```metadata title: Team 7 ~ Naruto's Teachings on Combat Training description: The backgrounds, jutsu, stances, and feats of the former Team 7 book. tags: [] systems: [] renderer: legacy theme: 5ePHB ``` ```css /*Title Cover*/ .phb#p1 h1, .phb#p1 h5 {font-family: 'Merriweather'; text-align:center; color:white; column-span: all; font-size:75px } .phb#p1 h5 { margin-top: 130%; } .phb#p1 h1 {\-webkit-text-stroke:3px black;} .phb hr + blockquote p, .phb hr + blockquote li, .phb hr + blockquote table{ font-size:12px; /* font-size:11.2px; Use for Genwa */ /* Use for everything else */ } .phb { background-color:#f0ede4; background-blend-mode:luminosity; color:black; } .phb::after {background-image:none;} .phb .classTable { border-image-source:url(https://i.imgur.com/JUqRwrA.png); border-image-slice:230 230 230 230; border-image-width:80px; border-image-outset:20px 15px 15px 15px; background-color: #f2f2f2; } .phb .classTable table { margin-bottom:unset;} .phb .classTable tbody tr:nth-child(odd) { background:#c8d9d8; /* This changes the alternating row color */ } /* Table Color */ .phb table tbody tr:nth-child(odd) { background-color: #c8d9d8; background-blend-mode: luminosity; } .phb blockquote { background-color: #f2f2f2; background-blend-mode:luminosity; } .phb hr+blockquote { background-color: white; } .phb hr+blockquote { background-color: #f2f2f2; border-image-source:url(https://i.imgur.com/JUqRwrA.png); border-image-slice:230 230 230 230; border-image-width:130px; border-image-outset:20px 15px 15px 15px; } .fontForClasses td { font-size: 11.5px; } .bloodlineFont h5 { font-size: 15px; } .bloodlineFont td, hr, tr { font-size: 12px; } .boonsFont td { font-size: 12px; } .tableSmall td { font-size: 12.5px; } .smallFont td { font-size: 11px; } /*a:link, a:visited { //color: #50180d; //background-color: transparent; }*/ font-family: eb-garamond, serif; font-weight: 400; font-style: normal; font-family: 'PT Sans', sans-serif; font-weight: 400; font-style: normal; ``` \page # [Introduction](https://homebrewery.naturalcrit.com/share/19qNYpTtJV0OFJoliy1pe-lrAkw6Xz4jRh76oE-t7ppvi) ## What's in this Book? Naruto's Teachings on Combat Training is a Team 7 book themed around the jutsu of the shinobi world and the esoteric feats that ninja have been able to achieve. The following Team 7 content is featured in this book; - **Chapter 1 (5):** Jutsu - **Chapter 2 (6):** Feats & Stances As with all books of Team 7, the chapter number for the specific book will be listed first, followed by the chapter number they represent in Team 7 as a whole. ### Google Drive Version If you would like to download Naruto's Teachings, feel free to check out [this](https://drive.google.com/file/d/1FtgJ4NC8lVV3LLOkFN9MBRXjqwP94Ty_/view?usp=sharing) link to a standalone Google Drive. ## Other Team 7 Books When you are done here, feel free to check out the other books of Team 7, listed below; ##### [Sakura's Notes on Shinobi Legacy](https://homebrewery.naturalcrit.com/share/dkLgGzr7nekT) This book is themed around the study of Shinobi origin, regarding their background and clan. The following Team 7 content is featured in this book; - **Chapter 1 (1): Clans** - **Chapter 2 (2): Backgrounds**
##### [Sasuke's Insights of Ninja Speciality](https://homebrewery.naturalcrit.com/share/Y0Dj12G4GPuo) This book is themed around the classification of shinobi and the branches of their professions. The following Team 7 content is featured in this book; - **Chapter 1 (3):** Classes - **Chapter 2 (4):** Subclasses
##### [Kakashi's Info on Shinobi Strategy](https://homebrewery.naturalcrit.com/share/qQ4WMU7IkWgo) This book is themed around the study of the innerworkings of shinobi, the esoteric super powers they possess, the powerful equipment they acquire, and the adversarial qualities the most elite of ninja acquire. This book is centered primarily around Dungeon Master content, but does feature creation guides that can be utilized by both DMs and Players; - **Chapter 1 (7):** Items - **Chapter 2 (8):** Custom Rulings - **Chapter 3 (9):** Bingo Books, DM Content, and Homebrew Creation Guides - **Chapter 4 (10):** Class Mods
``` ``` > ##### Creators Featured in this Book The following are a list of creators that have developed content for this book either independently or in a collaborative effort. > > Average Pins Reader > > Blasteroid > > Bunger (Schmeelo) > > Chikrum > > D0K T0R > > Drachengeist > > Forte > > galen876 > > Inuzuka, The Inexorable I / Yutai > > KadenUchiha > > Kaio > > lunashinek9 > > Mind_Faze (Getsukage) > > Mr. Hey > > ÒwÓ culture#8180 > > Optimal Style > > Tanaka Yui > >Toggy > > Witheredgnome86 > > Yaco, Youthful Y > > /neco-lyr/ \page # Table of Contents ### [Non-Elemental Ninjutsu:](#p5) ##### [E-Ranks](#p7) ##### [D-Ranks](#p7) ##### [C-Ranks](#p10) ##### [B-Ranks](#p14) ##### [A-Ranks](#p17) ##### [S-Ranks](#p20) ### [Earth Release Ninjutsu:](#p24) ##### [D-Ranks](#p25) ##### [C-Ranks](#p26) ##### [B-Ranks](#p28) ##### [A-Ranks](#p29) ##### [S-Ranks](#p31) ### [Wind Release Ninjutsu:](#p35) ##### [D-Ranks](#p36) ##### [C-Ranks](#p37) ##### [B-Ranks](#p38) ##### [A-Ranks](#p40) ##### [S-Ranks](#p42) ### [Fire Release Ninjutsu:](#p44) ##### [D-Ranks](#p45) ##### [C-Ranks](#p46) ##### [B-Ranks](#p48) ##### [A-Ranks](#p51) ##### [S-Ranks](#p53) ### [Water Release Ninjutsu:](#p55) ##### [D-Ranks](#p57) ##### [C-Ranks](#p58) ##### [B-Ranks](#p60) ##### [A-Ranks](#p62) ##### [S-Ranks](#p64) ### [Lightning Release Ninjutsu:](#p65) ##### [D-Ranks](#p66) ##### [C-Ranks](#p67) ##### [B-Ranks](#p68) ##### [A-Ranks](#p69) ##### [S-Ranks](#p70) ``` ``` ### [Summoning Jutsu:](#p73) ##### [Bat](#p74) ##### [Cat](#p76) ##### [Clam](#p77) ##### [Corvid](#p79) ##### [Crab/Lobster](#p80) ##### [Crocodile/Alligator](#p82) ##### [Dragon](#p84) ##### [Elephant](#p86) ##### [Fox](#p88) ##### [Goose](#p89) ##### [Horse](#p90) ##### [Mantis](#p91) ##### [Octopus/Squid](#p93) ##### [Raccoon](#p94) ##### [Scorpion](#p95) ##### [Wyvern](#p97) ### [Genjutsu:](#p99) ##### [E-Ranks](#p100) ##### [D-Ranks](#p100) ##### [C-Ranks](#p101) ##### [B-Ranks](#p102) ##### [A-Ranks](#p103) ##### [S-Ranks](#p105) ### [Taijutsu:](#p107) ##### [D-Ranks](#p109) ##### [C-Ranks](#p113) ##### [B-Ranks](#p118) ##### [A-Ranks](#p123) ##### [S-Ranks](#p128) ### [Feats & Stances:](#p131) ##### [Taijutsu Stances](#p132) ##### [Bukijutsu Stances](#p133) ##### [General Feats](#p134) ##### [Skill Feats](#p135) ##### [Chakra Feats](#p136) ##### [Ninjutsu Feats](#p140) ##### [Genjutsu Feats](#p140) ##### [Taijutsu Feats](#p141) ##### [Bukijutsu Feats](#p143) \page # Chapter 1 (5): Jutsu This compendium features a myriad of jutsu made by the community, listed below in the same order as jutsu appear in the Jiraiya Jutsu Compendium. This doc features new Hijutsu, Ninjutsu (of all elemental types), Summons, Taijutsu, Genjutsu, and many Bukijutsu. As mentioned prior, we choose to feature jutsu that we deem to be of the highest quality and balance. There are more jutsu created every day in the #Homebrew-Jutsu chat on the official Naruto-5e discord, which you can find the link to here. All contributors for this section of the compendium can be found all the right, however, for the specific creator of the jutsu featured, there will be an additional line of text denoting who created it at the very top. The *Bukijutsu* section has been removed due to Bukijutsu going through a large rework. However, the link for the "Breath" Bukijutsu will sitll be kept [here](https://drive.google.com/file/d/1Ul2Zf-VpgBJ9co1cSmrpw5NVjunJkAfU/view?usp=sharing). ``` ``` > ##### Jutsu Contributors > Below are the creators for all jutsu featured. > > Average Pins Reader > > > Blasteroid > > Bunger (Schmeelo) > > Chikrum > > D0K T0R > > Drachengeist > > Forte > > galen876 > > Inuzuka, The Inexorable I / Yutai > > KadenUchiha > > Kaio > > Mind_Faze (Getsukage) > > Mr. Hey > > ÒwÓ culture#8180 > > Optimal Style > > Tanaka Yui > >Toggy > > Witheredgnome86 > > Yaco, Youthful Y > > /neco-lyr/ \page # Ninjutsu
## Chapter 2.1.0: Non-Elemental Ninjutsu Non-Elemental Ninjutsu are ninjutsu that do not require Nature Release mastery or investment. These jutsu are more focused on versatility and chakra manipulation and control, such as increasing your movement speed by pooling chakra to the soles of your feet before taking off. Although a lot of these techniques are not as complicated as using a nature transformation, they are still extremely useful when on missions not requiring high level combat. There are Higher level Non-Elemental Jutsu such as Rasengan, the pinnacle chakra molding without elemental chakra. Non-Elemental Ninjutsu have no advantages or disadvantage against any other nature release.
