th level, you gain the Sharpened Edge feature from the Yamada clan. This feature can
only make die explode up two times per round, as opposed to per instance of damage.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yamada Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yamada Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yamada Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yamada Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Yamada Clan as a Prerequisite
EMOTIONAL NIRVANA
YAMADA CLAN FEATS Category: Clan
Prerequisite: Yamada Clan, Level 8+
ASAYAMA PILLS You have refined your control over your emotions. You
Category: Clan
gain the following benefits:
Prerequisite: Yamada Clan, Level 4+
• You gain an additional number of Balance Dice equal
You’re as comfortable rooting around the insides of a
corpse as you are creating them, you gain the following to your Wisdom modifier (Min. 1).
benefits: • When you would roll for initiative and have no Balance
Die remaining, you regain 2 Balance Dice.
• You gain expertise in the Medicine skill.
• When you roll a 1 or 2 on a Balance Die you may reroll
• By spending 10 minutes, you can expend one use of a
it taking the second result. You can benefit from this
Medicine Kit in order to create Asayama Pills out of
feature no more than twice per round.
the corpse of a creature, these pills function as Greater
Blood Pills or Greater Chakra Pills. You may also YAMADA ASAEMON
harvest Greater Military Ration Pills, but you gain 1 Category: Clan
less pill. Pills created this way increase the resource Prerequisite: Yamada Clan, Level 12+
they provide by half your proficiency bonus when Your swordsman skills have reached their absolute peak,
consumed. You can gain a number of pills from a you have been granted the name Asaemon. You gain the
corpse depending on its size (Small = 1, Medium =2, following benefits:
Large = 3, Huge = 4, Gargantuan = 5). These pills last
• Once per turn, when dealing damage with a Katana or
for 48 hours before their effects become half as potent
(half the result when using these pills). After a week, Odachi, you may roll the damage twice and take
these pills completely decay, having no effect when whichever result.
consumed. When you use Single-Swing Style I or Single-Swing
Style II to make one attack instead of multiple, you may
spend 5 chakra or 1 Balance die to treat it as if you made
one additional attack with the feature or Jutsu.
163
YAMANAKA CLAN Mental Clarity: Beginning at 7th level, you gain the
ability to learn basic information about a creature while
YAMANAKA FEATURES
Yamanaka Techniques: The Yamanaka 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. You may use Charisma in
place of Wisdom for Yamanaka clan Hijutsu.
Mental Boon: Beginning at 1st level, your experience
with Yamanaka Jutsu grows. You gain 2 Mental Boons of
your choice. Your Boon options are detailed at the end of
the Clan description. Also, at 7th, 11th, 15th and 18th
levels you gain additional boons of your choice as shown
in the Boon list in the Yamanaka Clan Boon Table.
Additionally, when you gain a level, you can choose one
of the boons you know and replace it with another boon
that you could learn at that level.
Defended Mind: Beginning at 3rd level, when you are
subjected to a saving throw to resist a Genjutsu, add a
bonus +1 to your saving throw. This becomes a +2 at 11 th
level.
164
YAMANAKA CLAN BOONS: OVERWHELMING TAKEOVER
Pre-requisite: Level 11+
AWAKENED MIND You learn to pierce through an opponent’s mental
defenses while you have already weakened them. Once
You may telepathically connect to willing intelligent
per long rest, when you target a creature under the
creatures within 60 feet of you to communicate with
effects of a Genjutsu you cast with the Mind Body
them wordlessly.
Transfer Jutsu, you may force that creature to roll the
ARMORED THOUGHTS saving throw at disadvantage.
