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CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


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

N5e Designer: Kingsare4ever (Tommie)


N5e Editor: Kingsare4ever (Tommie)
S5e Designers: Mr. Hey, JimmyTimmyGaming
S5e Editors: Mr. Hey, JimmyTimmyGaming, Ruuuuubes
Template: Simple Microsoft Word Template by Laura
Hirsbrunner

Special Thanks to:


@Blasteroid: Iburi Clan, Umbra Cleaver Gen-Spec, Distant Soul
Gen-Spec (inspired Sealmaster), Dual Edge Weapon-Spec
@Yaco: Orochimaru’s Synthetic Human Clan
@KadenUchiha: Yamada Clan, Haruno Clan, Chakra Scalpel
Specialist Medical-Nin
@_Merriadoc: Summoning Scout
@SaltMammoth: Yamanaka’s A-Rank Jutsu
@OptimalStyle: Grappler and Tempest Tai-Spec, Archer Form
Weapon-Spec, Avenger Hunter
@Forte2273: Mist Form Weapon-Spec
@WitheredGnome86: Mist Form Weapon-Spec
@Mind_Faze: Dual Body Hunter
@Ruuuuubes: Bounty Hunter Int-Op, Infused Stalker Hunter,
Munitions Expert Feat
@Drachengeist: Quartermaster Int-Op
@Tron: Ink Painter Nin-Spec

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

D-RANK: Rank: D-Rank


Casting Time: 1 Action

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.

PARASITIC DESTRUCTION Classification: Hijutsu


Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 1 Mile
Range: 60 Feet Duration: Up to 1 hour
Duration: Instant Components: HS
Components: HS Cost: 6 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: You spread insects across a 1mile radius and
Description: You send your swarm of insects to Strike a they emit chakra similar to yours. Creatures with chakra
target creature in range. This Jutsu ignores cover. Make a sight in the affected area have disadvantage on
ranged ninjutsu attack dealing 4d6 Piercing damage on a Perception checks to find other creatures.
hit.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
Damage by 2d6

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.

PARASITIC INSECT CLOUD


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 Feet (10 Foot Radius Sphere)
Duration: Concentration, up to 1 minute
Components: HS
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu
Description: Your insects create a
noxious gas that is exuded from your
body and moved to a location of your
choice. When you cast this Jutsu, you
select an area you can see within range.
Creatures in the path of the gas on the way to the
chosen location, and creatures who start their
turn in the gas, must succeed a Constitution
saving throw, becoming Poisoned and taking 8d4
Poison Damage on a failed save. Creatures that
end their turn in the gas repeat the saving
throw. For the remaining duration of the Jutsu,
you may use a bonus action to move the gas up
to 30 feet.
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

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

ABURAME CLAN FEATS


SYMBIOTIC INSECTS
HIVE MINDED Category: Clan
Category: Clan Prerequisite: Aburame Clan, Level 4+
Prerequisite: Aburame Clan You provide more than just a home for your insects to
Your Insects treat you and your body as a Hive, It's thrive, and they provide more than just combat utility.
Queen, and its Army. You gain the following Benefits; You gain the following benefits;
• When you would make a check to maintain concentration • You gain 60 feet of Darkvision as insects the insects
on an Aburame Clan Jutsu, you may instead make an impart their extrasensory abilities onto you.
Intelligence (Chakra Control) check. • You can go for 1 week without food or water as the insects
• You can use your Bug Host feature a Number of times
inside your body pass on their survival capabilities.
equal to your Proficiency Bonus per long rest. • When you complete a short rest, your insects transpose
• When you would make an Intelligence or Wisdom saving
their energy into you. You regain an additional amount of
throw to resist the effects of a Genjutsu, you may use the Chakra equal to Xd4, where X is half your proficiency
bonus provided by your Bug Host feature for these saving bonus.
throws.
POISONOUS HOME
INSECT NEST INTEGRITY Category: Clan
Category: Clan Prerequisite: Aburame Clan, Level 4+
Prerequisite: Aburame Clan You start to nurture more dangerous insects than the
You learn to utilize the hive mind integrity of your common Aburame: bugs that hold severe toxins. You
insects to cast and maintain Ninjutsu, you gain the gain the following benefits;
following benefits:
• When casting an Aburame Clan Hijutsu, you may replace
• You can use your Wisdom Modifier for Aburame Jutsu,
all instances of “Piercing Damage” with “Poison
Attack modifiers and save DC's. Damage.”
• You learn one additional Aburame Clan Hijutsu that you • You may pick 1 Jutsu with the Medical keyword that you
qualify for. currently know. That Jutsu is now counted as being an
• You can learn and Create Aburame Clan Hijutsu in half the
Aburame Clan Hijutsu for you. You may pick another Jutsu
time. at levels 6, 10 and 14.

7
AKIMICHI • Green Spinach Pill: At 3rd level, you gain the green
spinach pill. As a Bonus action you can eat this pill. Upon

BIG APPETITE consumption, you lose 5 calories. You gain +4 Strength


and +4 Constitution for 1 Minute. After 1 minute, you gain
The Akimichi Clan is one of the four noble clans of 1 Rank of Weakened until you complete your next rest.
Konohagakure. Many of their clan's techniques revolve • Yellow Curry Pill: At 7th Level, you gain the yellow curry
around the manipulation of their body weight and size pill. As a Bonus action you can eat this pill. Upon
through the use of Yang Release. Members of the clan Ingestion, you lose 5 calories. Increase the Damage die of
possess great physical strength and are able to quickly all Unarmed Attacks and Taijutsu by 1 Step (d4> d6> d8>
convert calories into chakra, which they then use in their d10> d12) for 1 minute, after 1 minute, you gain 1 rank of
various secret techniques. Most of these techniques Exhaustion, until you complete your next rest.
rapidly consume the user's chakra during use, and • Red Chili Pill: At 11th Level, you gain the Red Chili Pill. As
maintaining them during a prolonged battle can be a Bonus action you can eat this pill. Upon Ingestion, you
tiring. For this reason, the Akimichi have high chakra lose 10 Calories. Double all damage die of Unarmed
levels and eat a lot in order to build up or replenish their attacks, and Akimichi Clan Jutsu. Increase your Strength
chakra reserves. As a tribute, members of the clan wear by +6. This lasts for 1 minute. After 1 minute you becomes
the kanji for "food" on their clothing. If standard Dazed until you complete your next long rest.
calories aren't enough for a battle, Akimichi can use the
Fat Conversion: At 7th level, as a bonus action, you can
clan's three colored pills to convert excess fat into
convert 1 Calorie into 2 Chakra Points. You cannot
chakra, at the cost of one's health.
convert more than your Constitution Modifier into

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

D-RANK: Rank: D-Rank


Casting Time: 1 Action

BODY FAT CUSHION


Range: 30 feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM, M
Rank: D-Rank
Cost: 5 Chakra or 3 Calories
Casting Time: 1 Reaction, which you take when you
Keywords: Hijutsu, Taijutsu, Clash
would take damage.
Description: You expand your body like a balloon
Range: Self
retracting your arms and legs inside your fat. You use your
Duration: Instant
chakra to spin your body like a bowling ball while also
Components: CM
preventing yourself from getting dizzy. You hurl yourself
Cost: 4 Chakra or 2 Calories
in a straight line towards a target creature and crush
Keywords: Hijutsu, Ninjutsu
everyone else in your way.
Description: You expand your body like a balloon
Move yourself up to 30 feet in a straight line, ending
reducing damage by cushioning impacts. You gain 2d10 +
your movement occupying the space of the target creature.
15 Temporary Hit points until the end of the current
Make a melee Taijutsu attack against the target creature
turn.
dealing 2d12+your Strength modifier Bludgeoning damage
At Higher Ranks: For each rank you cast this Jutsu
on a successful hit. The target creature is moved to the
above D-Rank, increase the cost of this Jutsu by 3 and
closest space of your choice within 5 feet that it can occupy.
your Temporary hit points by 5
Creatures in your path must make a Dexterity saving

EMPTY CRASH throw, taking 4d6 Bludgeoning damage on a failed save


and half as much on a successful one.
Classification: Hijutsu
At Higher Ranks: For each rank you cast this Jutsu above
Rank: D-Rank
C-Rank, increase the chakra cost of this Jutsu by 3 or the
Casting Time: 1 Action
Calorie cost by 1 and damage by 2d12 and 2d6.
Range: 30 Feet
Duration: Instant
Components: M
PARTIAL EXPANSION
Classification: Hijutsu
Cost: 5 Chakra or 2 Calories
Rank: D-Rank
Keywords: Hijutsu, Taijutsu
Casting Time: 1 Bonus Action
Description: You smash the ground upheaving chunks of
Range: Self
stone and hurling them towards a target creature within
Duration: Concentration, Up to 1 minute
range. Make a Ranged Taijutsu attack. On a Hit you deal
Components: HS, CM
4d6 Bludgeoning damage.
Cost: 4 Chakra or 2 Calories
If the Partial Expansion Clan Jutsu is active when you
Keywords: Hijutsu, Taijutsu
use this Jutsu, you instead deal 5d6 Bludgeoning
Description: If you spend Calories to activate this Jutsu,
damage.
you do not have to spend chakra to concentrate on this
If the Full-Body-Expansion Clan Jutsu is active when
Jutsu for the duration. You temporarily expand a portion of
you use this Jutsu, you instead deal 5d8 Bludgeoning
your body enhancing the impact potential of each unarmed
damage.
attack. Your unarmed attack range is 10 feet for the
At Higher Ranks: For each rank you cast this Jutsu
duration. When you make an unarmed attack, on a hit, you
above D-Rank, increase the chakra cost of this Jutsu by 3
deal 1d8 + your Taijutsu ability modifier Bludgeoning
or the Calorie cost by 1 and damage by 2d6 or 2d8.
damage.
At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the chakra cost of this Jutsu by 3 or the
Calorie cost by 1. When cast at B-Rank or Higher increase
the damage by 1d8. When cast at S-Rank or higher,
increase the damage by 1d8.

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

AKIMICHI CLAN FEATS


IRON GUT
FOOD BORN HARDINESS Category: Clan
Category: Clan Prerequisite: Akimichi Clan, Level 4+
Prerequisite: Akimichi You have undergone rigorous training to condition your
You learn to store more calories in your fat, you gain the body to absorb nutrition from anything. You gain the
following benefits: following benefits;
• Increase your Calorie count by half your character level. • When you would eat a consumable, such as a Blood Pill,
Increase your Calorie count by an additional +1 every even Military Ration Pill, or any other ingestible consumable
level thereafter. item, you regain calories equal to 1d4. You can regain
calories this way once per long rest.
IMPROVED FAT CONVERSION • You have resistance to the Poisoned Condition, and you
Category: Clan
reduce Envenomed damage by 1 step (D6>D4)
Prerequisite: Akimichi Clan, Level 8+ • You gain advantage on Ability checks and Saving throws
You have learned to better convert your Calories to
to resist environmental Hazards & Conditions.
provide bigger benefits. You gain the following Benefits;
• Whenever you would gain the benefits of your Fat
Conversion Feature, you instead can convert 1 Calorie
into 3 Chakra.
• Akimichi Clan Jutsu you cast using Calories, have their
Calorie cost reduced by 1.

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

EXPLOSION RELEASE: BREAK


Range: 45 feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM, CS
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Range: 30 feet
Release, Fuinjutsu, Artistic Style
Duration: Instant
Description: You mold clay, earth, or another inorganic
Components: HS, CM
earthen substance into a cluster of small spiders that scurry
Cost: 3 Chakra
and skitter towards a creature before attaching themselves
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
to it and detonating in a glorious explosion.
Release
Select one creature you can see within range. The spiders
Description: You create a precise, targeted explosion,
climb their way onto the target. At the beginning of the
inflicting 10 Force damage to an unattended object that you
creatures next turn, the spiders detonate forcing the
can see within range. Even if the object remains intact, it
creature to make a Constitution saving throw taking 4d4
flings small shards of shrapnel at creatures within 5 feet of
Force damage on a failed save or half as much on a
it. Each creature must make a Dexterity saving throw, taking
successful one.
3d6 Piercing damage on a failed save.
If the affected creature would take Fire damage before the
At Higher Ranks: For each rank you cast this Jutsu above
spiders detonate, the spiders react like gunpowder and
D-Rank, increase the cost of this Jutsu by 3 and damage to
explode immediately, forcing the creature to make a
objects by 10 and the damage to creatures by 2d6.
Constitution saving throw at disadvantage, taking 6d4

EXPLOSION RELEASE: CLAY BIRDS Force damage on a failed save.


If the affected creature takes Lightning damage, or casts a
Classification: Hijutsu
Jutsu with the lightning release keyword, the spiders
Rank: D-Rank
become partially inert, dealing half damage when they
Casting Time: 1 Action
detonate.
Range: 60 feet
At Higher Ranks: For each rank you cast this Jutsu above
Duration: Instant
D-Rank, increase the cost of this Jutsu by 3 and the damage
Components: HS, CM, CS
by 2d4.
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style
Description: You mold clay, earth, or another inorganic
earthen substance into three birds of your description.
These birds then soar towards a target within range,
ignoring cover. Make three ranged Ninjutsu attacks. On a hit
you deal Force damage equal to 1d6 + Your Ninjutsu ability
modifier. If a creature is hit with at least two birds, they
must succeed a Constitution saving throw, being knocked
prone on a failed save.
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 attacks by +1.

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.

EXPLOSION RELEASE: SOOT PILE Damage Vulnerability Lightning


Damage Immunities Poison, Psychic
Classification: Hijutsu
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
Rank: D-Rank
petrified, Poisoned.
Casting Time: 1 Action
Senses passive Perception 10
Range: Self (10-foot radius)
Duration: 1 Minute
Immutable Form. The Clay Bird is immune to any Jutsu or effect that
Components: HS, CM
would alter its form.
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Elemental Weapons. The Clay Bird attacks are chakra enhanced.
Release
Description: You emit a large explosion of toxic ash and
soot from your palms, creating a lingering 10-foot radius Multiattack. The Clay Bird can attack 2 times with its Peck.
cloud, centered on you, that settles after one minute. Peck. Melee Weapon Attack: reach 5 ft., one creature. Hit: 8 (1d10 + 3)
Creatures other than you within the cloud when the Jutsu is Piercing damage.
cast, that enters the clouds radius for the first time, or is Ram. If the Clay Bird flies in a straight line for at least 30 feet it can
within the cloud at the beginning of their turns, must make perform the Ram attack. All creatures in a straight line after the bird
a Constitution saving throw, becoming Envenomed for 1 has moved at least 30 feet must succeed a Dexterity saving throw,
minute. Each time a creature fails the saving throw, they taking 5d6 Bludgeoning damage on a failed save or half as much on
gain an additional rank of Envenomed. a success.
Detonation: The Clay Bird explodes in a beautiful incendiary display. All
creatures within 10 feet of the bird must succeed a Dexterity saving
throw vs your Ninjutsu save DC. On a failed save they take 5d8 Force
damage or half as much on a successful 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

BAKUTON CLAN FEATS


DETONATOR’S GAMBIT
AUGMENTED EXPLOSIVES Category: Clan
Category: Clan Prerequisite: Bakuton Clan, Level 12+
Prerequisite: Bakuton Clan, Level 4+ When something explodes, you just can’t contain
The destructive potential of your explosions have yourself. You find that all explosions push you ever
increased significantly. You gain the following Benefits; closer to ecstasy. You gain the following Benefits;
• When you would spend a Shrapnel Die, you can spend two • When you roll a Shrapnel Die, you reroll all 1’s and 2’s and
Dice instead, adding both Dice to the damage dealt. Both 3’s. You have to use the new roll.
Dice are spent as normal. • Whenever you roll the maximum damage on a Shrapnel
• You gain additional Shrapnel Dice equal to your
Die or a Bakuton Clan Hijutsu damage die add +1 Force
Constitution modifier. damage to the total damage dealt.

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

MASTERS OF MIND AND BODY


with Genjutsu. Twice per long rest, when you succeed on
a Taijutsu attack roll as part of casting a Boroshi Clan
Members of the Boroshi Clan strive to perfect both their Hijutsu, you may cast a Genjutsu you know that targets
marital and mental techniques, allowing them a one creature as a finisher. When you do so, increase the
versatility few others could hope to accomplish. amount of damage you would deal by 3 damage dice. If
the Genjutsu does not do damage, instead increase the
BOROSHI CLAN TRAITS save DC by 1d6. You gain an additional use of this feature
Ability Score Increase: +2 to any ability score, +1 to any at 11th level, and another at 15th level.
other (Recommended: +2 Wisdom, +1 Dexterity or Strength) Mindstrike: Beginning at 11th level, you have learned
Speed: Your base walking speed is 30 feet. to imbue your weapon with Genjutsu. As a part of taking
Skill Proficiencies: Illusions, Martial Arts the attack action, you may infuse your first attack with a
Bukijutsu Literacy: Your Bukijutsu ability score is Genjutsu. As a free action while making the attack
counted as being +2 higher, for the purpose of qualifying action, you may cast a Genjutsu with a casting time of an
for Bukijutsu of B-Rank or higher. action or bonus action that makes a Genjutsu attack roll.
Your Genjutsu is coupled with your attack, and your
BOROSHI FEATURES weapon attack roll determines the effect of both.
Psychic Spellblades: The Boroshi Clan have access to a Trained Efficiency: Beginning at 15th level, your
separate list of Jutsu unique to their Clan. You can add experience in Boroshi techniques grants you increased
these Jutsu to your Jutsu list instead of selecting Jutsu efficiency with them. Boroshi Clan Hijutsu you cast cost
from the Normal Jutsu list. 2 less chakra. Additionally, Genjutsu you cast as a
Illusory Swordsmanship: Beginning at 1st level, your finisher cost 1 less chakra.
swordsmanship is just as dangerous as your illusions. Mind-Blade Synchronicity: Beginning at 18th level,
You may use Wisdom as your Taijutsu ability modifier your mastery of both weaponry and illusion allows you
for Boroshi Clan Hijustu that you cast, and you may to create illusions powerful enough to cause physical
replace the HS component of Genjutsu you cast with the damage. When you would deal psychic damage, you may
W (any) component. Additionally, you can create and choose to instead deal your weapon's damage type.
learn Boroshi Clan Hijutsu in half the required time. Additionally, you gain unlimited uses of the Mental
Sharpened Illusions: Beginning at 3rd level, your Feedback Loop feature.
Genjutsu reflects your mastery of swordsmanship. 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. This
damage does not allow the target to make an additional
save to break out of Genjutsu. This feature deals an
additional die of damage at 7th level, and another at
15th.

20
BOROSHI CLAN JUTSU PHANTOM WEAPON
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

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

BOROSHI CLAN FEATS


CONCENTRATION MASTER: BOROSHI
FALSE WEAPON Category: Clan
Category: Clan Prerequisite: Boroshi Clan, Level 8+
Prerequisite: Boroshi Clan, Level 4+ You have developed your Clan’s techniques to near
You have mastered the art of creating illusory weapons perfection. You gain the following benefits;
and have gained the ability to create an illusion so real • You are not forced to make concentration checks to
you can wield it as a weapon. You gain the following continue concentrating on Boroshi Clan Hijutsu as a
benefits; result of damage.
• As a bonus action, or as a free action as part of rolling for • You can concentrate on up to two Jutsu, so long as both
initiative, you may create an illusory weapon in your free are Genjutsu with a range of self.
hand. You may choose the form this weapon takes. Your
summoned weapon shares the damage die and traits of MINDSTRIKE MASTERY
the form you chose, but it deals Psychic damage instead Category: Clan
of the original damage type. The weapon dissipates if it Prerequisite: Boroshi Clan, Level 12+
leaves your hand. You cannot be unwillingly disarmed of Your expertise in mindstrikes allows you to follow up on
your illusory weapon. your strike. You gain the following benefits;
• Select a number of Bukijutsu that you know equal to half • When you successfully damage a creature using your
your proficiency bonus. These selected Jutsu are Mindstrike feature, you may cast a Bukijutsu with the
converted into Genjutsu, losing their Bukijutsu Keyword Finisher keyword as an action or bonus action as if that
and gaining the Genjutsu Keyword. A Jutsu that is attack had the Combo keyword.
converted this way retains all effects detailed in its Jutsu • When you deal psychic damage as part of casting a
description except it uses your Genjutsu Attack bonus, Bukijutsu, you may force your target to make a Wisdom
Ability score, and Save DC for all calculations, and it deals saving throw against your Genjutsu save DC. On a failure,
Psychic damage instead. your target’s movement speed is halved until the end of
its next turn. You can use this feature twice per long rest.