##### E-Rank (0 Level) *Butan's Calm* ___ *Chakra Gun: Transformation* ___ *Finger Carving Seal* ___ *Hair Camouflage* ##### D-Rank *Aurora* ___ *Beast Imitating Art: Fish* ___ *Bestial Art: Cub* ___ *Chakra Gun: Assault* ___ *Chakra Signal Flare* ___ *Crazy Hair Technique* ___ *Demonic Culling: Koketsu Arrow* ___ *Fabricate Clothing* ___ *Hair Trap Technique* ___ *Howling Hair Technique* ___ *Hunter's Instincts* ___ *Medical Release: Medical Fist* ___ *Medical Release: Sapping Strike* ___ *Needle Senbon* ___ *Refraction Array* ##### C-Rank *Bestial Art: Alpha* ___ *Beast Imitating Art: Jellyfish* ___ *Body Elimination Technique* ___ *Compression Rasengan* ___ *Flash* ___ *Medical Release: Acidic Eruption* ___ *Medical Release: Bile Blast* ___ *Medical Release: Blood Mist Plume* ___ *Medical Release: Defensive Cloak* ___ *Medical Release: Healing Cloak* ___ *Medical Release: Malice* ___ *Needle Spear* ___ *Probe Barrier* ___ *Sealing Art: Release* ___ *Soul Echo: Blessed Weapon* ___ *Yaco's Oasis* ##### B-Rank *Advanced Hair Binding Technique* ___ *Beast Imitating Art: Wolf Pack* ___ *Dual Rasengan* ___ *Long Lasting Shadow Clone* ___ *Magical Telescope* ___ *Medical Release: Withering* ___ *Penance* ___ *Super Compression Rasengan* ##### A-Rank *Beast Imitating Art: Giant Crab* ___ *Grind* ___ *Medical Release: Poison Mist Dragon* ___ *Medical Release: Scarlet Aeonia* ___ *Rasendan* ___ *"Rasen-shuriken"* ___ *Ultra-Big Ball Rasengan* ##### S-Rank *Bestial Art: Apex* ___ *Beast Imitating Art: Dragon* \page *Comet Azur* (S2) ___ *Medical Release: Divine Tree Heal* (S2) ___ *Medical Release: Heyday's Delight* (S2) ___ *Medical Release: Grim Harvest* (S2) ___ *Meteroid Blast* (S2) ___ *Stardust Fall* ___ *Summoning: Triple Rashomon* ___ *Toril Seal* \page ### E-Rank #### Butan's Calm **Classification:** Ninjutsu
**Rank:** E-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** 8 Hours
**Components:** CM
**Cost:** 2 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** This medical ninjutsu was implemented by the Funato, in order to fight without limitations on the sea. A creature targeted by this Ninjutsu, is cured of sea seasickness instantly, additionally, for the duration, the creature cannot lose concentration due to environmental phenomena, such as sea turbulence on a ship. #### Chakra Gun: Transformation **Classification:** Ninjutsu
**Rank:** E-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 60 Feet
**Duration:** 10 minutes
**Components:** CM, HS
**Cost:** 1 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You focus your chakra into a singular point on one or more of your hands, spending 1 Chakra for each hand this jutsu is cast on. For the duration of this jutsu, you can spend 1 Chakra as a Bonus Action to shoot a condensed bullet of chakra at a creature within range. If this jutsu was cast on multiple hands, you may spend 1 chakra for each hand to shoot an additional bullet at a creature within range using the same bonus action. Make a ranged Ninjutsu attack for each bullet fired, on a hit you deal 1d6 + your Ninjutsu ability modifier Force damage. If you have another “Chakra Gun” jutsu active you may instead fire using your reaction, bullets shot this way do not add your ability modifier to damage. #### Finger Carving Seal **Classification:** Ninjutsu
**Rank:** E-Rank
**Casting Time:** 1 Action
**Duration:** Concentration, up to 1 minute
**Range:** Self
**Components:** CM, CS
**Cost:** 1 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You concentrate chakra into your finger and using the heat from that, can apply writing of whatever you want to a surface. If you were to apply it to the flesh of a living creature, they take 1 Fire damage and are left with a scar. If a creature is unwilling you must make a melee ninjutsu attack roll. ``` ``` #### Hair Camouflage **Classification:** Ninjutsu
**Rank:** E-Rank
**Casting Time:** 1 Action
**Duration:** Concentration, up to 1 hour
**Range:** Self
**Components:** CS, HS
**Cost:** 1 Chakra
**Keywords:** Ninjutsu
**Description:** Using this technique, your hair can grow to any desired length. It can even completely cover the your body. Your hair returns to its normal length at the conclusion of this jutsu. ### D-Rank #### Aurora **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet (20-foot cube)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** You create an array of light encapsulating everything in sight. Each object in a 20-foot cube within range is illuminated in blue, green, or violet light (your choice). Any creature in the area when this jutsu is cast must make a Dexterity saving throw, becoming illuminated on a failed save. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. \page #### Beast Imitating Art: Fish **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** Up to 10 minutes
**Range:** Self
**Duration:** 24 Hours
**Components:** HS, CM, CS, NT (Empty Scroll)
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You take your scroll and begin to write a message of any length that you can conceivably write within a 10 minute or less time span. Once complete, the writings manifest into the form of a fish of your description and now carry themselves. You can also cast this jutsu targeting a message already written of 25 words or less. The fish you create has 1 hit point and an AC of 15. Specify a location that you have previously visited and a recipient who matches a general description. You then let the fish swallow the scroll, tag, or similarly small object to deliver to this creature. The construct travels for the duration of the jutsu towards the location, covering no more than 50 miles per 24 hours. When the fish arrives, it turns back into the message when provided a scroll to be placed on and delivers any packages to the creature you described. The fish will only release the object to the creature you specified or if killed. The creature dissipates into non-staining ink when the message is delivered or it is killed. **At Higher Ranks:** : For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and duration increases by 24 hours. When casting this jutsu at B-Rank or Higher, the fish becomes large in size and is capable of carrying two medium size creatures on its back. #### Bestial Art: Cub **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Duration:** Concentration, up to 1 minute
**Range:** Self
**Components:** HS, CM, CS
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You infuse chakra into a chakra seal as you mark yourself with the seal of an animal with great potential. Your smell and hearing have surpassed what normal humans can hope to accomplish and your hands grow razor sharp claws for nails. For this jutsu’s duration, you gain the following benefits; - Your Strength score becomes 18. - Your unarmed attacks now deal 1d8 + Strength Modifier slashing damage. - You gain a +10 bonus to movement speed. ``` ``` #### Chakra Gun: Assault **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** As part of casting this jutsu, you must have **Chakra Gun: Transformation** active. You cannot lose concentration on this jutsu as a result of taking damage. You extend the focus point of your chakra to cover your entire arm. For the duration of this jutsu, as an Action, you can make a ranged Ninjutsu attack on a creature within range. On a hit you deal 1d10 + your Ninjutsu modifier Force damage. If you cast this jutsu and then drop Concentration, within the next minute you may recast it as a Bonus Action at half the chakra cost (rounded down), using the remaining duration. #### Chakra Signal Flare **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Duration:** 1 Round
**Range:** 120 Feet
**Components:** HS, CM
**Cost:** 3 Chakra
**Keywords:** Ninjutsu
**Description:** After forming the necessary hand signs, you point your hands towards the sky and shoot out a flare of chakra that shines bright 120 feet into the sky, able to be seen and heard for 5 miles. If you have a nature release affinity you can modify the flare with that element for 1 additional chakra. The chosen element will change the color of the flare. If you have more than 1 chakra affinity you can add as many as you have increasing the cost by 1 chakra for each affinity. | Element | Color | |:----:|:-------------| | Non-Elemental | White | | Earth | Brown | | Wind | Green | | Fire | Red | | Water | Blue | | Lightning | Yellow | | Medical | Purple | \page #### Crazy Hair Technique **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 5 feet
**Duration:** Instant
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** You can only cast this jutsu after you hit with an unarmed or melee weapon attack. After hitting an enemy, you extend your hair in order to hit two more times. Make two melee ninjutsu attacks, dealing 1d6 + your Ninjutsu modifier Piercing damage on a hit. #### Demonic Culling: Koketsu Arrow **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** You conjure nearly invisible arrows made of chakra and manipulate them by pointing your finger in the direction they're to go. These arrows interact with by interacting with related vectors forcing any it passes through to move in the desired direction. Make a ranged ninjutsu attack, dealing 2d8 force damage on a hit. They must also make a Strength saving throw on a hit, being forced 15 feet into your desired direction on a failure and not moving any feet on a success. If they are knocked into a solid surface, they take double falling damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank increase the cost by 3 and the number of attacks by +1. At A-Rank increase the damage this jutsu does to 3d8. #### Fabricate Clothing **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** *Special*
**Components:** HS, CM, CS, NT (A medium sized thread of twine or scrap of cloth)
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You hold a thread of twine or scrap of cloth in hand and outstretch your hand to a willing creature you can touch. The material you hold begins to glow with a radiant white before soon disapearing as the hand you are outstretching towards the creature releases a white light which completely obscures the creature. As the light fades, the creature stands in a brand new set of clothing of your design. Clothes you create with this feature, no matter how illustrious to the eye, always appear cheaply made when inspected, giving your clothes a value of 1 Ryo. If another creature attempts to wear clothes created with this jutsu, the clothes immediately disapear. #### Hair Trap Technique **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (20-foot Line)
**Duration:** Concentration, up to 1 minute
**Components:** CM, W/NT (Any Cutting object)
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** After cutting your hair, you infuse the strands with chakra, throwing it in a straight line, trapping the first person that comes into contact with it. The creature makes a Dexterity saving throw, being restrained and unable to take actions on a failed save, a restrained creature can make a Strength saving throw at the start of each of its turns, ending the effects on a success. #### Howling Hair Technique **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (30 Foot Line)
**Duration:** Instant
**Components:** CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** By whipping around locks of your hair, you generate high-frequency sound waves that are capable of simultaneously disorienting the foe by overwhelming their hearing e able to slice at the target. Every creature in the range of this ninjutsu must make a Constitution saving throw, gaining the Dazed condition, and taking 2d6 Slashing damage on a failed save. On a success, they only take half the damage and suffer no additional effects. #### Hunter's Instinct **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 hour
**Components:** CM
**Cost:** 3 Chakra
**Keywords:** Ninjutsu, Sensory
**Description:** A jutsu which numbs the sporatic nature of the thoughts of the mind to allow one to focus and utilize all of their senses. For the duration of this jutsu, your passive perception and passive insight scores cannot be lowered by any effects of a rank equal to or lower than the rank of this jutsu. Additionally, you gain a +1d4 bonus to Investigation, Perception, and Survial checks for the duration and cannot make checks with these skills at disadvantage as the result of a hostile effect of a rank equal to or lower than this jutsu. **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, the bonus becomes a 1d6. If cast to S-Rank or higher, the bonus becomes a 1d8. \page #### Medical Release: Medical Fist **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Duration:** Concentration, up to 1 minute
**Range:** Self
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You coat your hands in medical chakra designed to sap the life force of anyone you touch. Your unarmed damage becomes 1d6 and deals Necrotic damage, when you hit someone with an unarmed or melee taijutsu attack you gain Temporary Hit Points equal to 1/2 of the damage dealt (Rounded Down). **At Higher Ranks:** For each rank you cast this jutsu above D-Rank increase the cost of the jutsu by 3. If this jutsu is cast at B-Rank increase the damage by 1d6. If this jutsu is cast at a A-Rank, you instead gain Temporary Hit Points equal to the full amount of damage dealt. If this jutsu is cast at S-Rank increase the damage by 1d6. #### Medical Release: Sapping Strike **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** Action
