> ##### Disclaimer for Team 7 Summons
> Currently, with the New Years update to Naruto 5e, the Summons within Team 7 have become outdated with changes made to the Summoning Technique. While our currently summons still *mostly* work, there are missing some key information such as Toughness and Defensive Ability Score values (though these can easily be discerned), and the Jutsu Slot System. They do not have 3 features for each rank. An official update for our systems will not come for quite some time, so we advise readers to focus solely on the official summons during this period. Some creators, specifically the official authors of some select summons, have already started their reworks of these summons. In this case, these reworks may be added here early. If your table is not using the New Years update, here is a convient [link](https://drive.google.com/file/d/1exyAlgOcoN1qJYrLNgcrjppPP3_J7Z3l/view?usp=share_link) to an older version of Jiraiya's Jutsu Compendium, taken from the Team 7 Legacy Docuement. As always, when anything below here is changed, you will be able to find the original version in the Team 7 Legacy document.
___
##### Bat
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:-----|:-----|
| D-Rank | 4th | M | 5 | 14 | 10 | 12 | 16 | 9 |2 D-Rank | 30ft fly |
| C-Rank | 8th | M-L
+6 Ability Score Increases up to 20. | 2 D-Rank (or lower), 2 C-Rank | 40ft fly
| B-Rank | 12th | M-L | +6 Ability Score Increases up to 20. | 2 C-Rank (or lower), 2 B-Rank | 60ft fly
| A-Rank | 16th | M-H | +6 Ability Score Increases up to 22. | 3 B-Rank (or lower), 1 A-Rank | 60ft fly
| S-Rank | 20th | M-G | +6 Ability Score Increases up to 24. | 3 A-Rank (or lower), 1 S-Rank | 90ft fly
\page
## Cat
***Creator:*** *DrStrangeMcDuck/Inuzuka, The Inexorable I*
Cats are conniving and cunning, being meticulous little bastards. They will do all they can to annoy their summoner, from throwing his stuff in the ground to biting his leg at random intervals.
**Summon Type:** *Carnivoran*
**Toughness:** 8
**Defensive Ability Score:** Dexterity
**Saving Throws:** Dexterity, Intelligence, Charisma
**Creature Skills:** Insight, Persuasion, Survival
**Creature Senses:** Darkvision (120ft), Keen Sight
(Advantage on Perception Checks that rely on Sight)
**Roles:** *Lurker* **OR** *Supporter*
#### Natural/Weapons
***Claws.*** Claws (Melee Weapon Attack: Reach 5ft., one target.
Dex + Prof to hit, +Dex Slashing damage).
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Intelligence Modifer + Summoner's Proficency Bonus
**All Jutsu Attack bonus:** Intelligence Modifier + Your Summoner's Proficiency Bonus.
### Special Features:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
#### D-Rank
***Feline Reflexes:*** You gain a 1d6 bonus to Perception and Acrobatics checks.
***Land on Their Feet:*** You are always under the effects of Wind Release: Feather Fall
***Lick Your Wounds:*** You can as an action, heal yourself an amount equal to your 2d8+Int Mod, twice per long rest.
#### C-Rank
***Cat Jump:*** You can use 10 + Dexterity for Long Jumps. You can also use 5 + Dexterity for High Jumps (page 144, Shinobi Handbook for rules on Jumping).
***Hurtful Claws:*** Your claws attack crit range is increased by 1. On a crit, it gives one stack of the Bleeding condition, which stacks with other ranks of bleeding given by this summon. You also can use simple melee weapons that deal Slashing damage with proficiency.
***Stray Illusions:*** Twice per long rest, this summon can choose up to 3 targets in the range of its genjutsu to become immune to the jutsu's effects.
#### B-Rank
**Hisss:** You use your action to attempt to intimidate the target. The target makes a Wisdom Saving throw. On a fail, the target gains 2 ranks of fear. An affected creature remakes the saving throw at the end of each of its turns to end this effect. You may only use this ability once per long rest
***Support Animal:*** Ally creatures within a 30 foot sphere radius of this creature reduce the chakra cost of Healing Medical Ninjutsu, and Visual Genjutsu by 2.
***Purrrrr:*** Once per long rest, you use your action to attempt to charm the target. The target makes a Wisdom Saving throw. On a fail, the target gains 2 ranks of charmed. An affected creature remakes the saving throw at the end of each of its turns to end this effect.
#### A-Rank
**Herd Illusions:** When you would cast a Genjutsu with a sensory keyword that a target would be immune to, you ignore their immunity affecting them anyway, as if you it was using the "Athoritative Onijutsu" of the Kurama clan. It can do this twice per long rest.
***Feral Scratches:*** Your claws attack does one additional dice of damage and increases it's crit range by 1. On a crit, it gives one stack of Bleeding, which stacks with other ranks of bleeding given by this summon.
***Catnip Trafficing:*** You may as apart of casting a Healing Jutsu with a range of touch, infuse it with a bit of catnip twice per long rest. Doing this adds additional temp hp equal to half of the result of the jutsu.
#### S-Rank
***Wounding Molding:*** Your claws attack does one additional dice of damage and increases it's crit range by 1. On a crit, it gives one stack of Bleeding, which stacks with other ranks of bleeding given by this summon.
***Nine Lives:*** The first time per long rest 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.
***Ailurophobia:*** When you would cast a Genjutsu that gives a rank of fear, once per long rest, they instead gain max ranks of fear until the start of your next turn. Afterwards, they resume having their normal fear amounts.
#### Cat Jutsu Specialty
Cats have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
• Bukijutsu, that deal Slashing damage.
• Ninjutsu with the Medical keyword, that do not deal damage.
• Genjutsu with the Visual keyword.
##### Cat
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:----:|:-----:|:-----:|
| D-Rank | 4th | S | 8 | 12 | 10 | 16 | 10 | 14 | 4 | 2 D-Rank | 30ft |
| C-Rank | 8th | S-M +6 Ability Score Increases up to 20. | 5 | 2 D-Rank (or lower), 2 C-Rank | 35ft
| B-Rank | 12th | S-L | +6 Ability Score Increases up to 22. | 7 | 2 C-Rank (or lower), 2 B-Rank | 40ft
| A-Rank | 16th | S-H | +6 Ability Score Increases up to 24. | 9 | 3 B-Rank (or lower), 1 A-Rank | 50ft
| S-Rank | 20th | S-G | +6 Ability Score Increases up to 26. | 11 | 3 A-Rank (or lower), 1 S-Rank | 60ft |
\page
## Clam
A royal summon of the Hidden Mist village, Clams do not care for morality and will take on any summoner as long as they are strong enough and respect the Art of Genjutsu.
**Summon Type:** *Mollusk*
**Toughness:** 10
**Defensive Ability Score:** Constitution
**Saving Throws:** Constitution, Intelligence, Wisdom
**Creature Skills:** Chakra Control, History, Illusions
**Creature Senses:** Tremor Sense (30ft), Water Breathing
**Summon Role:** *Caster* **OR** *Defender*
#### Natural/Weapons
___
- ***Fleshy Foot.*** *Melee Weapon Attack:* Reach 5ft., one target. Wis + Prof to hit, +Wis bludgeoning damage. On a roll of an 18~20, the target is knocked prone.
- ***Water Spray.*** *Area Weapon Attack:* X-foot line., *Dexterity Saving Throw*. **Success:** Half damage, no effects. **Failure:** Natural Weapon damage in cold damage, 1 rank of Chilled. **Critical Failure (Fail by -5 or more):** Same effects, 2 ranks of chilled. The value of X depends on your size: *(Tiny: 5, Small: 10, Medium: 20, Large: 30, Huge: 50, Gargantuan: 80)*.
### Save DC's & Attack Bonuses
___
- **All Jutsu Save DC’s:** 8 + Wisdom modifier + Summoner’s Proficiency Bonus.
- **All Jutsu Attack bonus:** Wisdom modifier + Summoner’s Proficiency Bonus.
### Special Features:
#### D-Rank
***Covering Mist.*** Jutsu you cast that creates an area of effect, such as a sphere, cone, line, etc, has its area increased by an amount of feet based on your summon rank *(D/C-Rank: 5 feet, B/A-Rank: 10 feet, S-Rank: 15 feet)*. You also gain an extra concentration slot, which can only be used to concentrate on jutsu that would create any kind of mist (This cannot give you more than 2 concentration slots).
***Hard-Shelled Friendship.*** When you cast a jutsu or use a trait, you can choose which targets are negatively affected by the jutsu or trait, and which are not. You also gain an extra concentration slot, which can only be used to concentrate on jutsu that would create any kind of mist (This cannot give you more than 2 concentration slots).
***Thick Shelled.*** You have advantage on Constitution and Wisdom saving throws. You also gain a number of DR equal to your Summoner's proficiency bonus against bludgeoning, piercing, and slashing damage. You also gain an extra concentration slot, which can only be used to concentrate on jutsu that would create any kind of mist (This cannot give you more than 2 concentration slots).
#### C-Rank
***Prized Focus.*** You gain a +1d6 bonus to concentration checks, and cannot make a concentration at disadvantage or with any penalties.
***Mystifying Genjutsu.*** All creatures in a mist of your creation suffer a -1d4 penalty to saving throws to resist your Genjutsu.
***Aqua Shell Reservoir.*** You always count as a sufficient source of water for Water release jutsu for creatures within 30 feet of you. You also are resistant to Cold damage and Burned condition, and are immune to the Chilled condition.
#### B-Rank
***Genjutsu Artisan.*** You ignore effects that would cause a creature to automatically succeed saving throws against Genjutsu you cast. Also, when you cast a Genjutsu, you may spend an extra ***Jutsu Slot*** to increase the DC of the jutsu's initial saving throw by +2.
***Water Artisan.*** When you cast a Water Release jutsu, you add your *Water Spray* damage to the jutsu's first damagw roll. Also, when you cast a Water Release jutsu, you may spend an extra ***Jutsu Slot*** to increase the DC of the jutsu's initial saving throw by +2.
***Medical Artisan.*** When you cast a jutsu with the Medical keyword that inflicts a condition with ranks, you inflict another rank of the first condition inflicted. Also, when you cast a Medical jutsu, you may spend an extra ***Jutsu Slot*** to increase the DC of the jutsu's initial saving throw by +2.
#### A-Rank
***Endless Mist.*** You now passively exude a 15-foot mist from yourself, which partially obscures you. All mists you would create, other than this trait, are doubled.
***Clam-p Shell.*** You cannot be critically hit, and when a creature hits you with an attack, you may use your reaction to make an attack of opportunity with your *Fleshy Foot* against all creatures within 5 feet, knocking them all back 20 feet on a hit in addition the attack's normal effects.
***Reinforced Aragonite.*** You are immune to ***Physical*** conditions, and gain resistance to bludgeoning, piercing, and slashing damage.
#### S-Rank
***False Illusions (Self).*** Hostile creatures in either a mist of your creation or a Genjutsu you cast, see multiple copies of you. Each time a creature under either of these effects would target you with an attack or area of effect, roll a d20. On an 11 or higher, a clone of you is targeted instead, sparing you from any effects. You roll the d20 at disadvantage if the triggering creature has Tremorsense or True Sight.
***False Illusions (Summoner).*** Hostile creatures in either a mist of your creation or a Genjutsu you cast, see multiple copies of your summoner. Each time a creature under either of these effects would target your summoner with an attack, roll a d20. On an 12 or higher, a clone of your summoner is targeted instead, sparing them from any effects. You roll the d20 at disadvantage if the triggering creature has Tremorsense or True Sight.
### Clam Jutsu Specialty
Clams have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Genjutsu keyword.
- Ninjutsu with the Water Release keyword, that does not require an attack roll.
- Medical keyword, with jutsu that deal poison damage without an attack roll.
\page
##### Clams
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA |Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:---|:-----|:-----|
| D-Rank | 4th | T | 12 | 5 | 14 | 10 | 16 | 11 | 3 |2 D-Rank | 20ft |
| C-Rank | 8th | T-M +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 25ft
| B-Rank | 12th |T-L | +6 Ability Score Increases up to 20. | 6 | 2 C-Rank (or lower), 2 B-Rank | 30ft
| A-Rank | 16th | T-H | +6 Ability Score Increases up to 22. | 8 | 3 B-Rank (or lower), 1 A-Rank | 35ft
| S-Rank | 20th | T-G | +6 Ability Score Increases up to 24. | 10 | 3 A-Rank (or lower), 1 S-Rank | 40ft
\page
## Corvid
***Creator:*** *Dolor/Drachengeist*
Corvid are sociable and clever creatures, known for their ability to form bonds and their somewhat opportunistic nature. The Corvids follow those with a clear mind and whose ends justify their means.
**Summon Type**: Avian
**Toughness**: 6
**Defensive Ability Score**: Dexterity
**Saving Throws**: Intelligence, Wisdom, Dexterity
**Creature Skills**: Acrobatics, Insight, Stealth
**Creature Senses**: Darkvision (90ft). Keen Sight
**Roles:** *Controller* **OR** *Lurker*
#### Natural/Weapons
___
- **Talons**. *Melee Weapon Attack:* Reach 5ft., one target. Dex + Prof to hit, +Dex Slashing damage.
### Save DC's & Attack Bonuses
___
- **All Jutsu Save DC’s**: 8 + Intelligence Modifier + Summoner’s Proficiency Bonus.
- **All Jutsu Attack bonus**: Intelligence Modifier + Summoner’s Proficiency Bonus.
### Special Features:
#### D-Rank
**Crow**: You gain an additional object interaction on your turn. In addition, your talons gain the disarm property.
**Raven**: You learn 1 E-rank genjutsu of your choice, you may cast this genjutsu at no cost.
**Rook**: As a reaction, when you or your summoner may do a saving throw against a genjutsu, you may add a 1d4 bonus to the saving throw.
#### C-Rank
**Murder**: You can occupy any space a creature is currently occupying and attacks rolls against you are always at disadvantage.
**One Vision**: as an action, your summoner can see through your eyes and hear what you hear until the start of your next turn, gaining the benefits of any special senses that you have. During this time, it is deaf and blind with regard to its own senses.
**Ill Omen**: Creatures that would gain a rank of fear due to genjutsu you cast, gain one additional rank.
#### B-Rank
**Corvid Marked**: When a creature you can see within 90 feet of you fails a saving throw against a genjutsu you or your summoner cast, that creature becomes Corvid Marked for 1 minute. You may only have 1 creature corvid marked at a time. Creatures you have Corvid Marked reduce saving throws they would make against Genjutsu casted by either you or your summoner by 1d4.
**Corvid Mind**: You gain Advantage on Intelligence & Wisdom Saving throws.
**Corvid Blessing**: When your summoner would be forced to make a saving throw against a genjutsu, as a reaction you may redirect the genjutsu to yourself.
#### A-Rank
**Cawtow**: Creatures that fail a saving throw against a genjutsu with the Auditory keyword you cast fall prone and cannot stand up for the jutsu's duration.
**Nightwing**: Creatures under din light or darkness have disadvantage on saving throws against Genjutsu with the Visual Keyword you cast.
**Shiny**: Attack rolls you make against creature wearing metal armor or clothes are made at advantage.
#### S-Rank
**Linked Spirit**: When your summoner is concentrating on a genjutsu, it can choose to transfer the genjutsu to you. It stops concentrating on the jutsu and now you must keep concentration of it.
**Carrion Bringer**: Once per turn, when an allied creature within 30ft of you deals damage against a creature under a genjutsu you cast, it deals maximum damage.
**Nevermore**: Creatures that fail a saving throw against a genjutsu you cast cannot repeat their saving throw until taking damage from another source.
#### Corvid Jutsu Specialty
Corvids have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
+ Genjutsu with the Visual keyword.
+ Genjutsu with the Auditory keyword.
+ Ninjutsu with the Sensory Keyword and no elemental keyword.
##### Corvid
Rank |
Level |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Jutsu Slots |
Jutsu |
Speed |
D-Rank |
4 |
T |
8 |
14 |
11 |
16 |
13 |
10 |
5 |
2 D-Ranks |
30ft fly |
C-Rank |
8 |
T-S |
+6 Ability Score Increases up to 20. |
6 |
2 D-Rank (or lower), 2 C-Rank
|
40ft fly |
B-Rank |
12 |
T-M |
+6 Ability Score Increases up to 22. |
8 |
2 C-Rank (or lower), 2 B-Rank |
60ft fly |
A-Rank |
16 |
T-L |
+6 Ability Score Increases up to 24. |
10 |
3 B-Rank (or lower), 1 A-Rank |
60ft fly |
S-Rank |
20 |
T-H |
+6 Ability Score Increases up to 26. |
12 |
3 A-Rank (or lower), 1 S-Rank |
90ft fly |
\page
## Crab/Lobster
One of the Hidden Mist Villages Royal Summon Tribes. Crabs became strongly linked with the Hidden Mist after one of their summoners became Mizukage. Crabs will only accept a summoner if they prove themselves to be inventive and possessing a keen mind.
**Summon Type:** *Crustaceans*
**Toughness:** 12
**Defensive Ability Score:** Strength
**Saving Throws:** Strength, Constitution, Intelligence
**Creature Skills:** Athletics, Martial Arts, Intimidation
**Creature Senses:** Tremor Sense (30ft), Water Breathing
**Roles:** *Striker (+Strength)* or *Defender*
#### Natural/Weapons
___
- ***Claw.*** *Melee Weapon Attack:* Reach 5ft., one target. Strength + prof to hit, +Str Piercing damage. On a roll of a 18~20, the target gains one rank of Weakened.
- ***Water Spray.*** *Ranged Weapon Attack:* Range 30/60ft., one target. Strength + prof to hit, +Str Bludgeoning damage.
### Save DC's & Attack Bonuses
___
- **All Jutsu Save DC's:** 8 + Strength modifier + Summoner's Proficiency Bonus.
- **All Jutsu Attack bonus:** Strength Modifier + Summoner's Proficiency Bonus.
### Special Features:
#### D-Rank
***Big Meaty Claws.*** One of your claws is larger than the other. Gain the following natural weapon. Additionally, increase your melee range by +5ft.
- ***Big Claw.*** *Melee Weapon Attack:* Reach 5ft., one target. Strength + prof to hit, +Str Piercing damage. Treat your size category as +1 higher when determining the damage of this weapon (if Gargantuan, the damage die is 2d10), and score a critical hit on a 19-20 with weapon attacks with this weapon.
***Flatty.*** You gain immunity to the Chilled and Prone conditions, and resistance to Cold and Bludgeoning damage.
***Aqua Jet.*** Double the range of your ***Water Spray*** attack. On a roll of a 17~20, the target is knocked back 15 feet and falls prone.
#### C-Rank
***Crab-ple.*** On a successful hit with your ***Claw***, you can attempt the **Grapple** Skill-Based Action on the target as part of the attack. On a success, the target is restrained for the duration of the grapple. As an Action, you can constrict a restrained target, dealing 5d8 bludgeoning damage. You can also use this trait with the ***Big Claw*** weapon, if you possess it. With this weapon, gain advantage on Grapple check. Grappling/Restraining a target with the ***Big Claw*** does not reduce your movement speed. If you constrict a target with the ***Big Claw***, add half your Strength score to the damage dealt.
***Sweep.*** Once per round, when you use your ***Claw*** or ***Water Spray***, you may instead impose a Strength saving throw against all targets within a 5-foot cone from you. On a failure, the targets take an additional +2d8 bludgeoning damage and are knocked prone.
***Bottom Feeder.*** You gain resistance to Poison damage and immunity to the Poisoned condition. Once per summoning, you can infuse an attack with your ***Water Spray*** with Poison, changing the damage type to poison, and imposing a Constitution saving throw vs the Poisoned condition at disadvantage on a hit.
#### B-Rank
***Artificial Shell.*** You have covered your natural shell with an arificial shell, which grants you increased protection. When you are summoned, gain Xd4 temporary hit points (X=Summon Level). As an Action, you may spend 1 **Jutsu Slot** to regain half of these temporary hit points.
***Hard Shelled.*** Twice per combat, as a reaction, gain +10 DR and a +3 bonus to your AC until the beginning of the summoner's next turn. You may spend 1 **Jutsu Slot** to use this reaction once you have reached your limit.
***Swift Shelled.*** Increase your movement speed by +15 feet and ignore difficult terrain. You also gain advantage on saving throws vs the Grappled and Restrained conditions.
#### A-Rank
***Heavy Attack.*** Twice per combat, when you make an attack with your ***Claw***, you can reinforce it with chakra. For this attack, double your weapon's Damage Die, gain a +1 bonus to critical threat range and advantage on the attack roll. On a hit, the target is knocked prone. On a roll of a 16~20, the target is also Dazed. You can also use this trait with the ***Big Claw*** weapon, if you possess it. With this weapon, target all creatures within 10 feet of the target (excluding you) with this attack, and on a critical hit, the targets are also Staggered.
***Diamond Shell.*** You gain an amount of damage reduction equal to your Summoner's proficiency bonus.
***Surf.*** When you cast a Ninjutsu with the Water Release keyword, that produces an area of effect such as a line or cone, you can spend an additional **Jutsu Slot** to increase the area by +15 feet in all direction. Regardless, once per round you may move up to half your movement speed when you cast such jutsu within the jutsu's area of effect (this does not cause the jutsu's effects to harm you).
\page
#### S-Rank
***Thick Claw.*** Damage rolls with your natural weapons ignore DR and temporary hit points.
***Another Crab/Lobster's Treasure.*** When you gain Temporary hit points, increase the temporary hit points gained by 1 step or by half your Summon level (pick one). While you have temporary hit points, you gain resistance to all damage and cannot be moved against your will.
***Chakra Spawn.*** As an Action, you may begin manifesting eggs of chakra on your person. Starting from your next turn, roll a 1d4+1 and half the result. Place a number of Crab/Lobsters next you of C-Rank. Each Crab/Lobster has two Jutsu Slots, half as many hit points, +15 temporary hit points, and cannot take reactions. On your turn, you can command any number of "baby" Crab/Lobsters to move, and as an Action, you can command them to take an Action (alternatively, you may spend 2 **Jutsu Slots** to command them to take an Action, as part of taking your action). These "baby" Crab/Lobsters disappear at the end of combat.
```
```
#### Crab Jutsu Specialty
Crabs have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Ninjutsu with the Water Release keyword, that force a creature to make a saving throw and possess an area of effect.
- Any Taijutsu, without the medical keyword.
- Bukijutsu, that have the Water Release keyword.
##### Crab/Lobster
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed (Land/Swim)|
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:----|:-----|:-----|
| D-Rank | 4th | T | 16 | 10 | 14 | 12 | 8 | 8 | 3 | 2 D-Rank | 20ft/30ft |
| C-Rank | 8th | T-M +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 30ft/40ft
| B-Rank | 12th | T-L | +6 Ability Score Increases up to 22. | 6 | 2 C-Rank (or lower), 2 B-Rank | 40ft/50ft
| A-Rank | 16th | T-H | +6 Ability Score Increases up to 24. | 8 | 3 B-Rank (or lower), 1 A-Rank | 40ft/50ft
| S-Rank | 20th | T-G | +6 Ability Score Increases up to 26. | 10| 3 A-Rank (or lower), 1 S-Rank | 50ft/60ft
\page
## Crocodile/Alligator
***Creator:*** *Blasteroid/Blooper*
Alligators and Crocodiles are regarded as one of the most versatile and dependable summon tribes in the Shinobi world. Physically, they are incredible skilled at stealth and martial combat, due to their outstanding capability to adapt to the environment, a trait garnered from centuries of evolution. They also tend to make great company on missions, although their mental acuity is on the low end. This tribe and the Goose tribe commonly feud over territory.
**Summon Type:** *Dragon*
**Toughness:** 12
**Defensive Ability Score:** Constitution
**Saving Throws:** Strength, Constitution, Charisma
**Creature Skills:** Athletics, Martial Arts, Stealth
**Creature Senses:** Blindsight (30ft), Keen Smell
**Summon Roles:** *Lurker* **OR** *Defender*
#### Natural/Weapons
___
- **Bite**. Melee Weapon Attack: Reach 5ft., one target. Dex + Prof to hit, +Dex Piercing damage. On a roll of 16 or greater, the target is grappled. This weapon’s damage counts as unarmed damage for the purposes of Taijutsu.
- **Martial Melee Weapon.** This summon, has one Martial melee weapon, using the weapons statistics for attack and damage. If this summon is Large or larger, increase the weapons damage die by +1.
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s**: 8 + Strength Modifier + Summoner’s
Proficiency Bonus.
**All Jutsu Attack bonus**: Strength Modifier + Summoner’s
Proficiency Bonus.
### Special Features:
#### D-Rank
***Hardened Scales.*** You gain DR equal to half your summoner's proficiency bonus (rounded up). As a reaction when you take damage, you can gain resistance to the damage. This trait fails to activate against lightning damage.
***Aquatic Predator.*** While submerged in water double this summon's swim speed, gain a +1d6 bonus to stealth checks, and a +2 to attack & damage rolls against creatures in water.
***Sharpened Edge.*** You have advantage on contested grapple checks, and inflict the bleeding condition when you grapple creatures with your ***Bite***. With your ***Martial Melee Weapon***, on an roll of a 18-20, you inflict 1 rank of bleeding.
#### C-Rank
***Defensive Roll.*** When this summon uses a Jutsu that gives it DR, resistance, immunity, or temporary hit points, it gains an extra amount of THP equal to twice its Constitution modifier. If this summon has the ***Hardened Scales*** reaction, it can spend 1 *Jutsu Slot* to gain this feature's benefits.
***Ambush Hunter.*** You have advantage on the first attack roll you make against enemies that haven't moved more than 5ft since your summoner's last turn.