23
DEVA Stable Core: Beginning at 11th level, you
unconsciously support yourself with a small force of

NO TIME FOR FUN AND GAMES


gravity keeping you in place. You gain advantage on
checks and saving throws against effects that would
forcibly move you or knock you prone against your will.
The Deva clan are a serious people that believe that one Terminal Velocity: Starting at 15th level, your control
should always be striving to accomplish something, that over gravity lets you easily ignore things such as
leisure time is a corrupting force that only weakens terminal velocity. Twice per short rest when you would
Mankind. see a creature take fall damage, you may double the
amount of damage it would take.
DEVA CLAN TRAITS Beck and Call: Starting at 18th level, your control over
Ability Score Increase: +2 to any ability score, +1 to any gravity puts everything at your mercy. You now decide
other (Recommended: +2 Intelligence, +1 Constitution) where they are allowed to exist. When you would move a
Speed: Your base walking speed is 30 feet. creature as a result of casting a Deva Hijutsu or a Deva
Skill Proficiencies: History, Ninshou feature, you may choice to not move the creature.
Innate Jutsu: You know 1 additional Deva Clan D-Rank Instead force them to take an amount of fall damage
Hijutsu. This does not count against your total Jutsu equal to the distance they would have traveled as you
known. begin to inflict different gravitational forces on different
parts of your targets body.
DEVA FEATURES
Gravity Release: The Deva 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.
Repelling Aura: Beginning at 1st level, you have an
aura of repulsive energy constantly flowing around you.
If you are wearing no armor, your AC is calculated
instead by doing the following: 10 + your proficiency
bonus + Intelligence bonus. Starting 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.
Intense Gravity: Beginning at 3rd level, your control
over gravity overwhelms all. 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
the full distance they were knocked back. Additionally,
creatures in your line of sight round up when
determining fall distance.
Forceful Falls: Beginning at 7th level, your control
over gravity allows you to create unnaturally harmful
events. 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. Additionally,
a creature within your line of sight cannot reduce the
amount of fall damage it would take by more than half.
Furthermore, twice per long rest, you may double the
range of a Deva Hijutsu. When you do this, you also
double the distance it would move the creature if it
would do so. You gain additional uses of this feature at
levels 11 and 18.

24
DEVA CLAN JUTSU GRAVITY RELEASE: ATTRACTION & REPULSION
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

GRAVITY RELEASE: FALL


Range: 30 feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: 30 feet
Description: You manipulate the gravity around a creature or
Duration: Concentration, up to 1 minute
object to move them in any direction of your choice. You can
Components: HS, CM
exert fine control on objects with your telekinetic grip, such as
Cost: 5 Chakra
manipulating a simple tool, opening a door or a container,
Keywords: Hijutsu, Ninjutsu
stowing or retrieving an item from an open container, or
Description: You intensify the gravity around an individual in
pouring the contents from a vial. Alternatively, you can push
an attempt to restrict their movement. You target a creature
or pull a creature or object you can see. Select a Medium or
within range. That creature must make a Strength saving
smaller creature or object not being worn or carried within
throw. On a failed save the creature is forced prone and has
range. The target must make a Strength saving throw. An
their movement speed reduced to 0. At the beginning of an
object automatically fails this saving throw. On a failed save,
affected creature’s turn, they remake a Strength saving
the creature or object moves a number of feet in a direction of
throw. On a failed save their movement speed remains 0. On
your choice based on its size.
success, the Jutsu ends.
A Tiny creature or object can be moved up to 60 feet, A Small
Flying Creatures make the Initial saving throw at
or Medium creature or object can be moved up to 30 feet. If a
disadvantage.
creature moved by this Jutsu collides with a solid object, their
At Higher Ranks: For each rank you cast this Jutsu above D-
movement is stopped, taking falling damage as if they had
Rank, increase the cost of this Jutsu by 3, the range of this
fallen an equal distance. If the object being moved would
Jutsu by 15ft, and the Initial Save DC by +1. When you cast this
strike a creature, that creature must make a Dexterity saving
Jutsu at B-Rank or higher, you no longer are forced to
throw. On a failed save, the creature and object being moved
concentrate on this Jutsu.
both take 4d6 force damage.

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.

GRAVITY RELEASE: REDUCED/ADDED WEIGHT


Classification: Hijutsu
Rank: C-Rank
Casting Time: Special
Range: Touch
Duration: 1 minute
Components: HS, CM
Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You reach forward and touch a creature
attempting to reduce their weight. You can choice to either
multiply or divide a creature's weight by 10 times. If used on
an unwilling creature, make a Melee Ninjutsu attack on a
creature. On a hit, the target has their weight multiplied or
divided. At the beginning of an affected creatures turn, they
make a Charisma saving throw. On a successful save, the Jutsu
ends.
Divided by 10 : The creature's movement speed is doubled,
they gain advantage on Dexterity saving throws, and gain
disadvantage on Strength and Constitution saving throws.
Multiplied by 10: The creature's movement speed is halved,
they gain advantage on Strength and Constitution saving
throws, gain disadvantage on Dexterity saving throws, and
increase the damage die step by 1 for all melee weapon,
unarmed, and Taijutsu attacks.
At Higher Ranks: For each rank you cast this Jutsu above C-
Rank, increase the cost of the Jutsu by 3. If cast at A-Rank or
higher, you may target 1 additional creature.

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

DEVA CLAN FEATS


SIX EYES
TRUE REPULSION Category: Clan
Category: Clan Prerequisite: Deva Clan, Level 12+
Prerequisite: Deva Clan, Level 4+ You have awakened a special eye that only a select few in
You have honed your skills greatly enhancing the your clan have ever managed to attain. You gain the
effectiveness of your Repelling Aura, You gain the following benefits;
following benefits;
• When you would cause a creature to take fall damage that
• If you are wearing no armor, your AC is calculated instead
creature may now take up to 60d8 force damage.
by doing the following; 11 + your proficiency bonus + • You are able to detect even the softest changes in
Intelligence bonus. gravitational forces. You are aware of the location of
• Creatures within 10 feet of you are affected by your
creatures you affect with Deva Hijutsu or features for the
Repelling Aura feature. next minute as long as they are within 500 ft of you. This
• A number of times equal to your Intelligence modifier,
allows you to target them with Jutsu or features as if you
you may spend 2 chakra to increase the knock back your have them within your line of sight.
Repelling Aura would move a creature to 30 feet. • Creatures within 5 feet of you also gain the benefits of
your Stable Core Feature.
HONORED ONE
Category: Clan CONCENTRATION MASTER: DEVA
Prerequisite: Deva Clan, Level 8+ Category: Clan
You have developed an ego viewing yourself as greater Prerequisite: Deva Clan, Level 8+
than the average ninja. You gain the following benefits; You have developed your Clan’s techniques to near
• You gain a Hover Speed equal to your normal movement. perfection. You gain the following benefits;
• Twice per long rest, you may cast any Deva clan Hijutsu • You may concentrate on up to 2 Jutsu, so long as both are
with a casting time of 1 action as a Reaction with a trigger nonelemental Jutsu, and neither Jutsu affects you.
of a creature moving within 5 feet of you. • When you cast a Deva Clan Hijutsu, you may spend an
amount of Chakra equal to the Rank of the Jutsu cast to
remove the concentration requirement of the Jutsu (D-
Rank = 3, C-Rank = 6, B-Rank = 9, A-Rank = 12, S-Rank =
15).

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

FALLING HEAVEN: DIVIDE


Range: 60 feet
Duration: Concentration, Up to 1 Minute
Classification: Hijutsu
Components: M, W (Any Thrown & Battle Wire)
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Bukijutsu
Range: 60 feet
Description: You launch your weapons that are lined with
Duration: Instantaneous
your battle wires, surrounding a target creature before you
Components: M, W (Any Thrown)
pull back, snapping the wire and constricting them. The
Cost: 5 Chakra
target creature must make a Strength saving throw, being
Keywords: Hijutsu, Bukijutsu
Restrained for the duration on a failed save. The target
Description: By Coating your weapon in Chakra and creating
creature may make a Strength saving throw at the
an extremely powerful spin, you sharpen the edge just enough
beginning of each of their turns, or as an Action on their
to split the air and even sound. Make a Ranged Taijutsu attack,
turn to escape from this Jutsu.
dealing 3d10+ Taijutsu ability modifier Slashing damage on a
hit.
At Higher Ranks: For each rank you cast this Jutsu
C-RANK:
FALLING HEAVEN: CROSS
above D-Rank, increase the cost of this Jutsu by 3 and
the damage by 2d10
Classification: Hijutsu
FALLING HEAVEN: SPLIT Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 60 feet
Casting Time: 1 Action Duration: Instant
Range: Self (30-foot Cone) Components: M, W (Any Thrown)
Duration: Instant Cost: 9 Chakra
Components: M, W (Any Thrown) Keywords: Hijutsu, Bukijutsu
Cost: 5 Chakra Description: You perform an enhanced version of Falling
Keywords: Hijutsu, Bukijutsu Heaven: Divide, launching 2 Shuriken with either hand,
Description: You release a collection of thrown weapons that forming a cross as it cuts through anything to reach its
cover A 30 foot cone in front of you. Creatures in range must objective. Make two ranged Taijutsu attacks, dealing your
make a Dexterity saving throw, taking your weapon’s weapons damage+ 2d8 Slashing damage on each hit. If you
damage+ 2d8 on a failed save or half as much with a success. land both hits on the same creature, they must make a
At Higher Ranks: For each rank you cast this Jutsu Dexterity saving throw, gaining the Blinded condition on a
above D-Rank, increase the cost of this Jutsu by 3 and failed save until the end of their next turn, as their face is
damage by 2d8. slashed, and blood gets into their eyes.
At Higher Ranks: For each rank you cast this Jutsu
FALLING HEAVEN: RAIN above C-Rank, increase the cost of this Jutsu by 3 and the
Classification: Hijutsu damage by 1d8 for each hit.
Rank: D-Rank
Casting Time: 1 Action FALLING HEAVEN: PENETRATE
Range: 60 feet (30-foot radius sphere) Classification: Hijutsu
Duration: Instant Rank: C-Rank
Components: M, W (Any Thrown) Casting Time: 1 Bonus Action
Cost: 4 Chakra Range: Self
Keywords: Hijutsu, Bukijutsu Duration: 1 minute
Description: You launch the thrown weapons into the Components: CM
sky before your weapons collide, bouncing off each other Cost: 8 Chakra
as they rain downward in a cascade of dangerous steel. Keywords: Hijutsu, Bukijutsu
Choose a target space within range. Every creature Description: You focus Chakra onto the edge of your next
within 30 feet of that space must make a Constitution weapon thrown. For the duration, ranged attacks made with
Saving throw to weather the rain of steel. On a failed a Weapon with the Thrown keyword increases its damage
save, they take your weapons damage+1d10 and gain 1 die by 1 step (d4>d6>d8>d10>d12) and gains a +1 bonus to
rank of Bleeding, taking half damage on a success. its critical threat range.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
damage by 2d10.

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.

FALLING HEAVEN: CALAMITY


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (40-feet radius)
Duration: Instant
Components: M, W (Any Thrown)
Cost: 13 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You begin to spin launching weapons in every
direction piercing and slashing enemies as they fall within
range. Creatures of your choice within 40 feet of you must
make a Dexterity saving throw, taking your weapons
damage+ 5d10 Slashing damage on a failed save.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of this Jutsu by 3 and
damage by 2d10.

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

BOIL RELEASE: SKILLED MIST


Range: 60 Feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release,
Range: Self (20-foot Cone)
Clash
Duration: Instant
Description: You expel a powerful Bullet of Acid from your
Components: HS, CM
body. Make a ranged ninjutsu attack against a creature
Cost: 5 Chakra
within range, dealing 2d8+ your Ninjutsu ability modifier
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Acid Damage on a hit. The targeted creature must succeed a
Description: You expel a powerful cloud of mist from
Constitution saving throw, being Weakened and Corroded
your mouth that begins to melt anything it touches.
for the next minute on a failed save for the next minute as
Creatures, objects and structures in range, must succeed
his body is overheated. A Weakened creature makes a
a Dexterity saving throw, taking 3d6 Acid Damage on a
Constitution saving throw at the beginning of their turn to
failed save and gaining the Corroded Condition, or
remove the Weakened effect.
taking half as much damage on a successful one.
At Higher Ranks: For each rank you cast this Jutsu above
At Higher Ranks: For each rank you cast this Jutsu
D-Rank, increase the cost of this Jutsu by 3 and damage by
above D-Rank, increase the cost of this Jutsu by 3 and
2d8.
damage by 2d6.

BOIL RELEASE: ERUPTING PROPULSION C-RANK


Classification: Hijutsu
Rank: D-Rank BOIL RELEASE: UNRIVALED STRENGTH
Casting Time: 1 Action Classification: Hijutsu
Range: Unarmed Range Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: CM, M Range: Self
Cost: 5 Chakra Duration: 1 minute
Keywords: Hijutsu, Taijutsu, Fire Release, Water Components: HS, CM, M
Release, Clash Cost: 9 Chakra
Description: You expel a powerful jet stream of mist Keywords: Hijutsu, Taijutsu, Fire Release, Water Release
from your body that jets you forward, allowing you to Description: You compress your boiling chakra into your
strike a creature with accelerated force. As a part of the body rapidly amplifying your physical strength to a great
activation of this Jutsu, you may select a space you can degree. Your Strength Score becomes 18 if it wasn’t already.
see within your remaining movement that is adjacent to If your Strength is already 18 or higher, you instead increase
a hostile creature, and immediately move to that point. your Strength Score by +2. Your unarmed damage die
This movement does not provoke attacks of opportunity. becomes 2d6.
Make a taijutsu attack against a creature within range, Also, for the duration, if you use a Futton Clan Jutsu with
dealing your unarmed damage + 2d8 on a hit. On a hit, the Taijutsu keyword, you reduce the chakra cost of those
the targeted creature makes a Constitution saving throw, Jutsu by 2.

BOIL RELEASE: STEAM ARMOR


being knocked back 15 feet on a failed save.
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: C-Rank
damage by 2d8.
Casting Time: 1 Reaction, which you take when you would
BOIL RELEASE: ERUPTING PHYSIQUE take damage.
Classification: Hijutsu Range: Self
Rank: D-Rank Duration: Instant
Casting Time: 1 Bonus Action Components: HS, CM
Range: Unarmed Range Cost: 7 Chakra
Duration: 1 Minute Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Components: CM, M Description: You release powerful jets of steam from every
Cost: 5 Chakra pore of your body, creating a powerful barrier of steam
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release between you and the triggering attack. Roll 2d10 + 5,
Description: You compress a swirling mix of Fire and reducing damage by the result. If damage would be reduced
Water Release chakra into your muscles as you cause to 0, and at least one hostile creature it within 20 feet of
them to boil over. For the duration, Futton Clan Taijutsu you, select one hostile creature to take 5d6 Acid damage.
you cast deals an additional 2d8 Acid Damage once per If this Jutsu would reduce the damage of a Jutsu that
casting. deals either the Fire, Wind, or Cold damage, you double the
At Higher Ranks: For each rank you cast this Jutsu damage reduction die.
above D-Rank, increase the cost of this Jutsu by 3 and At Higher Ranks: For each rank you cast this Jutsu above
damage by 1d8. C-Rank, increase the cost of this Jutsu by 3, The damage
reduction by 1d10+5, and damage done by 2d6.

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.

BOIL RELEASE: SCORPIONS STINGER


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Unarmed Range
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Taijutsu, Fire Release, Water
Release, Clash
Description: You coat your body in a highly compressed
cloak of steam, that you then shape into a stinger the
same shape as a Scorpion’s. Make a Melee Taijutsu
attack. On a hit, you deal your unarmed damage + 5d12
Acid Damage and the target gains a rank of Corroded.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank, increase the cost of this Jutsu by 3 and
damage by 1d12.

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

BUILT FOR COMBAT


go beyond their intended design and be even more
beneficial. Twice per long rest, when you would use a
The Haruno Clan believes in perfecting one’s physical Jutsu with the Medical keyword that does not deal
body, while also studying how to heal their and other’s damage or apply a condition, you may remove all ranks
wounds. The Haruno are known for their monstrous of any one condition affecting the creature as if you used
strength and blending medical Jutsu into their combat the Restorative Ninjutsu, cast at your highest known
style. Jutsu rank.
If you would cast a Jutsu with the Medical keyword
HARUNO TRAITS that removes conditions, you may spend a use of this
Ability Score Increase: +2 to any ability score, + 1 to any feature to leave a remnant of your chakra within the
other (Recommended: +2 Strength, +1 Wisdom or creature, making them immune to gaining one condition
Intelligence) removed again, from a hostile creature, for the next
Speed: Your base walking speed is 30 feet minute. You gain an additional use of this feature at 11 th
Skill Proficiency: Marital Arts, Medicine and 18th levels.
Medical Proficiency: You can add Jutsu with the medical Haruno Boons: Beginning at 7th level, when you cast a
keyword to your Jutsu list. Jutsu with the Medical keyword, you can inflict one of
the following Haruno Boons, based on the effects of the
HARUNO FEATURES Jutsu. You can provide one Haruno Boon per round, to all
Haruno Clan Jutsu: The Haruno have access to a
affected creatures. You may use this feature a number of
separate list of Jutsu unique to their Clan. You can add
times equal to half your proficiency bonus, rounded up,
these Jutsu to your Jutsu list instead of selecting Jutsu per long rest.
from the Normal Jutsu list.
• Blessed: If the Jutsu does not deal damage or apply a
Medical Simplicity: When creating or learning Jutsu
with the medical keyword reduce the time it takes to condition, affected creatures gain a +1d4 bonus to
complete the task by half. This does not stack with other their next attack roll, skill check, or saving throw.
similar effects. They also reduce the next instance of damage they
Medical Fist: Beginning at 1st level, the Haruno are take by half the healing given.
• Unhindered: If the Jutsu does not deal damage or
known for their brute strength and combative ability.
When you cast a Jutsu that uses your Unarmed Damage, apply a condition, affected creatures gain a +10 bonus
you gain a +10ft. bonus to range and deal double damage to movement speed, ignore difficult terrain, and treat
to structures. Additionally, your [Unarmed Damage Die] any penalties to d20 rolls as half their listed value.
becomes 1d6. These effects last until the end of each affected
When you cast a Haruno Hijutsu, or a Ninjutsu with creature’s turns.
• Fragile: If the Jutsu deals damage or applies a
the Medical keyword that makes a melee attack roll, you
can use Strength as your casting modifier and treat the condition, affected creatures gain a -1d4 penalty to
attack as a melee Taijutsu attack, adding your [Unarmed their next attack roll, skill check, or saving throw that
Damage] to the Jutsu’s first damage roll, if it would not uses Strength, Dexterity, or Constitution. They also
already include your unarmed damage. take an additional 3 damage from unarmed, weapon,
Starting at 7th level, your bonus to range becomes and Taijutsu attacks, up to four times total.
+20ft and when you would make a check to maintain • Dispirited: If the Jutsu deals damage or applies a

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

HARUNO STYLE: MEDICAL FIST Casting Time: 1 Action


Range: Unarmed Range
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: M
Casting Time: 1 Bonus Action
Cost: 5 Chakra
Range: Self
Keywords: Taijutsu, Hijutsu, Combo
Duration: Concentration, up to 1 minute
Description: You rush towards a target before
Components: HS, CM
unleashing a volley of attacks. Make two Taijutsu attacks
Cost: 5 Chakra
against a creature within range. On a hit you deal your
Keywords: Ninjutsu, Medical, Hijutsu
[Unarmed Damage] + 1d4. If you hit with two or more of
Description: You coat your hands in medical chakra
these attacks the target is knocked prone.
designed to sap the life force of anyone you touch. Your
Until the end of your turn, you can target one affected
[Unarmed Damage] becomes 1d8 and deals Necrotic
creature with a Taijutsu Finisher regardless of range,
damage.
once per turn, using either an Action or Bonus action,
At Higher Ranks: For each rank you cast this Jutsu
ignoring its listed casting time.
above D-Rank increase the cost of the Jutsu by 3 and
At Higher Ranks: For each rank you cast this Jutsu
increase the damage die by 1d8 up to a maximum of 3d8.
above D-Rank increase the cost of the Jutsu by 3 and
If this Jutsu is cast as a C-Rank, when you would hit
increase the damage by 1d4. If this Jutsu is cast at B-
someone with an unarmed or melee Taijutsu attack, you
Rank of higher increase the number of attacks by +1.
gain temporary hit points equal to half of the damage

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.

HARUNO STYLE: CHERRY BLOSSOM FINALE


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Instant
Components: M
Cost: 14 Chakra
Keywords: Taijutsu, Hijutsu, Finisher
Description: This Jutsu can only be cast as a Finisher.
You slam your fist into the ground creating a giant
shockwave. Each creature in range must make a
Dexterity saving throw, taking your [Unarmed Damage]
+ 8d8 on a failure, or half as much on a success. If a
creature is prone, they have disadvantage on the saving
throw. After the conclusion of this Jutsu, the area is
counted as difficult terrain.
At Higher Ranks: For each rank you cast this Jutsu
above B-Rank increase the cost of the Jutsu by 3 and
increase the damage by 2d8.