**Duration:** Instant
**Range:** 5 feet
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** Your hands glow a pinkish hue as you get ready to strike your target. Choose one creature in range and make a melee ninjutsu attack, on a hit you deal 3d8 Necrotic damage, and regain hit points equal to half the damage dealt. **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 1d8. If you cast this jutsu at A-Rank or higher you instead regain hit point equal to the full damage dealt. #### Needle Senbon **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (25 Foot Cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** You harden the hair on your head and shoot a multitude of hair Senbon to the enemies in front of you. All creatures in a 25-foot cone originating from you must succeed on a Dexterity saving throw, taking 4d4 Piercing damage 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 increase the damage by 2d4. ``` ``` #### Refraction Array **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu
**Description:** You rapidly refract light infusing your chakra with the water vapor in the air to create a burning scintillating glow in the form of a thin wire. Make three ranged ninjutsu attacks against a creature you can see within range, on a hit the target takes 1d8 force damage. If you hit with at least 3 of these attacks the creature is blinded until the start 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 increase the number of attacks by +1. ### C-Rank #### Bestial Art: Alpha **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Duration:** Concentration, up to 1 minute
**Range:** Self
**Components:** HS, CM, CS
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You infuse chakra into a chakra seal as you mark yourself with the seal of an alpha. Your senses get sharper, and you begin to notice things far more quickly than you are used to. You grow fur on your forearms, and long claws form at the edge of your fingertips. For this jutsu’s duration, you gain the following benefits; - Your Strength score becomes 18 if it is not already higher. If it is 18 or higher already, you instead increase your Strength Score by +2. - Your unarmed damage becomes 2d6 and deals slashing damage. - You gain a +15 bonus to movement speed. - Attacks of Opportunity you make are at advantage. #### Beast Imitating Art: Jellyfish (Changed) **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS, NT (Empty Scroll)
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You draw a picture of a jellyfish. Infusing chakra into it as it exits your scroll and stands next to you. You summon a construct Ink Jellyfish. The construct jellyfish has the following Statistics; You may command the Ink Jellyfish as a bonus action on your turn. The Ink Jellyfish may take an appropriate reaction if able. The Ink Jellyfish uses your Ninjutsu Attack bonus for all of its attacks. \page   **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the Ink Jellyfish's Hit points by 15 (2d8+5). #### Body Elimination Technique **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 10 minutes
**Range:** Self
**Duration:** Until Deactivated
**Components:** CM, HS
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** A shinobi's corpse is a treasure trove of information. You put a seal on your chest that keeps track of your heart beat, if your heart would stop beating the seal destroys your body completely turning it to dust stopping others from gaining access to your corpse. This jutsu activates when you would fail your 3rd death saving throw. You can deactivate this jutsu by spending 1 minute removing the seal from your chest. #### Compression Rasengan **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu
**Description:** As part of the requirements for casting this jutsu you must have **Rasengan** on your jutsu known list. You collect chakra into your hand generating a powerful sphere of spiraling chakra to strike an enemy with. By overlapping the Rasengan as it is formed in the dominant hand with the other hand, the user compresses and condenses it to its limit. In this state, it can penetrate targets with little resistance. This jutsu does not cost any additional chakra while concentrating. Starting next turn, you can spend your Action to make a melee ninjutsu attack against a creature within range. On a hit, the target takes 4d8 Force damage and makes a Constitution Saving throw. On a failed save they are knocked back 30 feet, gaining the Dazed Condition. 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. This jutsu ignore any DR a creature may have as well as their resistances, and treats immunity as resistance. At the conclusion of this jutsu, the user of this takes 1d8 force damage. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost by 3, the damage by 3d8, and the knockback by 10 feet. If this jutsu is cast at A-Rank or higher, you can make the melee ninjutsu attack the turn you cast it. ___ > ## Ink Jellyfish >*Large construct, unaligned* > ___ > - **Armor Class** 12 + your Ninjutsu Ability Modifier > - **Hit Points** 40 (4d8+20) > - **Speed** 20ft flying (The Ink Jellyfish can hover). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|1 (-5)|14 (+2)|18 (+4)|12 (+1)|14 (+2)| >___ > - **Condition Immunities** Charmed, Chilled, Exhaustion, frightened, paralyzed, Poisoned. > - **Senses** Darkvision 30ft., Passive Perception 10 >___ > ***Immutable Form.*** The Ink Lion is immune to any Jutsu or effect that would alter its form. > >***Inky Weapons.*** The Ink Lions attacks are chakra enhanced. >### Actions >***Poison Ink.*** *Ranged Weapon Attack:* +X to hit, range 60ft., one target. *Hit:* 1d12 + 4 Poison damage. > > ***Intoxicating Aura.*** As part of using its Poison Ink attack, the Ink Jellyfish can use its reaction to impose a Charisma saving throw against the summoners Ninjutsu Save DC. On a failed save, the creature must on its next turn only attack the Ink Jellyfish. > > ***Water Balloon. (Recharge 3-4):*** The Ink Jellyfish builds up an excess of Ink all throughout its body, giving it greater defense. Until the beginning of its next turn, the Ink Jellyfish reduces all damage it recieves by twice the summoner's proficiency bonus. > > ***Lingering Venom.*** If a creature has been hit by the Ink Jellyfish's Poison Ink attack 3 times during combat, they must immediately make a Constitution saving throw against the summoner's Ninjutsu Save DC, or gain 1 rank of envenomed for 1 minute. This save is made at disadvantage if the affected creature did not restore any hit points to themselves in between the 1st and 3rd Poison Ink attacks. Creatures can repeat this saving throw at the start of each of their turns. \page #### Flash **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (30-foot Radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu
**Description:** You holds up your palms into a bird sign formation, emitting a dazzling bright light. All creatures other than yourself within a 30-foot radius must make a Constitution saving throw. Creatures within 10 feet roll their save at disadvantage, creatures more than 20 feet away roll their save at advantage. On a failed save, the creature is blinded for 1 minute. They may repeat the save at the end of each of their turns ending the effects on a success. ``` ``` #### Medical Release: Acidic Eruption **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You conjure a surge of acidic chakra between your hands, before launching it out in front of you. Each creature in a 30-foot cone must make a Dexterity saving throw, or take 6d6 acid damage and become corroded on a failed save. On a successful save, a creature takes half as much damage and no additional effects. **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 1d6. #### Medical Release: Bile Blast **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You spew out a stream of bile, infused with poisonous chakra that seeps through everything it touches. All creatures within a 30-foot-long, 5 feet wide line must make a Constitution saving throw, taking 4d12 Poison damage and becoming poisoned 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 increase the damage by 1d12. #### Medical Release: Blood Mist Plume **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, when you would take damage from a melee attack
**Range:** Self
**Duration:** Instant
**Components:** HS, CM, NT (Blood Vial)
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You excrete a mist of acidic blood from a vial that disorients and confuses opponents. When cast, the triggering attack rolls an additional d20, taking the lower result. For the duration, until the beginning of your next turn, hostile creatures have disadvantage on melee attacks against you. When a creature hits you with a melee attack they must succeed a Constitution saving throw or take 3d6 acid damage and be blinded until the start of their next turn. \page #### Medical Release: Defensive Cloak **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You cover your entire body in a vile cloak of medical jutsu, that harms any who touch you. When a creature hits you with a melee attack, they take 2d6 Necrotic damage and you gain temporary hit points equal to half the damage dealt. **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 die by 1 step. (d6>d8>d10>d12) If you cast this jutsu at A-Rank or higher you instead gain temporary hit points equal to the full damage dealt. #### Medical Release: Healing Cloak **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** Your entire body is covered in soothing medical chakra as you begin to glow a soft pink. When you cast this jutsu you regain 2d8 hit points. For the duration of this jutsu you regain 1d8 hit points at the start of your turn. You may as a bonus action on your turn heal 2d8, when you do this jutsu immediately ends. #### Medical Release: Malice **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You generate smoldering red and black energy within your hand manifesting all the offensive power of medical release. Make a melee ninjutsu attack against a target within range. On hit, you deal 10d4 acid, poison, or necrotic damage and the target must make a Constitution saving throw, becoming either Corroded, Envenomed, or gaining 1 rank of Bleeding (pick the condition which corresponds the the damage type chosen). Due to the stress of manifesting all of the power of offensive medical chakra, you lose hit points equal to your Ninjutsu ability modifier when you cast this jutsu. **At Higher Ranks:** For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage by 1 step or the number of conditions gained on a failed save by +1, picking between Corroded, Bleeding, or Envenomed (Pick one). ``` ``` #### Needle Spear **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (20-Foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu
**Description:** You extend your hair and harden it to be as sharp as a spear. Each creature in a 20-foot-radius sphere centered on you, other than you, must make a Dexterity saving Throw, taking 4d8 piercing damage on a failed save, or half asmuch on a successful one **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the damage by 1d8, and the radius by 5 feet. #### Probe Barrier **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (250-Foot radius sphere)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Sensory
**Description:** This technique allows the user to create a 5-foot spherical detection barrier with the user at the center. At the user's command, and as a bonus action, the detection barrier can expand up to 250-feet grasping everything in the surroundings, ending the jutsu when it reaches the limit. This jutsu work in the same way as the 'Sensing Technique. #### Sealing Art: Release **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Minute
**Range:** Touch
**Duration:** 8 Hours
**Components:** HS, CM, CS
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You infuse chakra into a chakra seal and attempt to mark a willing creature with a seal of protection. When a marked creature would be the target of, or would be force to make a saving throw or ability check against a jutsu with the Fuinjutsu or genjutsu keyword you enact a defensive ward meant to protect, granting the following benefits until the beginning of your next turn; This jutsu then ends. - They gain a bonus to their AC equal to the your Ninjutsu ability modifier against jutsu with the Fuinjutsu or Genjutsu keyword. - When they would make a saving throw or ability check vs a jutsu with the Fuinjutsu or genjutsu keyword, they instead may use half of your Intelligence (Ninshou) skill bonus. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target with this jutsu by +1 \page #### Soul Echo: Blessed Weapon **Classification**: Ninjutsu