You protect your mind from invasion. Creatures have
disadvantage on any check made to gain access to your
TAKE THE HIT
Pre-requisite: Level 11+
memories, and, twice per long rest, you may add your
Charisma modifier to saving throws made against any You have steeled your mind, allowing you to force your
affect that would control or Charm you in any way. opponent’s body to take more damage while you are
possessing them. As a reaction to a creature you are
BEAST CONNECTION controlling with Mind Body Transfer taking damage,
you may use a reaction to give them vulnerability to that
Your mind has become more in tune with nature,
instance of damage.
allowing you to speak with animals. You can
communicate telepathically with animals within 30 feet
of you, except they can only respond with vague imagery
MASK OF MANY MINDS
and emotions. Pre-requisite: Level 7+
You may spend 1 minute conversing with an animal to Your expertise in Mind Body Transfer allows you to gain
persuade it to aid you. When you do, make a contested some of the inhabited creature’s memories. While
Persuasion check against the animal’s Insight. On a inhabiting a creature with Mind Body Transfer, you have
success, you may command the creature. They will not full access to creature’s last 48 hours of memory.
follow unreasonable demands, such as those that will
result in their immediate harm or would go against their BEGUILER
interests. Your training has improved your ability to deceive your
opponents. You gain proficiency in Deception. If you are
PROTECTIVE PRESENCE already proficient in Deception, you instead gain
You coat yourself in a minor illusion, feeding your foes proficiency in another Charisma skill of your choice.
false information. Your AC becomes 13 + Wisdom or
Charisma Modifier (Pick one) + Half of your proficiency MASS DISPLACEMENT
Bonus (Rounded Down). You cannot gain the benefits of Pre-requisite: Level 7+
this boon while wearing any armor. Your extensive training in the Mind Body Transfer
technique improves your ability to take over distant
SUBTLE TAKEOVER targets. The range of Mind Body Transfer is doubled.
Pre-requisite: Level 7+
You learn a more subtle version of the Mind Body MENTAL SIGHT
Transfer technique that is less effective, but nearly You can sense the presence of other creatures' thoughts,
undetectable. When you cast the Mind Body Transfer out to a range of 60 feet. This feature can penetrate walls
Jutsu, you may grant it the Unaware keyword and force up to 1 foot thick. You cannot sense dreaming creatures,
the target to make the saving throw at disadvantage. only actively thinking creatures. You cannot search for a
However, instead of the normal effects of the Jutsu, you specific creature with this feature. You become aware of
see and hear through the target’s senses. You see what the number and general direction of said creatures.
they see, leaving your original body Blinded.
EFFICIENT MIND
When using any Yamanaka clan Jutsu, reduce the cost of
them by 2 Chakra (Minimum Cost of 1.)
165
YAMANAKA CLAN JUTSU BESTIAL MIND DOMINATION
Classification: Hijutsu
166
C-RANK: B-RANK:
MIND CONNECTION TECHNIQUE MASS MIND BODY DANCE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 500 Feet Range: 60 Feet
Duration: 10 minutes Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: You create a temporary telepathic link Description: You issue a course of action (limited to a
between yourself and a willing creature with which you sentence or two) and influence up to 6 creatures of your
are familiar and within range. Until the Jutsu ends, you choice that you can see and can hear you within range.
and the target can instantaneously share words, images, Each target must make a Charisma saving throw against
sounds, and other sensory messages with one another your Genjutsu save DC. On a failed save, it pursues the
and the target recognizes you as the creature it is course of action to the best of its ability. A creature
communicating with. The target must be able to cannot be ordered to harm themselves in any way or be
understand the messages and pictures you are sending it made to perform an action that they know would harm
in order for it to comprehend your intentions. themselves as a result.
The commanded action will continue to be attempted
MIND CLONE TECHNIQUE the entire duration. If the activity is completed in a
Classification: Hijutsu shorter time, the Jutsu immediately ends. Creatures are
Rank: C-Rank fully conscious of their actions, but cannot stop
Casting Time: 1 Action themselves for the duration of this Jutsu.
Range: 60 Feet If a creature would take damage of any kind for the
Duration: Concentration, Up to 1 minute duration, they remake the Saving throw at Advantage.