***Rip and Tear.***
Creatures that start their turn grappled by you, take your proficiency bonus in piercing damage (which ignores DR). Also, your ***Martial Melee Weapon's*** damage die increases by 1 step.
#### B-Rank
***The Wall Standing Tall.*** When you would make a Strength saving throw, you make it at advantage. Also, you can make a Strength saving throw, in place of a Dexterity saving throw (this doesn't give you advantage).
***Adaptive Hunting.*** On your turn (no action required), you can spend 1 ***Jutsu Slot*** to cast *Water Release: Water Blending* on yourself. If you have ***Aquatic Predator***, you gain the benefits of that trait while *Water Blending* is active.
***Death Roll.***
When you grapple a creature, you can make a **Death Roll** as a reaction and half your movement. The creature gains 2 ranks of Lacerated and you regain 2d6 hit points. Also, your ***Martial Melee Weapon*** gains the grapple property, which you can use after take the attack action with this weapon.
#### A-Rank
***Mighty Bulkwark.*** You are immune to all *Physical* conditions. If you are at least large in size, all other allied creatures within 5ft of you gain the benefits of half cover.
***Silent Killing.*** When this summon makes an attack while hidden, it can roll an extra d20 and take the highest result. The crit range of this summon’s weapons is increased by 1.
***Violent Ending.*** If you cast a jutsu with the ***Finisher*** keyword, as a Finisher, one affected creature must succeed a Constitution saving throw against your Jutsu save DC or gain 1 rank of Lascerated and be stunned until the end of their next turn. Also, when you cast a jutsu with the ***Finisher*** keyword, you can spend an extra *Jutsu Slot* to treat the jutsu as a Finisher, regardless of circumstance, once per round. This doesn't allow you to perform multiple Finishers, as Finishers, within the same turn.
#### S-Rank
***Guardian Gator.*** If you are at least large in size, allies within 10 feet of you gain your Constitution modifier in DR. Also, as a reaction to an allied creature (excluding yourself) taking damage or suffering a hostile effect within 20 feet, you can interpose the attack, providing the ally with total cover and suffering the attack's effects. You can use your ***Hardened Scales*** reaction in addition to this reaction, if you have it.
***Wrathraiser.*** The first time this summon takes damage from a hostile source per turn, it gains a +1d6 bonus to damage rolls with its weapons and jutsu, which can trigger once per turn. This feature stacks with itself and lasts until the end of combat.
***Tear the Throat.*** You score a critical hit when you hit a creature you are grappling, that is bleeding, once per turn.
### Crocodile Jutsu Speciality
Crocodiles have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Water Release Keyword
- Bukijutsu that require a piercing weapon.
- Taijutsu without the Medical Keyword
\page
##### Alligator/Crocodile
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed (Land/Swim)|
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:----|:-----|:-----|
| D-Rank | 4th | S | 14 | 10 | 16 | 8 | 14 | 14 | 3 | 2 D-Rank | 30ft/20ft |
| C-Rank | 8th | S-M +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 40ft/30ft
| B-Rank | 12th | S-L | +6 Ability Score Increases up to 22. | 6 | 2 C-Rank (or lower), 2 B-Rank | 40ft/30ft
| A-Rank | 16th | S-H | +6 Ability Score Increases up to 24. | 8 | 3 B-Rank (or lower), 1 A-Rank | 50ft/40ft
| S-Rank | 20th | S-G | +6 Ability Score Increases up to 26. | 10| 3 A-Rank (or lower), 1 S-Rank | 60ft/50ft
\page
## Dragon
***Creator:*** *Blasteroid/Witheredgnome86*
Dragons are fabled sage creatures with no affiliation to the 5 great nations. They are prideful beings of legendary status that reside within the depths of the earth or the highest of mountains. Dragons are attuned to the fundamentals of chakra and only choose those with the strongest wills to be their summoners.
Dragons are experienced with both martial and jutsu combat, having great knowledge they know that to be a master of both is to spread yourself too thin, thus a dragon focuses on what suits their abilites best.
**Summon Type:** *Dragon*
**Toughness:** 8
**Defensive Ability Score:** Constitution
**Saving Throws:** Constitution, Charisma, Strength
**Creature Skills:** History, Intimidation, Ninshou
**Creature Senses:** Darkvision (30ft), Tremor Sense (30ft)
**Roles:** *Caster* **OR** *Striker (+Charisma)*
#### Natural/Weapons
***Claws.*** Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str Slashing damage. On a roll of 16 or higher,
the target gain one rank of your Dragon Bloodline affinity's
condition.
***Dragon Breath.*** *Area Weapon Attack:* X-foot cone,
+Cha elemental damage. Creatures must make a Dexterity
saving throw against your save dc, taking this
weapon's
damage on failed save, or half on a success.
This natural
weapon's size scales with your size, and the damage type is
that of your Dragon Bloodline affinity. (Small=15ft,
Medium=20ft, Large=25ft, Huge=30ft, Gargantuan=45ft)
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Charisma + Summoner’s
Proficiency Bonus.
**All Jutsu Attack bonus:** Charisma Modifier + Summoner’s
Proficiency Bonus.
### Special Features:
#### D-Rank
***Dragon Bloodline:*** Select one nature release affinity, picking from Earth, Wind, Fire, Water, and Lightning. You gain access to this affinity, which determines which jutsu you can select. You also gain resistance to your element's damage type and immunity to its condition *(Earth=Weakened, Wind=Bleeding, Fire=Burned, Water=Chilled, Lightning=Shocked).*
#### C-Rank
***Aviator:*** You add half your Charisma to Dexterity saving throws, and when you take dash action while flying, you instead triple your speed, for as long as you remain in the air.
***Elemental Focus:*** When under the effects of a concentration jutsu you may not drop concentration on it due to damage taken.
***Calculated Breath:*** When using **Dragons Breath**, you may exclude any allies from being harmed. Additionally, targets who fail their dexterity saving throw gain 1 rank of your Dragon Bloodline affinity condition.
#### B-Rank
***Draconic Vision:*** You become immune to the blinded condition and gain true sight of 30ft. Whenever an allied creature is in your True Sight range they increase their saving throws against genjutsu by +1d4.
***Beastial Energy:*** As an action your summoner may spend 2 Chakra Die to have you regain 1 Jutsu Slot.
***Ancient Toughness:*** You increase your HP every level by an amount equal to half your summonors Constitution Modifier. (Rounded Up)
#### A-Rank
***Majestic Roar:*** As an action, each hostile creature within 60 feet of you must make a Charisma saving throw against your highest save dc. On a failed save, they gain one rank of charmed and fear against you for 1 minute. Creatures who fail their saving throw become immune to this effect for 1 hour once the conditions end.
***Elemental Presence:*** When summoned, pick one jutsu up to C-Rank that you have access to that would buff you, you begin combat under its effects and cannot lose them until you become desummoned.
***Dragon Fury:*** As an action, For 1 minute, your AC increases by +2, you gain temporary hit points equal to your highest save dc, your natural weapon's range doubles, and once per turn, when you deal your Dragon Bloodline affinity's damage, you can add your level to the damage dealt. You can use this feature once per rest. Alternatively, your summoner can sacrifice 2 chakra die to allow you to use it again.
#### S-Rank
***Monsterous Pressure:*** When a hostile creature would cast a jutsu within 30ft of you, they increase the cost of it by half your proficiency bonus. (Rounded up) Additionally, if this jutsu contains the elemental keywords of your Draconic Bloodline feature, they decrease the damage of their jutsu by 1 step, and reduce their bonus to hit and Save DC by -1.
***Draconic Origins:*** You gain a second nature release affinity for your Dragon Bloodline feature, gaining all its benefits. If the combination of your 2 nature releases corresponds to a clan's kekkei genkai, you can select one jutsu from this clan that has both your element's keywords, of B-Rank or lower. The jutsu gained loses the Hijutsu keyword, and takes up 1 of your 4 jutsu slots.
***Wrath of the Dragon:*** You gain the Dragon Fury feature. If you already have Dragon's Fury, then when you activate the feature, your speed is doubled, your natural weapon's damage is doubled and their range is instead tripled. You also ignore resistance and treat immunity as resistance when dealing your Dragon Bloodline affinities damage.
### Dragon Jutsu Specialty
Dragons have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Jutsu with the keyword of their Dragon's Bloodline affinity.
- Bukijutsu, that require a slashing weapon.
- Genjutsu, that inflict ranks of Charmed or Fear.
\page
##### Dragon
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:----:|:-----|:-----:|
| D-Rank | 4th | S | 12 | 10 | 16 | 8 | 12 | 14 | 4 |2 D-Rank | 40ft Flying |
| C-Rank | 8th | S-M +6 Ability Score Increases up to 20. | 5 | 2 D-Rank (or lower), 2 C-Rank | 50ft Flying
| B-Rank | 12th | S-L | +6 Ability Score Increases up to 22. | 7 | 2 C-Rank (or lower), 2 B-Rank | 60ft Flying
| A-Rank | 16th | S-H | +6 Ability Score Increases up to 24. | 9 | 3 B-Rank (or lower), 1 A-Rank | 70ft Flying
| S-Rank | 20th | S-G | +6 Ability Score Increases up to 26. | 11 | 3 A-Rank (or lower), 1 S-Rank | 80ft Flying|
\page
## Elephant
***Creator:*** *Mr.Hey/Erik*
Widely Used by Ninja long ago in the Warring States Era. Elephants fought for their summoners until their tribe's population was decimated. Now Elephants refuse to take on any summoner that does not prove extraordinary worthy and of noble cause.
**Summon Type:** *Herbavorian*
**Toughness:** 10
**Defensive Ability Score:** Constitution
**Saving Throws:** Strength, Constitution, Intelligence
**Creature Skills:** Athletics, History, Medicine
**Creature Senses:** Darkvision (30ft), Tremor Sense (30ft)
**Roles:** *Defender* **OR** *Supporter*
#### Natural/Weapons
___
- ***Stomp.*** Melee Weapon Attack: Reach 5ft., one target. Str + Prof to hit, +Str Slashing damage. On a hit, target makes a Str save vs. your Jutsu DC or is moved 5 feet in a direction of your choice.
- ***Tusks.*** Melee Weapon Attack: Reach 5ft., one target. Str + Prof to hit, +Str Slashing damage. On a roll of 16 or higher, the target is knocked prone.
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Constitution modifier +
Summoner’s Proficiency Bonus.
**All Jutsu Attack bonus:** Constitution Modifier + Summoner’s
Proficiency Bonus.
### Special Features:
#### D-Rank
***Have I Seen That Before?***
This summon makes all Read the Enemy checks using its History skill bonus. Also, it can use 1 Jutsu slot gain advantage on a Read the Enemy check.
***Sibling Rivalry.***
When this summon’s summoner is gaining a bonus to hit or AC due to a Jutsu or feature, this summon gains the same bonus to hit on its first attack roll per turn, or the same bonus to AC against the first attack made against it per turn.
***Empowered Healing.***
When this summon heals a creature, it may spend a Jutsu Slot to heal for an amount equal to twice its summoner’s proficiency bonus on one creature of its choice, once per turn.
#### C-Rank
***Trample.***
When this summon deals damage with a Weapon attack, or deals its Weapon damage as part of a Bukijutsu, it can spend one Jutsu Slot to knock the target prone. If the target is already prone, it instead deals additional damage equal to Xd8, where X = half of its summoner’s proficiency bonus, rounded down.
***Sentinel.***
If this creature hasn’t moved more than 5 feet since its summoner’s last turn, it gains resistance against the first instance of damage it takes.
***Tenderness Towards The Small.***
When a Jutsu this summon would cast would provide healing, temporary hit points, or remove a physical condition from a target smaller than it, the target removes one failed Death Save, if it has any, and the target gains a +1d4 bonus to its next Saving Throw.
#### B-Rank
***Shogoruton’s Influence.***
When this creature casts a Jutsu that provides Temporary Hit Points, they are increased by its Jutsu Save DC. If the Temporary Hit Points benefit only this summon, these Temporary Hit Points are also resistant to Bludgeoning, Slashing, and Piercing damage, and cannot be ignored by Jutsu, features, or traits.
***Shogoruton’s Tenacity.***
This summon cannot lose concentration on its Jutsu, and as a reaction, it can increase the result of a Chakra Control check made by its summoner by +1d12.
***Shogoruton’s Control.***
This summon can spend an additional Jutsu Slot when casting a Jutsu to give it the effects of the Careful and Heightened moldings.
#### A-Rank
***Crushed Into Earth, Ground Into Dust.***
This summon’s Trample feature now applies on targets that are not prone. If its summoner deals damage to a target that has taken damage from its Trample feature on the same turn, this summon can use its reaction to cast a Bukijutsu with a casting time of one action, as a reaction.
***Perfect Memory.***
This summon is now always under the effects of the Read the Enemy reaction against Jutsu it has seen before, as long as this summon has succeeded on a Read the Enemy check on the Jutsu. If it succeeded the check by 5 or more, or if the Jutsu is on its Jutsu list, the additional benefits of the Read the Enemy reaction apply. This summon can spend a Jutsu Slot to extend the benefits applying to it to all creatures that can see and hear it within 30 feet of it until the start of its summoner’s next turn.
***Stampeding Winds.***
This summon counts as two casters for ninjutsu with the Wind Release and Combination keywords, and imposes disadvantage on Jutsu, features, or traits that would try to counter, negate, or dispel said Jutsu.
#### S-Rank
***Might of the Awe.***
As an action, this summon can spend one of its Jutsu Slots to let loose an earth-shaking bellow, forcing all creatures of its choice within a 30 foot radius to lose damage reduction effects until the start of its next turn. If a new damage reduction effect would become active during this duration, the creature it is originating from must make a Charisma Saving Throw against the Jutsu Save DC of this summon, or the effect is only half as potent. This summon can only bellow in this way once per long rest.
***Earthmender.***
As an action, this summon can spend one of its Jutsu Slots to let loose an invigorating and triumphant trumpet, removing all mental and sensory conditions from creatures of its choice within 60 feet. This effect counts as an S-rank Jutsu-based condition removal.
***Mystical Ivory.***
When this summon’s summoner would be reduced to 0 hit points or killed outright by the effects of a Jutsu, this summon may spend a Jutsu Slot to shatter one of its tusks. Doing so causes its summoner to remain at 1 hit point instead. Sage Elephant tusks cannot be regenerated in any way.
\page
### Elephant Jutsu Specialty
Elephants have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Wind Release Keyword
- Jutsu with the Medical Keyword that provide Healing, Temporary Hit Points, a bonus to AC, or bring a creature back from the dead
- Bukijutsu that deal Piercing or Bludgeoning damage, without a ranged weapon as a component
##### Elephant
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:----|:-----|:-----|
| D-Rank | 4th | M | 14 | 10 | 14 | 13 | 11 | 12 | 3 | 2 D-Rank | 30ft |
| C-Rank | 8th | M-L +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 35ft
| B-Rank | 12th | M-L | +6 Ability Score Increases up to 22. | 6 | 2 C-Rank (or lower), 2 B-Rank | 40ft
| A-Rank | 16th | L-H | +6 Ability Score Increases up to 24. | 8 | 3 B-Rank (or lower), 1 A-Rank | 45ft
| S-Rank | 20th | H-G | +6 Ability Score Increases up to 26. | 10| 3 A-Rank (or lower), 1 S-Rank | 50ft
\page
## Fox (new)
***Creator:*** Tanaka Yui
Wily tricksters, there are countless stories of multi-tailed foxes deceiving men. However, foxes have a strong moral code to never harm an innocent during one of their pranks. Due to their conniving nature Foxes only take on summoners that have a strong sense of humor.
**Summon Type:** *Carnivoran*
**Toughness:** 8
**Defensive Ability Score:** Dexterity
**Saving Throws:** Dexterity, Intelligence, Charisma
**Creature Skills:** Deception, Persuasion, Stealth
**Creature Senses:** Darkvision (60ft), Keen Smell
**Roles:** *Controller* **OR** *Lurker*
#### Natural Weapons
***Bite.*** (Melee weapon attack: Reach 5ft., one target. Dex +
Prof to hit. +Dex Slashing damage). On a roll of a 17-20,
the target gains 1 rank of bleeding.
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Half Your Prof + Half Creature
Level
**All Jutsu Attack bonus:** Charisma Modifier + Your
Proficiency Bonus.
### Special Features:
#### D-Rank
___
- ***Kitsune Ninko:*** This summon gains expertise in Stealth, and expertise in either Deception or Persausion (Pick one).
- ***Kitsune Yako:*** When this summon casts a jutsu that deals damage, the summoner can spend 3 chakra to upcast the jutsu 1 rank higher than they normally could.
- ***Kitsune Zenko:*** When this summon casts a jutsu that would grant a bonus to the rolls of allied creatures, the summoner can spend 3 chakra to enable this summon to upcast the jutsu 1 rank higher than they normally could.
#### C-Rank
___
- ***Kitsune-Gao:*** This summon can cast the *Transformation* jutsu without needing it on its jutsu list, or the *Advanced Transformation* jutsu if they already have Transformation on their jutsu list.
- ***Kitsune Presence:*** By spending 1 jutsu slot as an action, this summon can impose a Charisma saving throw against all creatures within 15 feet. On a failed save, creatures gain 1 rank of Charmed or Fear against this summon for 1 minute (Pick one).
- ***Kitsune Tsume:*** When this summon hits with their ***Bite*** attack, they can spend 1 jutsu slot to give the target a -1d4 penalty against the next Intelligence, Wisdom, or Charisma saving throw they make, before the start of their summoner's next turn.
#### B-Rank
___
- ***Kitsune Raiton:*** This summon can now learn Lightning Ninjutsu.
- ***Kitsune Tails:*** This summon gains an additiona number of jutsu slots equal to its summoner's proficiency bonus.
- ***Kitsune Wiliness:*** This summon becomes proficient in Wisdom saving throws.
#### A-Rank
___
- ***Kitsunebi:*** When this summon casts a jutsu with the Fire Release keyword with its action, it can simultaniously cast a Genjutsu with the casting time of 1 action, twice per long rest.
- ***Kitsune Sessho-Seki:*** When this summon is hit by a melee attack, the triggering creature takes 3d6 Poison damage.
- ***Kitsune Awareness:*** This summon becomes proficient in Perception, and gains 30 feet of True Sight.
#### S-Rank
___
- ***Kitsune Starball:*** This summon can create a small **Starball** as an action. A creature in possession of this starball gains a +2 to all attack rolls, skill checks, and saving throw. Only one Starball can be in existence at a time; while the Starball exists, the Summon can only concentrate on one jutsu.
- ***Kitsunetsuki:*** This summon can make contact with a dead or unconscious creature and assume its form. In this state, it looks identical to the creature it touched and gains its traits and physical statistics (Str, Dex, Con). This summon must expend 1 jutsu slot to maintain this effect per round, and once per round, can cast 1 jutsu on its list or the copied creatures list without spending a jutsu slot, a number of times equal to the rank of the creature copied. The summoner can end this effect on theit turn (no action required). This summon can do this once per long rest.
- ***Kitsune Tenko:*** This summon increases its Jutsu Save DCs by +2.
#### Fox Jutsu Specialty
Foxes have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Jutsu with the Fire Release keyword.
- Genjutsu with the Visual and/or Tactile keywords.
- Piercing bukijutsu that require attack roll.
##### Fox
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:-----:|:-----|:-----|
| D-Rank | 4th | M | 8 | 14 | 12 | 10 | 13 | 14 | 4 |2 D-Rank | 30ft |
| C-Rank | 8th | M-L +6 Ability Score Increases up to 20. | 5 |2 D-Rank (or lower), 2 C-Rank | 40ft
| B-Rank | 12th | M-L | +6 Ability Score Increases up to 20. | 7 | 2 C-Rank (or lower), 2 B-Rank | 45ft
| A-Rank | 16th | M-H | +6 Ability Score Increases up to 22. | 9 |3 B-Rank (or lower), 1 A-Rank | 60ft
| S-Rank | 20th | M-G | +6 Ability Score Increases up to 24. | 11 |3 A-Rank (or lower), 1 S-Rank | 70ft
\page
## Goose
Geese are a terror and an enigma among the Sage Beasts; their society seems chaotically oriented, with no real lineage of power or order to their status. They typically treat outsiders with hostility, but someone who makes the difficult effort to befriend a group, and carries within them the spirit of a trickster, can find them to be amazingly loyal companions and friends.
**Summon Type:** *Avian*
**Toughness:** 8
**Defensive Ability Score:** Wisdom
**Saving Throws:** Dexterity, Wisdom, Charisma
**Creature Skills:** Intimidation, Sleight of Hand, Stealth
**Creature Senses:** Keen Sight (Advantage on Perception Checks requiring Sight.)
**Roles:** *Striker (+Wisdom)* **OR** *Lurker*
___
#### **Natural/Weapons**
***Beak.*** Melee Weapon Attack: Reach 5ft., one target. Dex +
Prof to hit, +Dex Piercing damage.
***Simple Melee Weapon.*** This summon, has one simple
melee weapon, using the weapons statistics for attack and
damage. If this summon is B-Rank or Higher, increase the
weapons damage die by +1.
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Dexterity + Summoner’s
Proficiency Bonus.
**All Jutsu Attack bonus:** Dexterity Modifier + Summoner’s
Proficiency Bonus.
### Special Features:
#### **D-Rank**
***Honk:*** When you make a beak attack, you may instead honk. All hostile creatures within 15ft of you must succeed a Wisdom Saving throw or gain 1 rank of Confused for the next minute.
***Gilled Wings:*** Any Ninjutsu with the Water Release keyword you cast does not damage or effect allies within its AOE.
***They know Honk-Fu:*** This Summon gains one **Taijutsu** or **Bukijutsu** stance and you may trigger any of its action effects by spending 1 jutsu slot.
#### **C-Rank**
***Honknado:*** Whenever you would grant Confusion to a creature, you may also grant them a rank of a different Mental Condition.
***Waterbender:*** Once per rest, whenever you cast a D-Rank Ninjutsu with the Water Release keyword, you may upcast it to the highest rank you can cast at no additional Jutsu Slot cost.
***Certified Roler:*** Gain the second Role you didn't originaly select from **Lurker** or **Striker**.
#### **B-Rank**
***Electric Honkaloo:*** When using the ***Honk*** feature you increase your range by 15ft and double the ranks of Confused.
***Scalding Water:*** Whenever you grant a creature the Chilled condition you also lower their Wisdom saves and Concentration Checks alongside their Dexterity saves.
***Funky Moves:*** You may learn any jutu that require your specific **Taijutsu** or **Bukijutsu** even if it doesn't meet your normal learning requirements.
#### **A-Rank**
***2Honk 2Quackious:*** When you use a jutsu or attack that grants Confusion you may spend a Jutsu slot to grant disadvantage on the save.
***Perma Whirpool:*** Your Ninjutsu with the Water Release keyword cannot be dispelled or stopped before its cast.
***Hidden Blade:*** Whenever you would make an attack while hidden you do not automatically reveal yourself, instead immediately making your stealth check again.
#### **S-Rank**
***The Honkening:*** Once per Long Rest, you can force a creature to automatically fail a saving throw you impose.
***Water Sage:*** You always count as a sufficient source of water to yourself and all allies on the battlefield.
***Untitled:*** You cannot be detected by Chakra Sight or Sensory Jutsu, and enemies have disadvantage on Investigation and Perception checks against you.
### Goose Jutsu Specialty
Geese have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Ninjutsu with the water release keyword.
- Bukijutsu with a Melee Piercing Weapon Component.
- Jutsu that grant bonuses to Stealth or Invisibility and/or grant Confusion.
##### Goose
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:----:|:-----:|:-----:|
| D-Rank | 4th | S | 8 | 14 | 12 | 16 | 14 | 8 | 4 | 2 D-Rank | 30ft Fly |
| C-Rank | 8th | S-M +6 Ability Score Increases up to 20. | 5 | 2 D-Rank (or lower), 2 C-Rank | 40ft Fly
| B-Rank | 12th | S-L | +6 Ability Score Increases up to 22. | 7 | 2 C-Rank (or lower), 2 B-Rank | 60ft Fly
| A-Rank | 16th | S-H | +6 Ability Score Increases up to 24. | 9 | 3 B-Rank (or lower), 1 A-Rank | 80ft Fly
| S-Rank | 20th | S-G | +6 Ability Score Increases up to 26. | 11 | 3 A-Rank (or lower), 1 S-Rank | 100ft Fly |
\page
## Horse
***Creator:*** *Dolor (Drachengeist)*
Horses are quadruped herbivores natives to grassy biomes. Horses are sociable and aloof creatures that never back down from a challenge. Horses fight for those who can endure through pain and suffering.
**Summon Type**: Herbavorian
**thoughness**: 8
**Defensive Ability Score**: Constitution
**Saving Throws**: Dexterity, Strength, Constitution
**Creature Skills**: Athletics, Acrobatics, Nature
**Creature Senses:** Keen Sight, Keen Smell
**Roles:** *Defender* **OR** *Striker (+Constitution)*
#### Natural/Weapons
**Hooves**. (Melee Weapon Attack: Reach 10ft., one target. Con+ Prof to hit, +Con Bludgeoning damage.). On a roll of 16 or higher, the target is knocked prone.
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s**: 8 + Dexterity Modifier + Summoner’s Proficiency Bonus.
**All Jutsu Attack bonus**: Dexterity Modifier + Summoner’s Proficiency Bonus.
### Special Features:
#### D-Rank
**Pony**: You ignore difficult terrain
**Race Horse**: Your movement speed increases by +10.
**Warhorse**: You gain +2 hit points per level.
#### C-Rank
**Powerful Kick**: Your weapon attacks deal twice their base damage rolls and push the target 5ft.
**Couched Lance**: If you move your full movement speed while mounted by your summoner, the next weapon or taijutsu attack it makes add your strength modifier to its damage roll and ignores damage reduction.