**Rank**: C-Rank
**Casting Time**: 1 Bonus Action
**Range**: Touch
**Duration**: Concentration, up to 1 Minute
**Components**: CM, CS, W (Any Melee)
**Cost**: 9 Chakra
**Keywords**: Ninjutsu, Fuinjutsu, Medical
**Description:** You begin to channel medical chakra within your palm as you think of happy memories. Kind words said over the years, hospitality, and better times. The echoes of your soul empower this jutsu as you bathe the weapon with your chakra. For the duration, your weapon begins to glow with a holy white lighting, gaining the following benefits; - At the start of each of your turns, you recover hit points equal to your Ninjutsu ability modifier. - Your weapon's damage die increases by 1 step, up to a d12. This weapon cannot be targeted by another jutsu that would change its damage type, die, or add extra damage dice. - Your weapon emits 15 feet of bright light and 15 feet of dim light. The wielder of this weapon can use this light to see through chakra enhanced darkness from a jutsu of equal rank or lower. - For each hit you land with this weapon, whether it is part of a Bukijutsu or the attack action, the creature takes 1d6 chakra damage. Beasts, Undead, and Monstrosities take double the chakra damage. **At Higher Ranks**: For each rank above C-Rank, increase the cost by 3, the radius of both light sources by 10 feet, and the healing by +1. If cast to A-Rank or higher, you deal double chakra damage against Aberrations, Demons, and Mutants as well, and you ignore resistance and treat immunity as resistance when damaging an adversary type that would take double damage. #### Yaco's Oasis **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (1 Mile radius)
**Duration:** 1 Minute
**Components:** HS, CM
**Cost:** 6 Chakra
**Keywords:** Ninjutsu, Sensory
**Description:** A variation of the ***Sensing Technique*** made to help locate sources of drinkable fluid. You make the "Tori" hand sign and briefly shut your eyes as you release a field of chakra in a 1 mile radius. Sources of drinkable water or other fluid safe for consimption begin to glow in a faint blue sparkly light that only you can see, even through walls. You can also locate sufficient sources of water, which glow in a green light. If any fluid sources you detect are chakra enhanced, the colors you see occasionally shift to yellow. If any fluid source contains poison or hostile chakra, it occassionaly shifts red. This jutsu cannot detect creatures, unless the creature is classified as a suffiecient source of water, in which case they glow a bright blue color if friendly, or bright red if hostile. ### B-Rank #### Advanced Hair Binding Technique **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Ninjutsu
**Description:** This technique is a more complex version of the Hair Binding technique, giving the user a variety of options once the target is captured. Choose one creature within range, the target must make a Dexterity saving throw, gaining the restrained and incapacitated condition on a failed save, and must make a Strength saving throw at the start of each of his turns to end the conditions and free themself. You can freely move the creature during the duration. You can only target creatures up to one size larger that you. Once captured, you can choose to do any of the following as a Bonus Action. - ***Strangle:*** You deal 4d8 bludgeoning damage. - ***Suffocate:*** You wrap your hair around the neck of your creature, and start suffocating it. - ***Throw:*** You launch the target, send it hurtling 60 feet away at high speed. The creature takes double the usual fall damage if they hit a solid surface like a tree, wall, or floor. #### Beast Imitating Art: Wolf Pack (Changed) **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS, NT (Empty Scroll)
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You draw a picture depicting 3 wolves. Infusing chakra into it as they exits your scroll and stand next to you. You summon 3 construct Ink Wolves. An Ink Wolf has the following Statistics; You may command the Ink
wolves as a bonus action on your turn. When you
command them, all wolves currently active act
at the same time, and attempt to perform the
same actions against either the same creature
or different creatures determined by you. The Ink Wolves use your Ninjutsu
Attack bonus for all of its attacks. **At Higher Ranks:** For each rank
you cast this jutsu above B-Rank,
increase the cost of this jutsu by
3 and the hit points of the Ink
Wolves by 10 (1d8+5). \page ___ > ## Ink Wolf >*Large construct, unaligned* > ___ > - **Armor Class** 13 + your Ninjutsu Ability Modifier > - **Hit Points** 40 (6d8+10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+2) |18 (+4)|14 (+2)|18 (+4)|12 (+1)|14 (+2)| >___ > - **Condition Immunities** Charmed, Chilled, Exhaustion, frightened, paralyzed, Poisoned. > - **Senses** Darkvision 30ft., Passive Perception 10 >___ > ***Immutable Form.*** The Ink Wolves is immune to any Jutsu or effect that would alter its form. > >***Inky Weapons.*** The Ink Wolfs attacks are chakra enhanced. >### Actions > > **Bite.** +X to hit, reach 5 ft., one creature. Hit: 1d12 + 4 Slashing damage > > **Grab.** If target creature is hit by your bite attack, they must succeed a Strength save vs the users Ninjutsu Save DC. On a failed save they are knocked prone. ``` ``` #### Dual Rasengan (Changed) **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Duration:** Concentration, up to 1 minute
**Range:** Touch
**Components:** CM
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Clash
**Description:** As part of the requirements for casting this jutsu you must have **Rasengan** on your jutsu known list. You collect chakra into both of your hands generating two powerful spheres of spiraling chakra to strike an enemy with. ***This jutsu does not cost any additional chakra while concentrating.*** Starting next turn, You can make two melee ninjutsu attacks against a creature within range as an Action. Both of these attacks are made at the exact same time. On a hit, the target takes 5d8 force damage and must succeed a Strength saving throw, being knocked back 30 feet and gaining the dazed condition on a failed save. 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. **At Higher Ranks:** For each rank above B-Rank, increase the cost of this jutsu by 3, the damage by 2d8 and the knock back by 10 feet. If this Jutsu is cast at A-Rank or higher you may make the attacks as part of the same action as casting the jutsu. \page #### Long Lasting Shadow Clone **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Special
**Duration:** Special
**Components:** HS, CM
**Cost:** Special *(10 Chakra)*
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You create a Long-Lasting Shadow Clone. Long Lasting Shadow Clones are not created for combative means, instead being created to have longevity. Each clone has 1 hit point and 6 temporary chakra, and an AC equal to your Ninjutsu Save DC. Summoning a clone costs 10 chakra, and it lasts for 5 days. For each additional 10 chakra you spend the clone remains active for 5 more days. Long Lasting Shadow Clones do not require a bonus action to command. Once the Clone disperses you learn everything that the clone learned while it was active. While this clone is active your maximum chakra is lowered by half the amount of chakra used to cast this jutsu. #### Magical Telescope **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Minute
**Duration:** Concentration, up to 1 minute
**Range:** 10 Miles
**Components:** HS, CM, CS, NT (Crystal Ball)
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Fuinjutsu, Sensory
**Description:** You pour your chakra into a crystal ball over the course of a minute. Afterwards if you think of a creature or location that you know of within 10 miles of your current location the crystal ball shows you everything within 15 feet of the creature or a 15-foot cube in an area of your choosing. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 5 and the range of the jutsu is increased by 10 times. ``` ``` #### Medical Release: Withering **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self (45-foot radius)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You emit a dark aura of decay against creatures within 45 feet of you. For the duration, hostile creatures within range of this jutsu who gain the Envenomed condition have the duration of their condition extended until this jutsu ends, unless the duration is already higher. The envenomed condition now always deals its maximum damage and has its damage type changed to necrotic. You do not need to spend chakra to maintain concentration of this jutsu. Once per turn, when you affect a hostile creature with a jutsu with the medical keyword that deals necrotic damage, the creature must make a Constitution saving throw, becoming poisoned and envenomed on a failure. If the medical jutsu used already imposes a saving throw, they gain the envenomed condition upon failing the jutsu's innate saving throw instead. **At Higher Ranks:** For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and the radius by 5 feet. If cast to A-Rank or higher, creatures are unable to remove the envenomed condition with a medical jutsu of a rank less than the rank that this jutsu was cast at. #### Penance **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Medical
**Description:** You burden yourself with another creature's pain, taking it on yourself. You touch a creature with a balance of yin-yang chakra to accept debilitating effects. You take all the negative effects the target is currently suffering from, removing them from the target. This includes reductions to ability scores, reductions to hit point maximum, curses that do not target the soul, and all conditions. You are cleared of all these effects after 1 hour, as your body naturally dissipates them. \page #### Super Compression Rasengan (Changed) **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Concentration, up to 1 minute
**Components:** CM
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Clash
**Description:** As part of the requirements for casting this jutsu you must have **Compression Rasengan** on your jutsu known list. You collect chakra into your hand generating a powerful sphere of spiraling chakra to strike an enemy with. By overlapping the Rasengan as it is formed in the dominant hand with the other hand, the user compresses and condenses it to its limit. In this state, it can penetrate targets with little resistance. This jutsu does not cost any additional chakra while concentrating. Starting next turn, you can spend your Action to make a Melee Ninjutsu Attack against a creature within range. On a Hit, the target takes 6d8 Force Damage and makes a Strength Saving throw. On a failed save they are knocked back 30 feet, gaining the Dazed Condition. 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. This jutsu ignores DR, resistance and immunity. If the target does not have resistance or immunity to Force damage, it takes double damage. At the conclusion of this jutsu, the user of this takes 2d6 force damage **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost by 3, the damage by 2d8, and the knockback by 20 feet. If this jutsu is cast at A-Rank or higher, you can make the melee ninjutsu attack the turn you cast it. ``` ``` ### A-Rank #### Beast Imitating Art: Giant Crab (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS, NT (Empty Scroll)
**Cost:** 18 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You draw a picture of a giant crab. Infusing chakra into it as it exits your scroll and stands next to you. You summon a construct Ink Giant Crab. The construct crab has the following Statistics; You may command the Ink Giant Crab as a bonus action on your turn. The Ink Giant Crab may take an appropriate reaction if able. The Ink Giant Crab uses your Ninjutsu Attack bonus for all of its attacks. **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and increase the hit points by 15 (3d8). #### Grind **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction, when you would be forced to make a saving throw against a ninjutsu that forms a range that is either a line or cone
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Ninjutsu, Clash