Components: HS, CM
Cost: 9 Chakra MASS MIND BODY DISJUNCTION
Keywords: Hijutsu, Genjutsu, Fuinjutsu Classification: Hijutsu
Description: You split your consciousness into two Rank: B-Rank
identical clones of each other. You then perform the Casting Time: 1 Action
mind body transfer as normal on up to two target Range: Self (30 Feet)
creatures you can see within range. Both creatures must Duration: Instant
make a Charisma save against your Genjutsu save DC. On Components: HS, CM
a failed save target creature, you transfer your Cost: 14 Chakra
consciousness into your target's body for 1 minute. They Keywords: Hijutsu, Genjutsu, Fuinjutsu
are controlled by you as if their body was yours, Description: Using the same principles as Mind body
following the rules detailed in the Mind Body Transfer disturbance, you emit a wave of psychic chakra that resets
Jutsu. On a successful save, you fall prone until the the connection of a creatures mind and body. All creatures of
beginning of your next turn, unable to move or act until your choice within 30 feet of you, must succeed a Charisma
your consciousness returns to your body. Each body is saving throw, taking 8d6 psychic damage and becoming
controlled by a separate consciousness and therefore do dazed until the start of your next turn on a failed save or half
not know what the other is thinking but will act as you as much on a success.
would for the duration. At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage
MIND BODY AUGMENTATION by 2d8.
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 7 Chakra
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: Using the Yamanaka clans propensity for
mental exploration, you are able to enhance the mental
receptors of a willing creature you can touch, within range.
Pick one between Intelligence, Wisdom and Charisma. For
the duration, the affected creature gains proficiency in the
chosen ability scores saving throw. A creature that already
has proficiency in the chosen score instead gains a +2
bonus to saving throws made with said score.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at A-Rank, you may select +1 additional creature.
167
A-RANK: GREAT MIND-BODY SYNCHRONIZATION
Classification: Hijutsu
MENTAL DELETION Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: A-Rank Range: Self (1 mile)
Casting Time: 10 minutes Duration: Concentration, up to 10 minutes
Range: Touch Components: HS, CM
Duration: Permanent Cost: 20 Chakra
Components: HS, CM, NT, CS Keywords: Hijutsu, Ninjutsu, Genjutsu, Fuinjutsu
Cost: 20 Chakra Description: You focus all of your being inwards, and
Keywords: Hijutsu, Ninjutsu, Fuinjutsu open your mind to all willing creatures within a mile of
Description: You reach into an unconscious creature’s you, establishing a telepathic link, with the ability to
mind, and begin to wreak havoc on their subconscious, transfer information and lend aid at the speed of
attempting to destroy their ego. Target an unconscious thought. Until the Jutsu ends, you and the targets are
creature. That creature must make a Charisma saving aware of all creatures under the effects of this Jutsu, and
throw at disadvantage. On a failed save, their mind is can instantaneously share words, images, sounds, and
entirely destroyed, reducing them to an empty husk. On other sensory messages with any number other
a successful save, the creature loses their memory of the creatures affected by this Jutsu, and the recipient is
last week. aware of who communicates with them. Additionally,
when an affected creature casts a Ninjutsu or Genjutsu,
they use the highest Ninjutsu or Genjutsu ability
modifier for attack rolls and save DC. Lastly, the passive
perception, insight, and the AC of each affected creature
increases by half of your proficiency bonus.
168
L ATENT Y AMANAKA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Mental Boon I 2 You gain 1 Mental boon of your choice from the Yamanaka Boons list that you qualify for.
Latent Mental Boon II 3 (You must have Latent Mental Boon I) Beginning at 7th level, you gain a second Mental boon which
you qualify for.
Latent Mental Boon III 5 (You must have Latent Mental Boon II) Beginning at 11th level, you gain a third Mental boon which
you qualify for.
Latent Defended Mind I 2 Beginning at 11th level, when you are subjected to a saving throw to resist a Genjutsu, add a bonus +1
to your saving throw.
Latent Defended Mind II 3 (You must have Latent Defended Mind I) Beginning at 15th level, your bonus from Latent Defended
Mind I increases to +2.