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,

BARING WHITE FANGS


you gain 2 of the following Techniques. You gain 1
additional Technique levels 7th, 11th, and 15 th level.
The Hatake Clan is an iconic clan from Konoha. It has You can only gain the benefits of one of the following
produced several renowned members who have held Techniques per casting. Beginning at 11 th level, you may
positions of high authority, including the Sixth Hokage; gain the benefit of two of the following Techniques per
All known members have also been extremely skilled casting.
users of Lightning release jutsu. • Fast as Lightning: When you would cast a Jutsu with
the Lightning release keyword, you may spend 2
HATAKE TRAITS White Chakra to make the Jutsu unreactable.
Ability Score Increase: +2 to any ability score, + 1 to any
• Arced Lightning: When you would cast a Ninjutsu
other (Recommended: +2 Intelligence, +1 Dexterity)
with the Lightning Release keyword that would have
Speed: Your base walking speed is 35 feet.
you make a melee Ninjutsu attack, you may spend 2
Skill Proficiencies: Ninshou, Perception
White Chakra to convert your attack into a ranged
Passive Affinity: You have Lightning Release Affinity (You
Ninjutsu attack with a range of 30 feet.
can learn Ninjutsu with the Lightning Release Keyword)
Lightning Literacy: You reduce the ability score • Thunderous Flash: When you would cast a Ninjutsu
requirement to learn and cast Jutsu with the Lightning with the Lightning Release keyword that would have
Release keyword by 2. For Ability score requirements, you make a melee Ninjutsu attack, you may spend 2
check the SHB, pg.121). White Chakra to teleport to a space within 30 feet.
• Voltage Amplification: When you would cast a Jutsu
HATAKE FEATURES with the Lightning release keyword, you may spend
White Chakra: The Hatake Clan are extremely up to 5 White Chakra, to empower the Jutsu. For
proficient Chakra molders. They innately have the ability every White Chakra you spend, you increase the
to call upon a unique source of Chakra called White Chakra. number of damage dice by 1. If a Jutsu has multiple
Beginning at 1st level, you have 5 White Chakra which you instances of damage, this only empowers the first
can only spend on Jutsu with the Lightning Release instance.
keyword. You gain 1 White chakra every level. When you • Over in a Flash: When you would cast a Jutsu with
finish a short rest you regain half of your spent White the Lightning Release keyword with a casting time
Chakra. Your White Chakra pool is fully refilled on a long of 1 Action, you may spend a number of White
rest. Chakra equal to the rank of the Jutsu to instead cast
Beginning at 18th level, when you would roll for the Jutsu as a Bonus Action. (D-Rank: 1, C-Rank: 2,
initiative and have no White Chakra remaining, you B-Rank: 3, A-Rank: 4, S-Rank: 5).
regain 4 White Chakra. White Fang: Beginning at 7th level, your Critical threat
Lightning Release Simplicity: Beginning at 1st level. range is increased by +1 for attacks made as a result of
When creating or learning Ninjutsu with the Lightning casting a Jutsu with the Lightning Release keyword or
Release Affinity, reduce the time it takes to complete the that would deal Lightning damage.
task by half. Additionally, when you would cast a Jutsu without any
other Elemental Keywords or the Genjutsu keyword, you
may spend a number of white chakra equal to its rank
(D-Rank: 1, C-Rank: 1, B-Rank: 2, A-Rank: 2, S-Rank:
3). When you do, the Jutsu cast gains the lightning
release keyword, its damage type becomes lightning,
and it deals an additional die of damage.
Charged Reactions: Beginning at 15th level, your
reactions have been permanently boosted due to the
amount of White Chakra you have flowing through your
veins. You gain an additional reaction that you can only
use once per rest.

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

HATAKE CLAN FEATS


LIGHTNING TAMER
LIGHTNING ROD Category: Clan
Category: Clan Prerequisite: Hatake Clan, Level 4+
Prerequisite: Hatake Clan Your ability to gauge the speed and trajectory of
You learn to retain some of the Chakra spent, converting Lightning while also reacting to these movements is
and molding it into White Chakra. You gain the following unmatched. You gain the following benefits;
benefits;
• When you cast a Ninjutsu with the Lightning Release
• When you would take Lightning damage, you can, as a
Keyword, your movement is doubled until the end of your
reaction, forcefully convert half of the damage taken into turn.
White Chakra. You can use this feature once per long rest. • When you would make a Dexterity saving throw, you may,
as a reaction, enhance your agility by using lightning
WHITE CHAKRA SURGE release, making that Dexterity Save at advantage and
Category: Clan
granting yourself Resistance to Earth damage until the
Prerequisite: Hatake Clan, Level 4+
end of that turn.
You have begun to master your White chakra, increasing • When you would be targeted by a Jutsu with the lightning
your potential with Lightning Release Techniques,
release keyword or cast a Jutsu with a range of Self with
gaining the following benefits:
the Lightning Release keyword, you may, as a reaction,
• You gain additional White chakra equal to half your increase your AC by Half your Proficiency Bonus (rounded
character level. You gain an additional +1 white chakra down) until the end of the current turn.
every even level after you gain this feat.

44
HOSHIGAKI Ravenous Chakra: Your body yearns to consume the
Chakra of others. Beginning at 3rd level, when you cast a

THE TAILLESS BEAST


Jutsu with the Water release keyword that successfully
damages a creature, you gain a number of temporary
The Hoshigaki Clan is a clan that hails from the Land of Chakra points equal to the rank of the Jutsu cast (D-Rank:
Water and is famous for all the wrong reasons. Every 2, C-Rank: 3, B-Rank: 4, A-Rank: 5, S-Rank: 6). You can use
prominent member of their clan has betrayed their home this feature twice per combat. This increases to three times
village in more than one way. But this does not brand at 15th level.
them all as traitors, instead it has caused a vast majority Beginning at 11th level, your Jutsu can also consume
of them to branch out and move to other villages to Chakra in other techniques, as your Jutsu becomes more
break the stigma of their history. shark-like. If you would clash with a Jutsu, you may expend
a single use of this feature. When you do so, add 1d6 to the
HOSHIGAKI TRAITS clash check, and If you win the clash check, your Jutsu
Ability Score Increase: 2 to any ability score, +1 to any deals additional damage equal to twice the losing Jutsu's
other (Recommended: +2 Constitution, +1 Strength) cost.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Animal Handling, Athletics
Dark Vision: You have Darkvision up to 30 feet.
Passive Affinity: You have Water Release Affinity (You
can learn Ninjutsu with the Water Release Keyword)
Water Literacy: You reduce the ability score requirement
to learn and cast Jutsu with the Water Release keyword
by 2. For Ability score requirements, check the SHB,
pg.121).

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

HOSHIGAKI CLAN FEATS


TAILLESS TAILED BEASTS
APEX BERSERKER Category: Clan
Category: Clan Prerequisite: Hoshigaki Clan
Prerequisite: Hoshigaki Clan, Level 12+ Your stamina is unmatched. Increase your Hit & Chakra
You have learned to tap into this bestial ferociousness Point total by an amount equal to your level. Thereafter,
within you. You gain the following Benefits; each time you gain a level, Increase your Hit & Chakra
• While you are gaining the benefits of Shark Skinned Point total by +1.
Predator, you gain a unique Bite unarmed attack, which
deals 1d10 Piercing damage and counts as a Piercing
weapon.
• The first time per turn a creature would take damage from
a Bite attack, they must make a Constitution saving throw
vs your Taijutsu save DC. On a failed save, they gain 2
ranks of the Bleeding condition.
• While you are gaining the benefits of Shark Skinned
Predator, creatures who make contested grapple checks
against you make their checks at disadvantage.

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

DEMON’S SECOND COMING


Reserves equal to your proficiency bonus, regaining spent
Reserves on a long rest. Pick two of the following options to
The Hozuki Clan is a relatively small clan that hails from the gain the benefits of. Beginning at 11 th level, you gain the
Land of Water. While the clan itself is small, it has had remaining two
prominent members who have attained the rank of 7 You can only gain the benefits of one of the following
Swordsmen, and garnered a notoriety of being excellent options per casting. Beginning at 11 th level, you may gain
swordsman, and even better assassins. The Hozuki clan has the benefit of two of the following options per casting;
a unique trait, allowing them to turn their body into a liquid • Fling: You cast a Water Release Jutsu using your own
form passively. Though, due to this extreme affinity with
body, launching yourself at your opponent. When you cast
the Water Release affinity, they have lost the ability to
a Ninjutsu with the Water Release keyword that makes a
access the Lightning Release Affinity in its entirety.
ranged Ninjutsu attack, you may spend a Water Reserve to

HOZUKI TRAITS immediately move to a space adjacent to one of the


targeted creatures, which does not trigger opportunity
Ability Score Increase: +2 to any ability score, + 1 to any
attacks. You may then make a single melee weapon attack
other (Recommended: +2 Strength, +1 Intelligence)
against that creature as a free action.
Speed: Your base walking speed is 30 feet.
• Forceful Wave: You use your excess water to create a wave
Skill Proficiencies: Martial Arts, Chakra Control.
that knocks your opponents back. When you cast a Jutsu
Water Release Affinity: You begin with the Water Release
with the Water Release keyword, you may spend a Water
affinity (You can learn Ninjutsu with the water release
Reserve. When you do so, creatures that receive the
Keyword.)
effects of the triggering Jutsu are knocked away from you
Lightning Release Inability: You cannot use or Learn
an amount of feet equal to half your proficiency bonus
Ninjutsu with the Lightning Release Keyword
(rounded up) times 5, in addition to the normal effects of

HOZUKI FEATURES the Jutsu.


• Water Reformation: You use your excess water to quickly
Hozuki Techniques: The Hozuki Clan has access to a
reform your body after an attack, preventing you from
separate list of Jutsu unique to their Clan. You can add these
losing the effects of certain Jutsu. When you would fail a
Jutsu to your Jutsu list instead of selecting Jutsu from the
Normal Jutsu list(s). concentration check on a Water Release Ninjutsu with a
range of Self, you may spend a Water Reserve to succeed
Amphibious: You can breathe air and water.
instead.
Water Dependency: Members of the Hozuki Clan have a
• Overwhelming Stream: You use your excess water to
dependency on water, and they must consume at least a
gallon of water or immerse themselves in water for one overwhelm an opponent’s Jutsu. When you make a Clash
hour (short rest) each day. If they fail to do this, they suffer check, you may spend a Water Reserve to gain advantage
1 level of Exhaustion at the end of that day. They can recover on that check.
from a rank of Exhaustion gained from this feature for each Guiding Droplets: Beginning at 7th level, your water
gallon of water they drink or for every hour spent immersed attaches to your opponents and guides your Jutsu. When you
in water (short rest). deal damage to a creature using a Jutsu with the Water
Made of Water: Starting at 1st level, your body counts as a Release keyword, the next Water Release Jutsu you cast
sufficient source of water to reduce the cost of Water release against that creature adds +1 to its attack roll and deals an
Jutsu that you cast for the purposes of chakra cost reduction. additional die of damage. This bonus becomes +1 and two
Additionally, twice per long rest, you can count your body as additional dice of damage at 15th level.
a significant enough water source to gain the alternative Unstoppable Flow: Beginning at 15th level, you enhance
effects of Water Release Jutsu you cast. the flow of water within your muscles. Twice per long rest,
while you are gaining a bonus to your Strength score as a
result of a Water Release Ninjutsu, you may convert any
saving throw to a Strength saving throw.
Nonconduction: Beginning at 18th level, the water
composing your body is so suffused with your chakra that
you transcend the normal limitations of water. You no
longer gain ranks of Exhaustion when you do not consume
water daily. Additionally, if you take additional Lightning
damage as a result of being vulnerable to it, you may choose
to only take 5 additional damage instead.

48
HOZUKI CLAN JUTSU WATER MUSCLES
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

GREAT WATER ARM


Range: Self
Duration: Concentration, up to 1 minute.
Classification: Hijutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Water Release
Range: Unarmed Range/Weapons Range
Description: You empower your muscles by controlling the
Duration: Instant
water inside your body. This Jutsu does not cost chakra to
Components: W (Any Melee), CM, M
maintain concentration. For the duration, increase the
Cost: 5 Chakra
damage dealt with attacks or Jutsu by 2d4. Apply this bonus
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release
damage only once per attack or Jutsu. Additionally, you add
Description: you quickly enlarge your main arm by moving
2d4 to Strength-based checks.
the water in your body.
If you are currently benefitting from the Hydrofication
Make a melee Ninjutsu or Taijutsu attack with the weapon
Jutsu, you instead add an additional 3d4.
used to cast this Jutsu. On a hit, you deal your weapons
At Higher Ranks: For each rank you cast this Jutsu above
damage + 3d6 and force the target to make a Strength saving
D-Rank, increase the cost of this Jutsu by 3 and the bonus by
throw. On a failed save, they are knocked back 15 feet and are
1d4.
Dazed until the end of their next turn.
If you are benefitting from the Hydrofication Jutsu,
increase the damage die by 1 step.
WATER ESCAPE
Classification: Hijutsu
At Higher Ranks: For each rank you cast this Jutsu above
Rank: D-Rank
D-Rank, increase the cost of this Jutsu by 3. If this Jutsu is
Casting Time: 1 Bonus Action
cast at C-Rank or higher, increase the damage by 1d6. If this
Range: Self
Jutsu is cast at B-Rank or higher, increase the number of
Duration: 1 Round
attacks made by +1. If this Jutsu is cast at S-Rank, increase
Components: CM
the damage die by one step.
Cost: 3 Chakra

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.

WATER GUN: DOUBLE


Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You form bullets on the edge of each of your
fingers and fire them off with enough spread to imitate a
shotgun. Creatures in a 15-foot cone in front of you must
succeed a Dexterity saving throw, taking 7d6 Cold damage
and being 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 2d6 and the cone size by 5 Feet.

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

Category: Clan rest.


Prerequisite: Hozuki Clan, Level 4+ • Your other Hijutsu gain the benefits of your Hydrofication

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.

CONCENTRATION MASTER: HOZUKI


Category: Clan
Prerequisite: Hozuki Clan, Level 8+
You have developed your Clan’s techniques to near
perfection. You gain the following Benefits;
• Your maximum number of Water Reserves increases by 2.
• You can concentrate on a second Jutsu, so long as both
have the Water Release keyword, and one of them is a
Hozuki Clan Hijutsu.

52
HYŪGA CLAN Byakugan: One of the hidden Leaf village’s 2 great
dojutsu. The Byakugan is an eye of extreme refined

THE VILLAGE’S STRONGEST


focus. At 1st level you can spend 5 Chakra to activate the
Byakugan as a bonus action, which remains active for up
The Hyūga Clan is one of the four noble clans of Konoha to 1 hour. You may deactivate and reactivate the
as well as the strongest clan in the village. All members Byakugan during this time period with no additional
born into this clan possess the Byakugan, a bloodline cost. While active the Byakugan gains the following
trait that gives them extended fields of vision and the benefits:
ability to see through solid objects and even the Chakra • All Seeing White Eye: You have 500 feet of Chakra sight
circulatory system, amongst other things. Members of
while out of combat and half of that while in combat. You
this clan also possess an innate ability which allows
gain the ability to see a creature’s Chakra nature, if any.
them to excel Chakra from any of the tenketsu in their
You can see through material up to 3 feet thick. Creatures
body. The Hyūga clan are descendants from the
cannot be obscured from your vision in any way if you can
Ōtsutsuki clan, specifically from Hamura Ōtsutsuki's
see through the obstruction.
lineage. As a result, they are also distant cousins of the • 360° Vision: You can see in a 360-degree field around you
Uchiha, Senju, Uzumaki, and Kaguya clans. They are
up to half your Chakra sight range. While out of combat,
considered to be one of, if not currently, the most
your field of vision increases to match your Chakra sight
powerful clan in Konoha. Their fame and prowess
range. You can see without having to turn your head or
stretch far and wide, leading others to both praise and
avert your eyes.
covet their abilities.
The clan is separated into two parts: the main house At 3rd Level, while training with your Byakugan, you
and the branch house, a system that protects the secrets gain two of the following additional features that further
of the Byakugan from outsiders. The main house runs exemplify your skill with the Dojutsu. At 11th and 18th
the family while the branch house protects it. Level you may select an additional feature from this list.
• Combat Insight: You gain amazing combat senses while
HYŪGA TRAITS your Byakugan is active. You add +2 to all Dexterity saving
Ability Score Increase: +2 to any ability score, + 1 to any throws you make while the Byakugan is active.
other (Recommended: +2 Wisdom, +1 Dexterity) • Combative Vision: You also add your Wisdom ability
Speed: Your base walking speed is 30 feet. modifier to the first unarmed attack roll using the Gentle
Skill Proficiencies: Perception, Insight Fist Stance you make on each of your turns.
Hyūga Hijutsu: You know 1 additional Hyūga Clan D- • Immense Distance: Doubles the range of Chakra sight to
Rank Jutsu, this does not count against your jutsu
1,000ft. You can see things up to 1 mile away as if they
known.
were within 50 feet of you.

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

D-RANK: Rank: D-Rank


Casting Time: Special

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.

PALM ROTATION VACUUM WALL PALM


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: 30 feet
targeted for an attack, would take damage, or make a
Duration: Instant
Strength or Dexterity saving throw.
Components: CM, M
Range: Self (5 feet)
Cost: 3 Chakra
Duration: 1 Round
Keywords: Hijutsu, Taijutsu
Components: CM, M
Description: You thrust your palm forward at a creature
Cost: 5 Chakra
you can see in range creating an invisible blast of Chakra.
Keywords: Hijutsu, Taijutsu, Clash
Make a ranged Taijutsu attack. On a hit you deal 5d4 Force
Description: You spin at a violent speed, while releasing
damage.
Chakra from every Chakra point on your body, creating a
At Higher Ranks: For each rank you cast this Jutsu
dome of blue Chakra that repels most attacks. Until the end
above D-Rank, increase the cost of this Jutsu by 3 and
of the current turn, you have a +5 Bonus to AC, and you roll
damage by 3d4 and the range by +10 feet. If this Jutsu is
Strength and Constitution saving throws triggered by Jutsu
cast at B-Rank or higher, you force the target creature to
at advantage. Creatures who are within 5 feet of you when
make a Constitution saving throw, gaining the Dazed
you cast this Jutsu must make a Strength saving throw,
condition on a failed saving throw.
taking 2d8 Force damage and being pushed back 5 feet on a
failed save.

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.

• Constitution Save: On a failed Constitution saving


throw, the creature takes 5d12 necrotic damage which
bypasses resistance, immunity, and temporary hit
points. The creature also gains 3 ranks of Bleeding.
• Intelligence Save: On a failed Intelligence saving
throw, you command the creature to move and take 1
Action that they can take, other than a class or
adversary feature.
When this Jutsu ends, you reappear in a space within 5
feet of the creature you were possessing, and
automatically end your Smoke Form Jutsu.

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.

INUZUKA TRAITS o Gains +1 additional D-Rank Dog/Wolf special features.


o Beginning at 11th level, Gains +1 additional Dog/Wolf
Ability Score Increase: +2 to any ability score, + 1 to any
special feature of either D or C-Rank.
other (Recommended: +2 Strength or Dexterity, +1 Wisdom)
• Young Tamaskan: A breed known for its ability to mold
Speed: Your base walking speed is 35 feet.
Chakra. This Nin-Dog gains the following;
Skill Proficiencies: Animal Handling, Acrobatics
o Proficiency in Chakra control and Ninshou.
Extra Language: Dog-Speak, you can speak to &
o Learns 1 Jutsu of D-Rank following the Dog/Wolf Jutsu
understand canine creatures.
specialty limits
Inuzuka Hijutsu: Your Nin-Dog knows 1 Inuzuka Clan D-
o The first Jutsu your Nin-Dog casts per short rest, has
Rank Jutsu, that you do not need to add to your known
its Chakra cost reduced to 0.
Jutsu list.
o Beginning at 11th level, this Nin-Dog learns 1 C-Rank
INUZUKA FEATURES Jutsu following the Dog/Wolf Jutsu specialty limits
Inuzuka Clan Jutsu: The Inuzuka have access to a In the event you are incapacitated or absent, your Nin-
separate list of Jutsu unique to their Clan. You can add Dog acts on their own based on how you've commanded
these Jutsu to your Jutsu list instead of selecting Jutsu them before, considering your allies its allies, and will
from the Normal Jutsu list. You can use Dexterity as your follow them until you cross paths again. If your Nin- Dog
Taijutsu ability modifier for Inuzuka Clan Hijutsu. is alone, they will perform search for you until they find
Beast Master: Starting at 1st level you have a canine you. If your Nin-Dog dies, you can spend 1 week of
companion raised and bred by the Inuzuka clan known downtime with your clan training another Nin-Dog.
as a Nin-Dog. Your Nin-Dog possesses the same Starting at 18th level, you and your Nin-Dog have
statistics as a Dog/Wolf summon of D-Rank. Your Nin- bonded in such a way where there is no need to verbally
Dog mechanics are as follows; communicate. It continues to act on your turn as normal,
• Shares your level but no longer requires a bonus action to command.
• Proficient in all saving throws Bestial Techniques: Also at 1st level, your intense
• Cannot learn Jutsu like a Dog/Wolf summon, instead training alongside your Nin-dog grants you a bestial
knowing all Inuzuka Clan Hijutsu you know. fighting style. You may use your Dexterity modifier
• You calculate your Nin-Dog’s AC as your Taijutsu save dc. instead of Strength for the attack and Damage rolls of
• At levels 4, 8, 12, 16 and 20 your Nin-Dog gains +8 ability Inuzuka Clan Hijutsu and Inuzuka Clan Hijutsu save DC
score increases following its associated max ability score calculations
with its rank as seen in the Dog/Wolf summon table. Wild Sense: Beginning at 3 rd level, you have learned to
• Your Nin-Dogs size begins as small, grows to medium imitate your Nin-Dogs nasal and auditory senses with
Chakra. You gain a +2 bonus to perception checks based on
when it reaches 8th level and may grow to Large at 12th.
• Your Nin-Dog regains half of its Chakra back on a short smell.
rest and all of its Chakra on a long rest.
• If your Nin-Dog has its Chakra reduced to 0, it does not
vanish or become unsummoned like a normal summoned
creature.