**Description:** You create a pure ball of chakra and attempt to ride the source of energy directed at you, towards the caster. Make a melee ninjutsu attack against the save DC of the jutsu. On a success, you grind on the emitted energy, moving to the caster and avoid the jutsu entirely. Once your movement ends you may choose to make an attack roll against them, using the initial attack roll of this jutsu, dealing 7d10 force damage on a hit. This movement does not provoke an attack of opportunity. \page #### Medical Release: Poison Mist Dragon **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, HS
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Medical, Clash
**Description:** You open your mouth unleashing a near endless supply of poisonous gas in the shape of a dragon. The dragon then attempts to ram its target. Make a Ranged ninjutsu attack on a creature in range, on a hit the target creature takes 14d6 Poison damage. Afterwards the smoke dragon dissipates leaving behind a poisonous smoke cloud. All creatures including the target creature within 30 feet of the original target location must make a constitution saving throw or gain the poisoned condition for 1 minute. This jutsu rolls clash checks at disadvantage when clashing against a jutsu with the wind release jutsu. #### Medical Release: Scarlet Aeonia **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Medical, Fuinjutsu, Clash
**Description:** You gracefully jump into the air and begin forming scarlet chakra throughout your body, which gradually takes the appearence of a budding flower. Select a space within 60 feet. You elegantly move to your desired space, moving creatures that would be in your way to the side in a space that can hold them. All creatures within 15 feet of you when you land must succeed a Dexterity saving throw or take 2d10 acid and 2d10 poison damage and gain 1 rank of Corroded and Envenomed. Soon after you land, the flower fully blossoms, taking up a 30-foot sphere centered on you. All creatures with this radius, other than you, must make a Constitution saving throw, at disadvantage if they failed the Dexterity saving throw, taking 2d10 acid and 2d10 poison damage and gaining 2 ranks of Corroded and Envenomed on a failed save, or half as much damage and no further effects on a success. Creatures who would start their turn or enter this radius before the start of your next turn must make this Constitution saving throw, taking 2d10 acid and 2d10 poison damage and gaining 1 rank of Corroded and Envenomed on a failed save. ``` ``` ___ >## Ink Giant Crab >*Gargantuan construct, unaligned* >___ > - **Armor Class** 16 + your Ninjutsu Ability Modifier > - **Hit Points** 140 (10d10+80) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|14 (+2)|24 (+7)|1 (-5)|1 (-5)|14 (+2)| >___ > - **Condition Immunities** Charmed, Chilled, Exhaustion, frightened, paralyzed, Poisoned. > - **Senses** Darkvision 30ft., Passive Perception 10 > ___ > ***Immutable Form.*** The Ink Giant Crab is immune to any Jutsu or effect that would alter its form. > > ***Inky Weapons.*** The Ink Giant Crab's attacks are chakra enhanced. > ### Actions > ***Multiattack.*** The Ink Giant Crab can make three attacks with its Claw, or two Claw attacks and one Big Claw attack. > > ***Claw.*** *Melee Weapon Attack:* +X to hit, Reach 10ft., one target. *Hit:* 3d10 + 8 Bludgeoning damage. Regardless of whether the attack hits or misses, the force of the Ink Giant Crab's Claw hitting the ground creates a small 5-foot shockwave, causing every other creature caught within range to make a Dexterity saving throw, taking half damage on failure. > > ***Big Claw.*** *Melee Weapon Attack:* +X to hit, Reach 15ft, one target. *Hit:* 4d12 Bludgeoning damage. On hit, the affected creature must make a Strength (Athletics) or Dexterity (Acrobatics) check against the attack roll. If they fail this check, they are grappled by the Crab and lifted up 20 feet in the air. The crab can then use its bonus action to throw the creature up to 60 feet away and knock them prone, or plunge the creature into the ground, reducing the creature's movement speed to 0 until the end of their next turn. > > ***Bubble Beam (Recharge 7-8).*** The Ink Giant Crab generates a large quantity of Ink Bubbles in its mouth and sends out a spray of Ink at creatures within a 45-foot long, 10-foot-wide line. Each creature must make a Constitution saving throw, taking 10d8 bludgeoning damage and gaining 1 rank of Slowed. A slowed creature can remake its saving throw at the end of each of their turns. > > ***Hard Shell.*** The Ink Giant Crab can, as a reaction, toughen its shell with Ink. Until the beginning of the summoner's next turn, the Crab increases its AC by +3 and gains resistance to all damage (excluding Psychic). \page #### Rasendan (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 17 Chakra
**Keywords:** Ninjutsu, Clash
**Description:** As part of the requirements for casting this jutsu you must have **Rasengan** on your jutsu known list. You conjure a mass of chakra with two fingers and then condense it into an inch wide swirling sphere of pure chakra and you fire it at creature you can see within range. The target creature cannot take reactions until the conclusion of this jutsu. Make a ranged ninjutsu attack. On a hit, the target takes 8d8 Force damage and must make a Strength saving throw. On a failed save they are knocked back 30 feet and gain the dazed condition until the end of their next turn. This jutsu ignores half and three quarters cover. **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and increase the damage by 3d8. #### "Rasen-Shuriken" (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Weapons Range
**Duration:** Instant
**Components:** CM, W (Any Shuriken)
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Bukijutsu, Clash
**Description:** As part of the requirements for casting this jutsu you must have **Rasengan** on your jutsu known list. You take a shuriken in hand and begin collecting chakra within the center of it, forming a sphere of spiraling chakra which causes the weapon to vibrate and twirl faster than the eye can see. Make a ranged ninjutsu attack against a creature within range. On hit, you deal your weapon's damage + 8d8 Force damage and the creature must make a Strength saving throw, being knocked back 30 feet and gaining the dazed condition on a failed save. This jutsu scores a critical hit on a 19-20. After colliding with the creature, the shuriken returns to your hand. ``` ``` #### Ultra-Big Ball Rasengan (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 10 feet
**Duration:** Instant
**Components:** CM
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Clash
**Description:** As part of the requirements for casting this jutsu you must have either **Compression Rasengan** or **Super Compression Rasengan**, or **Dual Rasengan** on your jutsu known list. You collect chakra into your hand generating a powerful giant sphere of spiraling chakra to strike an enemy with. Make a Melee Ninjutsu Attack against a creature within range. On a Hit, the target takes 14d6 Force Damage and must succeed a Constitution saving throw. On a failed save they are knocked back 100 feet, gaining the Dazed Condition. 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. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 5 and the damage by 2d6. If this jutsu is cast at S-Rank. If this Jutsu is cast at S-Rank or higher, you may also add a nature release keyword & change this jutsu’s damage type to match the nature release you currently can use. You gain the following benefits depending on the Nature Release chosen: - ***Earth:*** On a failed save the target creature also loses the ability to Mold Chakra for 1d4 Rounds and gains the weakened and restrained conditions until the end of their next turn. - ***Wind:*** The Rasengan gains a range of 120 Feet, and you can instead make a Ranged Ninjutsu attack at a creature within range. On a Hit, the target creature takes wind damage and the Rasengan expands. All Creatures, except the original target, in a 30-foot radius sphere centered on the original target of this jutsu must make a Dexterity saving throw, taking the full damage of this jutsu on a failure or half as much on a success. - ***Fire:*** The target creature and all creatures in a 60-foot cone behind the target creature must also make the saving throw, gaining 3 ranks of Burned. - ***Water:*** Target creature makes their Saving throw at Disadvantage. On a Failed save, target creature is knocked back twice the distance they normally would be, taking double falling damage if they hit a solid surface. After the jutsu ends you are counted as being near a source of water for 1 minute. - ***Lightning:*** Target creature gains the Shocked and slowed condition for 1d6 rounds on a failed save. This Jutsu now scores a critical hit on a roll of 18-20. \page ### S-Rank #### Bestial Art: Apex **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Duration:** Concentration, up to 1 minute
**Range:** Self
**Components:** HS, CM, CS
**Cost:** Special (*28 Chakra*)
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of an apex creature. You cannot reduce the cost of this jutsu by any means. Your body grows and claws begin to form where your nails used to be. You grow a thick coat of fur that covers your entire body. Your senses are heightened until nothing can hide from you. For this jutsu’s duration, you gain the following benefits; - Your Strength, Dexterity, Constitution and Wisdom scores become 20 if they are not already 20 or higher. If a score is 20 or higher already, you instead increase it by +4. - If your Constitution increases as a result of this jutsu you do not increase your maximum hit points and chakra, you instead gain temporary hit points and chakra equal to what the increase would've gave you, but this temporary chakra can't be used to pay concentration costs for this jutsu. - Your size becomes Large - You cannot lose concentration on this jutsu as a result
of failing a concentration check. - You gain a +5 to Acrobatics, Athletics, Stealth and Perception checks. - You cannot be seen with Chakra Sight. - You gain a bonus to movement speed equal to 10
times your proficiency bonus. - Your jump distance and height are tripled. - You gain resistance to bludgeoning, piercing,
and slashing damage. - Your unarmed damage becomes 3d12, deals
Slashing damage, and you add both your
Strength and Dexterity modifier to
damage rolls. - Attacks of Opportunity you make are at
advantage. - When you make an unarmed attack,
you can make two attacks instead of one,
if you cannot already. If you can,
then you instead make one
additional unarmed
attack. ``` ``` #### Beast Imitating Art: Dragon **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS, NT (Empty Scroll)