Latent Mental 5 Beginning at 11th level, once per long rest, you can use a bonus action targeting a creature under the
Clarity I effects of a Genjutsu you cast to learn information from the Mental Clarity feature as if you were 7th
level.
Latent Mental 5 (You must have Latent Mental Clarity I) Beginning at 15th level, you gain an additional use of Latent
Clarity II Mental Clarity I’s effect
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yamanaka Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yamanaka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yamanaka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yamanaka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Yamanaka Clan as a Prerequisite
THOUGHT BREAKER
Category: Clan
Prerequisite: Yamanaka Clan, Level 8+
You’ve learned how to break the thoughts and minds of
those who are the target of your psychological combat.
You gain the following Benefits;
• The damage die of Mind Body Disturbance becomes a d12.
Additionally, when a creature fails their saving throw
against it, they become Dazed until the end of their next
turn.
• Creatures roll concentration checks at disadvantage while
under the effects of any Genjutsu with the Fuinjutsu
keyword that you cast.
169
YOTON Lava Release: The Yoton bloodline has a unique talent
170
YOTON CLAN JUTSU LAVA RELEASE: LAVA PUNCH!
Classification: Hijutsu
171
LAVA RELEASE: LAVA WELL B-RANK
Classification: Hijutsu
Rank: C-Rank LAVA RELEASE: LAVA CHAKRA MODE
Casting Time: 1 Action
Classification: Hijutsu
Range: Self (60-foot cone)
Rank: B-Rank
Duration: 1 Minute
Casting Time: 1 Bonus Action
Components: HS, CM
Range: Self
Cost: 9 Chakra
Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Components: HS, CM
Description: You slam your open palm onto the ground
Cost: 14 Chakra
sending molten chakra forward in a 60-foot cone. The area
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
of the cone becomes difficult terrain for the duration. When
Description: You coat your body in Lava Release Chakra,
a creature moves into or within the area, it takes 2d6 fire
gaining a multitude of benefits. You cannot lose
damage for every 5 feet it travels. You ignore difficult terrain
concentration on this Jutsu as a result of damage;
created by this Jutsu and are not damaged when moving
within its area. • All creatures within 5 feet of your takes Fire damage equal
Your movement speed is doubled while moving in to your Ninjutsu ability modifier (Min 1.) at the end of
difficult terrain created by this Jutsu. your turn.
At Higher Ranks: For each rank you cast this Jutsu above C- • Your body is counted as an Earthen Construct for the
Rank, increase the cost of the Jutsu by 3 and the size of the purposes of Jutsu that interacts with constructs.
cone by 15 feet. If this Jutsu is cast at A-Rank or higher, this • Your unarmed damage becomes 2d6 Fire damage.
Jutsu gains an alternate casting time of 1 Bonus Action. • You gain a +2 Bonus to AC.
• A creature making a melee attack targeting you takes 2d8
LAVA RELEASE: LAVA PLUME Fire damage.
• When you would create difficult terrain using a Jutsu with
Classification: Hijutsu
Rank: C-Rank the Earth Release keyword, spaces of your choice within
Casting Time: 1 Action the area of difficult terrain become Magma Terrain.
• You gain Vulnerability to Cold damage.
Range: 60 feet
Duration: Instant At Higher Ranks: For each rank you cast this Jutsu above
Components: HS, CM B-Rank, increase the cost of this Jutsu by 3, Your Unarmed
Cost: 9 Chakra damage by 2d6, and the damage dealt to melee attackers by
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release 1d8.
Description: You summon a condensed orb of lava, before
hurling it at a creature within range. Make a Ranged LAVA RELEASE: SCORCHING STREAM ROCK
Ninjutsu Attack. On a hit, you deal 4d10 fire damage.
Classification: Hijutsu
Additionally, all creatures within 10 feet of the original
Rank: B-Rank
target (excluding you) must make a Dexterity saving throw,
Casting Time: 1 Action
taking 2d10 Fire damage on a failed save, or half as much on
Range: Self (60 Feet Line)
a success.