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

MAGNET RELEASE: DUST IMMOBILIZATION


Range: Self
Duration: 8 Hours
Classification: Hijutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Range: 30 Feet
Release.
Duration: Concentration, up to 1 minute
Description: You draw dust particles around yourself of
Components: HS, CM, CS
your description (Gold, Iron, Sand, Salt, Gravel) to create
Cost: 4 Chakra
a virtually Invisible armor to protect yourself from
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
attacks. For the Duration, your AC is calculated as 13 +
Wind Release.
your Ninjutsu Ability Modifier + Half of your Proficiency
Description: You reach forward commanding your dust
Bonus. Additionally, you gain a number of Temporary hit
to pile onto a creature within range burying them. The
points equal to your Ninjutsu Save DC. This Jutsu ends
target creature must make a Strength saving throw,
early if you don armor of any type or you end it as a
being restrained on a failed save.
bonus action.
While a creature is restrained by this Jutsu you can use
If you have no Temporary hit points while you have
your bonus action to constrict the sand binding them,
this Jutsu active, you can as a bonus action pay the
dealing 3d6 Earth damage to them.
activation cost of this Jutsu again to regain all of your
At the beginning of the affected creature’s turn or as
lost temporary hit points.
an action on their turn, they can make a strength saving
At Higher Ranks: For each rank you cast this Jutsu
throw. On a successful save the creature breaks out of
above D-Rank, increase the cost of this Jutsu by 3 and
your dusty restraints.
the number of Temporary hit points this Jutsu grants
Alternatively, you can aim towards an object within
you by 10. If this Jutsu is cast at C-Rank or higher, while
range and dust to hold it in place. You can hold the Object
you have temporary Hit Points from this Jutsu, when you
against a wall, ceiling, floor, or to keep it fixed in the air.
lose all temporary Hit Points gained from this Jutsu, you
Creatures of your choice can move the object as normal.
may spend a Reaction to ignore any excess damage dealt
If the object is fixed in the air, it can hold up to 400
to your Hit Points by the triggering attack or Jutsu.
pounds in weight. More weight causes the object to fall,
otherwise, a creature can use an action to make a
MAGNET RELEASE: DUST PARTICLE DRIZZLE
Strength (Athletics) check against your Ninjutsu save
Classification: Hijutsu
DC. On a success the creature breaks the object out of
Rank: D-Rank
your reach, ending this Jutsu.
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this Jutsu
Range: Self (20-foot Cone)
above D-Rank, increase the cost of this Jutsu by 3 and
Duration: Instant
the damage by 2d6. When you cast this Jutsu at C-Rank,
Components: CM
the DC to move the object increases by 5, it can carry up
Cost: 5 Chakra
to 4000 pounds of weight, and the duration is increases
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
to 24 hours. If you cast this Jutsu at A-Rank or Higher,
Release.
the DC to move the object increases by 10, it can carry up
Description: You form a mass of dust particles in front of
to 20,000 pounds of weight, and the duration becomes
you of your own description (Gold, Iron, Sand, Salt,
permanent until dispelled.
Gravel), firing a wave of tiny bullets at everything of
your choice. Each creature of your choice within range
must make a Dexterity saving throw, taking 4d4 Earth
damage or taking half as much damage on a successful
save.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, the
damage by 2d4, and increase the size of the cone by 10
feet. When you cast this Jutsu at B-Rank or higher, all
creatures that fail their saving throw gain 1 rank of the
Weakened condition. When you cast this Jutsu at A-Rank
or higher, increase the damage die size by 1 step.

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

JITON CLAN FEATS


MAGNETIC PULL
IRON POISONING Category: Clan
Category: Clan Prerequisite: Jiton Clan, Level 8+
Prerequisite: Jiton Clan, Level 8+ You use your magnetic chakra to pull attacks towards your
You have learned to imbue deadly poison within your Jutsu. Jutsu. You gain the following Benefits;
You gain the following Benefits
• When you cast a Jiton Clan Hijutsu that deals damage, you
• When you cast a Jutsu with either the Earth or Wind
can give it the Clash Keyword.
release keywords, you can change the damage type to • When you initiate a clash with a Jiton Clan Hijutsu, you
Poison, and increase the damage die by 1 step (to a roll an additional 1d6, adding it to the result of the clash
maximum of d12). check.
• When you deal Poison damage, you can force the target to • When a creature you have marked with your Magnetic
make a Constitution saving throw vs your Ninjutsu Save Mark clan feature, casts a ninjutsu or Taijutsu, you can
DC, becoming Poisoned for 1 minute on a failed save. You use your reaction to become the target of the Jutsu and
can use this feature a number of times equal to your immediately cast a Jiton clan Hijutsu that deals damage,
Ninjutsu ability modifier per long rest. initiating a clash. You can use this feature twice per long
rest.
MAGNETIC REACH
Category: Clan CONCENTRATION MASTER: JITON
Prerequisite: Jiton Clan Category: Clan
You learn to use your Dust to fight with weapons as if you Prerequisite: Jiton Clan, Level 8+
were the one wielding them. You gain the following You have developed your Clan’s techniques to near
Benefits; perfection. You gain the following Benefits;
• You learn the Chakra hands E-Rank Ninjutsu if you don’t • You can concentrate on up to two Jutsu, so long as both
already know it. When you cast it, it becomes Invisible. have either the Wind Release or Earth Release keyword
• If you already know this Jutsu, its range increase by 30
and have a range of Self.
feet. This hand can, as an action move, and attack with a • If you begin concentrating on a second Jutsu, and both
weapon you are proficient with, so long as that weapon Jutsu grant you temporary Hit Points, the second Jutsu’s
has the Light quality. temporary Hit Points are still applied to you, but you only
• When you take the attack action, you can use the Chakra
gain half the amount.
hands weapon as a part of the action making your attack
as if you were in its space.

79
KAGUYA Battle Hungry: The Kaguya clan are known for their

SAVAGE BATTLE INSTINCTS


amazing Taijutsu prowess when using their Clan Jutsu or
bone weapons. Beginning at 3rd Level, when you cast a
The Kaguya Clan was an Extinct clan known for their Kaguya clan Hijutsu or use your bone weapons you may
savage battle tactics and archaic values. add +1 to your Damage rolls. This increases to +2 at 7th
There are stories of Kaguya who loved war so much, level and +3 at 15th level. At 18th level, attacks made with
they would enter battles and conflicts purely to show off your bone weapon ignore resistance and immunity. You
their fighting prowess. The ability to manipulate their can deal additional damage using this feature up to twice
own bone structure creating weapons of their own per attack or Jutsu cast.
bodies gives them amazing and powerful Immutable Physiology: Your bone structure has
taijutsu/bukijutsu fighting skills. become nearly incomprehensible to all those who would
attempt to destroy it. Beginning at 15 th level, you gain
KAGUYA TRAITS resistance to Necrotic damage.
Ability Score Increase: +2 to any ability score, + 1 to any
other (Recommended: +2 Strength or Dexterity, +1 Wisdom)
Speed: Your base walking speed is 35 feet.
Skill Proficiencies: Athletics, Martial Arts

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

DANCE OF THE CAMELLIA


Range: 45 feet
Duration: Instant
Classification: Hijutsu
Components: M
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Bukijutsu
Range: Weapons Range
Description: You outstretch a free hand and fire off the
Duration: 1 round
bones in your fingers like bullets with enough force to
Components: M, W (Melee Bone Weapon)
tear through armor and flesh like paper. You collect and
Cost: 5 Chakra
prepare five bone bullets to fire. Target up to five
Keywords: Hijutsu, Bukijutsu
creatures within range, making a ranged Taijutsu
Description: With your bone weapon in hand, you stab
attack against each target, selecting how many bullets
forward at an increasingly chaotic pace fast enough to
you fire at each one. On a hit, each target takes 1d4+1
create the appearance of afterimages as each strike
Piercing damage for each bone bullet you fired at them.
attempts to strike a slightly different part of the target
At Higher Ranks: For each rank you cast this Jutsu
from a slightly different angle. Make 3 Taijutsu attacks,
above D-Rank, increase the cost of this Jutsu by 3, the
dealing 1d6 + Your Taijutsu ability modifier on a hit.
number of bone bullets you can fire, and the number of
You can target one or more creatures. Until the start of
creatures you can target by +2.
your next turn, if you are within 5 feet of the target of
this Jutsu, you gain a +1 to your AC and Dexterity Saving
throws for each creature you hit with this Jutsu, to a
DANCE OF THE KATSURA
Classification: Hijutsu
maximum of +2. If the target of this Jutsu disengages
Rank: D-Rank
from you, you can still make an attack of opportunity.
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this Jutsu
Range: Weapon Range
above D-Rank, increase the cost of this Jutsu by 3 and
Duration: Instant
the amount of Taijutsu attacks by 1. If this Jutsu is cast
Components: M, W (Bone Weapon)
at B-Rank or higher, the maximum AC and Dexterity
Cost: 5 Chakra
saving throw bonus increases to +3.
Keywords: Hijutsu, Bukijutsu

DANCE OF THE LARCH


Description: With your Bone Weapon in hand, you strike
with a flurry of focus and grace. Make 2 melee Taijutsu
Classification: Hijutsu
attacks, dealing this your weapon’s damage +1d4. On a
Rank: D-Rank
hit, the target must make a Constitution saving throw,
Casting Time: 1 Bonus Action
gaining 1 rank of Bleeding on a failed save.
Range: Self
At Higher Ranks: For each rank you cast this Jutsu
Duration: 1 minutes
above D-Rank, increase the cost of this Jutsu by 3 and
Components: M
the damage you deal by 1d4.
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You extract bones to a greater degree,
allowing them to stick out in a variety of positions,
C-RANK
DANCE OF THE WILLOW
creating a makeshift lethal and protective armor. You
immediately gain 5 temporary Hit Points. For the
Classification: Hijutsu
duration of this Jutsu, you gain 5 temporary Hit Points
Rank: C-Rank
at the start of each of your turns. When a creature deals
Casting Time: Reaction, which you take when you are hit
damage to you with a melee attack while you have
by a melee attack.
temporary Hit Points as a result of this Jutsu, they take
Range: Self (5 Feet)
5 points of Piercing damage.
Duration: Instant
At Higher Ranks: For each rank you cast this Jutsu
Components: M
above D-Rank, increase the cost of this Jutsu by 3 and
Cost: 9 Chakra
the temporary hit points and Piercing damage by 5.
Keywords: Hijutsu, Bukijutsu
Description: You sharpen and extract your Ulna bones
through both your palms and your Radius back through
your elbow creating 4 sharpened blade like weapons, 2
from each of your arms. As a Reaction to being hit you
twirl, spin, and gracefully retaliate against your attacker.
Make a Taijutsu attack against your attacker, dealing 1d8
+ your Taijutsu ability modifier Slashing damage. On a
successful hit, you gain an additional reaction which can
only be used to trigger this Jutsu, at no additional cost.
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 1d8 for each hit.

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

KAGUYA CLAN FEATS


CALCIFIED ARMORY
ARMOR OF BONE Category: Clan
Category: Clan Prerequisite: Kaguya Clan
Prerequisite: Kaguya Clan You’ve perfected the art of creating bone weapons
You’ve learned to use your clan techniques not to just rapidly to overwhelm foes. You gain the following
create extensions of your body but to fortify your body Benefits;
itself. You gain the following benefit;
• You can now create any melee weapon using your Bone
• As an action, you can line your skin with boney
Weapons clan feature. Weapons you create that normally
protrusions at will. While these protrusions are out your have the Heavy Weapon Quality lose that quality, and do
unarmored AC is 10+ your Proficiency Bonus + Your not gain the Light weapon quality.
Constitution Modifier. You cannot gain the benefit of this • When you would take the attack action, you can attack an
feature while wearing any armor. additional time as a part of the same action. You can make
this additional attack once per turn.
LIFE-DRAINING STRIKES
Category: Clan
Prerequisite: Kaguya Clan
Your blood suffuses your Bone Weapons and empowers
them. You gain the following benefits;
• When you would deal damage with a melee attack using
your bone weapon, you may choose to deal Necrotic
damage instead of the bone weapon’s damage type or
Bukijutsu’s damage type.
• Twice per long rest, when you deal Necrotic damage to a
single creature using your bone weapon, you may choose
to reduce their movement speed by half until the end of
their next turn.

84
KETON Plasma Release: The Keton clan has a unique talent for
manifesting Plasma Release due to their close affinity to

LET THERE BE LIGHT


Fire Release and Lightning Release. Starting at 7th level,
you gain the second Nature Release you didn’t choose
Members of the Keton clan have the unique Plasma from the Plasma Release Affinity clan trait.
Release. A powerful combination of Fire and Lightning Also at 7th level, when casting a Jutsu with the Fire or
that grants both devastating power and bright shows of Lightning Release keywords, you can change the damage
power, but also the ability to create light. type to fire damage. When casting a Keton Clan Hijutsu,
you can reduce the cost of the Jutsu by 2 (Min. 1).
KETON TRAITS Superheated Chakra: You have become adept at
Ability Score Increase: +2 to any ability score, + 1 to any molding the particles in the air into plasma with every
other (Recommended: +2 Constitution, +1 Charisma) strike, turning light into your ultimate weapon. Starting
Speed: Your base walking speed is 30 feet. at 11th level, all attacks you make that deal Fire damage
Skill Proficiencies: Performance, Chakra Control have their critical threat range increased by +1.
Plasma Release Affinity: You begin with either Fire or Also at 11th level, all Keton Clan Hijutsu you cast
Lightning Release Affinity. (Pick One) ignore resistance to Fire damage and treat immunity as
resistance.
KETON FEATURES Starting at 15th level, when you would use your Energy
Plasma Techniques: The Keton Clan has access to a Overflow feature on a Keton Hijutsu, you ignore both
separate list of Jutsu unique to their Clan. You can add resistance and immunity to Fire damage.
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list(s). They do not need both
Nature Release to use their Clan Jutsu.
Enlightening Grasp: Beginning at 1st level, you gain
the ability to use your clan's kekkei genkai to produce
light in any object you touch. As an Action, you can place
your palm on an object no larger than 10 feet in any
dimension. For the next 10 minutes, the object sheds
bright light in a 20-foot radius and dim light for an
additional 20 feet. The light can be colored as you like. If
the object is completely covered in something opaque,
the light is blocked. 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 with this feature as an
action. If you 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.
You can use this feature a number of times equal to
your proficiency bonus per short rest. Alternatively, you
can spend 5 chakra to regain a number of uses equal to
half your proficiency bonus.
Stargazer: Due to the nature of your clan's light
producing kekkei genkai, members of your clan have
an incredible tolerance to bright light. Starting at
1st level, you have advantage on saving throws to
avoid gaining the Blinded condition.
Energy Overflow: Starting at 3rd level, your chakra
begins to radiate energy akin to the power of a
supernova. This energy is represented with Energy Dice,
which are d6s. 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.
Your Energy Dice become d8s at 11th level and d10s at
18th level. You can hold a maximum number of Energy
Dice equal to half your proficiency bonus, rounded up.
Whenever you cast a Jutsu with the Fire or Lightning
Release keywords, you can roll any number of Energy
Dice, adding the result to the damage. When you use
Energy Dice this way, your Jutsu creates bright light for a
number of feet equal to the distance your Jutsu traveled
until the end of the turn.

85
KETON CLAN JUTSU PLASMA RELEASE: PLASMA SWALLOW
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

PLASMA RELEASE: NEON MARKER


Range: Self
Duration: 1 Minute
Classification: Hijutsu
Components: HS, CM, W(any), NT
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Range: Touch
Release
Duration: Instant
Description: A chakra flow technique where the user
Components: HS, CM
flows plasma through their weapon. You send
Cost: 5 Chakra
continuous arcs of plasma through your blade.
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
For the duration of this Jutsu your weapon’s damage is
Release
increased by 2d6 lightning damage. This Jutsu's benefits
Description: You cover your hand with neon lightning
cannot be applied to any Taijutsu or Bukijutsu cast under
up the area around you, before quickly striking a
any circumstances. While this Jutsu is active you ignore
creature within range. Make a Melee Ninjutsu Attack
the HS component for your Keton Hijutsu and are a
against a creature within range. On a hit, the target takes
source of bright light in a 30-foot radius.
4d6 Lightning damage and the target creature sheds
If you would cast a Jutsu that would allow you to deal
bright light in a 20-foot radius and dim light for an
your weapon or unarmed damage, you only deal this
additional 20 feet for 1d4 rounds. The light can be
Jutsu’s damage once, after which you default to your
colored as you like.
original weapons damage.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, the
damage by 2d6 and die which determines the number of
PLASMA RELEASE: NEON FLASH
Classification: Hijutsu
rounds the target is lit increases by 1 step.
Rank: D-Rank
(1d4>1d6>1d8>1d10>1d12)
Casting Time: 1 Reaction, which you take when you are

PLASMA RELEASE: PLASMA BEAM


targeted by an attack
Range: Self
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 60 feet
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Duration: Instant
Release
Components: HS, CM
Description: When you would be targeted by an attack
Cost: 5 Chakra
or Jutsu you unleash a wave of bright light to disorient
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
your opponent.
Release
Until the end of the current turn, you gain a +5 bonus
Description: You create and shoot out a Plasma beam
to AC against attacks and you force all creatures within
from your fingertip, piercing and cauterizing whatever it
10 ft of you to make a Dexterity Saving throw or take 2d8
goes through. Make a Ranged Ninjutsu attack roll
fire damage and gain the Blinded condition until the end
against a creature in range, dealing 4d4 fire damage on a
of their next turn.
hit.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, the
C-RANK
PLASMA RELEASE: SPARKLER CHAIN
damage by 2d4 and you can make one additional attack
against another creature within range.
EXPLOSION
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, 1 minute
Components: HS, CM
Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release
Description: You summon two orbs of plasma and throw
them at different places producing a series of bright
explosions. Each creature in a 10-foot-radius sphere
centered on each point you choose must make a
Dexterity saving throw. A creature takes 3d6 Fire
damage on a failed save, or half as much damage on a
successful one. A creature in the area of more than one
explosion is affected a maximum of twice.
At Higher Ranks: For each rank you cast this Jutsu
above C-Rank, increase the cost of this Jutsu by 3, the
damage by 1d6, and the amount of explosions by +2.

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

D-RANK Rank: D-Rank


Casting Time: 1 Action.