**Cost:** 26 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You draw a picture of a Dragon, a legendary creature of your description. Infusing chakra into it as it exits your scroll and stands next to you. You summon a construct Ink Dragon. You may command the Ink Dragon as a bonus action on your turn. The Ink Dragon may take an appropriate bonus action if able. The Ink Dragon’s has the following Statistics using your Ninjutsu attack bonus and Save DC for anything that requires an attack or saving throw; \page ___ > ## Ink Dragon >*Gargantuan construct, unaligned* > ___ > - **Armor Class** 18 + Your Ninjutsu Ability Modifier > - **Hit Points** 189 (14d12+98) > - **Speed** Speed 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|16 (+3)|24 (+7)|1 (-5)|10 (0)|1 (-5)| >___ > - **Condition Immunities** Charmed, Chilled, Exhaustion, Fear, Paralyzed, Poisoned. > - **Senses** Darkvision 30ft., Passive Perception 10 >___ > ***Immutable Form.*** The Ink Dragon is immune to any Jutsu or effect that would alter its form. > >***Inky Weapons.*** The Ink Dragon's attacks are chakra enhanced. >### Actions > > ***Multiattack.*** The Ink Dragon makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +X to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +X to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. > > ***Birthplace of Art.*** As an action, the Ink Dragon an expel some of its own body to create works of art. The Ink Dragon can cast any jutsu with "**Beast Imitating Art**" in the name, using hit points in place of chakra. If the Ink Dragon would create a creature with hit points it must instead expend hit points equal to the hit points of the creature. Jutsu cast this way do not require concentration, but fall into ink puddles when the Ink Dragon is destroyed or unsummoned. Commanding the Ink Dragon also commands any of the creatures the Ink Dragon summoned. Creatures summoned in this way may remerge with the Ink Dragon, regaining any remaining hit points lost in the creation. > > ***Ink Blast. (Recharge 5-6):*** The Ink Dragon exhales an ink blast in a 30-foot cone. Each creature in that area must make a Dexterity saving throw , taking 82 (24d6) bludgeoning damage and becoming blinded on a failed save, or half as much damage on a successful one. A blinded creature can make a Constitution saving throw at the end of their turns, ending the blinded condition on a success. ``` ``` #### Comet Azur **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** Self (120-foot long, 10-foot wide line)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS
**Cost:** 28 Chakra
**Keywords**: Ninjutsu, Fuinjutsu, Clash
**Description:** You slowly move your hand in a spiral in front you, gathering immense chakra in your palm as your hand travels before firing a 120-foot long, 10-foot long line in a sudden burst of crystaline blue energy. You have a +1d4 bonus to clash checks with this jutsu. All creatures within range must make a Dexterity saving throw, taking 15d10 force damage and halving their movement speed until the end of their next turn on a failed save, or only half damage and no further effects on a successful save. Creatures who fail this saving throw by 5 or more become Dazed. After this jutsu's casting, you can choose to maintain concentration. If you do, your speed is permenently reduced to 0 until this jutsu ends. You can only end concentration of this jutsu on your turn. A creature who enters this jutsu's area while you are concentration on this jutsu, takes 7d10 force damage, while a creature who starts their turn in it, takes 4d10 force damage. At the start of each of your turns while concentrating on this jutsu, if you choose not to end this jutsu, you spend your full turn action again to impose another Dexterity saving throw, dealing the same affects as the prior Dexterity saving throw on a success or failure respectively. Once this jutsu ends, the affected area becomes difficult terrain. #### Medical Release: Divine Tree Heal **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot radius)
**Duration:** 1 Minute
**Components:** HS, CM, CS
**Cost:** *Special* (55 Chakra)
**Keywords:** Ninjutsu, Medical, Fuinjutsu
**Description:** You stick a finger forward and release a beacon of golden medical chakra in front of you. From this stream, a ghostly gargantuan golden tree of medical chakra emerges, emitting a great rejuvinating golden aura to allied within range. For the duration, allied creatures within 60 feet of this tree recover 2d6+8 hit points and gain half as many temporary hit points at the start of each of their turns (the temporary hit points do not stack). They also ignore difficult terrain, and have advantage on saving throws against jutsu that would give a ***Physical*** or ***Elemental*** condition. This tree's space can be passed through by any creature. If a creature ends its turn in the tree's space, it is pushed outside of it in a space that can hold it. \page   Creatures can target this tree in an attempt to destroy it. This tree has an AC equal to your Ninjutsu Save DC and 150 hit points, immunity to Acid, Necrotic, Psychic, and Poison damage, and uses the casters proficiency bonus for all saving throws. If this tree is destroyed, it releases a final parting gift of healing for your allies. Each allied creature within range recovers 50 hit points and gains 50 temporary hit points (these temporary hit points stack with other sources of temporary hit points). This jutsu then ends early. #### Medical Release: Heydays Delight **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action or Reaction
**Range:** Touch
**Duration:** 1 Hour
**Components:** HS, CM
**Cost:** *Special* (35 Chakra)
**Keywords:** Ninjutsu, Medical
**Description:** You send a wave of medical chakra throughout your body to counteract the effects of old age, poisons, and harmful techniques. For the duration of this jutsu your ability scores can not be lowered by features, jutsu, or poisons. You become immune to ***Physical*** conditions other than grappled and restrained for the duration. Additionally your ability scores cannot be lowered by any means, including permenent effects you may already possesses as the result of a critical injury, sickness, or old age. #### Medical Release: Grim Harvest **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** *Special* (30 Chakra), 10 Hit Die
**Keywords:** Ninjutsu, Medical
**Description:** As a part of casting this jutsu, you must be gaining the benefits of ***Grim Reality***. You coat the Reaper's blade in a coat of dark chakra. The energy resonates within the air, the aura of death being all but tangible. All creatures in a 60-foot cone must make a Constitution saving throw at disadvantage or take 20d12 necrotic damage and gain 5 ranks of the weakened and fear conditions. Additionally, if a creature fails this saving throw they lose 5 hit die. The destruction left in your wake is palpable, and all plant life in the area shrivels and dies. This area becomes permanent difficult terrain and no life can grow in that area for the next 100 years. Conditions inflicted by this jutsu cannot be ignored in any way and cannot be healed or dispelled unless by the means of an S-Rank jutsu. If a creature dies or is reduced to 0 hit points by the means of this jutsu their body and soul withers away, not being able to be revived by any means. ``` ``` #### Meteoroid Blast **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 200 feet (60-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 50 Chakra
**Keywords:** Ninjutsu
**Description:** You begin to form a giant ball of chakra in the sky, with the intent to obliterate any opponents who dare stand against you. You cannot reduce the cost of this jutsu by more than half. Select a space you can see in range, all creatures within a 60-foot radius centered on that space, must make a Dexterity saving throw, taking 20d10 damage on a failed save, or half as much on a success. If you have access to a Nature Release keyword, you can infuse this chakra with your elemental release, granting it increased benefits; You can only infuse one nature release; - **Earth:** The damage type becomes Earth and target creatures who fail their save gain the incapacitated and restrained condition for 1 minute as they are incased in rock, they can make a Strength saving throw at the end of each of their turns, breaking free on a success. If they do not succeed this saving throw before the minute elapses they become Petrified. Additionally, the area of this jutsu permanently counts as difficult terrain. - **Wind:** The damage type becomes Wind and target creatures who fail their save gain 10 ranks of the Lacerated condition. Creatures who would fail their saving throw, spreads all Elemental conditions currently affecting them around to all creatures, excluding the caster within 60 feet of them. Hostile creatures within 60 feet of the failing one gain 1 rank of all elemental conditions currently affecting it. - **Fire:** The damage type becomes Fire and target creatures who fail their save gain 5 Ranks of the Burned condition, if this jutsu reduces a creature to 0 Hit Points, they cannot be revived as their body is burnt to ashes. - **Water:** The damage type becomes Cold and target creatures who fail their save gain 5 ranks of the chilled condition. For the next minute creatures who remain in the area, or enter the jutsu area, begin to suffocate as the Water stays in the area in a stasis like state. - **Lightning:** The damage type becomes Lightning and target creatures who fail their save gain 5 ranks of shocked and become paralyzed until the end of your next turn. - **Force:** If you do not infuse this jutsu with a nature release keyword it instead deals 20d12 and deals Force damage. \page #### Stardust Fall (Changed) **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Bonus Action
**Range:** 300 feet (60-foot radius)
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 25 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** As part of the requirements to cast this jutsu, you must know the ***Shining Stars, Soaring Strike*** jutsu, and must currently be concentrating on ***Shining Stars, Soaring Strike***. You channel chakra into your legs and backflip yourself 300 feet into the air. You raise both your hands above yourself and begin charging an incredible amount of chakra. Each star you possess from the ***Shining Stars, Soaring Strike*** jutsu shoots towards the center of your palms like a comet, merging together with all other stars forming a prismatic orb of pure energy which perspires an aura of radiant chakra. Creatures from below can see a bright light from where you are in the sky from a mile away. You aim the orb down at a space within 300 feet and hundreds of stars erupt from the orb like meteors, targeting the space you select and affecting creatures within a 60-foot radius. For each star you had remaining from the ***Shining Stars, Soaring Strike*** jutsu, you cast the ***Hollow Stars*** jutsu at A-Rank, raising the damage die by 1 step. Each star from Hollow Stars affects this area, dealing its damage and conditional effects to all creatures within range, in one instance. The affected area permanently becomes difficult terrain. You then quickly fall down back to the Earth, using your chakra to prevent you from taking fall damage. This jutsu immediately ends your concentration of the ***Shining Stars, Soaring Strike*** jutsu upon conclusion. ``` ``` #### Summoning: Triple Rashomon (Changed) **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Reaction
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 25 Chakra
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** As part of the requirements for casting this jutsu you must have ***Summoning: Rashomon*** on your jutsu known list. You bite your finger drawing blood before using it as a catalyst to summon a series of 3 Rashomon, 60 feet tall, 30 Feet wide, and 5 feet thick gates made of iron, brick, chakra and other materials. These walls are erected standing straight upward. The 3 walls are separated by 20 feet from each other. If you are in an area that cannot fit the 3 Rashomon’s, this jutsu will fail. Each Rashomon has an AC equal to your Ninjutsu save DC, 50 Hit points, and is resistant to all damage. Each Rashomon will remain summoned until the jutsu ends or its Hit points are reduced to 0. When all the Rashomon’s Hit points are reduced to 0, they are unsummoned. The design of each Rashomon is up to the user as well as the color and imagery on the wall itself. #### Torii Seal **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 120 Feet
**Duration:** 1 Minute
**Components:** HS, CM, CS
**Cost:** Special (*24 Chakra*)
**Keywords:** Ninjutsu, Fuinjutsu
**Description:** You conjure a Summoning circle hundreds of feet in the sky above a target you can see within range. You conjure 3 torii that fall down from the summoning circle slamming down around and on top of the target creature. The      target creature must make a Strength saving          throw.           On a failed Strength saving throw the           target creature takes 10d6           bludgeoning damage, gains the         restrained and prone conditions, and must         make a Constitution saving throw. On a         failed Constitution saving throw the target         creature becomes unable to cast Ninjutsu         or Genjutsu for the duration of the jutsu. A     creature can attempt to end the effects of either    save by spending an action to    reattempt one of the two saving throws. \page # Chapter 2.1.1: Earth Release Ninjutsu
Earth Release is one of the basic elemental nature transformation techniques and allows the user to manipulate the surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock. Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as metal to as soft as clay as well as manipulating their density, making them heavier or lighter. This includes allowing the user to travel through ground and rock in various ways which can be essential for both transportation and for setting up attacks or creating defenses or for offence. Indeed, this makes earth techniques one of the most versatile of the elemental techniques. Pre-existing earth is not necessary though, for the user can create it with their own chakra.