Duration: Instant
At Higher Ranks: For each rank you cast this Jutsu above
Components: HS, CM
C-Rank, increase the cost of this Jutsu by 3, the initial
Cost: 14 Chakra
damage by 2d10, and the additional damage by 1d10.
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Description: You coat your hand in Lava release chakra
as you punch forward, creating a super-heated
shockwave with enough heat to melt rock. All Creatures
and structures in a 60 feet long, 5 feet wide line directly
in front of you must make a Dexterity saving throw,
taking 6d8 Fire damage on a failed save and gaining 2
ranks of Burned, dealing half damage on a success.
All Structures that are destroyed by this Jutsu melt,
becoming a molting pool of fluid that acts like Lava. Its
space becomes Magma Terrain.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of the Jutsu by 3, and
damage by 2d8.
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A-RANK
LAVA RELEASE: PLANET-BRANDING BLAST
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (45-Foot Cube)
Duration: Instant
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Description: You Punch the ground and conjure an
eruption of Lava and Magma to fill a 45-foot cube
centered on yourself. All creatures in range must make a
Dexterity saving throw, taking 10d10 Fire damage on a
failed save, and half as much on a success. All affected
creatures must also make a Constitution saving throw,
gaining 2 ranks of the Burned condition on a failed save.
Additionally, the area of this Jutsu becomes Magma
Terrain for the next minute.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of the Jutsu by 3, and
damage by 2d8.
173
L ATENT Y OTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Lava 2 Beginning at 3rd level, you can Water Walk over Magma Terrain and other dangerous terrain.
Release I
Latent Lava 4 (You must have Latent Lava Release I) Beginning at 7th level, select one quality from the Lava
Release II Release clan feature. You can inflict this quality on a creature you did damage to with a Ninjustu with
the Earth Release keyword.
Latent Lava 2 (You must have Latent Lava Release I) Beginning at 11th level, you gain an additional quality from the
Release III Lava Release clan feature.
Latent Lava 3 (You must have Latent Lava Release III) Beginning at 18th level, you can use the chosen qualities 2
Release IV additional times per long rest.
Latent Stay Hot 2 The first time a creature would attempt to remove the Burning condition that you inflicted on them,
they make the check at disadvantage.
Latent Calcified Skin 4 Beginning at 15th level, you gain resistance to Fire damage.
Latent Churning Magma 3 Beginning at 7th level, twice per long rest, when you would create difficult terrain as a result of casting
I a Jutsu with the Earth and/or Fire release keywords, you may instead create Magma terrain. Magma
Terrain lasts for 1 minute, or for the duration the difficult terrain would have lasted, whichever is
shorter. Magma Terrain retains all the qualities of difficult terrain. Additionally, when a creature
would move into or within your Magma Terrain, they take 1d10 fire damage for every 5 feet it travels.
Latent Churning Magma 5 (You must have Latent Churning Magma I) Beginning at 15th level, the damage dealt by your Magma
II Terrain increases to 2d10.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yoton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yoton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yoton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yoton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yoton Clan as a Prerequisite
LAVA BLOOD
Category: Clan
Prerequisite: Yoton Clan, Level 8+
Lava Release chakra runs through your blood, making you
far more resilient than anyone else could even fathom. You
gain the following benefits;
• You gain an additional amount of uses of your Lava
Release feature equal to your Intelligence modifier.
• You regain two uses of your Lava Release feature on a
short rest.