STEEL RELEASE: IMPERVIOUS ARMOR


Range: 30 feet
Duration: Concentration, up to 1 minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Reaction, which you take when you are
Keywords: Hijutsu, Ninjutsu, Earth Release
targeted for an attack, would take damage, or make a
Description: You are able to command Steel from long
Strength or Constitution saving throw.
ranges. You can lift objects made of or connected to steel
Range: Self
of Medium size or lower. You can even use this to lift and
Duration: Instant
move creatures wearing armor. You select 1 target
Components: HS, CM
creature within range wearing armor made of metal,
Cost: 5 Chakra
forcing them to make a Strength Saving throw. On a
Keywords: Hijutsu, Ninjutsu, Earth Release
failed Save, they are Restrained and moved up to 30 feet
Description: You quickly turn your skin into a steel-like
in any direction of your choice. On future turns, if they
material before being hit. Until the end of the current
are still Restrained you can use your bonus action to
turn, you gain resistance to the next instance that would
move them up to 30 ft in any direction of your choice. A
harm you, you gain temporary Hit Points equal to 1d4 +
creature can attempt to remake the Strength saving
your ninjutsu ability modifier, and advantage on
throw at the end of each of their turns to end the
Strength and Constitution saving throws.
condition. Additionally, if a creature is under the effects
At Higher Ranks: For each rank you cast this Jutsu
of Steel Release: Steel Restraints they automatically fail
above D-Rank, increase the cost of this Jutsu by 3, the
the saving throw.
temporary HP by 2d4, and the amount of damage
At Higher Ranks: For each rank you cast this Jutsu
instances you have resistance to by +1.
above D-Rank, increase the cost of this Jutsu by 3 and

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

KONJIKI CLAN FEATS


IMPROVED STEEL WEAPONS
CORRODED STEEL Category: Clan
Category: Clan Prerequisites: Konjiki Clan, Level 4+
Prerequisites: Konjiki Clan You have trained to improve the strength of your Yin
You have learned how to add medical chakra into your chakra to make your Steel Weapons stronger and more
steel. durable.
• You can learn and add Jutsu with the Medical Keyword to • All Steel weapons you would create are counted as +2 for
your known Jutsu list. determining if they would be destroyed or harmed by a
• Konjiki Clan Hijutsu gain the Medical Keyword. Jutsu or enemy feature.
• You may convert half of a Konjiki Clan Hijutsu’s damage • You can use Intelligence in place of your Strength

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

DARK DEVOTION FIST


Range: Self
Duration: 1 Hour
Classification: Hijutsu
Components: HS, CM, CS
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Range: Unarmed Range
Description: Choose a Ninjutsu or Genjutsu of D-Rank or
Duration: Concentration, up to 1 minute
lower that you can cast using an action. You cast that
Components: M, CM
Jutsu—hereafter referred to as the sealed Jutsu—into a
Cost: 4 Chakra
chakra seal of your design as part of casting this Jutsu. The
Keywords: Hijutsu, Ninjutsu, Taijutsu
sealed Jutsu does not come into effect immediately. Instead,
Description: Your fists and feet erupt into fiery black
the Jutsu is stored in the seal for the duration. This seal is a
chakra as you empower your attacks with false molding.
Tiny object with an AC equal to your Ninjutsu save DC and 1
For the duration of this Jutsu, the first Taijutsu you cast
hit point, and it is immune to poison and psychic damage.
each turn that would deal your unarmed damage can use
When this Jutsu ends, or if the seal is destroyed, it is
Wisdom for Attack and Damage calculations. This does
consumed by a burst of darkness and the sealed Jutsu is lost.
not count for saving throws.
You can give this seal to other creatures. A creature
Additionally, your unarmed damage becomes Necrotic
holding the seal can use an action to release the Jutsu
damage, and deals an additional 1d6 damage.
within, and the Jutsu ends. The Jutsu uses your attack bonus

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.

SPIRALING DARK WALL


Classification: Hijutsu
Rank: D-Rank
Casting Time: Reaction, which you take when you are hit
by an attack or would take damage from a Genjutsu.
Range: Self
Duration: 1 Round
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu
Description: A Spiraling wall of black chakra appears to
protect you. Until the end of the current turn, you have a
+5 bonus to AC, and you take half damage from
Genjutsu.

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.

YANG CHAKRA ADEPT


Category: Clan
Prerequisite: Kuru Clan, Level 12+
You have begun to master the other half of your Yin/Yang
Release. You gain the following benefits;
• Taijutsu and Bukijutsu you cast ignore DR.
• Taijutsu and Bukijutsu you concentrate on cannot be
ended as a result of failing a concentration check, by
spending 5 chakra, when you would make a concentration
check.

YIN CHAKRA MASTERY


Category: Clan
Prerequisite: Kuru Clan
You've mastered the imitation of nature release Jutsu
with your Yin chakra. You gain the following Benefits:
• Choose one of the 5 nature releases: Earth, Wind, Fire,
Water, Lightning. You can add Jutsu of the corresponding
Keyword to your Jutsu list. However, when you do so, the
Jutsu loses the nature release keyword, gaining the
Hijutsu keyword. If the Jutsu would deal damage of the
nature release, it instead deals Necrotic damage.

CONCENTRATION MASTER: KURU


Category: Clan
Prerequisite: Kuru Clan, Level 8+
You have developed your Clan’s techniques to near
perfection. You gain the following Benefits;
• You can concentrate on up to two Jutsu, so long as both
are nonelemental and neither have the Fuinjutsu
keyword.
• While your Kurugan is active, you have advantage on
concentration checks.

101
KUZO CLAN Way of the Sky: Using a War Fan as a Catalyst allows
you to uniquely modify your Ninjutsu. Beginning at 3rd

HEAD IN THE CLOUDS


level. You gain a number of Sky Blessings equal to your
proficiency bonus, regaining spent Sky Blessings on a
The Kuzo clan is a family of shinobi that hail from the long rest. Pick two of the following abilities to learn.
Land of Cloud. The clan has an extreme affinity with Beginning at 11th level, you gain the remaining two.
Wind and the Sky. This bond to the sky has resulted in You can only gain the benefits of one of the following
the clan manifesting a perfected version Wind Release. abilities per casting. Beginning at 11 th level, you may gain
Their power is well respected, with many believing that the benefit of two of the following abilities per casting;
the land of clouds were named after the clan. • Cloud Cover: While casting a Jutsu with the Wind
Release keyword with your War Fan as a component,
KUZO TRAITS you completely shroud a willing creature within 10
Ability Score Increase: +2 to any ability score, + 1 to any feet of you with a medium sized cloud. The creature
other (Recommended: +2 Intelligence, +1 Dexterity) shrouded by the cloud gains the benefits of half
Speed: Your base walking speed is 30 feet. cover until the end of your next turn.
Skill Proficiencies: Ninshou, Acrobatics
• Repeat Offender: While casting a Ninjutsu with the
War Fan Proficiency: You are proficient with War Fans.
Wind Release keyword using your War Fan as a
Passive Affinity: You have the Wind Release Affinity.
component, you may increase the cost of the Jutsu

KUZO FEATURES by an amount equal to the rank of the Ninjutsu to


leave remnants of Wind Chakra on creatures
Sky Release: The Kuzo Clan have access to a separate
affected by your Jutsu. At the beginning of an
list of Jutsu unique to their Clan. You can add these Jutsu
affected creature’s next turn, they must make a
to your jutsu list instead of selecting jutsu from the
Constitution saving throw. On a failed save, the
Normal jutsu list(s). They do not need any Nature
effects of the triggering Jutsu are repeated. On a
Release to use their Clan jutsu.
successful save, the creature takes half damage if
Wind Release Simplicity: Starting at 1st level, when
the triggering Jutsu deals damage. (D-Rank = 3, C-
creating or learning Ninjutsu with the Wind Release
Rank = 6, B-Rank = 9, A-Rank = 15, S-Rank = 20).
Affinity reduce the time it takes to complete the task by
half. This does not stack with other similar effects. • Splitting Up: While casting a Jutsu with the Wind
Children of the Sky: The Kuzo Clan are linked to the Release keyword with your War Fan as a component,
sky by fate. The Sky lends them its strength and protects that would move or knock a creature backwards you
them from harm. Starting at 1 st level your high jump leap off the ground letting the ferocity of the wind
height is increased to 10+ your Dexterity Ability Score. carry you. You may move yourself 30 feet in any
Beginning at 11th level, you can Long or High Jump a direction of choice.
distance equal to half your movement speed as the wind • Clearing Wind: While casting a Jutsu with the Wind
pushes you to your destination. Starting at 3rd level, you Release keyword with your War Fan as a component,
half all fall damage you would receive. Beginning at 15th you unleash a strong breeze. Cleansing the Area
level you gain immunity to fall damage that is not caused within your jutsu of all Fogs or fog like effects.
by a Jutsu or Feature. Never Ending Freedom: Beginning at 7th level, your
War Fan: Beginning at 1st level, you have finished your mastery over your War Fan now allows you complete
training resulting in you being able to weave Ninjutsu freedom to choose the shape and form of your wind.
though your War Fan. You gain a War Fan. The War Fan Beginning at 7th level, when casting a Ninjutsu with
deals 1d6 Bludgeoning damage and has the following Wind Release Keyword, you can change the Jutsu's
Properties Blocking, Light, Finesse, and Hidden. damage to Bludgeoning, Slashing, or Piercing, and you
Additionally, while wielding your War Fan you may may increase your Jutsu’s damage die by 1 step.
replace the HS component with the W (War Fan) (d4>d6>d8>d10>d12).
component for All Jutsu with the Wind Release Keyword. Unstoppable Force: Beginning at 15th level, the force of
Starting at 3 rd level, you have learned just how useful your wind has grown to outpace the rest of its qualities.
your Fan can really be. As a free action, you can use your A number of times equal to your
fan to grant yourself a glide speed equal to your Intelligence Modifier, when you would cast
movement speed. While you are using a Ninjutsu with the Wind Release Keyword
this glide speed you cannot use that forces any saving throw or makes an attack
your Fan as a component for roll you can force the target creature/s to make a
Jutsu. Beginning at 7th level, Strength saving throw instead, suffering the effects
Jutsu cast using the War Fan of the attack or Jutsu on a failed save. If the attack or
have their Chakra Cost Jutsu would force the creature/s to make additional save
reduced by 2. If your War the creature makes them at disadvantage.
Fan is ever lost or Flow without Restriction: Beginning at 18th level, your
destroyed, you may precise control over your Wind Release Ninjutsu nullifies
craft a new one during most defenses. Ninjutsu, you cast with the Wind Release
a long rest by Keyword ignore half cover. Additionally, twice per long
spending 15 Ryo. rest you may cast any Wind Release Ninjutsu with an
Action cost as a Reaction on your turn.

102
KUZO CLAN JUTSU SKY RELEASE: GALE RAGING BALL
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

SKY RELEASE: GREAT CAST NET


Range: 60 feet
Duration: Instant
Classification: Hijutsu
Components: CM, W (War Fan)
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Reaction, which you take when you are
Keyword: Hijutsu, Ninjutsu, Wind Release
targeted by an attack.
Description: You perform a dance like ritual creating a
Range: Self
perfect sphere of rotating wind before launching it at
Duration: Instant
your target. Make a Ranged Ninjutsu attack roll against a
Components: CM, W (War Fan)
target you can see within range. On a hit, the target takes
Cost: 5 Chakra
4d6 Wind Damage and must make a Strength saving
Keyword: Hijutsu, Ninjutsu, Wind Release
throw being knocked prone on a failed save.
Description: In reaction to being targeted you swing
At Higher Ranks: For each rank you cast this jutsu
your fan creating a Netted Wall of wind covering you
above D-Rank, increase the cost of this jutsu by 3 and
from incoming danger. Until the end of the current turn,
the damage by 2d6. If this Jutsu is cast at B-Rank or
you gain a +2 bonus to AC against attacks and ranged
higher, you can make one additional attack against
attacks targeting you have disadvantage.
another target creature within range.

SKY RELEASE: SKY DROP


Classification: Hijutsu C-RANK
Rank: D-Rank
Casting Time: 1 Bonus Action, or 1 Reaction, which you SKY RELEASE: RAGING WIND WALL
take when you see a creature use a flying or hover speed. Classification: Hijutsu
Range: 60 feet Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: CM, W (War Fan) Range: Self (30-foot Cone)
Cost: 5 Chakra Duration: Instant
Keyword: Hijutsu, Ninjutsu, Wind Release Components: CM, W (War Fan)
Description: You are not willing to share the skies and as Cost: 8 Chakra
thus target an airborne creature to be banished from the Keyword: Hijutsu, Ninjutsu, Wind Release
sky. The Target creature must make a Strength saving Description: You swing your Fan Horizontally creating a
throw at disadvantage, being forced to the ground by a strong wind shockwave that disrupts the air flow of the
strong force doubling the fall damage they would receive area. All creatures within the cone must make a Strength
on a failed save. saving throw taking 5d8 Wind damage and being
At Higher Ranks: For each rank you cast this jutsu knocked back to the edge of the cone on a failed save or
above D-Rank, increase the cost of this jutsu by 3 and half as much damage on a Successful save. Additionally,
the range of the jutsu by 30 feet. the area of your cone begins difficult terrain until the
end of your next turn and all ranged attacks targeting
SKY RELEASE: UPHEAVAL creatures within this difficult terrain have disadvantage.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above C-Rank, increase the cost of this jutsu by 3, the
Casting Time: 1 Action damage by 2d8, and the length of your Cone by 5 feet.
Range: 60 Feet
Duration: Instant SKY RELEASE: VACUUM WAVE
Components: CM, W (War Fan) Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keyword: Hijutsu, Ninjutsu, Wind Release Casting Time: 1 Action
Description: You swing your Fan with as much force as Range: Self (60-foot Line)
possible creating a strong forceful bolt of wind targeting Duration: Instant
a creature within range. The Target creature must make Components: CM, W (War Fan)
a Strength saving throw, taking 3d8 Wind damage and Cost: 8 Chakra
being knocked back by your wind up to 30 feet in any Keyword: Hijutsu, Ninjutsu, Wind Release
direction of your choice or half as much damage on a Description: You swing your Fan vertically creating a
successful save. overpowering wave that flies out in a 10 feet wide, 60
At Higher Ranks: For each rank you cast this jutsu feet long Line. All creatures in the line must make a
above D-Rank, increase the cost of this jutsu by 3, the Dexterity saving throw, taking 5d8 Wind damage and
maximum knockback distance by 15 feet, and the being knocked prone on a failed save or half as much
damage by 2d8. damage on a successful save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d8.

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.

SKY RELEASE: RISE AND PLUMMET


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (30-foot Cone)
Duration: Instant
Components: CM, W (War Fan)
Cost: 12 Chakra
Keyword: Hijutsu, Ninjutsu, Wind Release, Sensory
Description: You being waving your Fan wilding creating
a massive vortex of combating wind outwards in a 30
foot cone. Creatures in the Cone must make a Strength
Saving throw, being knocked 40 feet up into the air and
then being slammed into the ground by a heavy wind
taking 8d6 bludgeoning damage as they hit the ground.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 2d6.

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

FASTER THAN THE EYE CAN SEE


Speed Die.
• Swift Focus: While you are gaining the benefits of a
The Namikaze Clan is a clan that doesn’t know its origins,
Hijutsu with Swift release in its name that requires
but it’s assumed they hail from the land of fire. Their
concentration, you may spend 1 Speed Die to reduce the
most prominent member became its 4th Hokage. The
concentration cost of the Jutsu by the result of your roll,
Namikaze Clan doesn’t have a powerful family name, nor
once each per turn.
does it share a family compound or hold any high- • Like the Wind: When you would deal Wind damage to a
ranking title. It is embodied by its ideal of speed and
creature as a result of casting a Namikaze Hijutsu, you
potential. The Namikaze clan has produced some of the
may spend a Speed Die, increasing the damage dealt by
fasted shinobi in the leaf, and the continuation of this
the result, and as a part of the same action used to cast
tradition will move further into future.
the Jutsu, you teleport behind the target. You add +1 to

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

SWIFT RELEASE: EXPEDIENCE Casting Time: 1 Bonus Action


Range: Self
Classification: Hijutsu
Duration: 1 minute.
Rank: D-Rank
Components: HS, CM, M
Casting Time: 1 Bonus Action
Cost: 5 Chakra
Range: Self
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Duration: Concentration, Up to 1 minute.
Release.
Components: HS, M
Description: You mold your Wind and Lightning Release
Cost: 4 Chakra
chakra into very convincing clones of yourself. Three
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
clones of yourself appear in your space. Until the Jutsu
Release.
ends, the clones move with you and mimic your actions,
Description: You focus your chakra, granting yourself
shifting positions at hyper speed so it’s impossible to
immense speed. You do not spend chakra to maintain
track which image is real. You can use your free action to
this Jutsu. When you cast this Jutsu, and then as a bonus
dismiss the clones.
action on each of your turns, until the Jutsu ends, you
Each time a creature targets you with an attack during
can take the Dash action.
the Jutsu's duration, roll a d20 to determine whether the
SWIFT RELEASE: PHASE attack instead targets one of your clones. If you have
Classification: Hijutsu three clones, you must roll a 6 or higher to change the
Rank: D-Rank attack's target to a clone. With two clones, you must roll
Casting Time: 1 Reaction, which you take when you are an 8 or higher. With one clone, you must roll an 11 or
targeted by an attack, or would make a Dexterity saving higher. If the creature that targets you has true sight or
throw. tremor sense, you make this roll with disadvantage.
Range: Self A clone's AC equals 10 + your Dexterity modifier + half
Duration: 1 round. your Proficiency bonus. If an attack hits a clone, the
Components: HS, M clone is destroyed. A clone can only be destroyed by an
Cost: 5 Chakra attack that hits it. It ignores all other damage and
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning effects. The Jutsu ends when all three clones are
Release. destroyed.

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.

• You gain resistance to Wind or Lightning damage, which


SPEED BLITZ
you choose when you take this feat. Category: Clan
• You gain Proficiency in Dexterity saving throws.
Prerequisite: Namikaze Clan, Level 4+
• Twice per long rest, when you would make a Strength
After intense training you learn to use your speed to grant
saving throw, you can instead make a Dexterity saving you additional techniques. You gain the following
throw. Benefits;

SUPERIOR SPEED • You gain the following Supernatural Speed Options.

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

NARA CLAN FEATS


OVERWHELMING INTELLECT
INTELLIGENT DESIGN Category: Clan
Category: Clan Prerequisite: Nara Clan, Level 8+
Prerequisite: Nara Clan, Level 4+ You mind is so potent; your thoughts alone include ways to
Your genius is so great, that it sometime scares you. You supersede those around you. You gain the following
gain the following Benefits; Benefits;
• You may select a skill to gain Proficiency in. • You may select a skill to gain expertise in.
• When you would use your Master Tactician feature, your • You can spend 10 minutes coming up with a plan that
Tactical Die instead adds double the result to attack rolls involves a number of allies equal to your Intelligence
and ability checks. Modifier. At the beginning of your next combat, select
allies, and gain a bonus to their initiative equal to your
LAZY SAVANT Intelligence Modifier, and can take the Help Action as a
Category: Clan
bonus action on the first round of combat. You can do this
Prerequisite: Nara Clan
once per long rest.
You’re a prodigy, yet lazy. You know how to win the game,
but playing it is just too much trouble. You find yourself
taking longer to get ready, though this laziness brings out
your best. You gain the following Benefits;
• When you would take a Short rest, you may double the
length of time it takes you to finish. When you do, you
may roll 2 additional hit and Chakra die, and regain the
result. (You gain this benefit when you complete a Long
rest as well.)
• Over the course of a short or long rest, you may make an
Intelligence Check vs a DC 15. On a success, roll 2 d20,
record the result. When a creature you can see or hear
would make an attack, ability check or saving throw, you
may switch their d20 result, with your previously
recorded result. You may gain the benefit of this feature
twice per Full Rest.

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

D-RANK Rank: D-Rank


Casting Time: Reaction, which you take when you hit

STORM RELEASE: STORM WHIP


another creature with a single-target Jutsu, that deals
Lightning damage.
Classification: Hijutsu
Range: 90 Feet
Rank: D-Rank
Duration: Instant
Casting Time: 1 Action
Components: HS, CM
Range: 30 Feet
Cost: 5 Chakra
Duration: Instant
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Components: HS, CM
Release.
Cost: 4 Chakra
Description: You redirect part of the attack that just hit a
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
target within range, forcing it to hit a second target within
Release.
this Jutsu’s range as well for half the damage that was dealt
Description: You form a current of water-like lightning
on the original target. If the original Jutsu used makes an
in your hand, swinging it at a creature within range.
attack roll, use the initial attack roll for the new attack. If it
Make a melee ninjutsu attack, dealing 4d6 Lightning
requires a saving throw, they make the saving throw as
damage on a ht. A creature who takes damage from this
normal. If a target is Shocked, they take a -2 penalty to their
Jutsu must succeed a Constitution saving throw, gaining
saving throw.
the Shocked condition on a failed save until the end of
At Higher Ranks: For each rank you cast this Jutsu above
your next turn. If you score a critical hit with this Jutsu,
D-Rank, increase the cost of this Jutsu by 3, and target one
the creature is Grappled by the lightning. They remain
additional creature.
Grappled until the end of your next turn.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, and
STORM RELEASE: STORMCLOUD
Classification: Hijutsu
damage by 2d6.
Rank: D-Rank

STORM RELEASE: LASER BEAM


Casting Time: 1 Bonus Action.
Range: 90 Feet
Classification: Hijutsu
Duration: Concentration, up to 1 minute
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: Self (60 Feet line)
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Duration: Instant
Release, Storm Style
Components: HS, CM
Description: You conjure a small cloud over a target within
Cost: 5 Chakra
range that follows them. For the duration, whenever you use
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
a Jutsu that targets the affected creature that deals
Release, Laser Style
Lightning damage, the target must roll a Dexterity Saving
Description: You conjure a beam of lightning and water that
throw, taking 3d4 Lightning damage and gaining 1 rank of
bends around corners and pierces its targets with lethal
Shocked until the end of their next turn on a failed save as
efficiency. All creatures in a 60-foot line must make a
another bolt strikes them simultaneously. On a successful
Dexterity saving throw, taking 5d6 Lightning damage on a
save, no additional damage or effects take place.
failed save, or none on a success.
If the target creature moves more than 90 feet away from
If a creature within range has the Shocked condition, this
you, this Jutsu immediately ends.
Jutsu bends and shifts, ignoring its normal Attack direction,
At Higher Ranks: For each rank you cast this Jutsu
and coiling and moving to target the Shocked creature. This
above D-Rank, increase the cost of this Jutsu by 3, and
Jutsu can target up to two Shocked creatures this way. A
target one additional creature.
Shocked creature makes their Dexterity save at
Disadvantage.
At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the cost of this Jutsu by 3, and damage by
2d6.