**Powerful Stomp**: Taijutsu and Bukijutsu with an area of effect, increase their area by 10ft (radius by 5ft).
#### B-Rank
**Evasion**: When a Jutsu allows you to make a Dexterity save to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
**Tag team**: When you and your summoner would be forced to make the same saving throw or targeted by the same attack, only one of you is affected instead.
**Hit and Run**: When you move on your turn, attacks against you have disadvantage until the start of your next turn.
#### A-Rank
**Pegasus**: You gain a flying
speed equal to twice your movement speed.
**Unicorn**: You and allied creatures within 30ft of you that can see you gain the benefits of the **Bless** Genjutsu.
**Flesh-Eater**: When you reduce a creature to 0 hit points, you regain 1 spend jutsu slot. You can regain jutsu slots this way once per round.
#### S-Rank
**Trample**: If you pass through the space of another creature you can make one weapon attack as a free action. A creature can be trampled once per turn.
**Heavy Cavalry**: While you are conscious, allied creatures within 5ft of you have advantage on dexterity and constitution saving throws and count as being behind three quarter cover.
**Light Cavalry**: Your movement does not produce attacks of opportunity. While you are conscious, allied creatures within 5ft of you gain and advantage on dexterity and wisdom saving throws and skill checks.
### Horse Jutsu Specialty
Horses have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
+ Ninjutsu with the earth release keyword
+ Taijutsu that require an attack roll
+ Bukijutsu that require a Bludgeoning weapon.
##### Horse
Rank |
Level |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Jutsu Slots |
Jutsu |
Speed |
D-Rank |
4 |
S |
14 |
16 |
14 |
10 |
10 |
10 |
4 |
2 D-Ranks |
40ft |
C-Rank |
8 |
S-M |
+6 Ability Score Increases up to 20. |
5 |
2 D-Rank (or lower), 2 C-Rank
|
50ft |
B-Rank |
12 |
S-L |
+6 Ability Score Increases up to 22. |
7 |
2 C-Rank (or lower), 2 B-Rank |
60ft |
A-Rank |
16 |
S-H |
+6 Ability Score Increases up to 24. |
9 |
3 B-Rank (or lower), 1 A-Rank |
70ft |
S-Rank |
20 |
S-G |
+6 Ability Score Increases up to 26. |
11 |
3 A-Rank (or lower), 1 S-Rank |
80ft |
\page
## Mantis
The mantis are a revered tribe of sage beasts, known for their religious devotion to the ways of martial artistry. They serve as devoted, if fanatical scholars of various martial forms. A mantis values devotion, a studious mind, and an ability to abide by strict rules and codes.
**Summon Type:** Insectoid
**Hit Dice:** 8
**Defensive Ability Score:** Dexterity
**Saving Throws:** Dexterity, Intelligence, Wisdom
**Creature Skills:** Acrobatics, History, Martial Arts
**Creature Senses:** Keen Sight (Advantage on Perception Checks requiring Sight.)
**Roles:** *Striker (+Dexterity)* or *Supporter*
#### Natural/Weapons
___
- ***Arm Scythes.*** (*Melee Weapon Attack:* Reach 5ft., one target. Dex + Prof to hit, + Dex Slashing damage.) On a roll of a 17~20, the target gains one rank of Bleeding.
### Save DCs & Attack Bonus
___
- **All Jutsu Save DC’s:** 8 + Dexterity modifier + Summoner's Proficiency Bonus.
- **All Jutsu Attack bonus:** Dexterity Modifier + Your Proficiency Bonus.
### Special Features:
#### D-Rank
***Giant Slayer.*** Once per turn, when you hit a target of a size larget than you with a melee attack, their movement speed is reduced by 10 feet until the end of their next turn.
***Kamakiri Stance.*** You gain the *Silent Fist Stance* and *Blade Stance*. You are always in both stances simultaneously.
***Hymm of Preparation.*** Once per summoning, as a reaction to rolling initative, you grant all allied creatures within 30 feet of you a number of temporary hit points equal to twice your Summon Level, and temporary chakra points equal to half that amount (you do not gain these temporary chakra points).
#### C-Rank
***Hard to Hit.*** While you are no greater than small size, you may inhabit the space of another creature. While in the space of another creature, gain a +2 bonus to AC and Dexterity saving throws.
***Kamakiri Meditation.*** Twice per combat, when you cast a Ninjutsu or Taijutsu, you can take the Dodge and Disengage actions as part of the casting. You may spend 1 **Jutsu Slot** to use this feature again after reaching your limit for the current combat.
***Hymm of Power.*** Once per summoning, as an Action, you grant all allies within 30 feet of you a +1 bonus to melee attack rolls and +3 bonus to damage rolls for the next minute.
```
```
#### B-Rank
***Vital Strikes.*** While occupying the same space as a creature larger than you, when you impose a saving throw against them, the creature suffers a -2 penalty and cannot gain the benefits of advantage.
***Kamakiri Style.*** Casting a Taijutsu, or Ninjutsu with the casting time of one reaction, does not break a Bukijutsu Chain you are currently maintaining. Additionally, once per combat, when you cast a Taijutsu or Chain Bukijutsu with the casting time of one action, you may cast the other type of jutsu listed that you did not cast, as a bonus action (you may take a bonus action for this trait). When you do this, you may cast a Taijutsu Finisher as a reaction. You may spend 1 **Jutsu Slot** to gain an additional use of this feature.
***Hymm of Restoration.*** Once per summoning, as an Action, all allies within 60 feet of you gain a number of hit points equal to thrice your Summon Level and gain the benefits of the **Restorative** Ninjutsu cast at a rank equal to your Summon Rank.
#### A-Rank
***Bigger they are, the Harder they Fall.*** You gain a +1 bonus to critical threat range against creatures bigger than you. While occupying the space of another creature bigger than you, gain advantage on the first two melee attacks you make against them per turn.
***Kamikiri Master.*** You gain one of the following feats: **Silent Fist Expert** or **Ronin Training**. If you select **Ronin Training**, your ***Arm Scythes*** count as *Ronin Weapons*. You do not gain any increases to your ability scores from these feats.
***Hymm of Agility.*** Once per summoning, as an Action, all allies within 60 feet of you gain the benefits of the Dash and Disengage actions, and until the start of your next turn, gain a +1 bonus to AC and ignore difficult terrain.
#### S-Rank
***Goliath Slayer.*** When you make a melee attack roll or damage roll against a target bigger than you, reroll any 1s, 2s, and 3s on the attack/damage roll, until you roll something that is not a 1, 2, or 3. Additionally, while occupying the space of a creature bigger than you, you treat their AC as -2 lower.
***Kamikiri Prayer.*** You gain an additional reaction per round.
***Hymm of Sealing.*** Once per summoning, as an Action, all hostile creatures within 90 feet of you must make a Charisma saving throw at disadvantage. On a failure, the target becomes Dazed, Slowed, Weakened, and loses concentration of their jutsu. These conditions last until the end of your next turn. If a creature critically fails this saving throw (fail by -5 or more), until the end of their next turn, the creature increases the cost of all abilities they possess that cost chakra by +3 and cannot spend more than your Summon Level in chakra for the duration. If the creature attempts to use a jutsu or ability that would exceed this limit, their jutsu/ability fails.
\page
### Mantis Jutsu Specialty
Mantises have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Any Taijutsu that forces a saving throw, or that have a range of self.
- Bukijutsu that require a slashing weapon, or that have a range of self.
- Ninjutsu with the Fuinjutsu keyword, with no elemental keywords.
##### Mantis
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---:|:---:|:---:|:---:|:---:|:---:|:----:|:-----:|:-----:|
| D-Rank | 4th | T | 7 | 12 | 10 | 14 | 14 | 8 | 4 | 2 D-Rank | 40ft |
| C-Rank | 8th | T-M +6 Ability Score Increases up to 20. | 5 | 2 D-Rank (or lower), 2 C-Rank | 50ft
| B-Rank | 12th | T-L | +6 Ability Score Increases up to 22. | 7 | 2 C-Rank (or lower), 2 B-Rank | 60ft
| A-Rank | 16th | T-H | +6 Ability Score Increases up to 24. | 9 | 3 B-Rank (or lower), 1 A-Rank | 60ft
| S-Rank | 20th | T-G | +6 Ability Score Increases up to 26. | 11 | 3 A-Rank (or lower), 1 S-Rank | 75ft |
\page
## Octopus/Squid (Legacy)
Extremely intelligent soft bodied aquatic creatures, Octopuses are revered as beings of great knowledge and wrath. These creatures use their mind to think of natural solutions to problems in creative, often unexpected ways. However, when all else fails, they are not opposed to simple fist-to-cuffs.
**Summon Type:** *Mollusk*
**Hit Dice:** d8
**Chakra Dice:** d10
**Saving Throws:** Dexterity, Intelligence
**Creature Skills:** Athletics, Survival, Illusions
**Creature Senses:** Chakra Sight (30ft), Water Breathing
___
**Natural/Weapons:**
***Tentacles.*** (Melee Weapon Attack: Reach 10ft., one
target.
Str + Prof to hit, +Str Piercing damage.)
#### Save DC's & Attack Bonuses
**All Jutsu Save DC’s:** 8 + Half Your Prof + Half Creature
Level
**All Jutsu Attack bonus:** Intelligence Modifier + Your
Proficiency Bonus.
#### Special Features:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
**D-Rank: Select 1.**
- ***Collapsible Body:*** You gain proficiency in Constitution saving throws and as an action, you can compress yourself to fit into spaces as narrow as a quarter. You can stay like this for 1 minute.
- ***Impeccable Swiftness:*** You gain advantage to Dexterity saving throws and gain a swim speed equal to double your movement speed.
___
**C-Rank: Select 1.**
- ***Multiattack:*** You can make up to two attacks with your Tentacles.
- ***Suckers:*** When you attack with your Tentacle attack, as part of the same action, you may attempt to grapple the creature. Creatures grappled by you have disadvantage on checks to break free.
___
**B-Rank: Select 1.**
- ***Boxing Tendrils:*** Taijutsu you cast can use your Tentacles in place of your unarmed attack. Taijutsu you cast this way gain a +1 bonus to hit, and can activate your ***Suckers*** feature you have on each creature you affect.
- ***Evolutionary Metabolism:*** You gain resistance to poison and acid damage, and roll at advantage against the poisoned and corroded conditions.
___
**S-Rank: Select 1.**
- ***Eldritch Mind:*** You have advantage on saving throws against genjutsu, and can add your proficiency bonus to the saving throw if you wouldn't already. When you succeed a saving throw against a genjutsu, you can choose to store the feeling of that genjutsu in your incredible memory banks. When you do, you always succeed saving throws against that genjutsu until you are unsummoned. You can use this ability once per short rest.
- ***Suckers II:*** When you attack with your Tentacle attack, as part of the same action, you may attempt to grapple the creature. Creatures grappled by you have disadvantage on checks to break free. If you already have **Suckers**, then when you use this feature you make your grappling check at advantage, and grappled creatures are also treated as restrained.
#### Octopus/Squid Jutsu Specialty
Octopus/Squids have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Jutsu with the Water Release keyword.
- Any Taijutsu, without the medical keyword.
- Genjutsu with the Inhale keyword.
##### Octopus/Squid
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:-----|:-----|
| D-Rank | 4th | S | 15 | 12 | 8 | 14 | 14 | 12 |2 D-Rank | 30ft |
| C-Rank | 8th | S-L +6 Ability Score Increases up to 20. | 2 D-Rank (or lower), 2 C-Rank | 35ft
| B-Rank | 12th | S-L | +6 Ability Score Increases up to 20. | 2 C-Rank (or lower), 2 B-Rank | 40ft
| A-Rank | 16th | S-H | +6 Ability Score Increases up to 22. | 3 B-Rank (or lower), 1 A-Rank | 45ft
| S-Rank | 20th | S-G | +6 Ability Score Increases up to 24. | 3 A-Rank (or lower), 1 S-Rank | 50ft
\page
## Raccoon
***Creator:*** *Blasteroid/Soapy*
The Raccoon Tribe hails from the Village hidden in the Stone. Raccoons are mischievous and highly crafty. They have a hard time wrapping their head around the idea of property belonging to other people. They are excellent at the art of thievery and are very resourceful when it comes to battle, often coming well equiped with artillery and armor.
**Summon Type**: Carnivorian
**Toughness**: 10
**Defensive Ability Score**: Dexterity
**Saving Throws**: Constitution, Dexterity, Intelligence
**Creature Skills**: Crafting, Deception, Survival,
**Creature Senses:** Darkvision (60ft), Keen Smell
**Roles:** *Lurker* **OR** *Controller*
#### Natural/Weapons
___
- **Bite**. Melee Weapon Attack: Reach 5ft., one target. Dex + Prof to hit, +Dex Piercing damage. On a roll of a 15-20, this attack deals an extra die of damage.
- **Simple Weapon.** This summon, has one simple weapon, using the weapons statistics for attack and damage. If this summon is Large or larger, increase the weapons damage die by +1.
### Save DC's & Attack Bonuses
**All Jutsu Save DC’s**: 8 + Intelligence Modifier + Summoner’s
Proficiency Bonus.
**All Jutsu Attack bonus**: Intelligence Modifier + Summoner’s
Proficiency Bonus.
### Special Features:
#### D-Rank
***Petty Thievery.*** You gain proficiency in Perception,
Stealth and Sleight of Hand. You can also move your full movement speed while in stealth, without breaking stealth.
***Armed to the Teeth.*** You gain proficiency in light and medium armor. Regardless of the AC bonus the armor gives,
wearing light armor gives you a +1 bonus to AC, and
medium armor gives you a +2 bonus, but a -5 to your
movement speed.
***Intuitive Scavenger.*** When you complete a long rest or are summoned, you gain a number of explosive tools equal to your Wisdom Modifier, of base quality. These can't be sold.
#### C-Rank
***Cunning Action.*** Once per turn, after using your action, you can take the Dash, Disengage, or Hide action.
***Strapped.*** You are proficient in Martial Weapons. Weapons used by this summon gain the benefits of a D-Rank seal.
***Quick with Bombs.*** After using your action, you can use an Explosive Tool. Also, if you have *Intuitive Scavenging* increase the quality of Explosive Tools you can craft by +1.
#### B-Rank
***Multiattack.*** You can attack twice with the attack action.
***Expert Thief.*** You gain proficiency in Sleight of Hand (or expertise if you are already proficient). When a creature targets you with a melee attack, as a reaction, you can make a Sleight of Hand check vs. their passive perception. If you succeed, you steal their weapon, and their attack becomes an unarmed attack. They don’t become aware that they
have been disarmed until after the attack has
concluded.
***Expert Grenadier.*** Explosive Tools you use can use your Jutsu Save DC. If you have the *Intuitive Scavenging* increase the quality of Explosive Tools you can craft by +1.
#### A-Rank
***Master Thief.*** As long as you do not move, while hidden, you cannot be detected using Truesight, Tremorsense or similar senses. You can extend the benefit of this feature to up to 4 creatures within 10ft of you.
***Exploit Weakness.*** When you take the attack action against a creature, for every different condition they have, you gain a +1 bonus to hit, up to a +3 bonus.
***K.E.M Strike.*** Increase the damage of Explosive Tools you use by your Summoner's proficiency bonus. Also, if you have *Intuitive Scavenging* increase the quality of Explosive Tools you can craft by +1.
#### S-Rank
***Sneak Attack.*** When you make an attack a creature you are hidden from, you roll a 3d20, taking the highest result. Additionally, you increase your critical threat range by +2.
***Battleborn Guardian.*** You gain a +1 bonus to AC. Additionally, you wear a jet powered "booster pack", giving you advantage on Dexterity saving throws, doubling your movement speed, and giving you flying speed equal to yuor movement speed. This can be worn alongside armor.
***Arsenalist Mayhem.*** You triple the throwing range of all explosive tools, and can control which creatures are affected by them. Also, after using your action, you can use one explosive tool (this stacks). Finally, if you have *Inuitive* *Scavenger*, you gain twice as many tools on a long rest.
### Raccoon Jutsu Specialty
Racoons have access to any Jutsu with the following
Keywords without the Hijutsu Keyword;
- Non-Elemental Ninjutsu, with a range of self.
- Any Bukijutsu, without the medical keyword.
- Jutsu that provide bonuses to movement speed, ability checks, skill checks, or stealth.
##### Raccoon
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:----|:-----|:-----|
| D-Rank | 4th | S | 8 | 16 | 10 | 14 | 14 | 13 | 3 | 2 D-Rank | 30ft |
| C-Rank | 8th | S-M +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 40ft
| B-Rank | 12th | S-L | +6 Ability Score Increases up to 22. | 6 | 2 C-Rank (or lower), 2 B-Rank | 40ft
| A-Rank | 16th | S-H | +6 Ability Score Increases up to 24. | 8 | 3 B-Rank (or lower), 1 A-Rank | 50ft
| S-Rank | 20th | S-G | +6 Ability Score Increases up to 26. | 10| 3 A-Rank (or lower), 1 S-Rank | 60ft
\page
## Scorpion
The Scorpion Clan has long had strong ties with the Hidden Sand Village. Viewing the Hidden Sand Village as an extension of their own tribe. Scorpions serve as loyal companions to Sand Ninja that are fearless in thier defense of their defense of the Hidden Sand Village.
**Summon Type:** *Insectoid*
**Toughness:** 10
**Defensive Ability Score:** Wisdom
**Saving Throws:** Dexterity, Constitution, Wisdom
**Creature Skills:** Stealth, Ninshou, Chakra Control
**Creature Senses:** Tremor Sense (30ft), Darkvision (60ft)
**Summon Roles:** *Lurker* **OR** *Striker (+Dexterity)*
#### Natural/Weapons
___
- ***Stinger.*** *Melee Weapon Attack:* Reach 10ft., one target. Dex + Prof to hit, +Dex Poison damage. On a roll of a 17~20, the target gains 1 rank of Envenomed.
- ***Pincers.*** *Melee Weapon Attack:* Reach 5ft., one target. Dexterity + Prof to hit, + Dexterity Bludgeoning damage. On a roll of a 17~20, the target becomes Bruised.
### Save DC's & Attack Bonuses
___
- **All Jutsu Save DC’s**: 8 + Wisdom Modifier + Summoner’s Proficiency Bonus.
- **All Jutsu Attack bonus**: Wisdom Modifier + Summoner’s Proficiency Bonus.
### Special Features:
#### D-Rank
***Rotting Poison.*** Creatures who you would envenom also become Corroded for the duration of their envenomed condition.
***Ensnaring Grip.*** You gain proficiency in Acrobatics and Athletics. Also, when you damage a creature with your ***Pincers***, you can impose a Strength saving throw. If the target fails, they are grappled and lifted 15ft into the air by your Pincers. As you have two Pincers, you can grapple a maximum of 2 creatures this way.
***Land Prowler.*** You gain a burrowing speed equal to your movement speed and are immune to difficult terrain. You have advantage on stealth checks while burrowed underground.
#### C-Rank
***Decaying Venom.*** When you would Corrode, Envenom, or Poison a creature, increase the damage of either condition by 1 step, and the duration of the either condition by a number of rounds equal to your Wisdom modifier.
***Crushing Pincers.*** You apply your proficiency bonus to grapple contests with your pincers (*Stacks with **Ensnaring Grip**)*. As an action while you have one or more creatures grappled by your Pincers, you can crush them, dealing Xd4 bludgeoning damage, which ignores DR, where X equals your proficiency bonus. If you roll 3 or more 4s on the damage roll and a creature is wearing armor, their armor is slightly crushed, lowering their AC by -1 until they repair the armor.
***Toxic Strikes.*** You gain a +1 bonus to critical threat range for Jutsu you cast that would inflict the Corroded, Envenomed, or Poisoned conditions, and for your Natural Weapons. This bonus is doubled while in stealth.
#### B-Rank
***Baneful Poison.*** When you would Corrode or Envenom a creature, the creature becomes Poisoned until both conditions end.
***Venemous Aftershock.*** When you would cast a jutsu that would inflict the Corroded, Envenomed, or Poisoned conditions, you may make one attack with one of your natural weapons as part of the same action.
***Predators of the Desert.*** You are always under the effects of the *Non-Detection* Ninjutsu. While in difficult terrain, you are always under the effects of the *Body Camoflague* Ninjutsu.
#### A-Rank
***Overwhelming Venom.*** You ignore resistance and immunity to the Corroded, Envenomed, and Poisoned conditions, and Poison damage.
***Constricting Pincers.*** When you would grapple a creature using your ***Pincers***, they are restrained in addition to being grappled. Additionally, you do not suffer any penalties to movement speed while grappling creatures, and creatures have a disadvantage on checks to break out of the grapple.
***Endurance of the Sand.*** You are immune to Acid, Necrotic, and Poison damage. Additionally, you increase your AC by +2, and when you are summoned, you are summoned with an amount of temporary hit points equal to five times your Constitution modifier.
#### S-Rank
***Black Poison.*** When you would cast a jutsu that would deal Poison damage, it can spend an additional ***Jutsu Slot*** to maximize the damage dealt and impose disadvantage on any saving throws made. You can do this once per rest.
***Toxicity.*** When you would deal Poison damage, until the end of your next turn a pool of poison is left in the affected area. This is difficult terrain, and any hostile creature that enters or starts their turn in it takes half your level in Poison damage (ignores DR), and must succeed a Constitution saving throw or become envenomed.
***Antiboitic Spores.*** Allied creatures, excluding you, within 60 feet have advantage on saving throws from jutsu with the Medical keyword, and cannot be Poisoned or Envenomed.
### Scorpion Jutsu Specialty
Scorpion have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Ninjutsu with the Sensory keyword.
- Jutsu that deal acid or poison damage, or inflict the Corroded, Envenomed, or Poisoned conditions.
- Bukijutsu that require a piercing weapon.
\page
##### Scorpion
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed |
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:----|:-----|:-----|
| D-Rank | 4th | T | 11 | 15 | 12 | 14 | 14 | 8 | 3 | 2 D-Rank | 30ft |
| C-Rank | 8th | T-S +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 40ft
| B-Rank | 12th | T-M | +6 Ability Score Increases up to 22. | 6 | 2 C-Rank (or lower), 2 B-Rank | 40ft
| A-Rank | 16th | T-L | +6 Ability Score Increases up to 24. | 8 | 3 B-Rank (or lower), 1 A-Rank | 50ft
| S-Rank | 20th | T-G | +6 Ability Score Increases up to 26. | 10| 3 A-Rank (or lower), 1 S-Rank | 60ft
\page
## Wyvern
Wyverns are decedents of Dragons, found within the depths of the Land of Lightning. These legendary creatures, despite losing their wings, carry with them the fearsome might and power of dragons. They are rigorous, chaotic fighters will effectively carry out any destruction their master wishes.
**Summon Type:** *Dragon*
**Toughness:** 10
**Defensive Ability Score:** Strength
**Saving Throws:** Strength, Dexterity, Constitution
**Creature Skills:** Athletics, Acrobatics, Chakra Control
**Creature Senses:** Blindsight (30ft), Keen Smell
**Summon Roles:** *Caster* or *Controller*
#### Natural/Weapons
___
- **Claws.** *Melee Weapon Attack:* Reach 10ft., one target. Str + Prof to hit, +Str Piercing damage. On an attack roll of 16~20, you knock the target back 15ft. back (you can choose to automatically chase them without spending your movement speed).
- **Thunder Lash.** *Ranged Weapon Attack:* Range (45ft/90ft)., one target. Str + Prof to hit, +Str Lightning damage. On a roll of 18~20, the target gains 1 rank of Shocked.
### Save DC's & Attack Bonuses
___
- **All Jutsu Save DC’s:** 8 + Constitution modifier + Summoner's proficiency bonus
- **All Jutsu Attack bonus:** Constitution Modifier + Summoner's proficiency bonus
### Special Features:
#### D-Rank
***Potent Lightning.*** You gain resistance to Lightning damage and are immune to the Shocked condition. Jutsu with the Lightning keyword you cast also have their damage increased by 1 step.
***Raging Wyvern:*** When you take the attack action on your turn, you can attack twice, instead of once using your natural weapons. You also gain a bonus to damage rolls with your natural weapons equal to your Constitution modifier, once per turn. This bonus damage is lightning damage.
***Legendary Presence:*** You can use Chakra Control for Intimidation checks, and for clash checks. Additionally, hostile creatures that would end their turn within 10 feet of you must succeed a Dexterity saving throw or take your level in lightning damage and be knocked back 5 feet as you release a momentary shocking aura.
#### C-Rank
***Thunderous Hide.*** You gain an amount of DR equal to your Constitution modifier. Also, all jutsu you possess gain the Lightning Release keyword.
***Electro-Fur.*** Your fur is laced with blue electricity. You cannot lose concentration of jutsu with the Lightning release keyword, and when creatures strike you with a melee attack while you are benefitting from a jutsu with the Lightning Release keyword, take lightning damage equal to your Constitution modifier.
***Tesla Plates.*** Jutsu you cast with the Lightning Release keyword ignores up to three-quarters cover. You also increase the range of jutsu with the Lightning release keyword by +20ft. and any area of effects they create by 10ft. in all directions, if applicable.
#### B-Rank
***Piercing Lightning.*** Lightning damage you deal ignores resistance and treat immunity as resistance. It also ignores up to 10 DR, twice per turn.
***Wrathful Wyvern.*** You gain a +1d6 bonus to attack and damage rolls with your natural weapons or Jutsu with the lightning release keyword against creatures benefitting from a bonus to AC as the result of a jutsu, feature, or trait.