174
YUKI CLAN Ice Release: The Yuki clan has a unique talent for
manifesting Ice Release due to their close affinity to both
COLD TO THE BONE Water and Wind Release. Beginning at 7th level, you gain
the second Nature release you didn’t select from Ice
The Yuki Clan is a family of shinobi found in the Land of Release Affinity clan trait. Also, at 7th level, when casting
Water. They were almost wiped out due to a massive Kekkei a Jutsu with either Wind or Water Release keywords, you
Genkai revolt held in the country. Many died, and because can change the damage type to Cold. Additionally, when
of this their bloodline splintered. They no longer share a you deal Cold damage, you can add your Ninjutsu ability
common family name, and are generally known as a family modifier to the damage rolled, up to twice per Jutsu cast.
that in combat are nigh unbeatable. Beginning at 11th level, your ice release can evolve a
YUKI TRAITS creature’s Chilled condition to a new level, called
Ability Score Increase: +2 to any ability score, +1 to any Frostbite. When a creature with 5 ranks of the Chilled
other (Recommended: +2 Intelligence, +1 Dexterity). condition would gain another rank of the Chilled
Speed: Your base walking speed is 30 feet. condition, they instead become Frostbitten, losing all
Skill Proficiencies: Chakra Control, Ninshou ranks of Chilled, and gain Frostbitten condition. A
Ice Release Affinity: You begin with either Wind or Water Frostbitten creature suffers the following effects;
Release Affinity. (Pick one) • A Frostbitten creature is counted as having five ranks of
175
YUKI CLAN JUTSU ICE DOME OF NOTHINGNESS
Classification: Hijutsu
ICE DAGGERS
allied creature within range would take damage.
Range: Self (5-foot radius)
Classification: Hijutsu
Duration: 1 round
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 50 feet
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Duration: Instant
Description: You quickly materialize a dome of ice
Components: HS, CM
protecting yourself and creatures within 5 feet of you. The
Cost: 4 Chakra
dome of Ice intercepts all attacks targeting creatures
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
within the dome until the end of the current turn,
Description: You collect Water particles from the air itself
absorbing the damage until it shatters. Any excess damage
and freeze them into daggers made of ice, before you throw
is transferred to you. The dome has 2d8 + 5 Hit points.
them at a target creature. Make a ranged Ninjutsu attack,
At Higher Ranks: For each rank you cast this Jutsu
dealing 2d6 Cold damage on a hit.
above D-Rank, increase the cost of this Jutsu by 3 and the
Regardless of a successful hit or not, all creatures
Dome’s Hit points by 10.
excluding this Jutsu’s caster within 10 feet of the target
must make a Dexterity saving throw, taking 2d6 cold
damage and inflicting 1 rank of Chilled on a failed save or
ICE NEEDLE
Classification: Hijutsu
half as much on a success.
Rank: D-Rank
At Higher Ranks: For each rank you cast this Jutsu above
Casting Time: 1 Bonus action
D-Rank, increase the cost of this Jutsu by 3 and the damage
Range: Self
by 1d6 for each instance of damage.
Duration: Concentration, up to 1 minute
ICE PRISON
Components: HS, CM
Cost: 4 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release,
Rank: D-Rank
Wind Release
Casting Time: 1 Action
Description: You conjure Water into the shape of a thin
Range: 60 feet
sword-like construct in your free hand. You do not spend
Duration: Concentration, up to 10 minutes
Chakra to maintain concentration on this Jutsu. The design
Components: HS, CM
of the blade can be whatever you decide. If you let go of the
Cost: 5 Chakra
blade, it disperses into Water and the Jutsu ends. You can
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
use your Action to make a melee Ninjutsu or Taijutsu
Description: You release a stream of jagged Ice crystals
attack with the Ice sword. On a hit, the target takes
forward before they explode upward into a mist and
2d10+Ninjutsu ability modifier Cold damage.
resolidify over a creature freezing them in place. Select one
At Higher Ranks: For each rank you cast this Jutsu above
target creature in range. The targeted creature must make
D-Rank, increase the cost of this Jutsu by 3. If this Jutsu is
a Dexterity save, being Restrained for the duration, and
cast at C-Rank, increase the damage by 1d10. If this Jutsu is
gaining a rank of Chilled on a failed save. Affected
cast at B-Rank, increase the number of attacks you can
creatures may make a Strength saving throw at the start of
make with this weapon to two. If this Jutsu is cast at S-
their turn and as an Action on their turn, ending this Jutsu
Rank, increase the number of attacks you can make with
on a success.
this weapon to three.