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.

STORM RELEASE: LIGHTNING SPLASH


Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 60 Feet (25-foot Cube)
Duration: Instant
Components: HS, CM
Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release, Storm Style
Description: You throw a bubble of lightning at a point you
can see within range. The bubble explodes, filling a 25-foot
radius. Creatures within range must make a Constitution
saving throw, taking 4d8 Lightning damage and being
Shocked on a failed save, taking half damage 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 damage by
2d8.

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

RANTON CLAN FEATS


CONCENTRATION MASTER: RANTON
STORMING RAIN Category: Clan
Category: Clan Prerequisite: Ranton Clan, Level 8+
Prerequisite: Ranton Clan, Level 12+ You have developed your Clan’s techniques to near
You have become a master of water and lightning around perfection. You gain the following Benefits;
you. You gain the following Benefits;
• You can concentrate on up to two Jutsu, so long as both
• You become resistant to Cold or Lightning damage, which
have either the Water Release or Lightning Release
you choose when you take this feat. keyword, and one of the two Jutsu must grant you a
• Ranton Clan Hijutsu you cast have their range doubled. If
special Action or Bonus Action you may perform on your
the Jutsu creates an area of effect, it instead increases the turn while concentrating on that Jutsu.
size of the area by 10 feet. • You make concentration checks at advantage.

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

D-RANK Rank: D-Rank


Casting Time: 1 Action

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

RYU CLAN FEATS


TRUE DRAGONS BLOOD
D-FIGHTER Category: Clan
Category: Clan Prerequisite: Ryu Clan, Level 8+
Prerequisite: Ryu Clan, Level 12+ The power of the Dragon’s rage within you has bubbled
When you enter your Dragons Rage, your hair also gains the forth manifesting in ways other Ryu Clan members could
color of your Dragons Elemental Affinity and begins to only dream of. You gain the following Benefits;
stand up on its own and exhibit properties similar to that of
• Select a Second Nature Release from the Blood of the
your chosen affinity such as sparks of electricity or embers
of fire jumping off of you, revealing the potent Dragon blood Dragon clan feature. You may choose either Release when
within you. You gain the following Benefits; you use a Ryu Clan feature or Hijutsu. Ryu Hijutsu may
now deal half of your original Release’s damage, and half
• Your Claws damage die and all Ryu Clan Jutsu you cast
of your new Release’s damage.
increases their damage die by 1 step. • When you activate Dragons Rage, you may roll a Chakra
• While you are gaining the benefits of Dragons Rage, you die, gaining the result as both Temporary chakra and hit
do not need to spend chakra to maintain concentration on points for the duration of your Dragons Rage. Temporary
Ryu Clan Hijutsu, but you also cannot concentrate on hit points gained in this way can be added to Ryu Clan
anything except Ryu Clan Jutsu. Hijutsu that grant Temporary hit points.

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

BOUND BY A CODE OF HONOR


ounce of efficiency out of every Jutsu they have in their
repertoire. Select between Ninjutsu, Genjutsu, Taijutsu
The Sarutobi Clan is an influential clan from Konoha. It or Bukijutsu, you can use Jutsu with the select Keyword
has produced several renowned members who have held with a level of efficiency others wish they had.
positions of high authority, including the Third Hokage; If Ninjutsu, select between the following Keywords;
whose son, Asuma, held membership in the Twelve (Earth, Wind, Fire, Water, Lightning, Fuinjutsu, or Medical)
Guardian Ninja, while his other children served directly Release.
under the Hokage along with their spouse as Anbu. All If Taijutsu or Bukijutsu, select between the following
known members have also been devout observers of the keywords; Taijutsu or Bukijutsu.
Will of Fire. This clan has the strength and influence to If Genjutsu, select between the following Keywords;
tie other clans together and create long lasting bonds. Auditory, Inhaled, Tactile, and Visual.
You may reduce the chakra cost of Jutsu with the select
SARUTOBI TRAITS keyword by 1 (min 1). You may reduce Jutsu with this
Ability Score Increase: +2 to any ability score, + 1 to any Keywords Chakra cost by an additional 1 chakra at 7th
other (Recommended: +2 Strength or Intelligence, +1 and 15th levels.
Wisdom) At 11th level, you may select 1 additional Keyword from
Speed: Your base walking speed is 30 feet. the aforementioned Ninjutsu, Taijutsu or Genjutsu to
Skill Proficiencies: Pick any two skills between: reduce the cost of by the same amount. You cannot select
Ninshou, Martial Arts, Illusions the same keyword multiple times. If a Jutsu has multiple
General Literacy: All ability scores are counted as being selected Keywords the Cost reduction is only applied
+1 higher, for the purpose of casting Higher Ranked once.
Jutsu through any Ability score Restrictions Inheritors of the Will of Fire: As a Sarutobi, you have
inherited the Will of Fire from your forefathers.
SARUTOBI FEATURES Beginning at 3rd level, you have found that Focus and
Advanced Nature Transformation: Sarutobi are known Determination is what makes a shinobi strong. You gain
for their advanced innate knowledge in Chakra molding a number of Focus points equal to your Proficiency bonus
and nature release. Starting at 1st Level, select one of the per long rest. These Focus Points can be spent to do the
following nature releases Earth, Wind, Fire, Water, following;
Lightning. You may choose to gain the ability to cast
• Spend 1 Focus to gain a +2 Bonus on an Attack Roll
Jutsu with the Medical keyword in place of choosing an
• Spend 1 Focus to gain a +2 Bonus on a Saving Throw
element. You gain the ability to cast Jutsu with the
• Spend 1 Focus to gain a +2 Bonus on an Ability Check
corresponding Nature Release. At 7th Level, you select a
• Spend 3 Focus to gain an Immediate reaction, that can be
second nature release.
used on a feature or Jutsu that uses an action.
• Spend 3 Focus to automatically Succeed a Death Saving
throw.
Beginning at 18th level, if you roll initiative and do not have
any Focus Points, you regain 3 Focus Points.

Advanced Nature Proficiency: As a Sarutobi, you have


advanced learning potential in your natural elemental
affinity. At 1st level, you may select 1 D-Rank Ninjutsu
that has a Nature Release selected as a part of your
Advanced Nature Transformation clan feature, add that
Jutsu to your known Jutsu list. You learn 1 additional C-
Rank Jutsu at 3rd Level, you learn 1 additional B-Rank
Jutsu at 7th Level, you learn 1 additional A-Rank Jutsu at
15th Level.

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

THE LEAF’S PATRIARCHS


following Senju Superiority features. You gain another at
level 11 and level 18.
The Senju Clan is a clan that hails proudly from the Land • Senju Versatility: When you would be forced to make a
of Fire and is one of the founders of the Land of Fire.
Strength, Dexterity, or Constitution saving throw, you
Even three of its Hokage has been Senju by birth and
add half your Constitution modifier (max 2) to the result.
each one brough about a new era of prosperity for the
Beginning at 11th level, the max increases to +3.
leaf. Using Mokuton (or Wood release), a user is • Senju Life Force: Once per round, when you would regain
extremely versatile and able to control, restrict and even
Hit points from a Jutsu, feature, or item, you may spend a
seal away an opponent’s Chakra. The power of Wood
Hit die to add your Constitution modifier to the amount
Release, and by extension the Senju are widely known, so
gained. Beginning at 11th level, you add double your
much so that they were heralded as the strongest clan
Constitution modifier to the amount gained.
during the Warring states era. • Senju Determination: You add half your Constitution

SENJU TRAITS modifier to Death saving throws. Beginning at 11th level,


you add your full Constitution modifier to Death saving
Ability Score Increase: +2 to any ability score, + 1 to any
throws.
other (Recommended: +2 Constitution, +1 Intelligence)
• Senju Endurance: Pick 2 conditions. You gain resistance
Speed: Your base walking speed is 30 feet.
to those conditions. Beginning at 11th level, you choose
Skill Proficiencies: Chakra Control, Ninshou.
another condition to gain resistance to.
Wood Release Affinity: You begin with either Earth or
• Senju Creativity: You gain proficiency in 1 skill and tool
Water Release Affinity. (Pick one)
kit of your choice. Beginning at 11th level, you gain
SENJU FEATURES expertise in a skill or tool kit that you were already
Wood Techniques: The Senju Clan has access to a proficient with.
separate list of Jutsu unique to their Clan. You can add Wood Release: The Senju has a unique talent for
these Jutsu to your Jutsu list instead of selecting Jutsu Manifesting Wood Release due to their close affinity to
from the Normal Jutsu list(s). They do not need both both Earth and Water Release.
Nature Releases to use their Clan Jutsu. Additionally, you Beginning at 7th level, you gain the second Nature
may use Constitution as your Ninjutsu ability modifier release you didn’t select from Wood Release Affinity and
for Senju Clan Hijutsu that you cast. when you would cast a Jutsu with either Water or Earth
Built Different: Beginning at 1 st level, the Senju are Release keywords that would deal damage, you can
known for their downright gargantuan stamina. Increase change the damage type to Earth. Additionally, when
your Hit Point total by 2. Every level thereafter each time casting a Jutsu with either the Earth or Water Release
you gain a level, increase your hit point total by 2. keyword, you can double the size of the area of effect, if
Mitotic Regeneration: Beginning at 1 st level, you learn it has one.
to create a reservoir of Chakra in the form of Senju Cells. Blood of the Leaf: Beginning at 11th level, you have
These cells are a byproduct of your exceptional bloodline mastered the art of communication and negotiating hostile
which allows you to remain healthy and ready for battle. terms. When you would make a Charisma check to persuade
You have a number of Senju Cells equal to your level per or intimidate a hostile or unfriendly creature, you can
long rest. You can spend these cells to accomplish any of instead use your Constitution in place of Charisma as you
the following; exude the full force of your physical presence in an attempt
• As a Bonus Action, you can spend any number of Senju to make them understand the situation they are in.
Cells, regaining 1d6 + Constitution modifier Hit Points, Mokuton’s Suppression: Beginning at 18th level, when
per Cell spent. This increases to a d8 at 11th level, and a casting a Senju Hijutsu that would retrain, Grapple, or
d10 at 18th level. reduce the speed of affected creatures that requires
• As a free Action, you can spend a Cell to gain advantage on concentration, you may spend an additional 10 chakra to
the next saving throw you make to remove a condition remove the concentration requirement.
affecting you.
• Beginning at 7th level, as a Reaction to your Hit Points
falling to 0 or lower, you can spend 4 Senju Cells to
instead fall to 1 hit point.

134
SENJU CLAN JUTSU WOOD RELEASE: PIERCING BARK
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

WOOD RELEASE: GREAT FOREST


Range: 60 feet
Duration: Instant
TECHNIQUE Components: HS, CM
Classification: Hijutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Casting Time: 1 Action
Release
Range: 30 feet
Description: You clap your hands together as you inject
Duration: Instant
Chakra into the ground, controlling a single root. Make a
Components: HS, CM
ranged Ninjutsu attack, targeting a creature you can see
Cost: 5 Chakra
within range as the root bursts forth from the ground,
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
sharpening itself to produce a wood like spear. On a hit,
Release
the targeted creature takes 3d6 Earth damage, and must
Description: You change the structure of your arms or
make a Constitution saving throw as the impaled roots
legs into that of Chakra enhanced wood, transforming
pierce into the target. On a failed save the target gains 2
your appendage into a fork of multiple branches.
ranks the Bleeding condition. Creatures affected by this
Make a melee Ninjutsu attack against a creature you
Jutsu have disadvantage on removing the Bleeding
can see within range. On a hit you deal 3d8 Earth damage
condition for the next minute.
and the target must make a Strength saving throw. On a
At Higher Ranks: For each rank you cast this Jutsu
failed save, the wood restricts the movement of the
above D-Rank, increase the cost of this Jutsu by 3, and
target. The target creature’s movement speed is reduced
the damage by 2d6.
by half until the end of its next turn.
At Higher Ranks: For each rank you cast this Jutsu WOOD RELEASE: FOO DOG HEADS
above D-Rank, increase the cost of this Jutsu by 3, Classification: Hijutsu
damage by 2d8, and range by 10 feet. Rank: D-Rank
Casting Time: 1 Action
WOOD RELEASE: WORLD OF TREES Range: 30 feet
Classification: Hijutsu
Duration: Concentration, up to 1 minute
Rank: D-Rank
Components: HS, CM, CS
Casting Time: 1 Action
Cost: 5 Chakra
Range: Self (20-foot Cube)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth
Duration: 1 Minute
Release, Water Release
Components: HS, CM
Description: You clap your hands together as
Cost: 5 Chakra
you inject Chakra into the ground, conjuring
Keywords: Hijutsu, Ninjutsu, Earth
4 Wooden pillars that fill up to 4 different
Release, Water Release
spaces that you can see with an Earthen
Description: You clap your hands
Construct. Each Construct is 10 feet tall, 5
together as you inject Chakra into the
feet thick, made of wood, has an AC equal
ground giving birth to a host of roots,
to your Ninjutsu save DC, and has 15 Hit
and plants that surge upwards filling a
Points.
20-foot cube originating from you with
Each Earthen Construct emits a suppressive
bulging wood and roots. All creatures of
aura affecting creatures of your choice within
your choice treat the area as difficult terrain
15 feet of each pillar. Creatures of your choice
and cannot take the Dash or Dodge actions
within a 10-foot radius of a pillar at the
while inside the radius.
beginning of their turns, or who would enter
At Higher Ranks: For each rank you cast
the radius for the first time on their turns
this Jutsu above D-Rank, increase the cost
must make a Constitution saving throw,
of this Jutsu by 3, and the size of the cube
taking 2d6 Earth damage and gain the Slowed
by 5 feet.
condition until the beginning of their next
turn on a failed save, Taking half damage on a
success. A creature can only be affected by 1
pillar’s aura per turn.
At Higher Ranks: For each rank you cast
this Jutsu above D-Rank, increase the cost of
this Jutsu by 3, the Hit Points of the Pillar by
15 and the damage by 2d6.

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

WOOD RELEASE: TREE BIND FLOURISHING jutsu of B-Rank or Lower.

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

SENJU CLAN FEATS


TSUNADE’S LEGACY
HASHIRAMA’S LEGACY Category: Clan
Category: Clan Prerequisite: Senju Clan, Level 4+
Prerequisite: Senju Clan, Level 8+ The blood of the Fifth Hokage, runs through your veins,
The blood of the First Hokage runs through your veins, providing you unmatched fortitude and intellect. You
providing you unmatched vitality. You gain the following cannot take this feat if you have another Legacy Senju clan
Benefits; feat. You gain the following Benefits;
• Whenever you would regain hit points as a result of • You can learn and create Jutsu with the Medical keyword
spending Hit die, targeting yourself with Jutsu, clan that does not deal damage.
features, Items that restore hit points, or using the • You have found alternative uses for your Senju Cells. You
Mitotic Regeneration Senju Clan Hijutsu, you instead can spend them in the following alternative ways.
regain twice the amount of hit points. creature in the following ways based on the action spent;
• Increase your Hit Point total by your level. Whenever you
o As an Action, by spending 2 Senju Cells, you remove
would gain a level here after increase your hit point total 1 rank of any Physical or Elemental condition a
by +1. willing creature other than yourself that you touch
is afflicted by.
TOBIRAMA’S LEGACY o As an Action, you can spend any number of cells
Category: Clan
you have on a willing creature other than yourself
Prerequisite: Senju Clan, level 4+
that you touch. For every 2 Senju Cells you spend,
The blood of the Second Hokage, runs through your veins,
the creature regains 1d6 + Your Ninjutsu ability
providing you unmatched Wisdom. You gain the following
modifier Hit Points.
Benefits;
• When you would deal Earth damage with your Wood
Release clan feature, you can choose to instead deal Cold
damage.
• All of your Senju features that trigger when you would
deal Earth damage now trigger when you would deal Cold
damage.
• Select a number of Ninjutsu with the Water release
Keyword that you know, equal to your Intelligence
Modifier, that doesn’t have the Hijutsu keyword. Those
Jutsu gains the Hijutsu keyword and counts as a Senju
Hijutsu for the purpose of triggering Senju Clan Features.
You can switch these Jutsu when you would complete a
long rest.

138
SHAKUTON Scorching Aura: Starting at 3 rd level, when you would

TOO HOT TO TOUCH


deal Fire damage to Structures or constructs made of
organic material (wood, grass, flesh etc.) they make
The Shakuton Clan is a clan that hails proudly from the their saving throw at disadvantage and take triple
Land of Wind. This clan has an extreme affinity for Fire damage.
& Wind release able to create flames as hot as a small sun Beginning at 11th level, you have learned to leverage
that can burn away all moisture on impact. This clan has your superheated chakra to benefit your allies as well.
a famed history in the Land of Wind, but after one of its When an allied creature within 30 feet of you would cast
famed members were killed in an ambush, they scattered a Jutsu, you may spend a Scorch Die, giving their Jutsu
joining other villages to avoid the potential of a clan the Fire Release keyword for this casting. A creature
massacre. whose Jutsu you have augmented in this way gains the
benefit of your Scorching Heat clan feature as if they had
SHAKUTON TRAITS it, spending your Scorch Die, when they would spend
Ability Score Increase: +2 to any ability score, + 1 to any any.
other (Recommended: +2 Intelligence, +1 Wisdom) Beginning at 15 th level, when you would spend at least
Speed: Your base walking speed is 30 feet. two Scorch Dice on a Jutsu, you increase the damage die
Skill Proficiencies: Survival, Ninshou. of the Jutsu cast by 1 step (D4>D6>D8>D10>D12)
Scorch Release Affinity: You begin with either Wind or Beginning at 18th level, when you would use this
Fire Release Affinity. (Pick one) feature on an allied creature, the next Ninjutsu they cast
that would deal damage or force a creature to make a
SHAKUTON FEATURES saving throw also forces an affected creature to make a
Scorch Techniques: The Shakuton Clan has access to a Constitution saving throw, being Burned on a failed save.
separate list of Jutsu unique to their Clan. You can add They also gain the benefits of your Scorch Release
these Jutsu to your Jutsu list instead of selecting Jutsu feature for this Jutsu’s casting.
from the Normal Jutsu list(s). They do not need both
Nature Releases to use their Clan Jutsu.
Hot Air: Beginning at 1st level, your Jutsu creates
burning embers that float on the wind, burning your
foes. You may make ranks of the Bleeding condition that
you inflict deal Fire damage instead of Necrotic.
Scorching Heat: Beginning at 3rd level, your super-
heated chakra has granted you the ability to super heat
other Jutsu with it. You gain a number of Scorch Dice,
which are D4’s, equal to your Proficiency bonus. When
you would deal Fire damage, you may spend a number of
Scorch Dice. You may either add the result to total Fire
damage dealt, ignoring resistance, or reduce a creature’s
saving throw made to resist an effect inflicted by your
Wind or Fire Release Jutsu by half the result. You regain
spent Scorch Dice on a rest.
Scorch Release: The Shakuton has a unique talent for
manifesting Scorch Release, due to their close affinity to
both Wind and Fire Release. Beginning at 7 th level, you
gain the second Nature release you didn’t select from
Scorch Release Affinity. Also, at 7th level, when you would
cast a Jutsu with either Wind or Fire Release keywords
that would deal damage, you can change the damage
type to Fire. Also, a creature who has gained ranks of 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. Also, all creatures within 60 feet of you who
have the Burned condition increases the DC to end the
Burned condition by +10. Beginning at 15th level, when a
creature would take Fire damage from a Jutsu you cast
(this includes the use of Scorch Dice) they gain 1 rank of
Burned and 1 rank of Weakened for each rank of Burned
they currently have.