**Prerequisite:** You must have the Earth Release Affinity to learn jutsu with the Earth Release Keyword.

*Earth Release is naturally strong against Water Release and weak against Lightning Release. *

**Special Effect: Sturdy**: Earth is the most stable of all nature release transformations, and is one the most instrinsic to life itself. It builds the foundation for the planet humans walk, and giver of many sturdy materials that humans utilize for all sorts of construction. ***Sturdy*** is a mechanic innately incorporated into all Earth Release Ninjutsu that create structures and constructs, even if it is not listed within the jutsu itself. Earth Release structures and constructs are always resistant to cold damage, and vulnerable to lightning, unless the jutsu explicitely states otherwise.
##### D-Rank *Compressed Earth* ___ *Dung Pie Projectile* ___ *Earth Palm* ___ *Earth Spear* ___ *Graviton: Well* ___ *Muddy the Water* ___ *Pillar Spring* ##### C-Rank *Aftershock* ___ *Earth Launch* ___ *Gaia's Grasp* ___ *Graviton: Sling* ___ *Limestone Pillar* ___ *Stalactite Spear* ___ *Terrashards* ___ *Third Eye* ##### B-Rank *Buckshot* ___ *Cascade* ___ *Graviton: Shower* ___ *Iron Maiden* ___ *Multi-Layered Earth-Style Wall* ##### A-Rank *Concrete Rings* ___ *Desert Suspension* ___ *Earth Fortress* ___ *Gravition: Collapse* ___ *Particle Assimilation Cone* ___ *Soul Echo: Crystalize* ___ *Quartz Bullet* ##### S-Rank *Air Sand Protective Ceiling* ___ *Compressed Rock Bullets* ___ *Earth Golem* ___ *Earthquake* ___ *Gravition: Meteorite* ___ *Gravition: Extinction* ___ *Particle Assimilation Sphere* ___ *Tectonic Movement* \page ### D-Rank #### Earth Release: Compressed Earth **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You condense a mass of earth into a small ball, before throwing it as hard as you can. Make a ranged ninjutsu attack against a target you can see within range. On a hit, the target takes 2d8 earth damage and must make a Strength saving throw, being knocked back 10 feet and concussed 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 increase the damage by 1d8. #### Earth Style: Dung Pie Projectile **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You summon a small sphere made of earth release chakra that has a noxious odor. You then throw the sphere at a creature or object within range. Make a Ranged Ninjutsu Attack against the target. On a hit, the target takes 2d6 Earth damage and must succeed a Constitution saving throw gaining 1 rank of envenomed for 1 minute 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 damage by 1d6. #### Earth Release: Earth Palm **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release, Clash
**Description:** You cover your hand with earth release chakra before delivering a single palm strike in the center of your opponent's mass. Make a melee ninjutsu attack against a target you can see within range. On a hit, the target takes 4d4 + your ninjutsu ability modifier earth damage and must make a Strength saving throw, being knocked back 15 feet 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 increase the damage by 2d4. ``` ``` #### Earth Release: Earth Spear **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create a spear made out of earth to pierce through your enemies. This spear shares all the properties as a normal spear and can be used in Bukijutsu. Weapon attacks using this spear use your ninjutsu attack bonus. The spear deals 1d8 + your ninjutsu modifier in earth damage. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at B-Rank or higher, increase the damage by 1d8. If this jutsu is cast at S-Rank increase the damage by 1d8. #### Earth Release: Graviton: Well **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You generate a massive amount of purple chakra which allows you to manipulate the earth and its gravitational force. You fire a projectile of earth with a tremendous pulling force. Make a ranged ninjutsu attack, dealing 1d10 earth and 1d10 force damage and pulling the target 20 feet closer to you on a hit. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the damage of both damage types by 1d10. #### Earth Release: Muddy the Water **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 reaction, which you take
when targeted by a jutsu with the Water
Release keyword
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu,
Earth Release
**Description:** You sow
fragments of rock sediment and
debris to dilute the effectiveness of
an enemy's water jutsu. Reduce
the jutsu's damage by half. \page #### Earth Release: Pillar Spring **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You focus chakra in 5-foot cube of earth you can see in range, creating a pillar that launches any willing creature above it to a point 30 feet in the air. If this jutsu would affect a non-willing creature then it must succeed a Dexterity saving throw. On a failed saving throw it is launched in the air. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase the cube of affected earth by 5 feet and the distance launched in the air by 10 feet. ### C-Rank #### Earth Release: Aftershock **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 reaction, which you take after you cast a justu with the Earth Release keyword that deals damage
**Range:** Self
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You make use of the crushing waves that still ripple in the ground from your previous jutsu. The target of your jutsu as well as any creature within 10 feet of its original damaging range must make a Strength saving throw. On a failed save, a target takes two damage dice of the previous jutsu cast and is knocked prone. On a success, the target takes half damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and increase damage dealt by 1 of the previous jutsu's damage dice and increase the aftershock area by 10 feet. ``` ``` #### Earth Style: Earth Launch **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 6 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You force the earth below you to rocket up, launching yourself into the air. You jump 60 feet in any direction of your choice. All creatures within 5 feet of your landing location must make a Constitution saving throw taking 1d8 Earth damage and being knocked back 10 feet 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, the movement range by 10 feet, and the range that enemies would be knocked back by an additional 5 feet. #### Earth Release: Gaia's Grasp **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** 1 Minute
**Components:** HS, CM,
**Cost:** Special (*50 Chakra*)
**Keywords:** Ninjutsu, Earth Release, Combination
**Description:** You select a 30-foot cube of unoccupied space on the ground that you can see within range. The entire surrounding area transforms into a giant hand attempting to crush all in in its palm. All creatures in the area must make a Strength saving throw. On a failed save, the target takes 4d6 earth damage and is grappled, restrained, and unable to mold chakra for the jutsu's duration. A creature grappled in this way is unable to form hand seals or use chakra seals. As an Action you can empower Gaia's Grasp increasing the DC by your Ninjutsu Casting Modifier until the start of your next turn. As an action on their turn, the restrained target can remake the saving throw. On a success, the target escapes and is no longer restrained by the hand. ***Combination:*** * If this jutsu is cast as a Combination jutsu with 2 or more casters increase the damage by 2d6.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's area of effect size based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase the area of effect by +10 feet, +3: Increase the area of effect by +15 feet, +4: Increase the area of effect by +20 feet, +5: Increase the area of effect by +30 feet). * \page #### Earth Release: Graviton: Sling **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 Minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You generate a massive amount of purple chakra which allows you to manipulate the earth and its gravitational force. You summon forth 3 large clumps of earth that statically hover above you. As part of casting this jutsu, and as a bonus action on subsequent turns, you can launch any number of clumps you have remaining at a creature within 90 feet. Once all of these clumps have been used, this jutsu ends. Make a ranged ninjutsu attack for each clump you fire. On a hit the target takes 2d6 + your Ninjutsu ability modifier in earth damage and becomes Bruised until the end of their next turn. As a reaction, on other creature's turns, you can send out all remaining clumps remaining at a creature. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the number of clumps created by +1. #### Earth Release: Limestone Pillar **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create a pillar of limestone that violently rises from the ground displacing everything around it. Each creature in a 15-foot radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw taking 6d6 earth damage and failing prone on a failed save. Pass or fail, all creatures are pushed to the edge of this cylinder. This pillar is an earthen construct and crumbles into dust after 1 minute. **At Higher Ranks:** For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 radius by 5 feet, and damage by 1d6. ``` ``` #### Earth Release: Stalactite Spear **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 90 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create a column of earth before stomping the ground and kicking it towards your target. Make a ranged ninjutsu attack dealing 3d12 earth damage and creating a 10-foot radius sphere of difficult terrain on the point of contact. This stalactite spear remains as an earthen construct and crumbles into dust after 1 minute. **At Higher Ranks:** For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and damage by 1d12. #### Earth Release: Terrashards **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 reaction, which you take when you or a creature within range would take damage
**Range:** 40 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** Slamming your open palm toward the ground, you strike each of your fingers into the earth to mold a series of 5-foot tall, 5-foot wide, and 1-foot thick walls to shield you and your allies. In addition to yourself, choose up to four creatures in range. Each wall grants half cover and acts as an earthen construct occupying a space of your choice within 5 feet of all selected creatures, appearing right before an attack or jutsu would hit or harm it. It has 2d6 Hit points, Resistance to bludgeoning, piercing, slashing and Cold damage and vulnerability to Lightning damage. If the damage the wall receives would exceed its hit points, when you initially conjure it. Any remaining damage is dealt as normal to targets and the wall is destroyed. The wall acts as a structure otherwise. It does not dissolve or vanish instead remaining until destroyed. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the hit points of each wall by 2d6. \page #### Earth Release: Third Eye **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 10 Feet
**Duration:** 10 Minutes
**Components:** CM, HS
**Cost:** 8 Chakra
**Keywords:** Earth Release, Ninjutsu, Sensory
**Description:** You form a small sphere out of mud or sand, before pouring chakra into it to grant it the appearance of an eye. You may use your bonus action to have the eye move up to 20 feet. Your earthen eye will disintegrate if it goes more than 100 feet away from you. Creatures must pass a perception skill check against your Ninjutsu save DC to be able to see the earthen Eye. While this jutsu is active you are able to see what the earthen eye is able to see. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of the jutsu and the range before the eye disintegrates by 50 feet. ### B-Rank #### Earth Release: Buckshot **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You generate a massive amount of small pebbles before firing them of in front of you. All creatures within range must make a Dexterity saving throw or take 6d8 earth damage or half as much on a successful 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 by 1d8. #### Earth Release: Cascade **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create a pillar of condensed suffering in the form of falling rocks on your enemies, in the hope they all die. Choose a point you can see within range. All creatures within a 15-foot-radius, 60-foot-high cylinder centered on that point must make a Dexterity saving throw or take 6d6 earth damage and be knocked prone on a failed save. On a successful save a creature takes half as much damage and no additional effects. **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 1d6. ``` ``` #### Earth Release: Graviton: Shower **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You generate a massive amount of purple chakra which allows you to manipulate the earth and its gravitational force. You form a highly condensed sphere of earth at a point above a creature you select within 60 feet, which explodes into hundreds of small comets of earth. The target creature must make a Dexterity saving throw, taking 4d8 earth and 4d8 force damage, being knocked prone, dazed, and gaining 2 ranks of Bruised on a failed save, or taking half as much damage and gaining only 1 rank of Bruised and no further effects on a success. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and either increase the damage of both damage types by 1d8 or the number of targets by +1 (Pick one). #### Earth Release: Iron Maiden **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create 6 giant spears made of earth surrounding your opponent, before collapsing them all onto one point. The target must make a Dexterity saving throw taking 6d12 damage and being restrained on a failed save, or half as much damage and no additional effects on a successful save. Creatures restrained by this jutsu cannot make hand signs. A creature restrained by this jutsu makes a Strength saving throw at the end of each of their turns to attempt to break out of this jutsu, escaping on a success. **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 1d12. \page #### Earth Release: Multi-Layered Earth-Style Wall **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action, 1 Reaction, which you take when you would take damage.