A creature Restrained inside the ice is deafened but
can otherwise see everything they normally could while
frozen.
C-RANK:
CERTAIN-KILL ICE SPEARS
The ice trapping the creature has an AC equal to your
Ninjutsu save DC and 10 Hit points. If its hit points are
Classification: Hijutsu
reduced to 0, this Jutsu ends. Any excess damage is dealt
Rank: C-Rank
to the target creature.
Casting Time: 1 Action
Range: Self (10-foot radius sphere)
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
Description: You slam your palms onto the ground,
instantly freezing the air around you, creating spears of ice
impaling everything around you. Other creatures in the
affected area must make a Dexterity saving throw, taking
3d10 Cold damage and gaining 1 rank of Chilled on a failed
save, or half as much on a success.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3 and the
damage by 2d10. If this Jutsu is cast at A-Rank or higher,
increase the ranks of Chilled to 2.
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FROZEN CAPTURING FIELD B-RANK:
Classification: Hijutsu
Rank: C-Rank TEARING DRAGON, FIERCE TIGER
Casting Time: 1 Action Classification: Hijutsu
Range: Self (30-foot cone) Rank: B-Rank
Duration: Concentration, Up to 1 Minute Casting Time: 1 Action
Components: HS, CM Range: 90 feet
Cost: 7 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Components: HS, CM
Description: The ground erupts outward from you, Cost: 14 Chakra
covering a 30-foot cube across the ground and freezing the Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
feet of creatures in range. Creatures in range must make a Description: You conjure a large Tiger or dragon made of
Dexterity saving throw, being Restrained and gaining a snow or ice that you make. Upon casting this Jutsu choose
rank of Chilled on a failed save. Creatures captured in this which creature you summon;
Jutsu may make a Strength saving throw at the beginning
• Tiger: The Tiger rushes at a target creature. All water
of each of their turns, or as an Action on their turn to
between you and the target is immediately frozen solid.
escape from this Jutsu.
Creatures submerged within Water or gaining the benefits
The area this Jutsu affects leaves behind an Ice-
of a Water Release Jutsu with a range of Self or Touch
covered ground being treated as difficult terrain.
must succeed a Dexterity save, gaining 2 ranks of Chilled
Creatures who enter this area must make a Dexterity
on a failed save. Upon reaching the target, the Ice Tiger
saving throw, slipping and falling prone on a failed save.
then explodes, firing ice shards in a 30-foot radius
The Ice remains until melted or 1 hour has passed.
centering on the target. All creatures in the radius must
TEN THOUSAND ICE PETALS make a Dexterity saving throw, taking 12d4 Cold damage
Classification: Hijutsu and gaining 1 rank of Chilled on a failed save, taking half
Rank: C-Rank damage on a success.
• Dragon: The Dragon rushes at a target creature. All water
Casting Time: 1 Action
Range: Self (40-foot cone) between you and the target is immediately frozen solid.
Duration: Instant Creatures submerged within Water or gaining the benefits
Components: HS, CM of a Water Release Jutsu with a range of Self or Touch
Cost: 8 Chakra must succeed a Dexterity save, gaining 2 ranks of Chilled
Keywords: Hijutsu, Ninjutsu, Water Release, Wind on a failed save. Upon reaching the target, the dragon
Release slams into the target creature. Creatures in a 90-foot
Description: You freeze Water and air in front of you long, 10-foot-wide line, originating from you, must
while launching it forward, creating an onslaught of ice succeed a Strength saving throw, taking 8d6 cold damage,
daggers that tears through everything in a 40-foot cone. gaining 1 rank of Chilled, and being pushed back 10 feet
Creatures in range must make a Dexterity saving throw. on a failed save, taking half damage on a success.