***Alpha Presence.*** You have advantage on Strength and Constitution saving throws. Additionally, when you are first summoned you release a mighty roar akin to roaring thunder. All hostiles must succeed a Charisma saving throw or gain 1 rank of Fear for 1 minute against you and be knocked prone. A creature who succeeds is immune to this feature for 12hrs.
#### A-Rank
***Storm Terror.*** After casting a jutsu with the Lightning Release keyword, you may cast a Ninjutsu with the Lightning Release keyword, of C-Rank or lower, as part of the same action.
***Galvanized Scales.*** Your body occasionally produces red lightning. You ignore immunity to the Shocked condition and once per turn, when you deal Lightning damage or deal damage with a natural weapon, the target must succeed a Constitution saving throw or gain 1 rank of Shocked.
***Static Field.*** As an action, you can produce lightning from your body in a 60-foot radius along the ground, that moves with you. Hostile creatures who would enter or start their turn in this area are treated as being within difficult terrain and must succeed a Strength saving throw or take 3d8 lightning damage and become Slowed until the end of their next turn. This feature counts as casting/concentrating on a jutsu with the Lightning Release keyword for the purpose of interactions with your features, and requires concentration to maintain as if concentrating on an A-Rank jutsu.
#### S-Rank
***Thunderbug.*** When you are summoned, tiny insect-like creatures made of pure lightning of a multitude of colors are formed from your fur, floating around you. You have 10 ***Thunderbugs*** per rest that you may expend to do the following (no action required). You may only use one of these abilities per turn.
- **Etherbug:** Expend 3 Thunderbugs to regain 1 ***Jutsu Slot***.
- **Fulgurbug:** Expend up to your remaining Thunderbugs, adding 1d8 lightning damage to a damage roll you deal.
- **Magnabug:** Expend one Thunderbug to release an aura of magnetism in a 20-foot radius at a space within 60 feet of you. Allies within this radius gain a +1 bonus to AC and saving throws. This lasts for 1d4 rounds and cannot stack with itself.
- **Sparklbug:** Expend up to 3 Thunderbugs, giving yourself or an ally within 30ft. 10 temporary hit points and a +15 bonus to movement speed, per bug spent, until the end of the recieving creature's next turn.
\page
### Wyvern Jutsu Specialty
Wyverns have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword;
- Jutsu with the Lightning Release keyword.
- Taijutsu that require an attack roll and do not have the medical keyword.
- Bukijutsu that require a piercing weapon.
##### Wyvern
| Rank | Level | Size | STR | DEX | CON | INT | WIS | CHA | Jutsu Slots | Jutsu | Speed|
|:----|:-----:|:----|:---|:---|:---|:---|:---|:---|:----|:-----|:-----|
| D-Rank | 4th | M | 16 | 12 | 14 | 10 | 12 | 12 | 3 | 2 D-Rank | 30ft |
| C-Rank | 8th | M-L +6 Ability Score Increases up to 20. | 4 | 2 D-Rank (or lower), 2 C-Rank | 40ft
| B-Rank | 12th | M-L | +6 Ability Score Increases up to 20. | 6 | 2 C-Rank (or lower), 2 B-Rank | 50ft
| A-Rank | 16th | M-H | +6 Ability Score Increases up to 22. | 8 | 3 B-Rank (or lower), 1 A-Rank | 60ft
| S-Rank | 20th | M-G | +6 Ability Score Increases up to 24. | 10| 3 A-Rank (or lower), 1 S-Rank | 70ft
\page
# Chapter 2.3: Genjutsu
One of the main jutsu categories which uses chakra. Unlike ninjutsu, the effects of Genjutsu are not real, being only sensory illusions experienced by those who fall victim to it. Genjutsu falls under the broad category of Yin Release. A Genjutsu is created when a ninja controls the chakra flow of a target's cerebral nervous system, thereby affecting their five senses; this is frequently used to create false images and/or trick the body into believing it has experienced physical pain.
**Special Mechanic: Tiers of Failure:** Genjutsu have a unique system in regards to success and failures. Borrowed from the spectacular Pathfinder 2e engine (You should go check it out when you don’t want to play as Ninja’s. Its really a great system.) Most Genjutsu that require a saving throw will have listed what happens when a creature critical succeeds, succeeds, fails or critically fails. A creature who Critically fails, follows the effect of only a critical failure, not a Failure as well, unless otherwise specified. The following are the breakdowns for how to calculate each threshold for successes and failures.
| | |
|:---:|:------------|
| **Critical Success:** | Beat the Save DC by 5 or more |
| **Success** | Beat the Save DC |
| | |
|:---:|:------------|
| **Failure:** | Fail to meet or beat the Save DC |
| **Critical Failure:** | Saving throw result is 5 or more, lower than the Save DC |
##### E-Rank (0 Level)
*Sound Barrier*
##### D-Rank
*Amnesia*
___
*Charming Pose* (S2)
___
*Headache* (S2)
___
*Mirror Wall*
___
*Suigetsu's Aggressive Minor Illusion*
___
*Soverign Battle Roar* (S2)
##### C-Rank
*Collapse* (S2)
___
*Mass Release*
___
*Mental Flashbang* (S2)
___
*Rewire* (S2)
##### B-Rank
*Demonic Culling: Sleep Inducement* (S2)
___
*Greyoll's Roar* (S2)
___
*Numbness*
___
*Psychic Torment* (S2)
___
*Refract*
___
*Suspicious Calm*
##### A-Rank
*Demonic Illusion: Tree Binding Death Explosion*
___
*Mark of Calamity*
___
*Psychic Art: Guard Swap*
___
*Sudden Doubts* (S2)
##### S-Rank
*Fall*
___
*Infinite Abyss* (S2)
___
*Insufferable Pain*
___
*Psychic Scream*
___
*Squid Game* (S2)
___
*The Farthest Star*
___
*Thought Bomb*
\page
### E-Rank
#### Sound Barrier
**Classification:** Genjutsu
**Rank:** E-Rank
**Casting Time:** 1 bonus Action
**Duration:** Concentration, Up to 1 minute
**Range:** 30 feet (5-foot cube)
**Components:** CS, HS, CM
**Cost:** 2 Chakra
**Keywords:** Genjutsu, Auditory
**Description:** For the duration, anything within the area of the genjutsu does not produce sound at all.
**At Higher Levels:** This jutsu’s range increases
by 5 feet die when you reach 5th level (10-foot Cube), 11th level
(15-foot Cube), 17th level (20-foot Cube).
### D-Rank
#### Amnesia
**Classification:** Genjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** 1 round
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Genjutsu, Auditory, Unaware
**Description:** You vibrate your vocal cords and augment them to a distracting hymn, temporarily inflicting amnesia. The target must succeed on a Wisdom saving throw or lose concentration on any jutsu or features that require concentration. A creature cannot begin concentrating on anything 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 the duration of this jutsu by 1 round.
```
```
#### Charming Pose
**Classification:** Genjutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would be damaged by a creature within range.
**Range:** 10 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Genjutsu, Visual, Tactile
**Description:** In response to a creature's attack, you attempt to cast a genjutsu to confuse and disarm your opponent in a rather embrassing fashion. The triggering creature must make a Charisma saving throw.
**Critical Success:** The creature is immune to this jutsu's
effects for 1d4 rounds.
**Success:** The creature is able to resist this jutsu's effects.
**Failure:** The creature, in their mind, sees you break out into a
dance, emitting an aura of pink dazzling chakra just before
their attack connects. The creature gains 1 rank of
Charmed until the start of their next turn against you,
causing their attack to fail.
**Critical Failure:** Same affects as a failure, but the creature
becomes flustered. The creature drops whatever items it
may be holding and has their movement speed reduced to
0 until the end of the current turn.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the range by 10 feet.
#### Headache
**Classification:** Genjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (10-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Genjutsu, Auditory, Tactile
**Description:** You propose such an idiotic idea to your enemies they take damage just because of how awful it is. All hostile creatures within range must make an Intelligence saving throw or take 2d8 psychic damage and be unable to cast a jutsu that requires concentration until the end of their next turn as their mind is still struggling with the idea.
#### Mirror Wall
**Classification:** Genjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet (20-foot line)
**Duration:** 1 Hour
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Genjutsu, Visual
**Description:** For the duration you attempt to trick all around you into believing that there is a wall where one is not. All creatures that would see the wall must make a Wisdom saving throw.
\page
On a failed save, the creature sees the wall and believes it to be real, treating it as if it were a real indestructable wall. The illusory wall may show whatever the caster desires. The wall has 10 hit points and an AC equal to your Genjutsu Save DC. The wall is 20-foot wide and 10-foot tall, and has no discernable edges. The user can choose to project onto the wall anything they desire, such as animated images, though this effect is purely illusory.
#### Sovreign Battle Roar
**Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (15-foot radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Genjutsu, Auditory, Unaware
**Description:** You take in a large breath, secretly releasing an wave of invasive chakra at hostile creatures within 15 feet of you. You then make a loud battle cry, and affected hostile creatures hear the cry of a primordial beast, such as a dinosaur, acompany your warcry, echoing throughout the land and reverberating their bodies. Each affected creature must succeed a Charisma saving throw. Creatures under the effects of a Genjutsu you cast, or within 5 feet of you, roll at disadvantage.
**Critical Success:** The affected creature cannot be affected
by this jutsu for 1d4 turns.
**Success:** The affected creature feels a chill run down their
spine, but is able to resist this jutsu's effects.
**Failure:** The affected creature is Frightened until the end of
your next turn, and on its turn must use half its movement
speed to move away from you.
**Critical Failure:** The affected creature suffers the effect of a
failure, and also falls prone.
#### Suigetsu's Aggressive Minor Illusion
**Classification:** Genjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 5 Chakra
**Keywords:** Genjutsu, Visual, Auditory, Unaware
**Description:** Using a modified version of** Minor Illusion**, you create a doppelganger illusion and erase yourself from the field of view of your target. Allowing you to move without being noticed.
You select a target within 60 feet of you to make a Wisdom saving throw. On a failed they see an illusion of you that acts in a manner of your choice while staying still and can no longer see the real you. Additionally, until the end of your turn your first attack against the target is made at advantage. Either at the end of your turn or when your target takes damage, your illusion fades away and your target is able to see you again.
**At Higher Ranks:** For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and increase the number of targets by +2.
### C-Rank
#### Collapse
**Classification:** Genjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Genjutsu, Auditory, Tactile
**Description:** You utter a single word that overpowers and dominates a foe's psyche. Choose one creature that you can see and that can hear you within range. The target creature must make a Wisdom saving throw or take 6d6 psychic damage and fall prone. While a creature is prone in this way they must make a Wisdom saving throw if they attempt to stand, staying prone on a failed 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 2d6.
#### Mass Release
**Classification:** Genjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (15-foot Radius)
**Duration:** Instant
**Components:** HS, CS
**Cost:** 7 Chakra
**Keywords:** Genjutsu, Fuinjutsu
**Description:** You take the Release technique and apply it to the area in front of you. You create an aura of forceful chakra to dispel genjutsu from those in front of you. You must first be aware that the targets in the area are under the effects of a genjutsu. As part of the casting of this jutsu, make an Illusions skill check at advantage against the saving throw DC of the genjutsu the targets are being affected by. On a success, you free the targets from the genjutsu.
#### Mental Flashbang
**Classification:** Genjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Genjutsu, Visual
**Description:** You create a depraved visual, almost making sight itself seem like a curse. All creatures in a 15-foot radius sphere centered on a point you can see within range, must succeed a Wisdom saving throw.
**Critical Success**: This creature ignore the effects of this
jutsu.
**Success**: Affected creature gain 1 rank of dazzled.
**Failure**: Affected creatures Blinded until the end of their next
turn.
**Critical Failure**: Affected creatures becomes blinded and
concussed and must remake the Wisdom saving throw at
the end of each of its turns to end the blinded condition.
\page
#### Rewire
**Classification:** Genjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Genjutsu, Visual, Unaware
**Description:** You temporarily rewrite the neural pathways of a creature hampering their ability to fight effectively. One creature you can see within range must make an Intelligence saving throw.
**Critical Success**: Affected creature is able to resist this
Jutsu's
effects becoming immune to it for the next minute
cast
from the same creature.
**Success**: Affected creature is able to resist this jutsu’s
effects.
**Failure**: Affected creature gains 1 rank of confused.
**Critical Failure**: Affected creatures gains 3 ranks of
confused.
### B-Rank
#### Demonic Culling: Sleep Inducement
**Classification:** Genjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Genjutsu, Auditory, Unaware
**Description:** This genjutsu targets a single target, forcing a wave of drowsiness to overtake them and knock them out. They then enter a dream like state, experiencing joys that they'll never want to leave. Select one creature you can see within range. The selected creature must make a Wisdom Saving throw. If the creature has already awoken from this jutsu they remake future saves at advanatge.
**Critical Success:** Affected creature is able to resist this
jutsu's effects and always has advantage against this jutsu
for the remainder of combat.
**Success:** Affected creature is able to resist this jutsu's
effects.
**Failure:** Affected creature becomes unconscious. At the
beginning of each of their turns they may remake the save,
waking up on a success and staying asleep on a failure. If
the target takes damage while asleep they instantly wake
up.
**Critical Failure:** Affected creature becomes unconscious. At
the end of each of their turns they may remake the save,
waking up on a success and staying asleep on a failure.
Whenever the target takes damage while asleep they make
another save at advantage to wake up.
**At Higher Ranks:** For each rank you cast this
jutsu above B-Rank, increase the cost of this
jutsu by and the number of targets by +1.
```
```
#### Greyoll's Roar
**Classification:** Genjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (20-foot radius)
**Duration:** Instant
**Components:** HS, CM, NT (Poison Kit)
**Cost:** 12 Chakra
**Keywords:** Genjutsu, Visual, Auditory, Tactile
**Description:** You manifest a scarlet colored poison meant to create mass hysteria and horrific illusions at creatures within range. Each creature within range must make a Wisdom saving throw, taking 5d10 psychic damage on failed save plus additional effects depending on their results.
**Success:** On a successful save the affected creature takes
half damage and is able to resist this jutsu's other effects.
**Failure:** The creature's vision briefly darkens and from this
darkness, the head of fearsome dragon appears and emits
a roar that disturbs the creature to its very core. The
creature takes this jutsu's damage is knocked back 15 feet,
falls prone, and gains 1 rank of Fear.
**Critical Failure:** Same affects as a failure and the next
damage roll the creature deals to another creature while it
possesses this rank of fear is halved, as they are so caught
up in shock and paranoia that they cannot fight properly.
**At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, the range by 15 feet, and the radius by 5 feet.
#### Numbness
**Classification:** Genjutsu
**Rank:** B-Rank
**Casting Time:** 1 Reaction when you or an allied creature
in range would take damage from an attack roll or jutsu.
**Range:** 30 feet
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Genjutsu, Tactile, Medical
**Description:** When you or an allied creature in range
would take damage, you may use your telekinetic abilities
to enter their mind and numb their ability to feel pain.
The target creature gains resistance to all damage until
the start of your next turn and gains temporary hit points
equal to your genjutsu ability modifier until the end of their next turn.
\page
#### Psychic Torment
**Classification:** Genjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (20-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Genjutsu, Visual, Tactile
**Description:** You shoot out a burst of psychic energy to terrorize and torment all who would oppose you. All creatures you can see within range must make a Wisdom saving throw.
**Critical Success**: This creature ignore the effects of this
jutsu.
**Success**: Affected creature take 3d10 psychic damage and 1
rank of dazzled.
**Failure**: Affected creatures take 4d10 psychic damage and
become concussed until the end of their next turn.
**Critical Failure**: Affected creatures take 6d10 psychic
damage and become blinded and gain 1 rank of concussed.
A creature who has a condition as a result of this jutsu
remakes the saving throw at the end of each of their turns,
ending the condtion(s) on a success.
#### Refract
**Classification:** Genjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 11 Chakra
**Keywords:** Genjutsu, Visual
**Description:** You create 3 false clones of yourself that trail behind you them making it much more difficult for attackers to determine who they need to attack. You gain a +4 to their AC for the duration of the jutsu.
```
```
#### Suspicious Calm
**Classification:** Genjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Genjutsu, Auditory, Unaware
**Description:** You utter words that come out as a soft calming whisper, ensuring them that everything will be ok. A creature you can see in range must make a Wisdom saving throw. A creature charmed by this jutsu repeats their saving throw once per round when they take damage, or at the end of each of their turns, ending this jutsu's effects on a success.
**Critical Success:** The target is able to resist this jutsu's
effects and is immune to it for 1 minute.
**Success:** The target gains 1 rank of charmed until the start
of their next turn and suffers no additional effects.
**Failure:** The target gains 2 ranks of charmed, and reduces
their movement speed by half while they are charmed by
this jutsu.
**Critical Failure:** The target gains 3 ranks of charmed, drops
any items they may be holding, and is slowed while they
possess ranks of charmed from this jutsu.
**At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and number of creatures you can affect with this jutsu by +1.
### A-Rank
#### Demonic Illusion: Tree Binding Death Explosion
**Classification:** Genjutsu
**Rank:** A-Rank
**Casting Time:** 1 Bonus Action or Reaction, which you can take when you have any number of targets caught under the effects of Tree Binding Death, cast by you.
**Range:** 90 Feet
**Duration:** Instant
**Components:** CM, HS
**Cost:** 15 Chakra
**Keywords:** Genjutsu, Tactile
**Description:** To cast this jutsu you must have ***Tree binding Death*** as a part of your known jutsu list.
As you finish tree binding you quickly enhance the jutsu with a genjutsu, trapping the target in their own mind trapped by a cherry blossom tree as paper tags litter it detonating causing the Tree Binding Death Genjutsu to end early, The targets take 8d10 Psychic damage, and must make a Charisma saving throw. On a failed save, they are convinced that all trees around them will explode must immediately at the start of each of their turns move as far away as they can away from all types of trees. Creatures who failed can repeat the saving throw at the end of their turns, ending this effect on a success.
\page
#### Chorus of Screams
**Classification:** Genjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 feet (15-foot radius)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Genjutsu, Auditory
**Description:** You throw your voice and envelope your opponent’s cacophonous screech disorienting them. All creatures of your choice within range must make a Wisdom saving throw reducing their movement to 0 and becoming incapacitated on a failed save. A creature who fails this saving throw increases the area by 5 feet and any creatures who previously passed the initial saving throw must repeat the saving throw again. An affected creature
repeats this saving throw at the end of each of their
turns for the duration. This jutsu has a maximum area of effect of 30 feet.
#### Mark of Calamity
**Classification:** Genjutsu
**Rank:** A-Rank
**Casting Time:** 1 Full-Turn Action
**Range:** Self (15-foot Radius)
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Genjutsu, Auditory, Tactile
**Description:** You focus your chakra inward and channel chakra to the middle of your forehead, opening your mind's eye. Each creature of your choice within 15 feet must make an Intelligence saving throw as they hear a piercing sound. A creature can fail this saving throw twice before they become immune to this jutsu until they take a short rest.
**Critical Success:** The target is able to resist this jutsu's
effects and becomes immune to it for the next minute.
**Success:** The target takes half the result of an 8d6 as psychic
damage and suffers no additional effects.
**Failure:** The target takes 8d6 psychic damage and is marked
with the ***Mark of Calamity*** until the end of their next turn,
which only you and affected creatures can see. The ***Mark***
***of Calamity*** appears as a red demonic eye floating above
the creature's head. When a creature with this mark
next takes damage, they an additional amount of
psychic damage equal to half the damage dealt
(this does not stack with vulnerability. This
jutsu's effects then end on them.
**Critical Failure:** Same effects as a failure, however,
the damage becomes 8d8 and the target is
painfully levitated 30 feet above the ground and
then released (fall damage received does not
trigger the ***Mark of Calamity***).
```
```
#### Psionics: Guard Swap
**Classification:** Genjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 19 Chakra
**Keywords:** Genjutsu, Tactile, Unaware, Sensory
**Description:** *As part of the requirements for casting this jutsu you must have at least 1 vulnerability, resistance, or immunity to a damage type as the result of a jutsu, feat, or feature.* You outstretch your hand and select a target within range. You attempt to analyze the creature's chakra network to override their senses with your own, whilst simultaneously mimicking theirs. The creature must make an Intelligence saving throw.
**Success:** This jutsu ends and the target is able to resist this
jutsu's effects.
**Failure:** Any vulnerabilities, resistances, or immunities that
the target may possess as the result of a jutsu, feat, feature,
or trait, are swapped with your own. If their vulnerabilities,
resistances, or immunities comes from a jutsu that has a
duration, they become unable to end the jutsu(s) providing
these statistics to them as you take control of it. Once this
jutsu ends, both you and the creature have your statistics
returned to normal. The target can use their action to
remake the saving throw, ending this jutsu's effects on a
success.
**Critical Failure:** Same affects as a failure, however, the
target cannot reattempt the saving throw.
#### Sudden Doubts
**Classification:** Genjutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction, when you see a creature make an attack roll or cast a Ninjutsu, Taijutsu, or Bukijutsu that would negatively affect you or an ally.
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 15 Chakra
**Keywords:** Genjutsu, Unaware
**Description:** You generate feels of doubt and dread
within a creature causing them to think twice about
their attack. The creature must make a Charisma
saving throw.
**Critical Success:** The creature is immune to this
jutsu's effects and remains immune for the next
minute.
**Success:** The creature carries through with their
action as normal, but hesistates, dealing half
damage and granting creatures a +1d4 bonus to
any saving throws they make.
**Failure:** The creature doesn't go through with
their action,
wasting it.
**Critical Failure:** Same affects as a failure,
but the creature feels so concerned that
they use their action to cast a jutsu
or use an ability to benefit the creature's
they would've
harmed.
\page
### S-Rank
#### Fall
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 30 Chakra
**Keywords:** Genjutsu, Visual, Auditory, Tactile
**Description:** You utter a single word of absolute dread,
dredging up the innate fears of a creature. Choose up
to three creatures you can see within range. The
target(s) must make a Charisma saving throw. On a
failed the target(s) are incapacitated, blinded, and
knocked prone, as the weight of their soul crushes
them.
A prone creature struggles to even stand and must
make a Charisma saving throw to do so. On a failed
save, they remain prone and immediately end their
turn.
On a successful save, the target can stand up
and take one action before falling prone and
ending their turn.
#### Infinite Abyss
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 28 Chakra
**Keywords:** Genjutsu, Visual, Tactile
**Description:** You convince a creature they are falling forever and that there is no escape, this fear swallowing them whole. A creature you can see within range must make a Wisdom saving throw or gain 5 ranks of fear and they begin falling in a dark abyss in their minds.
For each turn this jutsu is active they take psychic damage as if they had fallen 100 feet. This damage does not trigger until the jutsu ends. If a creature takes psychic damage as a result of this jutsu the fall prone.
#### Insufferable Pain
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 90 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 30 Chakra
**Keywords:** Genjutsu, Tactile
**Description:** As a part of the requirements to cast this jutsu, you must target a creature currently under the effects of ***Pain***, ***Doubled Pain*** or ***Unlimited Pain.*** You end your concentration on that jutsu and this one takes its place.
You retain all the effects of that jutsu and add this jutsu’s effects to them. You magnify the suffering of a creature, bringing creatures to even writhe in agony at even the thought of being subjected to this jutsu. One creature you can see within range must succeed an Intelligence saving throw.
On a failed save, for the duration, each time a creature takes damage, as a result of this jutsu are vulnerable to its damage. Additionally, they have disadvantage on attack rolls, ability checks, and saving throws.
#### Psychic Scream
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 90 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 28 Chakra
**Keywords:** Genjutsu, Tactile
**Description:** You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
\page
#### Squid Game
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 90 feet (30-foot radius)
**Duration:** Concentration, up to 10 Minutes
**Components:** HS, CM, CS
**Cost:** 45 Chakra
**Keywords:** Genjutsu, Unaware, Fuinjutsu
**Description:** You invade the minds of creatures causing them to become maddened with rage and turn against each other. Select up to 3 creatures within 30 feet of each other that are no more than 90 feet away from you. These creatures must make a Charisma saving throw, becoming Berserk on a failed save. This jutsu's effects change depending on how many targets fail this saving throw. The eyes of affected targets glow a noticable bright red. You do not spend chakra to concentrate on this jutsu, however, you cannot benefit from effects that would grant you advantage on concentration checks or allow you automatically succeed them for the duration. If an affected creature would be targeted by the Genjutsu *Release*, the caster cannot gain advantage on the chakra control check, and rolls at disadvantage if the target it not bloodied.
If all three targets fail this saving throw, the creatures gain a bonus to attack and damage rolls equal to your Genjutsu ability modifier, and only attack each other on their turns. These creatures cannot deal non-lethal damage. If a non-affected creature attacks or makes a loud distraction at one or more of these creatures, they will begin attacking them, going back to killing each other if they successfully kill the distractor.
If only one or two creatures fail this saving throw, the affected creatures gain 100 temporary hit points and gain a bonus to attack and damage rolls equal to half your Genjutsu ability modifier, rounded up. These creatures then begin attacking the creature(s) that succeeded to the death.
If an affected creature would take damage while Bloodied (under 50% of their maximum hit points) from a creature not being affected by this jutsu, they can begin remaking the Charisma saving throw, ending this jutsu's effects on them on a success and becoming immune to it for 1 week.