139
SHAKUTON CLAN JUTSU SCORCH RELEASE: MURDEROUS
REVITALIZATION
D-RANK Classification: Hijutsu
Rank: D-Rank

SCORCH RELEASE: SCORCHING MURDER Casting Time: 1 Action


Range: Touch
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Bonus Action
Cost: 5 Chakra
Range: 30 Feet
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
Duration: 1 minute
Medical
Components: HS, CM
Description: You conjure 3 globes of superheated flame,
Cost: 5 Chakra
revitalizing a creature you touch. They regain 2d6 + Your
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Ninjutsu ability modifier hit points.
Description: You create 4 motes of superheated flame
When you cast this Jutsu, you may spend 2 motes
that circle around you like mini satellites. As a bonus
created by the Scorch Release: Scorching Murder,
action on each of your turns, you may spend a mote,
Blazing Murder, or Hellfire Murder Jutsus. When you do
allowing you to make a ranged Ninjutsu attack as you
so, they also reduce their Exhaustion by 1 rank. A
throw it at a creature you can see within range. On a hit,
creature who died as a result of 6 or more ranks of
the target creature takes 3d8 Fire damage and must
Exhaustion cannot have their Exhaustion reduced by this
succeed a Constitution saving throw, being Burned on a
Jutsu.
failed save. Once all motes have been expended this Jutsu
At Higher Ranks: For each rank you cast this Jutsu
immediately ends.
above D-Rank, increase the cost of this Jutsu by 3, and
At Higher Ranks: For each rank you cast this Jutsu
hit points regained by 1d6.
above D-Rank, increase the cost of this Jutsu by 3, the
number of motes you create by 2 and damage of this
Jutsu by 1d8.
SCORCH RELEASE: SLAUGHTERING FLAME
Classification: Hijutsu

SCORCH RELEASE: MURDEROUS FLAME Rank: D-Rank


Casting Time: 1 Action
Classification: Hijutsu
Range: 60 feet (20-foot radius sphere)
Rank: D-Rank
Duration: Instant
Casting Time: 1 Action
Components: HS, CM
Range: Self (30-foot line)
Cost: 5 Chakra
Duration: Instant
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Components: HS, CM
Description: You conjure 2 globes of superheated flame,
Cost: 5 Chakra
compressing it into a small sphere and throwing it
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
towards a space you can see within range. The sphere
Clash
explodes when reaching its destination. All creatures in
Description: You conjure 2 globes of superheated flame,
the radius must make a Dexterity saving throw, taking
combining them into a single globe that you then fire as
2d8 Fire damage and gaining the Burned condition on a
a beam of super-heated flame in a 30 feet long, 5 feet
failed save, or only half as much damage on a successful
wide line. All creatures in its path must succeed a
save.
Dexterity saving throw, taking 3d6 Fire damage and
When you cast this Jutsu, you may spend up to 3
being Burned on a failed save or half as much on a
motes created by the Scorch Release: Scorching Murder,
successful save.
Blazing Murder, or Hellfire Murder Jutsus. For each
When you cast this Jutsu, you may spend 2 motes
mote spent, increase the damage of this Jutsu by 2d8.
created by the Scorch Release: Scorching Murder,
At Higher Ranks: For each rank you cast this Jutsu
Blazing Murder, or Hellfire Murder Jutsus. When you do,
above D-Rank, increase the cost of this Jutsu by 3, and
increase the damage die of this Jutsu to a d10, creature(s)
the ranks of Burned gained by +1.
who fail the saving throw instead gain 2 ranks of Burned,
and creatures who pass the save gain 1 rank of Burned.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3, and
damage by 2d6.

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

SHAKUTON CLAN FEATS


LIFE ENDING VIOLENCE MANIFESTED BY
ENDLESS SPIRAL OF BURNING DEATH AND BURNING PAIN AND ETERNAL TORMENT
NEVERENDING HATRED Category: Clan
Category: Clan Prerequisite: Shakuton Clan, Level 8+
Prerequisite: Shakuton Clan, Level 4+ The motes of flame you manifest can burn away anything
Your flames become more powerful, as you inject more in their path. You gain the following Benefits;
Wind Release chakra into them. You gain the following
• Your Scorch Dice increase in size by 1 Step.
Benefits;
(D4>D6>D8>D10>D12)
• All Shakuton Clan Hijutsu deal additional damage equal to • Creatures who are suffering from the Burned condition
your Ninjutsu ability modifier, once per turn. within 60 feet of you increase the damage taken from the
• Your Scorch Dice increase in size by 1 Step.
Burned condition by 1 step. (D8>D10>D12)
(D4>D6>D8>D10>D12) • Creatures who submerge themselves in water, cannot end
the burning condition.
MURDERING HELLFIRE OF MAJESTIC
VIOLENCE AND DESTRUCTION ASHES TO ASHES
Category: Clan Category: Clan
Prerequisite: Shakuton Clan, Level 4+ Prerequisite: Shakuton Clan, Level 12+
The motes of flame you manifest increase in intensity. You Dust to Dust. You gain the following Benefits;
gain the following Benefits;
• Your Scorch Dice increase in size by 1 Step.
• Your Scorch Dice increase in size by 1 Step. (D4>D6>D8>D10>D12)
(D4>D6>D8>D10>D12) • Creatures who are suffering from the Burned condition
• Shakuton Clan Hijutsu you cast that allows you to create within 60 feet of you no longer have a stack limit.
motes such as Scorch Release: Scorching Murder, Blazing • Creature who would gain any number of Burned stacks,
Murder, or Hellfire Murder increase the number of motes instead gain 2 more, once per Jutsu cast.
they create by an amount equal to the rank it was cast at.
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)

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 TRAITS damage, where X is equal to half your level. Additionally,


Ability Score Increase: +2 to any ability score, +1 to any all creatures you did not target within 10 feet of the
other (Recommended: +2 Intelligence, +1 Dexterity) targeted creature must make a Dexterity saving throw
Speed: Your base walking speed is 30 feet. against your Ninjutsu save DC, taking the rolled damage
Skill Proficiencies: Sleight of Hand, Performance on a failure. Beginning at 7th level, you may choose to
Tool Proficiencies: Crafters Kit, Demolitions Kit instead deal one of the following damage types: Earth,
Cold, Wind, Lightning.
SHIKIGAMI FEATURES • Poison Gas Tag: All creatures within 15 feet of your target

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.

Sharpened Paper: Also at 1st level, you gain the ability


to create and throw sharpened pieces of paper at your
enemies. 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. You may
treat these attacks as Shikigami Clan Hijutsu.

144
SHIKIGAMI CLAN JUTSU PAPER MUMMIFICATION
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

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

SHIKIGAMI CLAN FEATS


IMPROVED TOOLS HASTENED DANCE
Category: Clan Category: Clan
Prerequisite: Shikigami Clan Prerequisite: Shikigami Clan, Level 12+

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.

an additional die of damage.


• When you use a paper bomb or ninja tool with Tag in its
name, you may spend 5 Chakra. When you do, you may
treat it as a Shikigami Clan Hijutsu.

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.

148
UCHIHA CLAN Beginning at 7th level, you can choose between the
following Advanced Adaptation options;

THE CURSE OF HATRED


• Amplified Defense: While you are gaining the benefits of
your Sharingan feature, you gain an additional number of
The Uchiha clan is one of the four noble clans of reactions per long rest that you may use at any time equal
Konohagakure, reputed to be one of the village's equal to your Sharingan’s Tomoe.
strongest because of their Sharingan and natural battle • Feinting Attack: While you are gaining the benefits of
prowess. After helping found Konoha decades ago, the your Sharingan feature, as a Bonus action, you select a
Uchiha grew increasingly isolated from the village's target. You have advantage on the next attack roll against
affairs, culminating in most of their deaths during the that creature. If the attack hits, you may add half of your
Uchiha Clan Downfall. After the 4th great ninja war, they Proficiency bonus to the damage done. You may use this
began to find footing and regrow. There are quite a few feature a number of times equal to your Taijutsu Ability
Uchiha now in the present day, though not as many who Modifier per short rest.
are shinobi. • Sharingan Advancement: You may select 1 additional
Sharingan Feature you qualify for. You may take this
UCHIHA TRAITS feature more than once.
Ability Score Increase: +2 to any ability score, + 1 to any
other (Recommended: +2 Dexterity, +1 Intelligence or
Wisdom)
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Insight, Pick one between: Ninshou,
Martial Arts, Illusions
Passive Affinity: You have Fire Release Affinity

UCHIHA FEATURES
Uchiha Techniques: The Uchiha have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your Jutsu list instead of selecting Jutsu
from the Normal Jutsu list.
Advanced Adaptation: Uchiha are known for their
extreme adaptation on the battlefield. Able to see,
comprehend, understand and react all in a hair’s breadth
with or without a Sharingan. At 1st level you gain one of
the following 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

D-RANK: Rank: D-Rank


Casting Time: 1 Action

UCHIHA AWAITING STANCE


Range: 60 Feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Reaction, which you take when you are
Keywords: Hijutsu, Ninjutsu, Fire Release
targeted by an attack or would make a Dexterity saving
Description: This is a unique variation of the “Fire
throw.
Release: Phoenix Fire” Jutsu. Make a Ranged Ninjutsu
Range: Self
attack against a target creature in range. On a hit, you
Duration: Instant
deal 4d8 + Ninjutsu ability modifier Fire damage.
Components: M
At Higher Ranks: For each rank you cast this Jutsu
Cost: 4 Chakra
above D-Rank, increase the cost of this Jutsu by 3 and
Keywords: Hijutsu, Taijutsu
damage by 2d8
Description: Until the end of the current turn, attacks
targeting you are made at disadvantage, and you roll
Dexterity saving throws at advantage. When a creature
C-RANK:
GENJUTSU: DEFLECT!
misses you with a melee attack, or when you succeed a
Dexterity saving throw, you immediately make a melee
Classification: Hijutsu
weapon attack or cast a D-Rank Taijutsu or Bukijutsu
Rank: C-Rank
that you know, targeting that creature. If the Jutsu cast is Casting Time: 1 Reaction, which you take when you or
an Uchiha Clan Hijutsu, reduce the cost by half. another creature you can see are under the effects of a
At Higher Ranks: For each rank you cast this Jutsu Genjutsu.
above D-Rank, increase the cost of this Jutsu by 3 and Range: 30 Feet
the rank of the Jutsu Cast by 1 (D>C>B>A>S). Duration: Instant
Components: CM
UCHIHA GREAT ASSAULT Cost: 8 Chakra
Classification: Hijutsu Keywords: Hijutsu, Genjutsu, Visual
Rank: D-Rank Description: As part of the requirements of this Jutsu,
Casting Time: 1 Action you must have the Sharingan active. You may attempt to
make a Wisdom (Illusion) check at Advantage vs the
Range: Unarmed Range
Genjutsu save DC. On a success you end the Genjutsu
Duration: Instant
affecting you or another creature. You must be able to
Components: M see and make eye contact with a creature to target them
Cost: 4 Chakra with this Jutsu. When you successfully end a Genjutsu in
Keywords: Hijutsu, Taijutsu this way, you may target another creature. That creature
Description: Make a Melee Taijutsu attack against a must make a Wisdom Saving throw, being affected by
target creature in range, dealing 3d8 Bludgeoning the Genjutsu you previously ended on a failed save.
damage on a hit. You gain advantage on the next melee
or Taijutsu attack made against that creature until the GENJUTSU: RED STAR
end of your next turn. Classification: Hijutsu
If this Jutsu is cast as a result of Uchiha Awaiting Rank: C-Rank
Stance, it is automatically upcast to the same rank at no Casting Time: 1 Action
additional cost. Range: 30 feet
At Higher Ranks: For each rank you cast this Jutsu Duration: Concentration, up to 1 minute
above D-Rank, increase the cost of this Jutsu by 3 and Components: CM
damage by 2d8. Cost: 9 Chakra
Keywords: Hijutsu, Genjutsu, Visual, Unaware
UCHIHA SHURIKEN RAIN Description: You attempt to put a group of creatures under a
Classification: Hijutsu unique and powerful Genjutsu. The Sun turns red and begins
Rank: D-Rank to slowly approach them.
Casting Time: 1 Action Select a space you can see within range. All creatures in a
Range: 30 feet (10-foot radius sphere) 20-foot radius sphere centered on this space must make a
Duration: Instant Wisdom saving throw. On a failed save, a creature gains 2
Components: W (Shuriken or Kunai), NT, M rank of Fear and will try to escape any source of light opting
Cost: 4 Chakra to move into total darkness. It must spend its movement
Keywords: Hijutsu, Bukijutsu looking for cover or concealment from all light sources. A
Description: You consume a stack of shuriken or Kunai, creature that begins its turn under any source of light takes
and launch them at once into the air. Creatures in the psychic damage equal to 2d6 + Your Genjutsu Ability
target area must make a Dexterity saving throw. On a Modifier. For every rank of Fear a creature has they take an
failed save, the target creature(s) take 5d4 Slashing additional 1d6 psychic damage.
damage and their movement speed reduces to 0 until the At the end of an affected creatures turn, they remake the
end of their next turn, being pinned to the closest save, ending this Genjutsu on a success.
surface to them, taking half damage on a success.
At Higher Ranks: For each rank you cast this Jutsu
above D-Rank, increase the cost of this Jutsu by 3 and
damage by 2d4.

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.

UCHIHA FLAME TOWER


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (60 Foot Cylinder)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release
Description: This is a unique variation of the Fire
Release: Fire Wall Jutsu. You create a more focused
cylinder of fire centered on you, which is 60 feet tall and
expands 60 feet centered on you.
Creatures other than you that start their turn inside
the Flame Tower or attempt to cross the wall of fire must
make a Dexterity saving, taking 8d8 Fire damage and
being pushed back 5 feet on a failed save, taking half
damage on a success.
The Flame tower has an AC equal to your Ninjutsu save
DC and 10d10 Hit points. The wall regains Hit points
when hit by Wind damage equal to the damage dealt.
The Flame tower is vulnerable to Cold damage.

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

NEVER BACKING DOWN


cast a Jutsu you know with the Fuinjutsu keyword that has
a casting time of 1 Action as a Bonus Action. This increases
The Uzumaki Clan was formerly a prominent clan in the to twice per rest at 11th level and three times per rest at
whirlpool country. Since its destruction, most of its 18th level
members have resided in Konoha. Despite its past Fundamental Difference: Uzumaki are born with a tough
demise, over 100 years after the Fourth Shinobi World body that lets them perform feats that others are simply
War the clan is once again active and prominent in the unable to. Beginning at 7th level, you can concentrate on
land of Fire. Uzumaki's skill with Fuinjutsu earned them two Jutsu so long as neither has an elemental keyword.
both respect and fear throughout the ninja world. Inhuman Lifeforce: Uzumaki’s are known for having life
Uzumaki naturally possess incredibly strong life-forces. forces that rival that of legendary shinobi. Starting at 15th
As such, they have very long lifespans and likewise age level, you gain proficiency in Constitution saving throws. If
slower. you are already proficient you instead gain a +2 bonus to
Constitution saving throws.
UZUMAKI TRAITS Incomprehensible Fortitude: At 18th level, once per long
Ability Score Increase: +2 to any ability score, + 1 to any rest, when you make a Constitution Saving throw, you may
other (Recommended: +2 Constitution, +1 Charisma) choose to automatically succeed. When you do, you ignore
Speed: Your base walking speed is 30 feet. the effects of the Jutsu or ability that caused you to make
Skill Proficiencies: Chakra Control, Ninshou the constitution save until the beginning of your next turn.
Uzumaki Hijutsu: You know 1 additional Uzumaki clan
D-Rank Jutsu, this does not count against your Jutsu
known.

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

D-RANK: Rank: D-Rank


Casting Time: 1 Reaction, which you take when you

ADAMANTINE STRIKING CHAINS


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

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

UZUMAKI CLAN FEATS


UZUMAKI SEALING ADEPT
CHAKRA TENACITY Category: Clan
Category: Clan Prerequisite: Uzumaki Clan, Level 8+
Prerequisite: Uzumaki Clan, Level 4+ You have found some secrets regarding the Uzumaki
Your chakra pool isn’t just vast, it’s also immensely resilient Clan Sealing techniques that you thought impossible.
to attack. You gain the following Benefits; You gain the following Benefits;
• You gain resistance to Chakra damage. • Once per long lest, when a Jutsu you cast with the
• When you would attempt to cast Jutsu while you are
Fuinjutsu keyword would be negated, you may choose to
unable to mold chakra, you can make a DC 10 + The rank continue casting the Jutsu as normal.
of the Jutsu, Constitution check to cast it, as if you could • Ninjutsu with the Fuinjutsu keyword you cast, that
mold chakra. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: requires a creature to make a saving throw of any type,
4, S-Rank: 5.) have their save DC increased by +1.

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.

When you reach 15th level, you may use 2 of these


effects per turn.

160
YAMADA CLAN JUTSU SINGLE-SWING STYLE: KISHO GUARD
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Reaction, which you take when you

MULTI-SWING STYLE: FIRST CUT


would take damage from a hostile creature.
Range: Self
Classification: Hijutsu
Duration: 1 round
Rank: D-Rank
Components: W (Katana or Odachi), M
Casting Time: 1 Action
Cost: 5 Chakra
Range: Weapon Range
Keywords: Bukijutsu, Hijutsu
Duration: Instant
Description: You assume a stance meant for your blade
Components: W (Katana or Odachi), M
to block and your body to swiftly avoid incoming blows,
Cost: 5 Chakra
until the end of the current turn, you gain a +5 to your
Keywords: Bukijutsu, Hijutsu
AC, and when you are hit by an attack, reduce the
Description: You assume a readied stance before
incoming damage by your Strength modifier (maximum
swinging for a creature’s midsection. Make a melee
5).
Taijutsu attack on a creature within range. On a hit you
At Higher Ranks: For each rank you cast this Jutsu
deal your weapon’s damage + 3d6 and the target gains 1
above D-Rank increase the cost of this Jutsu by 3. If you
rank of Bleed.
cast this Jutsu at B-Rank, you instead reduce damage by
At Higher Ranks: For each rank you cast this Jutsu
twice your Strength modifier (max 10). If this Jutsu is
above D-Rank, increase the cost by 3 and the damage by
cast at S-Rank, you instead reduce incoming damage by
2d6.
your weapon’s damage.

SINGLE-SWING STYLE: ENTRY CUT


Classification: Hijutsu C-RANK
Rank: D-Rank
Casting Time: 1 Reaction, which you take when initiative MULTI-SWING STYLE: SECOND CUT
is rolled. Classification: Hijutsu
Range: Movement Speed Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: W (Katana or Odachi), M Range: Weapon Range
Cost: 4 Chakra Duration: Instant
Keywords: Bukijutsu, Hijutsu Components: W (Katana or Odachi), M
Description: You quickly dash forward as you draw your Cost: 8 Chakra
sword with the intent to finish the battle before it begins. Keywords: Bukijutsu, Hijutsu
Make a melee Taijutsu attack on a creature within range. Description: This Jutsu can only be cast directly after
On a hit you deal your weapon’s damage + 2d6. If this you hit the target creature with Multi-Swing Style: First
attack scores a critical hit, the creature is counted as Cut. After slashing the creature’s stomach, you bring the
surprised for the first round of combat. blade up and attempt to strike diagonally across their
At Higher Ranks: For each rank you cast this Jutsu chest. Make a melee Taijutsu attack on a creature within
above D-Rank, increase the cost of this Jutsu by 3 the range. On a hit, you deal your weapons damage + 4d8
damage by 1d6, and the critical threat range by +1. and the target must make a Constitution saving throw,
gaining 2 ranks of Bleed on a failed save. If they roll a 1 or
SINGLE-SWING STYLE: QUICK CUT 2 on the saving throw, they instead gain 4 ranks of bleed.
Classification: Hijutsu At Higher Ranks: For each rank you cast this Jutsu
Rank: D-Rank above C-Rank, increase the cost of this Jutsu by 3 and the
Casting Time: 1 Action damage by 2d8.
Range: Weapon Range
Duration: Instantaneous SINGLE-SWING STYLE: DISARMING CUT
Components: W (Katana or Odachi), M Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Bukijutsu, Hijutsu Casting Time: 1 Action
Description: You strike so fast your enemy doesn’t have Range: Weapon Range
time to react. Make a melee Taijutsu attack on a creature Duration: Instant
within range. On a hit you deal your weapons damage + Components: W (Katana or Odachi), M
3d6. This attack is unreactable. Cost: 8 Chakra
At Higher Ranks: For each rank you cast this Jutsu Keywords: Bukijutsu, Hijutsu
above D-Rank, increase the cost of this Jutsu by 3 and Description: You attempt to disarm an opponent. Make a
the damage by 2d6. melee Taijutsu attack on a creature within range. On a hit
you deal your weapons damage + 6d6, and the target
must make a Strength saving throw, dropping their
weapon on a failed save. If you roll 4 or more 6’s on a d6,
with this Jutsu’s damage die, you cut off the creature’s
arm at the elbow.
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 1d6.