177
A-RANK:
DEMONIC ICE MIRRORS
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (20-foot radius Sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Release
Description: You create a dome of Chakra enhanced
reflective Ice mirrors. This dome encompasses a 20-foot
radius and the enhanced mirrors line the radius of the
dome. Each mirror is 4 feet wide and 6 feet tall. Upon
manifestation, you create enough mirrors to occupy the
outside radius of the sphere, leaving 2 feet of space
between each mirror. You meld inside one of the Ice
mirrors, and gain the following effects;
• You can teleport to any space at the edge of this Jutsu’s
radius as a free action by spending 5 feet of movement.
• Creatures within the dome are unaware of your location,
and make a Perception check against your Ninjutsu save
DC at disadvantage to determine your current location.
Creatures with Chakra Sight make this check at
advantage.
• As an action, you can make three ranged Ninjutsu attacks,
targeting all creatures within the Jutsu at once, dealing
4d8 Cold damage on a hit.
• When a creature attempts to move outside this Jutsu’s
radius, you can use a reaction to make two ranged
Ninjutsu attacks against that creature, dealing 4d6 Cold
damage, and reducing their movement speed to 0 on a hit.
• You gain two additional reactions per turn which can only
be used on this Jutsu’s effects.
• While inside this Jutsu’s area, you gain a +4 bonus to AC
and have advantage on Dexterity saving throws.
• Creatures can move freely within this Jutsu’s area but
must make a Dexterity saving throw to leave it.
178
L ATENT Y UKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Frigid Cold I 2 Beginning at 3rd level, once per rest, as a Bonus action, you can freeze over the surface you are
standing on within a 15-foot radius of yourself. This frozen surface counts as difficult terrain for other
creatures, but not for you.
Latent Frigid Cold II 4 (You must have Latent Frigid Cold I) Beginning at 7th level, you can use Latent Ice Release I’s effect
twice per rest. Additionally, when casting a Yuki Clan Hijutsu that targets only one creature, you can
center the difficult terrain on your target instead.
Latent Frigid Cold III 2 (You must have Latent Frigid Cold II) Beginning at 11th level, each time you deal damage to a creature
with a Yuki clan Hijutsu, they must make a Constitution saving throw vs your Ninjutsu save DC. On a
failed save they gain 1 rank of Chilled.
Latent Ice Release I 3 Beginning at 11th level, you can add half your Ninjutsu ability modifier to Cold damage that you deal,
once per Jutsu cast.
Latent Ice Release II 3 (You must have Latent Ice Release I) Beginning at 11th level, twice per long rest, when you cast a
Ninjutsu with the Water or Wind Release keyword(s), you may change the damage dealt to Cold.
Latent Ice 5 (You must have Latent Ice Release III) Beginning at 15th level, you gain the 11th level effect of the Ice
Release III Release clan feature.
Latent Chilled Body I 2 Beginning at 7th level, you gain DR against Cold damage equal to your proficiency bonus
Latent Chilled Body II 4 (You must have Latent Chilled Body I) Beginning at 18th level, you gain resistance to Cold damage.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yuki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yuki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yuki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yuki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats with Yuki Clan as a Prerequisite
Wind release keywords. You also ignore any perception- Ninjutsu ability Modifier, when a creature passes a save
based penalties they would inflict. against a Hijutsu you cast, you can make them reroll it.
This feature can only affect a creature once per casting.
179
BLOODLINE, LATENT
Category: Clan, Rare
Prerequisite: Level 4+
You have the blood of a famous clan, granting you fleeting
usage of their secret techniques. You gain the following
benefits:
• Select any one clan except your current clan or Non-Clan.
• You gain 10 Bloodline Points, which can be spent to
purchase bloodline abilities from the chosen clan. You can
find the listed abilities after each Clan. You retain any
unspent points.
• You can take this feat no more than twice.
• You cannot take this feat a second time until you are level
12+. When you do, you gain additional bloodline points for
the same clan you originally selected with this feat.
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181