```
```
#### The Farthest Star
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** CM
**Cost:** 30 Chakra
**Keywords:** Genjutsu, Auditory, Tactile, Unaware
**Description:** You fill a creature's thoughts with esoteric knowledge not fit for the living. Choose a creature you can see within range. The target must succeed on an Intelligence saving throw or take 8d12 psychic damage and gain 5 ranks of fear. A creature that has ranks of fear granted by this jutsu makes another Intelligence saving throw at the start of each of their turns, ending the fear condition on a success.
#### Thought Bomb
**Classification:** Genjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** CM, HS
**Cost:** 30 Chakra
**Keywords:** Genjutsu, Tactile
**Description:** A jutsu created for the purpose of destroying the higher functions of the brain, and those that could use them better. Choose one target within range, the target must make a Intelligence saving throw, taking xd10 (x=the intelligence score of the target) on a failed save and no damage on a success.
\page
# Chapter 2.4: Taijutsu
A basic form of techniques and refers to any techniques involving the martial arts or the optimization of natural human abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and strength gained through training. It typically does not require chakra, though chakra may be used to enhance its techniques. Taijutsu generally require no hand seals to perform, occasionally making use of certain stances or poses, and are far quicker to use than ninjutsu or Genjutsu. Taijutsu is simply put: hand-to-hand combat.
##### D-Rank
*Blooming Cherry Blossom*
___
*Deflect Missles*
___
*Ripple of Earth: Mole Claws*
___
*Ripple of Earth: Tectonic Shift*
___
*Ripple of Wind: Air Whip*
___
*Ripple of Wind: Sonic Boom*
___
*Ripple of Fire: Hell Port*
___
*Ripple of Fire: Incinerating Revenge*
___
*Ripple of Water: River Kunai*
___
*Ripple of Water: Tidal Palm*
___
*Ripple of Lightning: Flash Punch*
___
*Ripple of Lightning: Wave Kick*
___
*Youth Style Stance*
___
*Wave Dash*
##### C-Rank
*Cherry Blossom Clash*
___
*Colossal Impact*
___
*Finger Breaker*
___
*Impact Rush*
___
*Iron Throw*
___
*Protest*
___
*Leaf Rising Wind*
___
*Lightning Release: Guillotine Drop*
___
*Red Rush*
___
*Ripple of Earth: Concrete Run*
___
*Ripple of Earth: Richter Scale*
___
*Ripple of Wind: Gale Barrier*
___
*Ripple of Wind: Sweeping Gale*
___
*Ripple of Fire: Falcon Kick*
___
*Ripple of Fire: Raptor Boost*
___
*Ripple of Water: Rain Squall*
___
*Ripple of Water: Torrential Fist*
___
*Ripple of Lightning: Hamon Beat*
___
*Ripple of Lightning: Sendo Overdrive*
___
*Vanish*
##### B-Rank
*Adamantine Drill*
___
*Airforce*
___
*Cherry Blossom Finale*
___
*Heaven's Judgement*
___
*Heaven Shaking Supreme Fang*
___
*Leaf Spinning Kick*
___
*Mighty Throw*
___
*Ripple of Earth: Grand Canyon*
___
*Ripple of Earth: Seismic Smash*
___
*Ripple of Wind: Spiraling Storm*
___
*Ripple of Wind: Zephyr Tunnel*
___
*Ripple of Fire: Blazing Lariat*
___
*Ripple of Fire: Knee of Justice*
___
*Ripple of Water: Loch Substitution*
___
*Ripple of Water: Resivour Shuriken*
___
*Ripple of Lightning: Hamon Overdrive*
___
*Ripple of Lightning: Tornado Drive*
___
*Shattered Earth*
___
*Shattering Star: Bash*
##### A-Rank
*Cherry Blossom Bomb*
___
*Disaster*
___
*Disorder*
\page
*Flying Thunder God: Downpour of Thunder*
___
*Ripple of Earth: Gravity Suplex*
___
*Ripple of Earth: Terraforming Force*
___
*Ripple of Wind: Great Disaster*
___
*Ripple of Wind: Wind Sheer*
___
*Ripple of Wind: Bolero Whip*
___
*Ripple of Fire: Falcon Punch*
___
*Ripple of Water: Aqua Crossguard*
___
*Ripple of Water: Water Drake*
___
*Ripple of Lightning: Sunlight Overdrive*
___
*Ripple of Lightning: Volt Tackle*
___
*Shattering Star: Break*
___
*Straight*
```
```
##### S-Rank
*Annihilation*
___
*Compass Needle*
___
*Final Blow*
___
*Galactic Impact*
___
*One Thousand Meter Punch*
___
*Shattering Star: Burst*
___
*Ripple of the Stars*
___
*Triple Tiger Sashay*
\page
### D-Rank
#### Blooming Cherry Blossom
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** Action
**Duration:** Instant
**Range:** 5 feet
**Components:** M, CM
**Cost:** 5 chakra
**Keywords:** Taijutsu
**Description:**
You rush towards a target before
unleashing a volley of attacks. Make two taijutsu attacks
on a creature within range. On a hit you deal your
unarmed damage + 1d6. If you hit with two or more of
these attacks the target is knocked prone.
**At Higher Ranks:** For each rank you cast this jutsu
above D-Rank increase the cost of the jutsu by 3 and
increase the damage by 1d6. If this jutsu is cast at B-
Rank of higher increase the number of attacks by +1.
#### Bearic Maul
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 action
**Range:** 15 feet
**Duration:** Instant
**Components:** M
**Cost:** 5 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement to activate this jutsu, you must currently be in the ***Bear Fist Stance***. You do not add your ability modifier to your unarmed damage with this jutsu.
Primal fury consumes your mind in the moment as you make a mad dash at your prey. As part of casting this jutsu you can move up to 20 feet then make three melee taijutsu attacks against a target in reach. On each hit, you deal your unarmed damage + 1d4 slashing. If at least one of these attacks hit then the target must make a Constitution saving throw, gaining 1 rank of Bleeding on a failed save.
If the creature you target with this jutsu is also the target for your ***Bear Fist Stance's*** ***Apex Might*** or ***Predator's Pride*** feature, on each hit, you instead deal your unarmed damage + 1d6 slashing and the target must make a Constitution saving throw for each successful hit, gaining 1 rank of Bleeding 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 taijutsu attacks by +1.
```
```
#### Deflect Missiles
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would be damaged by a ranged weapon attack.
**Range:** Self
**Duration:** Instant
**Components:** M
**Cost:** 5 Chakra
**Keywords:** Taijutsu
**Description:** When you would be damaged by a ranged weapon attack, you attempt to catch and deflect the attack back at the attacker with grace. Reduce the damage dealt to you by your unarmed damage die + 2d8. If you reduce the damage to 0, you can choose to deflect the ranged attack back at the target if they are within 60 feet of you. You make the attack as a ranged taijutsu attack, regardless of the attack’s properties.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the damage reduction by 1d8+3. If cast to B-Rank or higher, this jutsu can be used on any type ranged attack from a weapon.
#### Ripple of Earth: Mole Claws
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keyword:** Earth Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of earth release chakra throughout your entire body.
You form earth chakra over your hands in the shape of claws as you slash at an enemy, trying to break them. Make a melee taijutsu attack, dealing your unarmed damage + 2d8 Earth damage. The affected creature must succeed a Constitution saving throw or gain a rank of Bruised.
If there are any non-sentient earthen constructs within 30 feet created by an allied creature, you can choose to quickly dig and cast this jutsu as if you were in the constructs space, increasing the damage dealt by 1 step. You then exit the construct, appearing in a space within 5 feet of it.
**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 2d8.
\page
#### Ripple of Earth: Tectonic Shift
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Earth Release, Taijutsu
**Description:** You stomp the ground with incredible force causing a boulder to be chinked from the ground in front of you. You then make a frontflip, channeling earth release chakra to increase your strength, grab the boulder and throw it at a creature within range.
Make a ranged taijutsu attack, dealing your unarmed damage + 3d6 Earth damage and the creature must make a Constitution saving throw, becoming Dazed on a failure.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost by 3, the damage by 2d6, and the range by 15ft.
#### Ripple of Wind: Air Whip
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Wind Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body.
You whip your body around violently and strike a creature within range. Make a melee taijutsu attack. On a hit, you deal your unarmed damage and the target gains 1 rank of bleeding. The target must also make a Constitution saving throw, becoming Dazed and being knocked back 15 feet on a failed save.
***Swirl.*** Creatures who would fail their saving throw, spreads all Elemental conditions currently affecting them around to all creatures, excluding the caster within 5 feet of them. Hostile creatures within 5 feet of the failing one gains 1 rank of all elemental conditions currently affecting it.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If cast to B-Rank, multiply your unarmed damage by 2 when dealing damage with this jutsu. If cast to S-Rank, multiply your unarmed damage by 3 when dealing damage with this jutsu.
```
```
#### Ripple of Wind: Sonic Boom
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 15 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Wind Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body.
You punch the air in front of you with the force to create a small scale sonic boom. Make a melee taijutsu attack against a target within range, dealing your unarmed damage + 2d6 and imposing a Constitution saving throw, where failure causes the creature to become Deafened until the end of their next turn.
***Swirl.*** Creatures who would fail their saving throw, spreads all Elemental conditions currently affecting them around to all creatures, excluding the caster within 5 feet of them. Hostile creatures within 5 feet of the failing one gains 1 rank of all elemental conditions currently affecting it.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If cast to B-Rank or higher, increase the number of attacks made by +1. If cast to S-Rank or higher, increase the number of attacks made by +1.
#### Ripple of Fire: Hell Port
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Fire Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body.
You instantly teleport in a burst of flames, reappearing in another location within range. When you reappear, you use the opportunity to make a single strike. Make a melee taijutsu attack, dealing your unarmed damage+1d10+1 fire damage. This jutsu nor its damage can be reacted to. You leave behind a trail of fire from where you once stood to where you appear.
**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 1d10+1.
\page
#### Ripple of Fire: Incinerating Revenge
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would be damaged by an attack roll
**Range:** Self
**Duration:** 1 Minute
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Fire Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. In response to recieving damage from an attack you coat your body in flames of revenge. Reduce the damage recieved by 3d6. This damage reduction is doubled against fire damage, and halved against cold damage.
For 1 minute, the next taijutsu attack you make gains the effects of ***Blaze***, dealing an additional amount of fire damage equal to the number of damage die used. If the taijutsu attack is perfomed with a Taijutsu with the fire release keyword, double the damage bonus of Blaze. Once this damage triggers, this jutsu immediately ends.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage reduction by 2d6.
#### Ripple of Water: River Kunai
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Water Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body. You form two kunai made completely out of water in both of your hands and slash at a creature within range. Make two melee taijutsu attacks, dealing your unarmed damage + 1d10 on each hit. These attacks do not add your ability modifier to the damage roll. A creature hit by 2 attacks from this jutsu must make a Strength saving throw, gaining 1 rank of Chilled on a failed save.
***Saturation.*** If this jutsu is used near a sufficient source of water, reduce the cost of this jutsu by -2 or add your ability modifier to this jutsu's damage rolls.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If cast to B-Rank or higher, increase the number of attacks made by +1. If cast to S-Rank or higher, increase the number of attacks made by +1.
```
```
#### Ripple of Water: Tidal Palm
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Water Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body. The user solidly plants both hands directly onto a creature's torso within range, then fires a short high-pressure burst of water that can shatter steel. Make a melee taijutsu attack, dealing your unarmed damage + 2d4 Cold damage. The target must make a Strength saving throw, being knocked back 10 feet and becoming Dazed on a failed save.
***Saturation.*** If this jutsu is used near a sufficient source of water, increase the knockback of this jutsu by 10 feet or the damage by 1d6.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the knockback by 10 feet, the total damage dice by 1, and the damage die by 1 step (1d4<1d6<1d8<1d10<1d12).
#### Ripple of Lightning: Flash Punch
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 15ft
**Duration:** Instant
**Components:** CM, M
**Cost:** 4 Chakra
**Keywords:** Lightning Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body. You rear your hand back and coat it in a controlled lighting as you dislocate your bones and keep them together with no pain thanks to the lightning, striking at an enemy unexpectedly.
Make a melee taijutsu attack dealing your unarmed damage + 2d6 Lightning damage, the creature must then make a constitution saving throw, gaining shocked on a failed save.
**Overcharge:** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do this jutsu becomes unreactable
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d6 and increase the range by 5ft
\page
#### Ripple of Lightning: Wave Kick
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 5ft
**Duration:** Instant
**Components:** CM, M
**Cost:** 5 Chakra
**Keywords:** Taijutsu, Lightning Release
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body. You coat your knee in a sharp coat of lightning and rapidly strike and an creature with it, hitting them directly in the stomach.
Make a melee taijutsu attack, dealing your unarmed damage + 3d4 Lightning damage, this jutsu ignores half of a creatures damage reduction.
**Overcharge:** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do this the affected creature must make a constitution save gaining a rank of slowed on a fail.
**At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d4, if this jutsu is cast at B-Rank or higher you ignore damage reduction entirely.
#### Wave Dash
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you would be targeted with an attack of opportunity.
**Range:** Self
**Duration:** Instant
**Components:** M
**Cost:** 4 Chakra
**Keywords:** Taijutsu
**Description:** In response to a creature aiming to take advantage of your supposed poor decision to move, you showcase that their counterattack was part of your plan, and move to make your own counter to their counter. Increase your AC by +3 against the triggering attack, after the triggering attack hits or misses, you move to a space within 15 feet.
Regardless of whether the triggering creature hits you, you make one melee taijutsu attack against them as you move, dealing your unarmed damage on hit and reducing their movement speed by 5 feet 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 the distance you can move by 10 feet. If cast to B-Rank or higher, you make an additional attack. If cast to S-Rank or higher, you make an additional attack.
```
```
#### Youth Style Stance
**Classification:** Taijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 minute
**Components:** M
**Cost:** 5 Chakra
**Keywords:** Taijutsu
**Description:** You put one arm behind your back and your other Infront of you. Entering the signature stance of the hidden leaf village. If combat begins within the next minute, you gain the following benefits:
- During the first 3 rounds of combat you may switch your taijutsu stance as a free action once per turn.
- You add a +5 bonus to your initiative roll.
- During the first round of combat you may take the dash action as a free action.
- In the first round of combat, you have advantage on all unarmed attacks, and deal an additional amount of damage equal to your proficiency modifier.
This jutsu can only be used while you are not concentrating on any jutsu. If no combat begins within 1 minute, the jutsu fizzles out.
\page
### C-Rank
#### Cherry Blossom Clash
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 ft.
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra
**Keywords:** Taijutsu, Finisher, Clash
**Description:** You throw your fist forwards attempting to strike your opponent with a mighty blow.
Make a melee Taijutsu attack, on a hit you deal your unarmed damage + 4d8 and the target
makes a constitution saving throw. On a failed save they are
knocked back 30ft. This jutsu then ends. If a creature knocked
back by this jutsu collides with a solid object, their movement
is stopped, taking falling damage as if they had fallen an
equal distance.
If this jutsu is used as a ***Finisher***, the creature gains the dazed condition until the end
of their next turn ,the knock back is increased by 30 ft, and the initial damage die size is increased to d10s.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank increase the cost of the jutsu by 3,
increase the damage by 1d8, and
the knock back by 10ft.
#### Colossal Impact
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 ft. (30 ft. Radius)
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra
**Keywords:** Taijutsu
**Description:** You drive your fist into the stomach of a
creature with enough power to lift them off their feet,
you then slam them into the ground with a massive
amount of force. Make a melee Taijutsu attack, on a hit
you deal your unarmed damage + 3d8 and each creature
(excluding you) within 30 ft. must make a dexterity
saving throw as you slam the creature into the ground
taking 3d6 bludgeoning damage on a failed save or half
as much on a success. The creature you initially attacked
automatically fails this saving throw and is knocked
prone.
**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.
```
```
#### Fearful Fist
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** 5 Feet
**Duration:** Instant
**Components:** M
**Cost:** 9 Chakra
**Keywords:** Taijutsu
**Description:** You punch in a maniacal fashion, only a psychopath would enjoy a fight this much. Make a melee taijutsu attack dealing your unarmed damage + 3d10 and forcing the target to make a Wisdom saving throw, inflicting 1 rank of fear on a failed 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 1d10.
#### Finger Breaker
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, when you see a creature cast a jutsu using hand signs
**Range:** 5 Feet
**Duration:** Instant
**Components:** M
**Cost:** 9 Chakra
**Keywords:** Taijutsu
**Description:** You see a creature weaving hand signs and attempt to stop them by disrupting their hands. Make a melee taijutsu attack contested by the creature's Intelligence (Ninshou) check if Ninjutsu, or Wisdom (Illusions) check if Genjutsu. roll. If your roll is higher than your opponent’s the jutsu fails and you may make an unarmed attack against the creature dealing your unarmed damage and using the same attack roll you used to disrupt this jutsu. If the hostile creature rolls higher, their jutsu proceeds as normal.
#### Impact Rush
**Classificiation:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** M
**Cost:** 9 Chakra
**Keywords:** Taijutsu, Combo
**Description:** You rush forward at a target, propelling yourself with chakra from your feet, attempting to slam into them. Move up to 30 feet into an adjacent space next to the target creature and make a Melee Taijutsu attack against it, dealing your unarmed damage + 6d4 damage. A creature hit by this jutsu must make a Strength saving throw, being knocked into the air 30 feet and gaining a rank of Concussed on a failure.
Until the end of your turn, you can target one affected creature with a Taijutsu ***Finisher*** regardless of range, once per turn, using either an Action or Bonus Action, ignoring its listed casting time
\page
#### Iron Throw
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** 60 feet
**Duration:** Instant
**Components:** M, W (Blocking, Light)
**Cost:** 5 Chakra
**Keywords:** Taijutsu, Clash
**Description:** You ready a weapon in hand and throw it at a creature with such precision to have notable impact whilst also having the perfect trajectory to fly back to you. Make a ranged taijutsu attack. On a hit, you deal twice your unarmed damage, and the next melee attack you make against the creature before the end of the turn is made at advantage. Regardless of a hit or miss, your weapon returns to you.
#### Protest
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 Minute
**Components:** M, W (2x Tonfas)
**Cost:** 8 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement to activate this jutsu, you must currently be in the ***Ryukyu Fist Stance***. When this jutsu is cast, and once on each of your turns, you can as a bonus action make a 2 melee taijutsu attacks against a creature within range, dealing your unarmed damage on each hit, but do not add your ability modifier to the damage dealt. These attacks score a critical hit on a 19-20.
If you score a critical hit with these attacks you can activate the critical hit based effects of the ***Ryukyu Fist Stance***, without expending your use limit of these effects.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. If cast to B-Rank or higher, increase the bonus to critical threat range by +1. If cast to A-Rank or higher, increase the number of attacks by +1. If cast to S-Rank or higher, you may now add your ability modifier to the damage dealt.
#### Leaf Rising Wind (Changed)
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra
**Keywords:** Taijutsu, Finisher
**Description:** This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky.
```
```
Make a melee Taijutsu attack, on a hit the target takes 4d10 bludgeoning damage, and is launched into the air 15 feet.
If this jutsu is cast as a ***Finisher***, you instead deal your unarmed damage + 5d10 bludgeoning and knock the creature 30 feet into the air.
**At Higher Ranks:** For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the damage by 1d10, and the knockback by 10 feet.
#### Overbearing Crush
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action, while you are grappling or restraining a creature
**Range:** Touch
**Duration:** Instant
**Components:** M
**Cost:** 7 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement to activate this jutsu, you must currently be in the ***Bear Fist Stance***.
You bear all your crushing strength into squeezing the life out of a creature you have grappled or restrained. The target automatically takes your unarmed damage in bludgeoning damage, and the creature must make a Strength saving throw. On a failed save, the target gains 1 rank of Bruised. If the save was failed by 5 or more, it is also Weakened until the end of its next turn.
If the creature you target with this jutsu is also the target for your ***Bear Fist Stance's*** ***Apex Might*** or ***Predator's Pride*** feature, it suffers a penalty to this saving throw equal to half the result of 1 die's worth of your unarmed damage die.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the ranks of Bruised inflicted by +1.
#### Red Rush
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 6 Chakra
**Keywords:** Taijutsu, Clash
**Description:** You flood your body with intense chakra, doubling your heart rate and speed for a moment, giving you a momentary red aura that radiates like fire around your body. Move to a space within your movement speed. This jutsu allows you to move within the air as if you were flying, ignoring difficult terrain and hostile speed reducing effects.
If there is a creature within your path, you make one melee taijutsu attack against them, dealing your unarmed damage and knocking them back 40 feet. If you score a critical hit with this attack, double the knockback. If you a hit a creature this way, your movement stops and this jutsu ends early.
**At Higher Ranks:** For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
distance you can move by 30 feet, and the knockback
by 15 feet.
\page
#### Ripple of Earth: Concrete Run
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Movement Speed
**Duration:** Instant
**Components:** CM, M
**Cost:** 8 Chakra
**Keywords:** Earth Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of earth release chakra throughout your entire body.
You flood earth chakra through your feet to turn the ground below you into a partially solid liquid akin to semi-hardened concrete. You begin to glide along this substance, moving to a space within reach of your movement speed, ignoring land based difficult terrain. Make a melee taijutsu attack against each creature you pass by, dealing your unarmed damage on hit and imposing a Constitution saving throw, where failure causes the creature to gain 1 rank of Bruised.
Some of the transformed earth sticks to your body as you move, granting you the benefits of the jutsu ***Earth Release: Bedrock Skin*** cast at D-Rank until the start of your next turn.
#### Ripple of Earth: Richter Scale
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Earth Release, Taijutsu, Combo
**Description:** You inhale and take a charging stance, manifesting ripples of earth release chakra throughout your entire body.
You stomp the ground with incredible force, causing the battlefield to quake and the ground in front of you to split in a 30-foot long, 5-foot wide line. Each creature within range must make Dexterity saving throw, falling prone on a failure.
Select one creature that failed their saving throw. You channel earth release chakra through the crack in the earth at the space they have fallen, causing a large pillar of rock to emerge and strike the creature. The creature takes 2d10 Earth damage and is knocked up 30 feet into the air.
Until the end of your turn, you can target one affected creature with a Taijutsu ***Finisher*** regardless of range,
once per turn, using either an Action or Bonus action, ignoring its listed casting time.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3 and the damage by 1d10. If cast to A-Rank or higher, add your unarmed damage to the damage of this jutsu.
```
```
#### Ripple of Wind: Gale Barrier
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 minute
**Components:** CM, M
**Cost:** 7 Chakra
**Keywords:** Wind Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body.
You form a barrier of wind release chakra around yourself which acts like a barrier that cushions any attack. The barrier is only as strong as you. For the duration, you gain a number of temporary hit points equal to your unarmed damage + 15. These temporary hit points have resistance to Bludgeoning, Slashing, and Lightning damage, and vulnerability to Piercing and Fire damage. Once the temporary hit points of this jutsu becomes 0, this jutsu immediately ends.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the temporary hit points by 10.
#### Ripple of Wind: Sweeping Gale
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (20-foot sphere)
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Wind Release, Taijutsu, Combo
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body.
You take in a deep breath and exhale a large quantity of golden wind from your lungs. With open palms, you use your arms to disperse the wind in a 20-foot sphere. Each creature within range must make a Dexterity saving throw, being pushed up to 5 feet of you on a failed save. You then make a spinning roundhouse kick against each creature. Make one melee taijutsu attack against each creature of your choice within 5 feet of you, dealing your unarmed damage + 4d4 and knocking the creature prone and back 15 feet on each hit.
Until the end of your turn, you can target one affected creature with a Taijutsu ***Finisher*** regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.
**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 2d4.
\page
#### Ripple of Fire: Falcon Kick
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 8 Chakra
**Keywords:** Fire Release, Taijutsu, Combo
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. You coat your body in a flames and dash forward unleashing a devastating kick. Make a melee taijutsu attack against the
creature dealing unarmed damage + 4d8 fire damage
on a hit. Regardless if you hit or miss, you end your
movement within 5 feet of the original target.
Until the end of your turn, you can target one affected
creature with a Taijutsu ***Finisher*** regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.
#### Ripple of Fire: Raptor Boost
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** 15 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 8 Chakra
**Keywords:** Fire Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. You boost yourself towards your target being aided by your flames before executing a powerful uppercut. Make a melee taijutsu attack against the creature dealing unarmed damage + 4d6 fire damage on a hit and knocking them up 10 feet. A creature hit by this jutsu make a Constitution saving throw, gaining the burned condition on a failed save.
Regardless if you hit or miss, you end your movement within 5 feet of the original target.
```
```
#### Ripple of Water: Rain Squall
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action, which you can only take while airborne.
**Range:** Self (10-foot sphere)
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Water Release, Taijutsu, Combo
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body. As you jump, you clasp your hands together forming a burst of water in a 10-foot sphere centered on yourself. All creatures within range, excluding you, must make a Strength saving throw. On a failed save, creatures take 5d6 cold damage and are knocked upwards 10 feet and knocked back 5 feet away from you. On a success, creatures take half damage and no further effects.
Until the end of your turn, you can target one affected
creature with a Taijutsu ***Finisher*** regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.
#### Ripple of Water: Torrential Fist
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 9 Chakra
**Keywords:** Water Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body. You generate a water chakra within your palm and close your fist, causing it to shake due to the building pressure of the water. Make a melee taijutsu attack against a target within range. On a hit you deal your unarmed damage + 4d6.
Upon hitting the creature, you upon your palm, releasing a torrent of water in a 20-foot cone originating from the creature. The target, and all creatures within range must make a Dexterity saving throw, taking 2d10 cold damage, being knocked back to the edge of the line, and gaining 1 rank of Chilled on a failed 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 1d6 and 1d10 respectively. If cast to A-Rank or higher, creatures take half damage on a successful save.