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

IMPOSSIBLE TO PIN DOWN


they are under the affects of your Genjutsu. Twice per
long rest, as a Bonus Action, you may target one creature
The Yamanaka Clan is a family of shinobi found in under the effects of a Genjutsu you cast. You learn one of
Konohagakure. They specialize in mind related the following pieces of information of your choice:
techniques, and they own and run a flower shop in the • You learn the creature’s highest and lowest ability scores.
village. They traditionally lead the Konoha Barrier Team. • You learn the creature’s proficiency bonus.
The members of this clan specialize in mind-related • You learn all resistances and immunities the creature has,
techniques which makes them experts at intelligence
if any.
gathering, espionage and interrogation amongst other • You learn all elemental affinities the creature has, if any.
things. They have also displayed sensory abilities and
their techniques include transferring their Beginning at 15th level, you can instead choose to learn
consciousness, reading minds and communicating one of the following:
telepathically. The Yamanaka clan has a special • You learn all vulnerabilities the creature has, if any.
relationship with the Akimichi and Nara clan. For • You learn the creature’s lowest saving throw.
generations, members of these three families have • You learn any unique weaknesses of the creature, if any
formed an "Ino–Shika–Chō Trio", named after the first (for example, you learn if any of the creature’s body parts
part of the names of the members. are more vulnerable to attack, or if the creature is
vulnerable to a specific condition).
YAMANAKA TRAITS
Ability Score Increase: +2 to any ability score, + 1 to any Beginning at 18th level, you can use this feature as a
other (Recommended: +2 Charisma, +1 Intelligence) Free Action, and you regain one use of this feature when
Speed: Your base walking speed is 30 feet. you roll initiative.
Skill Proficiencies: Illusions, Persuasion
Yamanaka Hijutsu: You know 1 additional Yamanaka
Clan D-Rank Jutsu.

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

D-RANK: Rank: D-Rank


Casting Time: 1 Action

MIND BODY TRANSFER


Range: 60 Feet
Duration: 1 minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Range: 60 Feet
Description: You perform a less intense version of the
Duration: 1 minute
Mind Body Transfer technique on an animal, or a
Components: HS, CM
creature with less mental fortitude than a human. Select
Cost: 8 Chakra
a single target creature that you can see within range.
Keywords: Hijutsu, Genjutsu, Fuinjutsu
The targeted creature must succeed an Intelligence
Description: You perform the Yamanaka Clan’s most
saving throw against your Genjutsu save DC, becoming
prolific Jutsu invading the mind and body of a target
friendly towards you and becoming more inclined to
creature and overwriting their consciousness with your
complete tasks for you for the duration, on a failed save.
own. Target one creature you can see within range, that
The affected creature will fight for you if asked. While
creature must make a Charisma saving throw. On a
they are friendly towards you, you can command them
Failed save, you transfer your consciousness into your
with both verbal and non-verbal actions. You can also
target's body for 1 minute. Once you possess a creature's
understand things about them, such as them being
body, you control it on your turn, using its body. While
happy, scared, or excited.
you are inhabiting the body of another creature, you gain
the following;
MIND BODY DISTURBANCE
• You use the controlled creature’s Strength, Dexterity, and Classification: Hijutsu
Constitution ability modifiers for all related attack rolls, Rank: D-Rank
checks, and saving throws. Casting Time: 1 Action
• You continue to use your Intelligence, Wisdom, and Range: 60 Feet
Charisma ability modifiers for all related attack rolls, Duration: Instant
checks, and saving throws. Components: HS, CM
• You retain the benefits of your own class and clan Cost: 5 Chakra
features, but cannot use features or cast Jutsu that would Keywords: Hijutsu, Genjutsu, Fuinjutsu, Tactile
inflict negative conditions on your host’s body. Description: You perform a modified version of the Mind
• You do not gain access to any features, Jutsu, or traits of body transfer technique on a humanoid creature you can
the host, but you may end concentration on any Jutsu see within range, disassociating their mind and body
they were previously concentrating on. then forcing them to reset, causing a significant amount
• You retain your Jutsu list. of Psychic damage to the creature. Target creature must
• If the host body takes damage, or if you force it to act in a succeed a Charisma saving throw. On a failed save target
manner obviously dangerous to itself, they may creature takes 3d8 psychic damage or half as much on a
immediately remake the saving throw, ending this effect successful one.
on a success. At Higher Ranks: For each rank you cast this Jutsu
• Your body is left where you last were before you cast this above D-Rank, increase the cost of this Jutsu by 3 and
Jutsu. It is functionally unconscious. You remain in the damage by 2d8
host’s body until you dismiss this Jutsu as a free action or
until the host successfully remakes the saving throw, in MIND DETECTION TECHNIQUE
which case you return to your body at the beginning of Classification: Hijutsu
your next turn. Rank: D-Rank
• If your original body is damaged in any way during this Casting Time: 1 Action
Jutsu, the Jutsu immediately ends, and you return to your Range: Self (90 Feet)
body. Duration: 1 Minute
Components: HS, CM
At Higher Ranks: For each rank you cast this Jutsu Cost: 4 Chakra
above D-Rank, increase the cost of this Jutsu by 3. If this Keywords: Hijutsu, Genjutsu, Fuinjutsu, Sensory
Jutsu is cast at C-Rank, the duration increases to 10 Description: Using the Yamanaka Clan family teachings, you
minutes. If this Jutsu is cast at B-Rank, the duration manifest a minor telepathic field around yourself. You
increases to 1 hour. If this Jutsu is cast at A-Rank, the become aware of all creatures who are capable of sentient
duration increases to 8 hours. If this Jutsu is cast at S- thought within 90 feet of you. While you are aware of a
Rank, the duration increases to 1 day. creature presence it does not automatically reveal them from
stealth but you do become aware of the direction they are in
relation to you. Creatures whom you are not familiar with or
whom you have sensed before with this Jutsu are
immediately recognizable, being able to distinguish who they
are from memory alone.
At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the cost of this Jutsu by 3. If this Jutsu is
cast at C-Rank, the duration becomes 10 minutes. If this
Jutsu is Cast at B-Rank, the radius becomes 500 feet. If this
Jutsu is cast at S-Rank, the radius becomes 1 mile.

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

YAMANAKA CLAN FEATS


OVERWHELMING CLARITY
MENTAL BOONS Category: Clan
Category: Clan Prerequisite: Yamanaka Clan, Level 8+
Prerequisite: Yamanaka Clan Your calm mind almost reflexively analyzes your
You've learned to adapt your mental acuity to keep your opponent, you gain the following benefits:
opponent’s guessing, you gain the following benefits:
• Once per long rest, you can use your Mental Clarity
• You gain a Yamanaka Boon that you qualify for.
feature as a free action.
• You can learn and create Yamanaka Hijutsu in half the • You regain one use of your Mental Clarity feature on a
time. short rest.

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

BLOOD OF THE EARTH


for Manifesting Lava Release, due to their close affinity
to both Earth and Fire Release. Beginning at 7th level, you
The Yoton Clan is a clan that hails from the land of Earth. gain the second Nature release you didn’t select from
A Clan without a clear family name, but one which has Lava Release Affinity. Additionally, while you are Water
produced many prominent shinobi. This clan has an Walking, you can safely walk across Magma Terrain and
extreme affinity for Earth and Fire Release, mixing them other dangerous terrain without suffering any negative
and creating the ability to conjure and use Lava as both effects. Also, at 7th level, when you would cast a Jutsu
an offensive and defensive force. Their power is well with either Earth or Fire Release keywords that would
respected, with one of their members being chosen as a deal damage, you can change the damage type to Fire.
Jinchūriki for the Four-Tails. Also, once per casting, when you cast a Yoton Clan
Hijutsu, it can take up to two of the qualities of the
YOTON TRAITS following. Select one. When you would affect a creature
Ability Score Increase: +2 to any ability score, +1 to any with a Yoton Hijutsu, you may enhance the Jutsu with
other (Recommended: +2 Intelligence, +1 Constitution). one of the following abilities. You can use this feature to
Speed: Your base walking speed is 30 feet. enhance your Jutsu a number of times equal to your
Skill Proficiencies: Nature, Survival proficiency bonus per long rest;
Lava Release Affinity: You begin with either Earth or Fire
• Molten Rock: As a part of casting your Jutsu, you may
Release Affinity. (Pick one)
increase the damage die size of your next Jutsu by 1 step.
YOTON FEATURES •
(D4>D6>D8>D10>D12)
Lava Techniques: The Yoton Clan has access to a Ever Burning: A creature who takes damage from or fails
separate list of Jutsu unique to their Clan. You can add a saving throw against a Yoton Clan Hijutsu you cast, they
these Jutsu to your Jutsu list instead of selecting Jutsu gain 1 rank of Burned.
• Quicklime: As a part of casting this Jutsu, you may force
from the Normal Jutsu list(s). They do not need both
Nature Releases to use their Clan Jutsu. an affected creature to make a Strength Saving Throw. On
Molten Core: Beginning at 1st level, your molten a failed save the target creature(s) become Restrained, as
Chakra has reinforced your physical body, making it they are frozen in place by hardening lava. They can make
tougher than most other shinobi of similar capability. a Strength saving throw vs your Ninjutsu save DC at the
Increase your Hit Point total by 2. Every level thereafter end of each of their turns to end the Restrained condition.
• Vulcanized Stone: As a part of casting this Jutsu, you
each time you gain a level, increase your Hit Point total
by 2. conjure a magma structure large enough to fill a 10-foot
Stay Hot: Beginning at 1st level, your molten chakra cube of your design and description. This structure
has made your Jutsu much harder to put out. Creatures occupies a space of your choice anywhere in between
have disadvantage on removing the Burned condition yourself and your target creature, and can even surround
you have inflicted on them. them. It has an AC equal to your Ninjutsu Save DC, and Hit
Churning Magma: Beginning at 3rd level, when you points equal to 10 times your Proficiency bonus. It
would create difficult terrain as a result of casting a Jutsu provides full cover while on opposing sides.
• Magma Moat: As a bonus action, when you would cast
with the Earth and/or Fire release keywords, you may
instead create Magma terrain. Magma Terrain lasts for 1 this Jutsu, you may surround yourself with a moat filled
minute, or for the duration the difficult terrain would with lava. You may convert any number of spaces within
have lasted, whichever is shorter. Magma Terrain retains 10 feet of you into Magma Terrain.
all the qualities of difficult terrain. Additionally, when a Calcified Skin: Your chakra has the same density and heat
creature would move into or within your Magma produced by lava itself, making you resistant to heat.
Terrain, they take 1d10 fire damage for every 5 feet it Beginning at 11th level, you gain resistance to Fire damage.
travels. This increases to 2d10 at level 11 and 3d10 at level Primal Creation: Beginning at 15th level, you ignore
18. You may use this feature a number of times equal to resistance to Fire damage. Additionally, at 18th level you
your Constitution modifier per rest. ignore immunity to Fire damage.

170
YOTON CLAN JUTSU LAVA RELEASE: LAVA PUNCH!
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action.

LAVA RELEASE: LAVA STREAM


Range: Unarmed Range
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Taijutsu, Earth Release, Fire Release
Range: Self (20-foot cone)
Description: You surround your fist in lava before swinging
Duration: Instant
out in a strong uppercut. Make a melee Taijutsu attack
Components: HS, CM
against a creature or object within range. On a hit, you deal
Cost: 5 Chakra
your unarmed damage + 3d4 Fire damage. Additionally, the
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
target must make a Constitution saving throw, gaining the
Description: You combine Fire and Earth release chakra in
Burned condition on a failed save.
your mouth before releasing a stream of lava in a cone in
At Higher Ranks: For each rank you cast this Jutsu above
front of you. All creatures in the area must make a Dexterity
D-Rank, increase the cost of this Jutsu by 3 and the damage
saving throw, taking 3d6 Fire damage and being Burned on
by 3d4.
a failed save.
At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the cost of this Jutsu by 3, and damage by
C-RANK
LAVA RELEASE: LAVA WALL
2d6 and in the radius of the Jutsu by 10 feet.

LAVA RELEASE: LAVA ROCK Classification: Hijutsu


Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Reaction which you take when an ally or
Casting Time: 1 Action object is targeted by an enemy
Range: 60 Feet Range: 15 Feet
Duration: Instant Duration: 1 Round
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release, Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Clash Description: You slam your open palm onto the ground
Description: You combine Fire and Earth release chakra in creating a 10-foot tall, 5 foot wide and 1-foot-thick
your palm, conjuring a mass of lava that you launch at a wall made out of molten rock directly in front of you,
target you can see within range. Make a Ranged Ninjutsu granting you total cover. This wall acts as an earthen
attack. On a hit you deal 3d8 Fire damage. Also, the target construct occupying a space of your choice within 5 feet of
creature must make a Constitution saving throw, being you, appearing right before an attack or Jutsu would hit or
Burned on a failed save. harm you or an ally. It has 8d6 Hit points, Resistance to
At Higher Ranks: For each rank you cast this Jutsu Bludgeoning, Piercing, Slashing, and Fire damage. If the
above D-Rank, increase the cost of this Jutsu by 3, and damage the wall receives would exceed its Hit Points when
damage by 2d8. you initially conjure it, you take any remaining damage as
normal and the wall is destroyed. If a creature would come
LAVA RELEASE: QUICKLIME HARDENING into contact with the wall, they take 4d8 fire damage. The
Classification: Hijutsu wall acts as a structure otherwise. The wall remains until
Rank: D-Rank destroyed. The first time the wall would be damaged by a
Casting Time: 1 Action Jutsu with the water release keyword, it instead gains half
Range: 30 Feet the damage it would have taken as temp HP. Afterwards,
Duration: Instant creatures are no longer damaged when coming into contact
Components: HS, CM with the wall.
Cost: 5 Chakra At Higher Ranks: For each rank you cast this Jutsu above
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release C-Rank, increase the cost of this Jutsu by 3 and the hit
Description: You gather Lava Release Chakra in your mouth, points of the wall by 2d6.
before spitting out a glob of quicklime at a target. Make a
Ranged Ninjutsu Attack against a target you can see within
range. On a hit, you deal 3d6 Fire damage and the target
must make a Constitution saving throw, gaining the Slowed
condition on a failed save.
If a creature Slowed by this Jutsu is affected by a Ninjutsu
with the Water Release Keyword of D-Rank or higher, they
must succeed a Strength saving throw, being Petrified until
the end of their next turn.
At Higher Ranks: For each rank you cast this Jutsu above
D-Rank, increase the cost of this Jutsu by 3, and damage by
2d6.

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.

172
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

YOTON CLAN FEATS


QUICKENED COOLING
EARTH BLOOD Category: Clan
Category: Clan Prerequisite: Yoton Clan, Level 12+
Prerequisite: Yoton Clan, Level 4+ You have learned to rapidly cool your lava to trap your foes.
Your Chakra becomes hotter and more powerful, as you You gain the following benefits;
learn to balance the Nature Release chakra within you. You
• You gain the following additional ability for your Lava
gain the following benefits;
Release feature:
• Yoton Clan Hijutsu you cast have their cost reduced by 2
o You may use a Reaction to cool any amount of Magma
(min 1.) Terrain of your choice within sight. Creatures
• Yoton Clan Hijutsu you cast has their range increased by
currently in the area of your Magma Terrain must
15 feet, their radius increases by 10 feet, line Jutsu become make a Strength saving throw, being Restrained on a
10 feet wider, cones have their range by 15 feet. failed save. Creatures Restrained by this effect may
• You are immune to Environmental conditions and
make a Strength saving throw at the beginning of each
hazardous traps related to Fire or Heat. of their turns, or as an Action on their turn to escape.

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

YUKI FEATURES Chilled for the purposes of interacting with features,


traits and Jutsu, and cannot gain ranks of Chilled while
Ice Techniques: The Yuki clan have access to a separate
they are Frostbitten.
list of Jutsu unique to their clan. You can add these Jutsu to
• A Frostbitten creature remains Frostbitten for 10 minutes.
your Jutsu list instead of selecting Jutsu from the normal
• A Frostbitten creature’s speed is reduced by half, and they
Jutsu list(s). They do not need any Nature Release to use
cannot gain bonuses to speed for the duration.
their clan Jutsu.
• Beginning at 15 th level, A Frostbitten creature makes
Frigid Cold: Beginning at 1st level, your ability to
Dexterity saving throws, ability checks and skill checks at
produce a combination of Wind and Water release takes
disadvantage.
shape. As a Bonus action, you can freeze over the surface
Flash Freeze: Beginning at 15th level, you have grown
you are standing on within a 15-foot radius of yourself. You
accustomed to casting Jutsu at high speeds. Once per long
can do this twice per rest. This increases to three times and
rest, you may cast a Jutsu with the Wind or Water Release
the size of this feature increases to 30 feet at 7 th level, and
keyword(s) that has a casting time of an Action as a Bonus
four times and the size of this feature increases to 45 feet
Action. You gain an additional use of this feature at 18 th
at 15th level. This frozen surface counts as difficult terrain
level.
for other creatures, but not for you. If you freeze over a
liquid surface, it can be converted back to whatever liquid it
was prior when you would cast a Jutsu with the Water
Release keyword that can gain additional benefits from
being near a sufficient source of Water. Beginning at 3 rd
level, you can choose to liquify and refreeze the water as
your allies move across it. Your allies are immune to the
frozen surfaces difficult terrain effect.
Starting at 3rd level, when you deal Cold damage to a
creature, you can choose to spend a use of this
feature to force that creature to make a Constitution
saving throw vs your Ninjutsu save DC, gaining 1
rank of Chilled on a failed save. Additionally, you
freeze the 15 feet area surrounding your target. All fires
are extinguished, all liquids are frozen, and a layer of ice
coats the ground. freezing any liquid, and creating a
layer of ice over the surrounding area. This area is
treated as difficult terrain until the beginning
of your next turn.
Beginning at 7th level, creatures who fail their
Constitution saving throw vs this feature’s effect
immediately take damage from any ranks of Chilled they
have as if their turn just started.
Beginning at 15th level, creatures suffer a -2 penalty to
saving throws made to remove ranks of Chilled that you
applied.
Chilled Body: Beginning at 3rd level you have a high
resistance to both extreme heat and cold, granting you
following benefits; Your body can no longer be detected by
heat sensing methods, you gain DR (damage reduction) vs
Fire and Cold damage equal to your proficiency bonus.
Beginning at 11th level you gain immunity to the
Chilled condition, and beginning at 18th level evolves as
you gain resistance to Cold damage.

175
YUKI CLAN JUTSU ICE DOME OF NOTHINGNESS
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Reaction, which you take when you or an

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.

176
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.

TWIN DRAGON WHIRLWIND


On a failed save, creatures take 4d8 Cold damage and
gain 1 rank of Chilled on a failure, or half as much on a
Classification: Hijutsu
success.
Rank: B-Rank
This Jutsu deals double damage to structures and
Casting Time: 1 Action
constructs.
Range: Self (20-foot radius sphere)
At Higher Ranks: For each rank you cast this Jutsu
Duration: Concentration, Up to 1 Minute
above C-Rank, increase the cost of this Jutsu by 3 and the
Components: HS, CM
damage by 2d8. If this Jutsu is cast at A-Rank or higher
Cost: 12 Chakra
increase the ranks of Chilled inflicted to 2.
Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Release
Description: You freeze the air around you and
swirl it violently, creating a localized ice storm.
Ranged attacks targeting you are made at
disadvantage for the duration of this Jutsu.
Creatures who enter the radius of your whirlwind
must make a Constitution saving throw. On a failed
save, they gain 2 ranks of Chilled and are Blinded
until they leave the Jutsu’s area.

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.

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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

YUKI CLAN FEATS FRIGID FROST


Category: Clan
CHILLING REALIZATION Prerequisite: Yuki Clan, Level 4+
Category: Clan You exert so much Ice release chakra when you cast your
Prerequisite: Yuki Clan, Level 8+ clan Jutsu that it becomes impossible to dodge and must
You move so swiftly you seem to be gliding on Ice. You instead be resisted. You gain the following Benefits;
gain the following Benefits; • Twice per long rest, when you cast a Yuki Clan Hijutsu
• Your speed while on any solid surface is increased by +10 that would force one or more creatures to make a
feet. Dexterity saving throw, you may instead have them make
• When you would make a Dexterity Saving throw, you gain a Constitution saving throw.
a +2 bonus to the save so long as you are standing on Ice, • Creatures who fail a Constitution saving throw against a
Snow, or Water. Yuki Clan Jutsu you cast become Dazed until the end of
their next turn.
FREEZING FACADE
Category: Clan RESILIENT ICE
Prerequisite: Yuki Clan Category: Clan
You become accustomed to the cold and all that comes Prerequisite: Yuki Clan, Level 8+
with it. You gain the following Benefits; Your Ice becomes more fluid, making it able to attack
targets more adaptively. You gain the following Benefits;
• You can use your Intelligence for Stealth in place of
Dexterity. • If a creature succeeds in removing Chilled Stacks, they
• You can use your Intelligence for Deception and only remove half the amount instead of all. If they would
Persuasion in place of Charisma. succeed in removing Chilled stacks twice in a row, they
• You ignore difficult terrain created by cold weather, cold remove all remaining stacks.
environments and Jutsu with either the Water and or • A number of times per long rest equal to half your

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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