\page
#### Ripple of Lightning: Hamon Beat
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5ft
**Duration:** Instant
**Components:** CM, M
**Cost:** 8 Chakra
**Keywords:** Lightning Release, Taijutsu, Combo
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body. You charge your hand in Lightning release chakra and then chop at an enemy disorienting them.
Make a melee taijutsu attack dealing your unarmed damage + 2d12 Lightning damage, a creature you affect with this jutsu must make a constitution saving throw or else become unable to react until the start of your next turn
Until the end of your turn, you can target one affected creature with a Taijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase the damage by 1d12.
#### Ripple of Lightning: Sendo Overdrive
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5ft
**Duration:** Instant
**Components:** CM, M
**Cost:** 8 Chakra
**Keywords:** Lightning Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body. You coat your arm in a spread lightning pattern, meant to evade obstacles and hit the target, almost as if it had a mind of its own.
Make a melee taijutsu attack dealing your unarmed damage + 3d6 Lightning damage, if you were to target a creature that is behind a wall at any point of this jutsu casting your may ignore any cover benefits it may give and treat it as if it wasn’t there in the first place.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d6.
```
```
#### Vanish
**Classification:** Taijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when you see a creature take any reaction against a jutsu cast by another allied creature (other than yourself) within range.
**Range:** 30 feet
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra
**Keywords:** Taijutsu
**Description:** A daring jutsu to prevent a creature from escaping demise at the cost of your own safety. You teleport to a space within 5 feet of the creature that can hold you and make a melee taijutsu attack against them. On a hit, you deal your unarmed damage and the creature must make a Constitution saving throw, their reaction failing on a failed save. If you score a critical hit with this attack, the creature makes their saving throw at disadvantage.
You then move yourself out of harms way of your ally's jutsu, up to moving a maximum distance away of 30 feet.
**At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the range of this jutsu by 10 feet. If cast to B-Rank or higher, your attack scores a critical hit on a 19-20. If cast to S-Rank or higher, your attack scores a critical hit on a 18-20.
\page
### B-Rank
#### Adamantine Drill
**Classificiation:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 13 Chakra
**Keywords:** Taijutsu, Finisher
**Description:** You form a spiraling drill of chakra on one of your arms, jumping forward and attempting to slam it directly into their chest.
Make a Melee Taijutsu attack, dealing your unarmed damage + 5d8 piercing damage. The target must then make a Constitution saving throw, being knocked Prone and gaining 3 ranks of Bleeding on a failed save.
If this jutsu is used as a ***Finisher***, you instead deal your unarmed damage + 8d8. The target must then make a Constitution saving throw, being knocked Prone and gaining 1 rank of Lacerated and Weakened.
#### Airforce (Changed)
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch (30-foot radius)
**Duration:** Instant
**Components:** M, W (Weapon with the Unarmed property)
**Cost:** *Special* (49 Chakra)
**Keywords:** Taijutsu, Combination
**Description:** This jutsu can only be cast if there is at least one other caster within 30 feet of you.
You target a creature within range and whistle towards your comrades to come and attack the creature in succession. Make two melee taijutsu attacks, dealing your unarmed damage + 2d8. Each ally that assists you in casting this jutsu makes two melee taijutsu attacks, dealing their unarmed damage + 1d8. If any creature scores a critical hit on these attacks, the damage cannot be reduced by more than 5, and the creature gains 1 rank of Bruised and is knocked prone.
**Combination:** When this jutsu is cast, it gains additional effects based on who has the highest Charisma modifier between all casters.
- +0-1: No change.
- +2-3: All casters increase their critical threat range by +1.
- +5: All casters increase their critical threat range by +2, and on a critical hit, the creature gains 1 rank of Fear against all casters until the end of their next turn.
```
```
#### Cherry Blossom Finale
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot Radius)
**Duration:** Instant
**Components:** M
**Cost:** 14 Chakra
**Keywords:** Taijutsu, 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 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.
#### Grizzly Charge
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement to activate this jutsu, you must currently be in the ***Bear Fist Stance***.
Glowing bear claws of chakra manifest over your hands and feet as as you snarl wickedly. As part of casting this jutsu, you can move up to 30 feet in the direction of your target. The
target makes a Strength saving throw,
falling prone on a failure, on a success it
is not
knocked prone. Then make two
melee taijutsu attacks against the same
target. On each hit, you deal your
unarmed damage + 3d8 slashing. If you
reduce the target to 0 hit points, you can
move up to half your speed and make a
one more taijutsu attack against a target in
reach.
If the creature you target with this jutsu is
also the target for your ***Bear Fist Stance's***
***Apex Might***, ***Tremble in Fear***, ***Predator's***
***Pride*** feature, on each hit, you instead deal
your unarmed damage + 3d10 slashing and the
target must make a Wisdom saving throw,
gaining 1 rank of Fear against you 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 increase the damage of
each attack by 1d8.
\page
#### Heaven's Judgement
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Movement Speed
**Duration:** Instant
**Components:** M
**Cost:** 12 Chakra
**Keywords:** Taijutsu, Finisher
**Description:** This jutsu can only be used as a ***Finisher***, on a creature who is currently airborne or falling.
You lock eyes with a creature who is in the air that you could reach with your movement speed if they were on the ground. You give them a menacing glare and in a flash, you zip up to right above the creature, so fast that an afterimage of yourself can be seen where you last stood.
Make a melee taijutsu attack at advantage.
On hit, you slam the creature down to the earth with incredible force, dealing your unarmed damage + 6d10. As the creature collides with the earth, they take the fall damage they would've taken as normal, and a small shockwave forms from where they hit the ground, carrying debris and smoke. The radius of this shockwave depends on how high the creature fell from, detailed below. Creatures within the range of this shockwave must make a Strength saving throw, becoming blinded and falling prone on a failed save.
- **10-30ft in the air:** 10-foot radius shockwave
- **31-60ft in the air:** 15-foot radius shockwave
- **61-90ft in the air:** 20-foot radius shockwave
- **91ft+ in the air:** 25-foot radius shockwave
You then land back down to the ground gracefully, taking no fall damage.
**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 1d10.
#### Heaven Shaking Supreme Fang
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 reaction, when you would be knocked prone
**Range:** 10 feet
**Duration:** Instant
**Components:** M
**Cost:** 14 Chakra
**Keywords:** Taijutsu, Finisher
**Description:** In reaction to being knocked prone, you twist your body in mid-air, spinning and creating a huge amount of force. If a creature is within range, you can drive your elbow into them. Make a melee taijutsu attack, dealing your unarmed damage + 6d4 bludgeoning damage. The creature must then succeed on a Strength saving throw or be knocked prone and stunned until the start of their next turn.
If this jutsu is used as a ***Finisher***, you instead deal your unarmed damage + 8d8 bludgeoning damage and the target must then succeed on a Constitution saving throw or be knocked prone and paralyzed until the start of their next turn.
Regardless of if you hit or miss with your attack, you land on your feet, avoiding the prone condition.
```
```
#### Leaf Spinning Kick
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 10 Feet
**Duration:** Instant
**Components:** M
**Cost:** 13 Chakra
**Keywords:** Taijutsu, Combo
**Description:** You jump forward, doing an innumerable number of flips before crashing down onto your opponent's head with your momentum. Make a taijutsu attack dealing your unarmed damage + 4d10 on a hit. The target creature must also
succeed on a Constitution saving throw, being stunned
until the end of their next turn on a failed save.
Until the end of your turn, you can target one affected
creature with a Taijutsu ***Finisher*** regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.
**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 1d8.
#### Mighty Throw
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 120 Feet
**Duration:** Instant
**Components:** M
**Cost:** 13 Chakra
**Keywords:** Taijutsu
**Description:** You grab a medium or smaller object and throw it at a target creature within range.
Make a single ranged Taijutsu attack against a target creature within range. On a hit, the you deal 8d6
bludgeoning damage and the target
makes a constitution saving throw. On a failed save they again the dazed condition until the end
of their next turn.
**At Higher Ranks:** For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3, the
range by 15 ft, and the amount of damage by 1d6. If this jutsu is cast to S-Rank or higher, you may grab and throw a large or smaller object. Additionally, if you throw a large object the damage die size is increased by 1.
\page
#### Mind Phase
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Reaction, which you take when you would be targeted with a Genjutsu
**Range:** *Special*
**Duration:** Instant
**Components:** CM, CS, M
**Cost:** 11 Chakra
**Keywords:** Taijutsu, Fuinjutsu
**Description:** The very microsecond you feel your chakra network under attack from a Genjutsu, your muscles instinctually work to avoid losing full control and launch a counterattack. Make a Martial Arts check contested by the creature's Illusions skill. If the triggering Genjutsu is above B-Rank, you make your skill check with a -1d4 penalty.
If you succeed this check, you gain a +5 bonus to AC and saving throws to resist Genjutsu attacks and saving throws only until the start of your next turn. Additionally, the next unarmed or Taijutsu attack made against the creature before the end of your next turn gains a +1d6 to its attack and damage roll.
If you fail this check, genjutsu attacks made against you have advantage and you have disadvantage on saving throws against Genjutsu. These effects last until the start of your next turn.
#### Ripple of Earth: Grand Canyon
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot wide, 10-foot long Line)
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Earth Release, Taijutsu, Finisher
**Description:** You inhale and take a charging stance, manifesting ripples of earth release chakra throughout your entire body. You slam your fist on the ground as you crack the floor beneath someone, trying to make them fall as you strike.
All creatures within a 30ft long, 10ft wide line must make a Dexterity saving throw, if they fail they cannot gain the benefits of a reaction for this jutsu. Regardless of a success or fail, make a ranged taijutsu attack roll against the AC of all creatures within range, dealing your unarmed damage + 5d6 earth damage on a hit. If you score a critical hit with this attack, instead of doubling the damage dice, all creatures hit by this jutsu gain 1 rank of Bruised.
If this jutsu is cast as a ***Finisher*** creatures must make their Dexterity save at disadvantage and instead take your unarmed damage + 5d8 earth damage. Additionally, when this jutsu is used as a ***Finisher***, if there are any non-sentient earthen constructs within 20 feet of the fissure, the creator of said construct may sacrifice up to 20 hit points to increase one damage instance on an affected creature by an amount equal to hit points sacrificed. They may sacrifice up to 20 hit points per creature that is damaged to increase the damage dealt this way, but the bonus to damage cannot exceed 20 even if multiple different constructs are used.
```
```
#### Ripple of Earth: Seismic Smash
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot radius)
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Earth Release, Taijutsu, Clash
**Description:** You inhale and take a charging stance, manifesting ripples of earth release chakra throughout your entire body. You build up a seismic amount of Earth Release chakra within your arms and strike the ground with two open palms, causing several fractures to form throughout a 30-foot radius originating from yourself.
All creatures within this radius, other than you, are treated as being within difficult terrain for the duration. Soon after the fractures form, large rocks burst out from the cracks. Each creature within range, other than you, must make a Dexterity saving throw. On a failed save, the creature takes your unarmed damage + 7d6 earth damage and becomes Bruised. On a success, the creature takes half damage and no effects.
**At Higher Ranks:** For each rank you cast above B-Rank, increase the cost of this jutsu by 3. If cast to S-Rank, the rocks you create from this jutsu fall back down after they shoot up from the ground. At the start of each affected creature's turn, they must make a 2nd Dexterity saving throw, at disadvantage if they failed the prior save. On a failed save, the creature suffers the same effects as a failure as the previous saving throw and is knocked prone.
#### Ripple of Wind: Spiraling Storm
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 90 feet (10-foot radius)
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Wind Release, Taijutsu, Clash
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body. You begin to dash in circle around a space in front of you. As you dash you punch and send a gust of air into the space you are moving around. As you continue to do this, a momentus storm begins to form, and as you end your dash you jump upwards and kick the storm towards a space within 90 feet. The storm is 10 feet long and 10 feet wide.
Each creature within range of the storm as it travels must make a Dexterity saving throw, gaining 1 rank of bleeding, and being knocked upward 50 feet on a failure. Once your storm reaches the designate space, it expands and bursts. All creatures within 20 feet of the storm on its sides or that are above the storm must make a Strength saving throw to resist the wind, taking your unarmed damage + 4d6 wind damage on a failed save.
Once per casting, if the storm passes over a source of water, electricity, or fire, the storm absorbs some the energy of the source, incoporating it into itself, giving 1 rank of Chilled, Shocked, or Burned respectively until the end of the creature's next turn on a failed Strength saving throw.
\page
#### Ripple of Wind: Zephyr Tunnel
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot line)
**Duration:** Instant
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Wind Release, Taijutsu, Finisher
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body.
You gather wind chakra behind you, blasting yourself forward at tremendous speed. You move in a straight line directly towards a creature you can see within range and make a melee taijutsu attack against them. On a hit, you deal your unarmed damage + 4d8 wind damage and the target is knocked back 30 feet.
If this jutsu is cast as a ***Finisher***, you instead deal your unarmed damage + 6d8 wind damage and the target is knocked back 30 feet and is Dazed.
**At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, the damage by 1d8, and the distance you can move by 15 feet.
```
```
#### Ripple of Fire: Blazing Lariat
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Fire Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. You pull your arm back, twisting your whole body as you prepare to spin to space you can see within 30 feet in one clean swing in the blink of an eye. Fire erupts on your hands as you begin to move, burning all creatures you touch.
Move to a space within 30 feet in a straight line. All creatures within range must make a Dexterity saving throw, taking your unarmed damage + 5d10 fire damage, and becoming burned and being knocked back 15 feet on a failed save, or half damage and no further effects on a success. Creatures within 5 feet of your initial space when you cast this jutsu make this saving throw at disadvantage, and are knocked back an additional 15 feet on a failure. You leave a trail of fire from where you originated.
**At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, the damage by 1d12 or the distance you can move by 10 feet (Pick one).
#### Ripple of Fire: Knee of Justice
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action, which you can only take while
airborne or falling.
**Range:** 5 Feet
**Duration:** Instant
**Components:** M
**Cost:** 14 Chakra
**Keywords:** Fire Release, Taijutsu, Finisher
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. You perform a powerful strike with your knee meant to send opponents flying. Make a melee taijutsu attack against the creature dealing unarmed damage + 4d10 bludgeoning damage and knocking them back 15 feet on a hit.
If this jutsu is used as a ***Finisher,*** you instead make a melee taijutsu attack against the target, dealing your unarmed damage + 6d12 and knocking them back 60 feet on a hit. This attack has a +1 bonus to its critical threat range.
\page
#### Ripple of Water: Loch Substitution
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Reaction, which you take when you would take damage from a melee attack roll.
**Range:** Self
**Duration:** Instant
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Water Release, Taijutsu, Combo
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body.
In response to a creature striking you with a melee attack, make a Martial Arts check vs. the attack roll of the triggering creature. On a success, you avoid the attack in its entirety, vanishing into a pool of water and moving to a space within 15 feet and making a melee taijutsu attack against a creature within your unarmed range. If the target is the triggering creature, make your attack roll at advantage. On a hit, you deal your unarmed damage + 3d8 cold damage and knocking the creature back 15 feet on hit.
#### Ripple of Water: Resivour Shuriken
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** *Special*
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Water Release, Taijutsu, Finisher
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body.
You begin charging a medium sized shuriken between both of your palms as an action. Make a ranged taijutsu attack against a target within range as you throw the shuriken with all your might at the creature. On a hit, you deal your unarmed damage + 7d6 cold damage and the target must make a Strength saving throw, becoming Chilled on a failed save.
You can spend your bonus action and/or reaction to elevate the power of this jutsu further, giving additional effects and making the Shuriken larger.
- **Bonus Action:** Increase the damage of this jutsu by 2d6.
- **Reaction:** All creatures within 5 feet of the target must succeed a Dexterity saving throw, taking half the damage of this jutsu on a failed save.
If this jutsu is used as a ***Finisher***, it automatically gains the benefits as if you used your bonus action to enhance this jutsu effects, and the damage of this jutsu is increased by 1 step.
```
```
#### Ripple of Lightning: Hamon Overdrive
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (15-foot radius)
**Duration:** Instant
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Lightning Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body.
You coat your hand in a compact Lightning chakra, punching the ground as you spread it over an area.
All hostile creatures within 15ft of you must make a dexterity saving throw, suffering 6d6 Lightning damage or half as much on a successful save, if a creature has a rank of shocked they must make this save at disadvantage.
**At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and increase the damage by 2d6.
#### Ripple of Lightning: Tornado Overdrive
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 5ft
**Duration:** Instant
**Components:** CM, M
**Cost:** 12 Chakra
**Keywords:** Taijutsu, Lightning Release, Finisher
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body.
You jump into the sky and coat your legs in lightning chakra as your spin like a tornado, slamming down on a creature. Make a melee taijutsu attack dealing your unarmed
damage + 3d10 Lightning damage.
If this jutsu is cast a ***Finisher*** change the damage to
unarmed damage + 5d10 and the creature must
succeed a Constitution saving throw or else
gain a rank of shocked.
Regardless of whether this jutsu is cast
normally or as a ***Finisher***, you gain a +1 to
your attack rolls for each rank of shocked
the target has.
**At Higher Ranks:** For each rank you cast this
jutsu above B-Rank, increase the cost of this jutsu
by 3 and increase the damage by 2d10 and 2d12
respectively.
\page
#### Shattered Earth
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (10-foot radius)
**Duration:** Instant
**Components:** M
**Cost:** 12 Chakra
**Keywords:** Taijutsu
**Description:** You hit the ground and create a shockwave that destroys and shatters all around. All creatures within 10 feet of you, other than you must make a Strength saving throw or take your unarmed damage + 8d4 bludgeoning damage and be knocked prone and weakened, on a failed save. On a successful save, a creature takes half as much damage and no additional effects. This area remains as difficult terrain.
**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 2d4.
#### Shattering Star: Bash
**Classification:** Taijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M, CM
**Cost:** 14 Chakra
**Keywords:** Taijutsu, Combo
**Description:** You deliver 4 quick strikes, disrupting your opponents guard, leaving them open for more devastating attacks. Make 4 melee taijutsu attacks each dealing your unarmed damage. These attacks do not add your ability modifier and cannot score a critical hit. For every 2 successful attacks their lowers their AC by -1 until the start of your next turn. If all 4 attacks hit the creature, the creature is staggered until the end of the current turn.
Until the end of your turn, you can target one affected
creature with a Taijutsu ***Finisher*** regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.
### A-Rank
#### Cherry Blossom Bomb
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 45 ft. (Cone)
**Duration:** Instant
**Components:** M
**Cost:** 18 Chakra
**Keywords:** Taijutsu
**Description:** You send your fist into the ground sending a controlled shockwave ahead of you.
Creatures in a 45-footcone in front of you must succeed a Dexterity saving throw as the surface is destroyed and pieces of the ground shoot out in random directions.
On a failed save you deal your 10d10 bludgeoning Damage on a failed save or half as much on a successful one. The affected area is counted as difficult terrain and creatures that are greater than 10 feet from each other are heavily obscured from one another.
#### Disaster
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** M
**Cost:** 19 Chakra
**Keywords:** Taijutsu, Combo
**Description:** As a requirement to activate this jutsu, you
must currently be in the ***Death Fist Stance***.
You ready your fists with an explosive amount of
chakra, and either on the ground or air punch
your fists into the space between you and your opponent.
Make three ranged taijutsu attacks, dealing your unarmed
damage + 3d6 force damage. This jutsu cannot crit. On a hit
the target is forced to make a Strength saving throw, being
pushed back 5 feet and reducing their AC by -1 until
the start of their next turn on a
failure and nothing on a success.
Until the end of your turn, you
can target one affected creature
with a Taijutsu ***Finisher***
regardless of range, once per
turn, using either an Action or
Bonus action, ignoring its
listed casting time.
#### Disorder
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction, which you take when you are
targeted by an attack or targeted by a Strength or Dexterity
saving throw.
**Range:** Self
**Duration:** 1 Round
**Components:** M
**Cost:** 18 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement to activate this jutsu, you
must currently be in the ***Death Fist Stance***.
You load chakra into your fists and launch an unrelenting
barrage of explosive punches against whatever attack is
heading your way, destroying it before it can reach you.
When an opponent targets you with an attack, up to a
number of time equal to half of your proficiency modifier, reduce incoming attack rolls by half of your taijutsu ability modifier (rounded up).
If you are instead targeted by a
Strength or Dexterity saving throw you may, up to a number of times equal to half of your taijutsu ability modifier add your taijutsu attack modifier in place of your
normal saving throw modifier.
\page
#### Flying Thunder God: Downpour of Thunder
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, CS, M, NT, W (Kunai or Shuriken)
**Cost:** 17 Chakra
**Keywords:** Taijutsu, Bukijutsu, Fuinjutsu
**Description:** ***(This jutsu cannot score a critical hit)***
You take from a stack of shuriken or kunai and mark them with a chakra seal reminiscent of the seal used in the ***Flying Thunder God*** technique. This jutsu can be used without breaking stealth.
Roll a 1d6 and add half your proficiency bonus. This is how many targets you can affect with this jutsu in range. You throw your kunai or shuriken into the air, deliberately with different speeds and at different times, to land within 5 feet of a creature. You can target one creature with multiple shuriken or kunai. After throwing your last kunai or shuriken, you throw one final one high into the sky above you.
As your weapons descend, just before they hit the ground, you teleport to each one and make an unarmed attack against a creature you targeted when you threw your weapon. The first attack you make on this jutsu, per target, is made at advantage and cannot be reacted to.
On hit, you deal your unarmed damage + 2d8. Teleportation from this jutsu does not provoke attacks of opportunity, and after making your final attack, you teleport to the extra kunai or shuriken you threw above yourself earlier just as it hits the ground. You do not add your ability modifier to your unarmed damage.
**At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the damage by 1d8, and the 1d6 by 1 step (1d8).
```
```
#### Ripple of Earth: Gravity Supplex
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 16 Chakra
**Keywords:** Earth Release, Taijutsu
**Description:** You make a series of melee attacks against a target, kicking up dirt, sand, and other debris into the air around the two you as you move. Using your control of earth release, you mold the remnants of the ground into weights that you place on the target with each successful strike.
Make 3 melee taijutsu attacks, dealing your unarmed damage + 2d10 earth damage on each hit. On your first successful attack, the creature must make a Strength saving throw. On a failed save, you place a small but heavy mound of earth on their body, making the creature Weakened until the start of their next turn.
On a second successful attack, the creature must make another Strength saving throw, at disadvantage if they failed their first Strength save. On a failed save, you place another mound of earth causing the creature to become Slowed until the start of their next turn from the immense weight.
On a third successful attack, you grab the creature by the waist and Supplex them into the ground, imbedding them into the ground as a large crack forms. The creature must make a Strength saving throw, at disadvantage if they failed one Strength saving throw from this jutsu, or automatically failing if they failed two. On a failed save, the creature becomes incapacitated until the end of their next turn, and all conditions gained from this jutsu last for the duration that they are incapacitated.
#### Ripple of Earth: Terraforming Force
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 16 Chakra
**Keyword:** Earth Release, Taijutsu, Finisher
**Description:** This jutsu can only be used as a finisher. You summon the upmost force as you will the ground itself to aid you in combat, allowing it to meld with other forces in order to attack, as you then make a construct that rears its arm back and slams its fist into your enemy.
Make a melee taijutsu attack, dealing your unarmed damage + 6d10 Earth Damage, the affected creature must also make a constitution saving throw or else become staggered.
If you have a nature release, this jutsu gains another nature release keyword that you can cast, and additional effects base on the Nature release. If you only have earth release the damage die increases by a step.
- **Water:** Water coats the rock and turns it into clay, slowing your target after you strike. The affected creature gains a rank of slowed if they fail the constitution saving throw.
\page
- **Fire:** Fire solidifies within your earth as it turns to magma, increasing your damage output. Add 1 damage for every damage die you roll.
- **Wind:** Wind flows around your earth making sharp, sharpening your attack. The creature also gains a rank of lacerated if they fail the constitution saving throw.
- **Lightning:** Lightning coats your earth as it increases its speed, making your attack as quick as thunder. The targeted creature cannot gain the benefits of a reaction to this jutsu.
#### Ripple of Wind: Great Disaster
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot radius)
**Duration:** Instant
**Components:** CM, M
**Cost:** 20 Chakra
**Keywords:** Wind Release, Taijutsu
**Description:** ***(This jutsu cannot score a critical hit)***
You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body. You take in a large breath of air and slam your leg against the ground with incredible force. Several cracks form all throughout a 30-foot radius and from those cracks wind release chakra floods through. Each creature within range must make a Dexterity saving throw, being thrown up 60 feet and becoming suspended in midair, restraining them, as the wind chakra pools into a sphere of gale energy.
You then exhale, creating cloud-like boots at your feet from wind release chakra and begin teleporting to each creature suspended in the air and attack. Make one melee Taijutsu attack against each creature within the sphere. dealing your unarmed damage + 11d4 wind damage and knocking the target 30 feet away in a direction opposite to your attack on a hit, causing them to fall if they go outside of the sphere.
You then return back to your original position and the cloud disperses, releasing all creatures and causing them to fall.
#### Ripple of Wind: Wind Sheer
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 5 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 17 Chakra
**Keywords:** Wind Release, Taijutsu, Finisher
**Description:** You inhale and take a charging stance, manifesting ripples of wind release chakra throughout your entire body. You grab a creature, using wind chakra together with your grip strength to tear your target apart. Make a Strength (Athletics) check against your target's AC. On a successful check, the target must make a Strength saving throw. If you already have the target grappled, they make this save at disadvantage.
On a failed save, the target takes your unarmed damage + 5d10 wind damage, and gain 3 ranks of the bleeding condition.
If cast as a ***Finisher***, the target takes your unarmed damage + 7d10 wind damage and the target gains 2 ranks of lacerated and weakened until the end of their next turn, as you tear apart their body.
**At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the damage by 1d8 and the ranks of bleeding or lacerated by +1.
#### Ripple of Fire: Bolero Whip
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 15 feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 19 Chakra
**Keywords:** Fire Release, Taijutsu, Clash
**Description:** You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. You generate flames all throughout your body as you dash towards a creature within range. Make a melee taijutsu attack. On a hit, you grapple the creature. On a miss, this jutsu fails.
If you succeed, you grab the creature and move into their space as you throw them back to your original space. The creature can no longer take reactions against this jutsu. The flames covering your body detach from you and fly past the creature, spiraling behind them and exploding, causing the creature to be sent flying back towards you.
You step to side and stick out your arm, covering it flame as you attempt to catch the creature as they are flying towards you with a lethal blow. Make a melee taijutsu attack, dealing your unarmed damage + 9d8 fire damage and knocking the creature back 30 feet behind you. Succeeding the creature's AC by 10 or more scores an automatic critical hit. If you score a critical hit, the knockback of this jutsu is doubled and the creature gains 1 rank of Burned.
#### Ripple of Fire: Falcon Punch
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 5 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 17 Chakra
**Keywords:** Fire Release, Taijutsu, Finisher, Clash
**Description:** This jutsu can only be cast as a Taijutsu
***Finisher***. You inhale and take a charging stance, manifesting ripples of fire release chakra throughout your entire body. You cover your fist in flames and then release it as it explodes in the shape of a falcon. Make a melee taijutsu attack against the creature dealing unarmed damage + 10d10 fire damage and knocking them back 30 feet on a hit. If a creature knocked back by this jutsu collides with a solid object, their movement is stopped, taking falling damage equal to the distance they would have fallen.
Regardless of a hit or miss, all creatures excluding you and your original target, within 5 feet must make a Dexterity saving throw taking 8d6 fire damage on a failed save.
\page
#### Ripple of Water: Aqua Crossguard
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction, which you take when you or an ally within 30 feet would be targeted by an attack, take damage, or make a Strength, Dexterity, or Constitution saving throw.
**Range:** Self (15-foot line)
**Duration:** Instant
**Components:** CM, M
**Cost:** 20 Chakra
**Keywords:** Water Release, Taijutsu
**Description:** You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body. Before you or an allied creature within 30-feet would be subject to an enemy's assault, you quickly gather a massive amount of water release chakra and jump in front of the allied creature to impose the attack.
You take a cross guard stance, expelling a water barrier in two 15-foot lines at your sides. You and each creature within 10 feet of you or these lines gains double your unarmed damage + 50 temporary hit points until the end of the turn.
Each allied creature, other than yourself, gaining the benefits of this jutsu is also considered behind three-fourths cover until the end of the turn, and the bonus from this cover applies to Strength and Constitution saving throws as well.
#### Ripple of Water: Water Drake
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Movement Speed
**Duration:** Instant
**Components:** CM, M
**Cost:** 20 Chakra
**Keywords:** Water Release, Taijutsu, Finisher
**Description:** This jutsu can only be used as a Taijutsu ***Finisher***. You inhale and take a charging stance, manifesting ripples of water release chakra throughout your entire body. A variation of the ***Water Release: Water Dragon*** Ninjutsu adapted for more martial fighters. This jutsu cannot be used without a source of water nearby deep enough to fit a medium sized creature.
You pull from a source of water and form a large wingless dragon of your description around yourself. You charge at a target within range as the water begins to boil. Move up to your movement speed at a creature within range and make a melee taijutsu attack. On a hit you deal your unarmed damage + 12d6 cold damage. The creature must make a Strength saving throw, becoming Dazed, Incapacitated, and Slowed until the end of its next turn.
**At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and the damage die by 1 step.
```
```
#### Ripple of Lightning: Sunlight Overdrive
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 5ft
**Duration:** Instant
**Components:** CM, M
**Cost:** 15 Chakra
**Keywords:** Lightning Release, Taijutsu, Finisher
**Description:** You may only cast this jutsu as a ***Finisher***. You coat your entire body in glorious sparks of lightning, shining so bright they turn yellow as your rear your arms back and unleash a flurry of blows in an overdrive of speed!
Make four taijutsu attacks each dealing your unarmed damage + 3d8 Lightning damage. If you land at least two attacks the affected creature is knocked back 60ft, if they would crash into a surface you may make one final taijutsu attack against them, dealing your unarmed damage + 3d10 Lightning damage.
If you were to score a critical hit with this jutsu you roll an additional die for each crit instead of doubling your dice.
**At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and make an additional attack for both the original attack flurry and if they get knocked back.
#### Ripple of Lightning: Volt Tackle
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Movement Speed
**Duration:** Instant
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Lightning Release, Taijutsu, Clash
**Description:** You inhale and take a charging stance, manifesting ripples of lightning release chakra throughout your entire body.
You take a prowling stance and begin
charging wrathful jolts of energy around your entirebody of golden lightning. Select a creature you could reach within your full movement. You dash towards the creature within range in a zig-zag line with incredible speed. Make a melee taijutsu attack. On a hit the creature takes your unarmed damage + 11d6 lightning damage
and must succeed a Constitution saving throw.
On a failed save, the creature becomes Dazed and gains 2 ranks of shocked. This attack scores a critical hit on a 19-20.
As part of casting this jutsu, you can sacrifice increments of 5 hit points to increase this jutsu's critical threat range by +1 and the damage die by 1 step. You can do this up to 3 times.
\page
#### Shattering Star: Break
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** M, CM
**Cost:** 18 Chakra
**Keywords:** Taijutsu, Finisher
**Description:** This jutsu can only be cast as a Taijutsu
***Finisher***. You rush forward in a flurry of attacks devasting your foe, before unleashing an explosion that tears the world asunder.
Make 3 melee taijutsu attacks each dealing your unarmed damage. Each attack knocks them back 10 feet as the force of your blows are staggering.
Then make a ranged taijutsu attack as you throw a ball of pure chakra at your enemy, dealing 10d10 force damage and forcing them to make a Constitution saving throw or gain 1 rank of weakened for 1 minute. For every successful melee attack that hit the target creature they take a -1 penalty to their saving throw.
```
```
#### Straight
**Classification:** Taijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 5 Feet (60-foot line)
**Duration:** Instant
**Components:** M
**Cost:** 18 Chakra
**Keywords:** Taijutsu
**Description:** You plant your feet twist your body and punch with all your might in perfect form. Make a melee taijutsu attack against a target. On a hit you deal your unarmed damage + 8d10 and the force of the impact sends a shockwave that affects all creatures in a 15-foot wide, 60-foot-long line behind your initial target creature. All creatures behind the target creature must make a Dexterity saving throw taking 6d8 bludgeoning 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 1d10 and 1d8 respectively.
\page
### S-Rank
#### Annihilation
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action or 1 Reaction, which you take when
you are targeted with a jutsu with the Clash Keyword.
**Range:** Movement Speed
**Duration:** Instant
**Components:** M
**Cost:** 25 Chakra
**Keywords:** Taijutsu, Finisher, Clash
**Description:** As a requirement to activate this jutsu, you
must currently be in the ***Death Fist Stance***. This jutsu can only be cast as a ***Finisher***.
You ready your chakra into your arms as you crouch
down with both your arms at the sides of your
body, poised for a strike. You then lunge
forward, creating two destructive
shockwaves blasting off from your
hand, demolishing anyone or anything
that was hit by it.
Make a single
melee taijutsu attack, dealing
your unarmed damage + 12d12
force damage. On a hit they
must make a Constitution saving
throw, becoming paralyzed until
the start of their next turn on a failed save
and nothing on a success. If you initiate a
Clash with this jutsu you do half of this
jutsu’s damage on a failed check and deal
double the jutsu’s damage on a success.
#### Compass Needle
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
Range: Self
Duration: 1 minute
**Components:** CM, M
**Cost:** *(Special)* 35 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement to activate this jutsu, you
must currently be in the ***Death Fist Stance***.
You manifest a light blue snowflake-shaped compass
underneath yourself, as chakra begins to seep into the air
from it and derive information from the surroundings. The
compass needle points then light up in accordance with
your opponent’s strength, the stronger they are the more
that light up. Finally, after gauging their strength your
technique focuses your body to sense their battle spirit,
allowing you to target their vitals easier and adapt to their
fighting style.
While you are under the effects of this jutsu you gain
the following;
- Once per turn you may reroll a melee attack roll.
- For the duration, whenever you hit with a melee attack
you increase your melee attack rolls by +1 when hitting
that same target, until the start of your next turn.
- You gain blindsight in a 60-foot sphere originating
from you.
- As a reaction to being targeted by a melee attack you
can subtract their melee attack rolls by an amount
equal to half your proficiency bonus, until the
beginning of your next turn.
- For the duration, your melee attack rolls cannot suffer any penalties.
#### Final Blow
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 60 ft. (120 ft. radius)
**Duration:** Instant
**Components:** M, CM
**Cost:** 26 Chakra
**Keywords:** Taijutsu
**Description:** You leap into the air before crashing down on a spot within range creating a devastating shockwave and leaving a mark on the earth.
Each creature within
120 feet must make a Dexterity saving throw taking 14d10 Bludgeoning damage and being thrown back a number of feet equal to 5 times your strength score on a failed save, or half as much damage on a successful save and no additional effects.
This jutsu deals quadruple damage to
structures and the area is permanently difficult terrain.
#### Galactic Impact
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Special
**Duration:** Instant
**Components:** M
**Cost:** 23 Chakra
**Keywords:** Taijutsu
**Description:** You launch yourself into the air using all your might and then crash down in a mighty slam shattering the world beneath you.
You jump up to ten times your strength score in the air and fall to earth forcing in an area equal to double your strength score to make a Dexterity saving throw or take your unarmed damage + the falling damage you would've taken in bludgeoning damage and being knocked prone on a failed save.
On a successful save, they take half as much damage and are still knocked prone. You leave a crater a number of feet deep equal to strength score. An area of difficult terrain is left in your wake that has a radius of three times your strength score.
\page
#### One Thousand Meter Punch
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 5 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 25 Chakra
**Keywords:** Taijutsu
**Description:** Moving your arm faster than lightning you punch a creature with more force than even the bijuu possess. Make a melee taijutsu
attack dealing your unarmed damage +10d8. On a hit, the target creature takes must
make a Constitution saving throw. On a failed save the target creature is knocked back 1 mile. If they strike a solid surface that’s less than 5 feet thick,
they tear through it, taking 6d6 bludgeoning
damage for each surface they go through. If they strike a solid surface that’s more than 5 feet thick, their movement stops and they take 6d6 bludgeoning damage. it, taking 6d6 bludgeoning damage. If the creature would be fully stopped before they have been knocked back half a mile they instead take 10d6 bludgeoning damage for the final instance of damage.
#### Shattering Star: Burst
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** M
**Cost:** *Special* (28 Chakra)
**Keywords:** Taijutsu
**Description:** Your muscles all over your body tense up and grow in size as you intend to wreak as much havok on a creature as possible. Select on creature within range. You move faster than the eye can see, teleporting to a space 30 feet above the creature. Make a melee taijutsu attack, striking the creature directly in the head. On a hit, you deal your unarmed damage + 3d6.
If you hit with this attack, you then move at hypersonic speeds once more, striking the creature with punches and kicks faster than the eye can see. Make a number of melee taijutsu attacks equal to your taijutsu ability modifier, dealing your unarmed damage on each hit. Also on each hit, you knock the creature 15 feet in the direction of your attack, teleporting next to them to make your next attack, until you make all of your attacks.
For every attack you land, the target must make a Strength saving throw, becoming weakened and unable to take reactions until the end of the turn. With each additional attack you land after the 2nd, the target suffers a -1 to this saving throw. If you hit with at least 5 attacks this way, the target automatically fails their saving throw.
If the creature you attacked failed their saving throw against this jutsu, as they are disoriented from your assault, you can target them with one Ninjutsu of C-Rank or lower, that requires a melee ninjutsu attack and only effects one creature, at no extra cost. This ninjutsu automatically hits the creature, and in addition, the jutsu generates a powerful explosion that knocks the creature back 30 feet.
\page
#### Ripple of the Stars
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Duration:** Instant
**Range:** Movement Speed
**Components:** CM, M
**Cost:** *Special* (40 Chakra)
**Keywords:** Taijutsu, Clash
**Description:** As part of the requirements for casting this jutsu, you must have access to two or more nature releases. You inhale and take a charging stance, manifesting ripples of elemental chakra throughout your entire body. Casting this jutsu causes your body to radiate with awesomely bright light in a 120 feet radius that dispels darkness, chakra enhanced or natural.
Choose two different nature releases you possess. You raise both your arms to your sides, channeling the chakra of two different nature releases chosen between them in ripples of chakra that travel down arms and coalesce in your hands. The energy you produce causes the earth to shake and the sky to briefly turn dark.
You then dash towards a creature within range, absolutely ravaging the landscape in your wake turning it into difficult terrain and destroying any non-chakra enhanced structures and objects.
Make a single melee taijutsu attack against a creature within range at advantage, striking them with both of your fists at the same time, dealing your unarmed damage + 14d12 in the damage types of the two releases you choose (Water=Cold). The creature must then make a Constitution saving throw, suffering a designated effect depending on the two releases chosen on a failed save, as shown on the ***Ripple of the Stars Effect Table***.
Regardless of a hit or miss, you produce a 120-foot shockwave, causing all creatures within range other than you and the target to make a Dexterity saving throw or be knocked back 60 feet.
Once this jutsu is cast, you become unable to mold chakra until the end of your next turn, and gain 1 rank of Exhaustion and Weakened as the sheer pressure of manifesting two nature releases has ravaged your body and chakra network.
#### Triple Tiger Sashay
**Classification:** Taijutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Special
**Duration:** Instant
**Components:** M
**Cost:** 24 Chakra
**Keywords:** Taijutsu
**Description:** As a requirement for activating this jutsu, there must be three hostile creatures within 30 feet of you.
You execute a masterful technique that combines all of your taijutsu expertise into a flawless move that almost looks like a dance. You dart forward and jump into the air and make a single melee taijutsu attack against each creature dealing your unarmed damage + 14d6. If you hit each creature with this attack you land at a point you can land at a point within 15 feet of the last creature hit and they must all make a Constitution saving throw or be stunned until the end of their next turn on a failed save.
##### Ripple of the Stars Effect Table
| Nature Release Combination | Effect |
|:----:|:-------------|
| **Earth Release + Wind Release** | Your strike radiates with magnetic energy. On a failed saving throw, the affected creature gains 3 ranks of Bruised and is ***Magnitized*** for 1 minute, giving creatures advantage on attacks with jutsu with the Earth or Wind release keywords, and giving the affected creature a -1d6 penalty to saving throws to resist jutsu with the Earth or Wind release keywords.|
| **Earth Release + Fire Release** | Your strike radiates with molten energy. This jutsu's damage increases to 17d12 and on a failed saving throw, the affected creature gains the ***Molten*** condition of the Yoton Clan. |
| **Earth Release + Water Release** | Your strike radiates with organic radiant energy. On a failed saving throw, the affected creature gains 3 ranks of Weakened and gains the ***Mokuton*** condition for 1 minute. A creature with the Mokuton condition increases the cost of their jutsu by 3 times its listed amount for the duration. |
| **Earth Release + Lightning Release**| Your strike radiates with explosive energy. On a failed saving throw, the affected creature becomes Dazed for the next hour, and gains the ***Combustion*** conditon. A creature with the Combustion takes 4d8 force damage and is knocked prone at the end of each of their turns as their chakra randomly explodes. |
| **Wind Release + Fire Release** | Your strike radiates with scorching energy. This jutsu's damage increases to 17d12 and on a failed saving throw, the affected creature gains the ***Immolated*** condition of the Shakuton Clan. |
| **Wind Release + Water Release** | Your strike radiates with frosted energy. This jutsu's damage increases to 17d12 and on a failed saving throw, the affected creature gains the ***Frostbite*** condition of the Yuki Clan. |
| **Wind Release + Lightning Release** | Your strike radiates with incredibly swift, excitable energy. On a failed saving throw, the affected creature gains 3 ranks of Bleeding and gains the ***Swifted*** condition for 1 minute. A creature with the Swifted condition has disadvantage on all attack rolls and cannot benefit from bonuses to its movement speed. |
| **Fire Release + Water Release** | Your strike radiates with boiling energy. On a failed saving throw, the affected creature gains 3 ranks of Burned and gains the ***Overheated*** condition for 1 minute. A creature with the Overheated condition takes an additional die of Corroded damage whenever they take Cold, Fire, or Acid damage. |
| **Fire Release + Lightning Release** | Your strike radiates with the energy of destruction. On a failed saving throw, the affected creature gains 3 ranks of Shocked and gains the ***Hakai*** condition for 1 minute. A creature with the Hakai condition cannot benefit from armor or use weapons for the duration as the destructive chakra either destroys their equipment if it is not chakra enhanced or causes it to fall off.|
| **Water Release + Lightning Release** | Your strike radiates with the energy of storms. This jutsu's damage increases to 17d12, and on a failed saving throw, the affected creature gains the ***Galvanized*** condition of the Ranton Clan. |
\page
# Chapter 2 (6): Feats & Stances
This compendium features a good chunk of Feats and a very small amount of stances made by the community and ones that have been removed from the book. In some cases, the feats have been updated, but they have largely been unchanged.
As mentioned prior, we choose to feature feats that we deem to have 2 main qualities. Those being balance and making the clan more interesting while fitting the clan’s image. There are more Feats and Stances created every day in the #Homebrew-Features chat on the official Naruto-5e discord, which you can find the link to [here](https://discord.com/channels/769696276085211156/771456084195541012).
For the Clan section, a majority were created by Optimal Style.
```
```
> ##### Feats & Stance Creators
> Below are the creators for all feats and stances featured.
>
> Blasteroid
>
> DZ
>
> Kingsareforever
>
> Forte
>
> Mr. Hey
>
> Mind_Faze
>
> Optimal Style
>
> Scrub
>
> Yutai
>
> Witheredgnome86
\page
## Fighting Styles
### Taijutsu Stances
You can only gain the benefit of Taijutsu Stances while
you are not wielding a weapon in either hand. You can
only benefit from one Taijutsu stance at a time, unless
otherwise specified. You cannot benefit from a Bukijutsu
stance while benefiting from a Taijutsu Stance. By
spending a Bonus Action you can switch Stances.
#### Bear Fist Stance
You have learned to fight with ferocious brawling power of a bear. You battle with a supreme posture that is ideal for grappling foes and driving fear into their hearts.
- Your Unarmed damage die becomes a d6 while not wielding a weapon in either hand.
- While in this stance, you gain the ***Grapple*** weapon property if you weren't already benefiting from it.
- When you take the attack action, you can forgo an attack to instead intimidate a target. The target must succeed a Wisdom saving throw against your Taijutsu Save DC, or gain one of the following effects; You can choose to use your Charisma modifier instead of your Taijutsu ability modifier to calculate your Taijutsu Save DC for this ability. Once a target is affected by this ability it cannot be affected by it again for the next hour.
***Apex Might.*** You rise to match your enemy's strength. You
have resistance to the damage of the next attack the
target makes against you until the end of your next
turn.
***Cower in Fear.*** You compel the target to flee in fear from
you. It must use its action next turn to dash in the
opposite direction of you.
***Tremble in Fear.*** It gains ranks of Fear equal to half your
Strength or Charisma modifier (rounded down) until
the end of its next turn.
***Predator's Pride.*** You have advantage on your first attack
roll against the target until the end of your next turn.
#### Chakra Blade Stance
You coat your hand in visible chakra and sharpen it allowing you to slash through your enemies.
- Your unarmed attacks deal 1d6 slashing damage while not wielding a weapon in either hand. Your unarmed attacks also count as chakra enhanced.
- Your unarmed attacks gain the ***Finesse*** property.
- Your unarmed attacks can now substitute for taijutsu attacks in slashing Bukijutsu. When you do this you can change the *Bukijutsu* keyword into the *Taijutsu* keyword. If the jutsu was a Combo or a Finisher, it now turns to a Taijutsu or Bukijutsu Combo/Finisher respectively. You can do this change a number of times equal to your taijutsu modifier per long rest (Max 5).
> ##### Acknowledgements
> The Bear Fist Stance and its subsequent jutsu and feats were created for the Usari Clan, a clan created by Scrub. You can find the link to this clan [here](https://homebrewery.naturalcrit.com/share/S0VHlly2uAys)
#### Death Fist Stance
You have learned how to enter a deadly stance. You utilize
both your arms and legs to deliver swift and powerful
strikes to your opponent’s vitals and weapons. While in
this stance you also boost your attacks with chakra,
unleashing destructive waves that further the impact of
your blows.
- Your unarmed damage die becomes a d6 and now does
force damage while not wielding a weapon in either
hand.
- As a bonus action you pump more chakra into your fists,
during this turn you can make your unarmed attacks at
a range of 30 feet.
- When you hit your opponent with an unarmed attack
you can choose to force a Strength saving throw,
pushing your opponent 5 feet back on a failure.
#### Ryukyu Fist Stance
You have studied the art of the Ryukyu Fist. Your fighting style incorporates extreme force to disable your opponents;
- Weapon attacks from Tonfas count as unarmed attacks while in this stance.
- While wielding two ***Tonfas*** in both hands, you increase your critical threat range by +1 for unarmed attacks.
- When you score a critical hit with your unarmed damage while wielding a ***Tonfa***, you can automatically disarm, trip, or give the affected creature the Bruised condition. You can do this twice per short rest.
#### Horse Fist Stance
Often seen as a variation on Rabbit Fist, Horse Fist focuses on single, powerful kicks, rather than multiple light strikes. A single kick from a skilled master of this stance can be enough to crack stone and shatter trees. You may not make unarmed attacks with anything but your feet and legs, and you cannot gain the benefits of weapon properties even if you wield weapons in your hands while you are in this stance.
- Your unarmed attacks deal 1d6 bludgeoning damage.
- While in this stance, you gain the ***Winding*** weapon property if you weren't already benefiting from it.
- As a bonus action, you may add double your ability modifier to your damage roll. If you have extra attacks, you may forgo any number of them, increasing the multiplication of your ability modifier by one per attack (3x if you forgo two attacks, 4x if you forgo three, etc.).
#### Illusion Fist Stance
A unique stance developed by the Kuru monks of the False Bell temple. The Illusion Fist combines ones martial talent and chakra proficiency, to unleash a hybrid fighting style that incorporates Taijutsu and Genjutsu. While a far cry from a true False Bell Monk, the fighting stance you have been able to learn is close enough;
- Your unarmed damage becomes a d4 while not wielding a weapon in either hand.
- You can use your Taijutsu ability modifier to calculate the attack and damage rolls of Genjutsu with the Tactile keyword.
- As a bonus action, you can take a deep breath and harness the flow of chakra throughout your body. Until the start of your next turn, you gain a +2 bonus to your AC and +2 damage reduction. This cannot stack with itself.
\page
### Bukijutsu Stances
You can only gain the benefit of Bukijutsu Stances while
you are wielding a weapon in either hand that fulfils the
Stances requirements with which you are proficient. You
can only benefit from one Bukijutsu stance at a time,
unless otherwise specified. You cannot benefit from a
Taijutsu stance while benefiting from a Bukijutsu
Stance. By spending a Bonus Action you can switch
Stances.
#### Kikounkenjutsu Stance
**Requirement:** Melee, Any Weapon Group
You are not only a master with the blade, but your mastery with the blade has allowed you to use your chakra and weaponry in tandem together, allowing your swings to not only be swift, but to make them far more deadly, making you a noticeable threat that can be feared even by the mightiest foe. You gain the following benefits while wielding a melee weapon that does not have the two handed property if you are proficient with them.
- When you take the attack action, you may use a bonus action to give your melee weapon the reach property until the start of your next turn. You may reduce your weapon’s damage die size by 1 step for each additional stack of reach to a minimum of a d4 (2d6>1d12>1d10>1d8> 1d6>1d4).
- Once per turn, when you miss with a jutsu attack or a creature succeeds a saving throw caused by a Jutsu that is within your movement speed, you may spend your reaction to follow up with a barrage of attacks equal to half your proficiency bonus, dealing your taijutsu modifier in damage of your weapon's type on a hit. If you land at least two attacks (or one if your proficiency bonus is less than +4), you may cast a Jutsu you know of C-Rank or lower that has an attack roll and has a casting time of 1 action or 1 bonus action, as part of the same reaction.
\page
## General Feats
### Body Flicker Mastery
**Category:** General
**Prerequisites:** Level 4+
Your constant use of the body flicker technique has made it go even further beyond.
- When under the effects of the body flicker technique you can keep said effects active once the jutsu would end all you need is to spend 5 chakra. If you have the ability to dash as a bonus action you cannot do it while this feature is in effect.
- When under the body flicker technique your speed increases by an additional 10ft.
### Dungeon Delver
**Category:** General
Alert to the hidden traps and secret doors found in many
dungeons, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
- You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect the
presence of secret doors.
- You have advantage on saving throws made to avoid or
resist traps.
- You have resistance to the damage dealt by traps.
- You can search for traps while traveling at a normal
pace, instead of only at a slow pace.
### Genjutsu Preventionist
**Category:** General
Knowing that a skilled Genjutsu user can cripple an entire platoon of Shinobi in seconds, you train in the art of Genjutsu prevention to ensure you are always prepared. You gain the following benefits;
- Increase your Intelligence or Wisdom score by +1, up to the maximum of 20.
- You gain proficiency in Chakra Control.
- You learn the E-Rank Genjutsu *Release*. If you already know this jutsu, you learn the C-Rank Genjutsu *Mass Release*.
- When you cast either *Release* or *Mass Release*, you can use your chakra control skill in place of your Illusions skill.
- When you cast *Release* or *Mass Release*, the jutsu are empowered in the following ways;
- **Release:** You can cast this jutsu as a bonus action.
- **Mass Release:** Increase the area of effect by 10 feet.
```
```
### Investigator
**Category:** General
You have an eye for detail and can pick out the smallest
clues. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of
20.
- You gain proficiency in the Investigation skill. If you
are already proficient in it, you instead gain expertise
in it.
- You can take the Search action as a bonus action.
### Naturalist
**Category:** General
Your extensive study of nature rewards you with the
following benefits:
- Increase your Intelligence score by 1, to a maximum of
20.
- You gain proficiency in the Nature skill. If you are
already proficient in it, you instead gain expertise in it.
- You learn the whereabouts of most herbal ingredients
and the conditions needed to culture them yourself
### Performer
**Category:** General
You master performance so that you can command any
stage. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of
20.
- You gain proficiency in the Performance skill. If you
are already proficient in it, you instead gain expertise
in it.
- While performing, you can try to distract one
humanoid you can see who can see and hear you. Make
a Charisma (Performance) check contested by the
humanoid’s Wisdom (Insight) check. If your check
succeeds, you grab the humanoid’s attention enough
that it makes Wisdom (Perception) and Intelligence
(Investigation) checks with disadvantage until you
stop performing.
### Silver Tongued
**Category:** General
You develop your conversational skill to better deceive
others. You gain the following benefits:
- You gain proficiency in the Deception skill. If you are
already proficient in it, you instead gain expertise in it.
- When you take the Attack action, you can replace one
attack with an attempt to deceive one humanoid you
can see within 30 feet of you that can see and hear you.
Make a Charisma (Deception) check contested by the
target’s Wisdom (Insight) check. If your check
succeeds, your movement doesn’t provoke
opportunity attacks from the target and your attack
rolls against it have advantage; both benefits last
until the end of your next turn or until you
use this ability on a different target. If your
check fails, the target can’t be deceived by
you in this way for 1 hour.
\page
### Skulker
**Category:** General
You are expert at slinking through shadows.
You gain the following benefits:
- Increase your Wisdom or Dexterity score by 1, to a maximum of 20.
- You can try to hide when you are lightly
obscured from the creature from which you
are hiding.
- When you are hidden from a creature and miss it with
a ranged weapon attack, making the attack doesn’t
reveal your position.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
### Snappy Interjection
**Category:** General
You’ve mastered a quick tongue and quicker reaction to
aid your allies. You gain the following benefits:
- When an ally makes an attack roll, an ability check or a
saving throw, you may spend your reaction to give
them advantage on the roll. Once you use this ability,
you can’t use it again until you finish a short or long
rest.
- You can as a reaction to an ally within 30 feet of you,
being hit with an attack, interpose, switching the
target of the attack to yourself taking the damage
instead.
### Survivalist
**Category:** General
You master wilderness lore, gaining the following
benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Survival skill. If you are
already proficient in it, you instead gain expertise in it.
- When in a hostile environment, you gain advantage on
Constitution saving throw to resist Exhaustion caused
by hot or cold environments
### Teleporting Terror
**Category:** General
**Prerequisites:** Level 12+ and must know the jutsu Flying Thunder God
Your understanding over space-time ninjutsu has allowed you to traverse vast distances in the blink of an eye. You gain the following benefits;
- The base range of Flying Thunder God is increased to 10 miles.
- When you teleport you only spend 5 ft. of your movement and can spend 15 chakra to teleport as a reaction. Teleporting as a reaction uses all charges on a seal.
- You can place twice as many Flying Thunder God seals.
```
```
## Skill Feats
### Summoner's Study
**Category:** Skill
**Prerequisite:** Summoning Technique
You research methods of training to improve your summon's proficiency in various Shinobi skills and tools. You gain the following benefits when using the Summoning Technique;
- Summoned Creatures gain an additional saving throw proficiency that they do not already possess.
- Summoned Creatures gain 3 additional skill proficiencies.
- Summoned Creatures are now proficient in all Martial and Simple weapons.
- Summoned Creatures gain a +1 bonus to their Toughness Score. They also increase their number of Jutsu Slots by +2.
### Summoner's Bond
**Category:** Skill
**Prerequisite:** Level 8+, Summoning Technique
You have trained well to increase the bond between you and your summons. Increasing the battle efficiency of your teamwork.
- Summoned Creatures learn one additional Jutsu of 1 rank lower than their highest known jutsu rank.
- Summoned Creatures can now move up to 240 feet away from you.
- Summoned Creatures of B-Rank or Higher gain 1 additional D-Rank Feature. If the creature cannot select an additional D-Rank Feature, they instead gain 1 additional C-Rank Feature.
- Instead of using your Bonus Action to command your summon you may use your Reaction. You cannot command your summon more than once per turn this way.
### Tattoo Sealing
**Category:** Skill
**Prerequisite:** Level 4+
You’ve learned to carve special tattoos on yourself that boost your body’s performance.
- Your body gains 10 seal slots, 5 that are weapon slots and 5 that are armor slots. You can only benefit from armor seals as long as you aren’t wearing armor and only your unarmed strikes benefit from the weapon seals and they don’t stack with any sealed weapons you are holding. In place of your unarmed strikes benefiting from the seals you may instead have any natural weapons benefit from them instead.
- You must carve the seals on your own body but since you’re already specialized in it it comes at a lower cost, when sealing yourself you can’t outsource the sealing but you reduce the crafting DC by its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S- Rank: 5) and the dowtime cost by half.
- If you want a seal that goes over your body's seal limit you simply have to make room for it, removing old seals as you do.
\page
## Chakra Feats
### Passive Chakra Armor
**Category:** Chakra
**Prerequisite:** Level 4+, You must know the Chakra Skin Jutsu
You have trained your body and mind, so that you are always ready for combat.
- Increase your Constitution score by 1, to a maximum of 20.
- You are always under the effects of the Jutsu Chakra skin and it cannot be negated or countered in any way.
- When you would take damage you may use your reaction to half the damage you would take. You have one use of this feature per short rest.
### Nonelemental Archivist
**Category:** Chakra
**Prerequisite:** Level 4+
Your focus on non-elemental jutsu has granted you a vast mastery of the chakra type.
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu that does not have any of the following keywords Earth Release, Wind Release, Fire Release, Water Release, Lightning Release, Genjutsu, Taijutsu, Bukijutsu, or Fuinjutsu that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Jutsu that does not have any of the following keywords Earth Release, Wind Release, Fire Release, Water Release, Lightning Release, Genjutsu, Taijutsu, Bukijutsu, or Fuinjutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must not have the following Keywords Earth Release, Wind Release, Fire Release, Water Release, Lightning Release, Genjutsu, Taijutsu, Bukijutsu, or Fuinjutsu.
```
```
### Nonelemental Adept
**Category:** Chakra
**Prerequisite:** Level 4+
You have trained and become well versed in non-elemental jutsu putting you above the average user of the style.
- Increase your Intelligence score by 1, to a maximum of 20.
- Jutsu that does not have any of the following keywords Earth Release, Wind Release, Fire Release, Water Release, Lightning Release, Genjutsu, Taijutsu, Bukijutsu, or Fuinjutsu Keyword gain a + 1 to their DC.
- Jutsu that do not have any of the following keywords Earth Release, Wind Release, Fire Release, Water Release, Lightning Release, Genjutsu, Taijutsu, Bukijutsu, or Fuinjutsu Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that do not contain any of the following keywords Earth Release, Wind Release, Fire Release, Water Release, Lightning Release, Genjutsu, Taijutsu, Bukijutsu, or Fuinjutsu all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
### Medical Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Medical Keyword
Your focus on medical jutsu has granted you a vast mastery of the chakra type.
- Increase your Wisdom score by 1, to a maximum of 20.
- You learn an additional jutsu with the Medical keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Medical Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the medical Keyword.
### Medical Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Medical Keyword
You have trained and become well versed in medical jutsu putting you above the average user of the style.
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- Jutsu with the Medical Keyword gain a + 1 to their DC.
- Jutsu with the Medical Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the medical keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
\page
### Fuinjutsu Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Fuinjutsu Keyword
Your focus on Fuinjutsu jutsu has granted you a vast mastery of chakra seals.
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu with the Fuinjutsu keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Fuinjutsu Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the Fuinjutsu Keyword.
### Fuinjutsu Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Fuinjutsu Keyword
You have trained and become well versed in Fuinjutsu jutsu putting you above the average user of the style.
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- Jutsu with the Fuinjutsu Keyword gain a + 1 to their DC.
- Jutsu with the Fuinjutsu Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Fuinjutsu keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
### Earth Release Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Earth Release Keyword
Your focus on Earth Release has granted you a vast mastery of the element.
- Increase your intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu with the Earth Release keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Earth Release Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the Earth release Keyword.
```
```
### Earth Release Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Earth Release Keyword
You have trained and become well versed in Earth release putting you above the average user of the element.
- Increase your Intelligence or Constitution score by 1, to a maximum of 20.
- Jutsu with the Earth Release Keyword gain a + 1 to their DC.
- Jutsu with the Earth Release Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Earth Release keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
\page
### Wind Release Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Wind Release Keyword
Your focus on Wind Release has granted you a vast mastery of the element.
- Increase your intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu with the Wind Release keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Wind Release Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the Wind release Keyword.
### Wind Release Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Wind Release Keyword
You have trained and become well versed in Wind release putting you above the average user of the element.
- Increase your Intelligence or Constitution score by 1, to a maximum of 20.
- Jutsu with the Wind Release Keyword gain a + 1 to their DC.
- Jutsu with the Wind Release Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Wind Release keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
### Fire Release Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Fire Release Keyword
Your focus on Fire Release has granted you a vast mastery of the element.
- Increase your intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu with the Fire Release keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Fire Release Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the Fire release Keyword.
```
```
### Fire Release Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Fire Release Keyword
You have trained and become well versed in Fire release putting you above the average user of the element.
- Increase your Intelligence or Constitution score by 1, to a maximum of 20.
- Jutsu with the Fire Release Keyword gain a + 1 to their DC.
- Jutsu with the Fire Release Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Fire Release keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
\page
### Water Release Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Water Release Keyword
Your focus on Water Release has granted you a vast mastery of the element.
- Increase your intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu with the Water Release keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Water Release Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the Water release Keyword.
### Water Release Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Water Release Keyword
You have trained and become well versed in Water release putting you above the average user of the element.
- Increase your Intelligence or Constitution score by 1, to a maximum of 20.
- Jutsu with the Water Release Keyword gain a + 1 to their DC.
- Jutsu with the Water Release Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Water Release keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
### Lightning Release Archivist
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Lightning Release Keyword
Your focus on Lightning Release has granted you a vast mastery of the element.
- Increase your intelligence score by 1, to a maximum of 20.
- You learn an additional jutsu with the Lightning Release keyword that you qualify for. This does not count against your Jutsu Known.
- The next time you would hit 5th, 9th, or 13th level, you
learn one additional Lightning Release Jutsu of 1 rank lower than
your highest known jutsu rank.
- If you take this feat after you have passed the
previously stated levels, you instead gain 1 additional
D-Rank if passed 5th level, 1 additional C-Rank if
passed 9th level, and one additional B-Rank if passed
13th level all of which must have the Lightning release Keyword all of which must have the lightning release Keyword.
```
```
### Lightning Release Adept
**Category:** Chakra
**Prerequisite:** Level 4+, Have the Lightning Release Keyword
You have trained and become well versed in Lightning release putting you above the average user of the element.
- Increase your Intelligence or Constitution score by 1, to a maximum of 20.
- Jutsu with the Lightning Release Keyword gain a + 1 to their DC.
- Jutsu with the Lightning Release Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Lightning Release keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
\page
## Ninjutsu Feats
### Long Lasting
**Category:** Ninjutsu
**Prerequisite:** Level 4+
You are skilled with stretching out the most efficiency out of your chakra with Ninjutsu. You gain the following benefits;
- Increase your Constitution score by 1, to a maximum
of 20.
- Select one Ninjutsu you know with a duration of a minute or higher and a range of self,
the duration of the jutsu is doubled. You can switch your selected jutsu on level up.
- Jutsu with a range of self have their concentration cost lowered by 1.
- When you would be forced to make a concentration check to maintain a jutsu you
may pay 5 chakra you grant yourself advantage on the check.
### Ninjutsu Sniper
**Category:** Ninjutsu
You have learned techniques to enhance your attacks
with certain kinds of Ninjutsu, gaining the following
benefits:
- Increase your intelligence score by 1, to a maximum of 20.
- When you cast a Ninjutsu that requires you to make an attack roll, the Jutsu’s range is doubled.
- Your ranged ninjutsu attacks ignore half cover and three-quarters cover.
## Genjutsu Feats
### Agent of Terror
**Category:** Genjutsu
**Prerequisite:** Level 8+, Fear Monger feat
You improve upon your technique, using the terror you generate in your foes to increase the lethality of your attacks. You gain the following benefits;
- Increase your Wisdom or Charisma ability score by +1, up to the maximum of 20.
- When you would damage a creature who has ranks of Fear against you, you deal an additional Xd6 psychic damage which cannot be reduced by any means, where X equals the ranks of Fear the target has. You can trigger this damage once per rest, per creature.
- You gain a +1 to critical threat range with weapon, Taijutsu, and Genjutsu attack rolls against creatures who possess the Fear condition from you.
```
```
### Fear Monger
**Category:** Genjutsu
**Prerequisite:** Level 4+
You practice a technique that incorporates both weaponry and Genjutsu in tandem to generate fear into the hearts of your enemies. You gain the following benefits;
- Increase your Wisdom or Charisma ability score by +1, up to the maximum of 20.
- Your Genjutsu ability score is treated as being +2 higher for the purposes of qualifying for Genjutsu that can give the Fear condition.
- You gain a +1 to AC, and to weapon, Taijutsu and Genjutsu attack and damage rolls against creatures who possess the Fear condition towards you.
- Creatures that would attempt to dispel, counter, or negate Genjutsu you cast that inflict the Fear condition make their rolls with a -1d4 penalty.
### Genjutsu Adept
**Category:** Chakra
**Prerequisite:** Level 4+
You have trained and become well versed in medical jutsu putting you above the average user of the style.
- Increase your Wisdom score by 1, to a maximum of 20.
- Jutsu with the Genjutsu Keyword gain a + 1 to their DC.
- Jutsu with the Genjutsu Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Genjutsu keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
### Genjutsu Sniper
**Category:** Genjutsu
You have learned techniques to enhance your attacks with certain kinds of Genjutsu, gaining the following
benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- When you cast a Genjutsu that requires you to make an attack roll, the Jutsu’s range is doubled.
- Your ranged genjutsu attacks ignore half cover and three-quarters cover.
\page
### Mind Tricks
**Category:** Genjutsu
**Prerequisite:** Level 4+
You use your skills with stealth and illusions to magnify your Genjutsu prowess. You gain the following benefits;
- Increase your Wisdom score by 1, to a maximum of 20.
- You can use illusions in place of persuasion.
- When you cast a Genjutsu from stealth on an unaware creature they suffer a minus 1d4 to saving throws against your genjutsu.
- If you are under the effects of a genjutsu you immediately know what genjutsu it is.
- You have advantage on skill checks to both discover if a creature is under the effects of a genjutsu and to break a creature out of a genjutsu.
### Monster of Shadows
**Category:** Genjutsu
**Prerequisite:** Level 12+, Agent of Terror feat
You have perfected the unique style of using weapons and genjutsu as a conduit for delivering fear. You are known as the monster of shadow, the one that causes foes to collapse and die from terror alone. You gain the following benefits;
- You gain two Bukijutsu of your choice, using your Genjutsu casting score as your learning score. These Bukijutsu become known as your ***Shadow Bukijutsu*** . Shadow Bukijutsu lose the Bukijutsu keyword and gain the Genjutsu and Tactile keywords. These jutsu use your Genjutsu ability modifier for attack and damage rolls, as well as Save DC. You can switch these jutsu on a full rest.
- When you score a critical hit with a ***Shadow Bukijutsu***, once per turn, the target gains 1 rank of Fear. If the target is immune to the Fear condition, you deal an additional 2 die of damage.
- Once per long rest, you can release a malevolent aura of shadowy chakra. For 1 minute, you have advantage on Stealth checks, gain a +1 to critical threat range with weapon, Taijutsu, and Genjutsu attacks, and are always under the effects of the Dash and Disengage action.
- Twice per long rest, when you affect a creature with a ***Shadow Bukijutsu***, you can target them with a Genjutsu of C-Rank or lower with the casting time of 1 action or bonus action, that requires an attack roll and inflicts the fear condition. If the target currently has the fear condition against you, you make your attack roll with a +1d4 bonus, and they make their saving throw with a -1d4 penalty.
### Sense Specialization
**Category:** Genjutsu
You have learned to more easily damage your opponents' psyches. Genjutsu you cast ignore resistance to psychic damage.
In addition, when you roll damage for a genjutsu you cast that deals psychic damage, you can reroll 1’s and 2’s, keeping the second result.
```
```
## Taijutsu (Taijutsu) Feats
### Bear Fist Expert
**Category:** Taijutsu
**Prerequisite:** Bear Fist Stance, Level 4+
You have trained under the teachings of the Land of Bears either directly or by descension, gaining the following benefits;
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- While you are in the ***Bear Fist Stance***, you unarmed damage die becomes a d8.
- You gain a +1d6 bonus to Grapple contests and impose a -2 penalty against checks and saving throws made from creatures attempting to escape a grapple from you.
- Taijutsu you know that requires the ***Bear Fist Stance*** to be cast, and up to two additional Taijutsu that you know, that imposes a saving throw on creatures become ***Bear Fist Taijutsu***. ***Bear Fist Taijutsu*** you cast gain the ***Usari Wrath*** trait.
- ***Usari Wrath.*** On a failed save, cause targets to be placed under the effects of the ***Bear Fist Stance's*** intimidation ability (you choose which effect occurs for each creature). Additionally, creatures that fail are knocked back 10 feet.
### Chakra Blade Expert
**Category:** Taijutsu
**Prerequisite:** Chakra Blade Stance, Level 4+
You have trained under the most professed of Combat Medics to improve your martial skills with your blade, gaining the following benefits;
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- While you are in the ***Chakra Blade Stance***, you unarmed damage die becomes a d8.
- Your unarmed attacks gain the ***Reach*** and ***Deadly*** properties.
- Up to 3 Taijutsu or Bukijutsu (that require a melee slashing) that you know become ***Chakra Blade Taijutsu***. ***Chakra Blade Taijutsu*** gain the ***Ninshou Slash*** trait.
- ***Ninshou Slash.*** With jutsu with this trait, you may replace the Bukijutsu keyword with the Taijutsu keyword if applicable on casting, and gain the benefits all properties of your unarmed strikes granted by this stance. The Finesse property can apply to the Save DC of the jutsu as well.
\page
### Death Fist Expert
**Category:** Taijutsu
**Prerequisite:** Death Fist Stance, Level 4+
You have trained under the teachings of the Land of
Demons either directly or by descension, gaining the
following benefits;
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- While you are in the ***Death Fist Stance***, you unarmed damage die becomes a d8.
- You can use the bonus action ability of the ***Death Fist Stance*** without spending your bonus action by spending 3 chakra instead.
- Taijutsu you know that requires the ***Death Fist Stance*** to be cast, and up to two additional Taijutsu that you know, that requires you to make two or more taijutsu attacks become ***Death Fist Taijutsu***. ***Death Fist Taijutsu*** gain the ***Destructive Death*** trait.
- ***Destructive Death***. Increase the range of jutsu with this trait by 30 feet, and on each successful attack knocks the target back 5 feet.
### Horse Fist Expert
**Category:** Taijutsu
**Prerequisite:** Horse Fist Stance, Level 4+
You have trained under the teachings of the Land of Grass either directly or by descension, gaining the following benefits;
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- While you are in the ***Horse Fist Stance***, your unarmed damage becomes a d8.
- While in the ***Horse Fist Stance*** and you would use its bonus action ability on unarmed attacks, for each attack after the first that you forgo to increase the multiplication of your ability modifier to the damage dealt, add your unarmed damage die once more the single unarmed attack you make.
- Taijutsu you know that requires the ***Horse Fist Stance*** to be cast, and up to three additional Taijutsu that makes no more than 4 taijutsu attacks become ***Horse Fist Taijutsu***. ***Horse Fist Taijutsu*** gain the ***Stampeding Force*** trait.
- ***Stampeding Force.*** ***Horse Fist Taijutsu*** you cast, that would also benefit from your Horse Fist bonus action attack condensing ability, also add any remaining damage die that the jutsu would grant that would be lost as the result of using this ability. Additionally, for these Taijutsu only, twice per rest, you can activate the attack condensing ability by spending 3 chakra as opposed to your bonus action.
### Illusion Fist Expert
**Category:** Taijutsu
**Prerequisite:** *Illusion Fist Stance*, Level 4+
You travel to the False Bell temple and after paying a larger sum of Ryo than you care to admit, you are taught the proper way to utilize the Illusion Fist stance. You gain the following benefits;
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Your unarmed damage becomes a d6 while in the Illusion Fist stance.
- When you make a Genjutsu attack, using your taijutsu ability modifier, add your unarmed damage to the damage dealt, up to two times per turn.
- Taijutsu you know that requires the ***Illusion Fist Stance*** to be cast, and up to two Genjutsu with the Tactile keyword that you know and that requires you to make at least one attack become ***Illusion Fist Taijutsu***. ***Illusion Fist Taijutsu*** gain the Taijutsu keyword, always add your unarmed damage to damage rolls, and allow you to use your Taijutsu ability modifier for attack, damage rolls, and Save DC. They also gain the ***Psychic Punch*** trait.
- ***Psychic Punch.*** Once per casting, you may spend 5 additional chakra to give the jutsu the Combo or Finisher keywords. If you give it the combo keyword, decrease the damage die by -2 (Min. 1). If you give it the Finisher keyword, increase the damage die by +2. The combo/finisher keywords interact only with Taijutsu.
### Ryukyu Fist Expert
**Category:** Taijutsu
**Prerequisite:** Ryukyu Fist Stance, Level 4+
You have trained under the teachings of the Land of Water either directly or by descension, gaining the following benefits;
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- While you are in the ***Ryukyu Fist Stance***, your unarmed damage becomes a d8. If you have two **Tonfas** in hand in addition to being in this stance, it instead becomes a d10.
- While in the ***Ryukyu Fist Stance***, you no longer have a use limit on Disarming, Tripping, or Bruising a creature on a critical hit, instead, you can benefit from this feature once per turn, per creature you perform a critical hit on.
- Taijutsu you know that requires the ***Ryukyu Fist Stance*** to be cast, and up to two additional Taijutsu that you know, that requires you to make no more than three taijutsu attacks become ***Ryukyu Fist Taijutsu.*** ***Ryukyu Fist Taijutsu*** gain the ***Lawful Motion*** trait.
- ***Lawful Motion*** The jutsu cast gains a +1 to critical threat range, and can trigger the special unarmed attack critical hit effects granted by the ***Ryukyu Fist Stance***, following the same limitations.
### Taijutsu Adept
**Category:** Taijutsu
**Prerequisite:** Level 4+
You have trained and become well versed in taijutsu putting you above the average user of the style.
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- Jutsu with the Taijutsu Keyword gain a + 1 to their DC.
- Jutsu with the Taijutsu Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Taijutsu keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
\page
## Taijutsu (Bukijutsu) Feats
### Bukijutsu Adept
**Category:** Chakra
**Prerequisite:** Level 4+
You have trained and become well versed in bukijutsu putting you above the average user of the style.
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- Jutsu with the Bukijutsu Keyword gain a + 1 to their DC.
- Jutsu with the Bukijutsu Keyword that you would create or modify have their Chakra cost reduced by 1.
- While you are concentrating on only Jutsu that contain the Bukijutsu keyword all concentration costs are reduced by 1.
- All features of this feat do not stack with other adept feats
### Master of Kikounkenjutsu
**Category:** Taijutsu
**Prerequisites:** Kikounkenjutsu Stance, Level 8+
You seek guidance on how to perfect your skills with chakra slashes with a renowned shinobi of the Land of Earth, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- While you are in the Kikounkenjutsu Stance, you do not reduce your weapon’s die size to grant it up to reach 3.
- When you would make your barrage of attacks in response to missing with a jutsu attack or a creature succeeding on a saving throw against a Jutsu you cast, you also deal your weapon's base damage (ignoring any jutsu-based damage increases) on each hit, and add a +1 to the attack roll for each subsequent attack you hit after the first.
- You can cast any Jutsu you know of up to one rank below your Highest Rank Known if you hit all of your barrage’s attacks, as long as the Jutsu only targets a single creature.
### Weapon Specialization
**Category:** Taijutsu
When you gain this feat, choose one of the following
damage types: Bludgeoning, Piercing, or Slashing.
Bukijutsu, you cast ignore resistance to damage of the
chosen type.
In addition, when you roll damage for a bukijutsu you cast
that deals damage of that type, you can reroll 1’s and 2’s,
keeping the second result.
You can select this feat multiple times. Each time you
do so, you must choose a different damage type.
> ##### "Where are the 'Master of' Weapon Stance feats?"
> All of the "Master of" feats can be found in the [Team 7 Legacy Document](https://homebrewery.naturalcrit.com/share/vJNdDZKb-7AU). These feats, while popular, have become incompatible with the updates made to the Weapon Stances.
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