**Range:** 60 feet
**Duration:** 10 Minutes
**Components:** HS, CM
**Cost:** Special (*77 Chakra*)
**Keywords:** Ninjutsu, Earth Release, Combination
**Description:** You convert chakra into earth and spit it from your mouth, or use earth that’s already present to quickly generate a series of 5 large walls. The walls take up an area 25 Feet Thick, 60 Feet Long and 50 Feet High and if the walls are generated within a creature's space, the creature is pushed to either side of the walls (Your choice). The walls can have any designs or shape you decide. The Walls AC is equal to your Ninjutsu Save DC and each wall has 6d8 Hit Points. The walls have vulnerable to Lightning Damage, resistant to cold damage and counts as an Earthen Construct. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters increase the hp of each wall by 2d8.* *Any creature who assists in casting this jutsu as a combination jutsu increases the damage based on the highest Charisma Modifier within the group of casters. (+0- 1: No Change, +2: +2 to the Walls AC, +3: +3 to the Walls AC, +4: +4 to the Walls AC, +5: +5 to the Walls AC and the wall instead has resistance to all damage types excluding Lightning and Psychic damage).* ### A-Rank #### Earth Release: Concrete Rings **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 17 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create 8 rotating rings of earth around your arms that allow you to utilize a new fighting style focused on close range combat. Each ring can only be used once and you may recast this jutsu to regain the lost rings. While wielding these rings you gain the following options using the corresponding actions; **Action:** Make a melee ninjutsu attack dealing 5d8 + your ninjutsu ability modifier in earth damage and the target becoming dazed on a hit. **Action:** Make 2 ranged ninjutsu attacks against creatures within 30 feet. You can fire at at the same target or different ones. Dealing 3d8 + your ninjutsu ability modifier in earth damage on each successful hit. **Bonus Action:** Make a ranged ninjutsu attack against a creature within 30 feet. On a hit, the creature is restrained and cannot make hand signs. A restrained creature can make a Strength saving throw at the start of their turn to break out. **Bonus Action:** Make a melee ninjutsu attack dealing 2d8 + your ninjutsu ability modifier in earth damage and knocking them back 15 feet. **Reaction:** When you would take damage that isn't psychic you can use any number of rings you have left to protect yourself. Each ring reduces the damage you take by 2d8. If you reduce the damage to 0 this way, you suffer no effects that would trigger if you failed the save. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and the number of rings created increases by 2. #### Earth Release: Desert Suspension **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, 1 Minute
**Components:** CM, HS
**Cost:** 20 Chakra
**Keywords:** Earth Release, Ninjutsu
**Description:** You create a platform of sand, mud, or rock that you suspend into the air that you use grant yourself a fly speed of 45 feet. Alternatively, you can cast this jutsu as a Full turn action. If you do so you select 2 allied creatures within 60 feet of you commanding the earth below them to take flight. The allied creatures you selected gain a fly speed of 45. All creatures granted a fly speed by this jutsu can also hover. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3. Select 2 allied creatures within 60 feet of you. You command the earth below them forcing it to take flight. The allied creatures you selected gain a fly speed of 45. #### Earth Release: Earth Fortress **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Reaction, which you take when you or a creature you can see within range are targeted for an attack, would take damage, or make a Strength, Constitution or Dexterity saving throw
**Range:** 60 Feet (30-foot cube)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 19 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You quickly create a fortress of earth that is designed to completely protect attacks from any manner of harm. This fortress takes up a 30-foot cube and has a design of your choice. If fortress is summoned in a creature's space the fortress has the creature is pushed to either side of the fortress (Your choice). The fortress can have any designs or shape you decide. The fortress' AC is equal to your Ninjutsu Save DC and has 12d10 hit points. This fortress is vulnerable to Lightning Damage, resistant to bludgeoning, piercing, slashing and cold damage and counts as an Earthen Construct. Any exccess damage does not pass over to any creatures inside as the fortress is completely destroyed. **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and increase the hit points by 2d10. \page #### Earth Release: Graviton: Collapse **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You generate a massive amount of purple chakra which allows you to manipulate the earth and its gravitational force. You create a massive orb of earth in front of you, which collapses into a small void and sends out large orbs of gravitional force at targets within a 60-foot cone. Each creature within range of your choice must make a Dexterity saving throw, taking 12d6 force damage, being pulled towards 30 feet towards you, and becoming Weakened and Bruised on a failed save, or half as much damage and only being moved 10 feet towards you on a successful save. If a creature affected by this jutsu was affected by an Earth Release Ninjutsu with ***Gravition*** in the name that you cast within the previous round, that was not this jutsu, the make their saving throw with a -1d6 penalty. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the damage of this jutsu by 2d6 and the length of the cone by 15 feet. #### Earth Release: Particle Assimilation Cone **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30-feet Cone
**Duration:** Instant
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You form a 30-foot cone by using chakra to generate molecule sized particles. Anyone in the cone will begin to be deconstructed on a molecular level. Creatures in its path must succeed a Dexterity saving throw. On a failure a creature takes 12d6 force damage. If a creature is reduced to less than ½ of their hit points. The user decides on which appendage the target creature lost. (Arm or Leg). If a creature is reduced to 0 hit points, they are turned to dust and are immediately killed. ``` ``` #### Earth Release: Soul Echo: Crystalize (Changed) **Classification**: Ninjutsu
**Rank**: A-Rank
**Casting Time**: 1 Bonus Action
**Range**: Touch
**Duration**: Concentration, up to 1 Minute
**Components**: CM, CS, W (Any)
**Cost**: 16 Chakra
**Keywords**: Earth Release, Ninjutsu, Bukijutsu, Fuinjutsu
**Description:** You begin to channel earth release chakra into your palm as you begin to think of the day where the fighting ends. Memories of battle, feelings of resolve and perseverance. The echoes of your soul empower this jutsu as you bathe the weapon in your chakra. For the duration, your weapon is surrounded with hard rock like stalagmites, gaining the following benefits; - Your weapon's damage is increased by your Ninjutsu ability modifier, in Earth damage. - At the start of each of your turns, you gain a number of temporary hit points equal to your weapon's damage (If your weapon's damage die is greater than 2 dice, you only roll 2 die's worth). While you have these temporary hit points, you gain a +2 bonus to Strength and Constitution saving throws. - For hit you land with your weapon, you ignore 3 DR. This bonus can stack up to two times against a single target with consecutive attacks (up to ignore 9 DR total). This ability resets to 0 at the start of your next turn. - Once per turn, when you cast a Jutsu with the Earth Release keyword, you may add your weapon as a component. If you do, the jutsu's area of effect is increase by 5 feet in all directions (if applicable), its range is increased by +15 feet, and the jutsu ignores all temporary hit points. Jutsu that would already use your weapon as a component always gain the benefits, disregarding the once per turn limitation. You cannot lose concentration of this jutsu as the result of failing a concentration check and it does not cost chakra to maintain. This jutsu ends early if you let go of your weapon. #### Earth Release: Quartz Bullet **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 120 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 17 Chakra
**Keywords:** Ninjutsu, Earth Release, Clash
**Description:** You create a chunk of quartz and fire it at your enemy at blistering speed. Make a ranged ninjutsu attack dealing 7d12 earth damage and forcing the creature to make a Strength saving throw. On a failed save the creature is knocked prone and gains a rank of bruised. **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and increase the damage by 1d12. \page ### S-Rank #### Earth Release: Air Sand Protective Ceiling **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Reaction, which you take when you or a creature within range would take damage.
**Range:** 300 Feet
**Duration:** 10 Minutes
**Components:** CM, HS
**Cost:** 30 Chakra
**Keywords:** Earth Release, Ninjutsu
**Description:** You summon a grand pillar of earth, mud, or sand that is 10 feet wide, 10 feet long, and 50 feet tall to support a massive shield of the same material of the pillar that that has a radius of 100 feet. The structure can have any shape of your choice. The structure's AC is equal to your Ninjutsu Save DC and has 30d8 Hit Points. This structure is immune to cold damage and counts as an Earthen Construct. #### Earth Release: Compressed Rock Bullets **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (120-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 32 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create an innumerable amount of boulders before crushing them down into pebbles and firing them in a cone destroying everything in its path. Each creature in a 120-foot cone must make a Dexterity saving throw, taking 18d8 earth damage and being dazed for the next minute on a failed save, or half as much damage and no additional effects on a successful one. This jutsu does double damage to structures, constructs and objects. #### Earth Release: Earth Golem **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 30 Chakra
**Keywords:** Earth Release, Ninjutsu
**Description:** You conjure a ginormous stone construct made of earth, dust, soil, and sand forming a gargantuan goldem that acts at the end of your turn (no action required), and uses your Ninjutsu attack bonus and Save DC for effects that require it. Additionally, if you cast **Earth Release: Stone Dragon** while this jutsu is active, instead of the normal effects of Stone Dragon occuring, you can choose for the following to happen; The Stone Dragon grows out of your Earth Golem and wraps its body around it, granting the Earth Goldem 125 Temporary Hit Points and the following new attack; As part of casting **Earth Release: Earth Golem**, you can spend 5 chakra to cast **Earth Release: Stone Dragon** as a bonus action, paying its chakra cost as normal. **Dust Breath (Recharge 7-8):** The Dragon exhales dust in a 30- foot cone. Each creature in that cone must make a Dexterity saving throw, taking 66 (12d10) Earth damage on a failed save, or half as much damage on a successful one. ___ > ## Earth Golem >*Large construct, unaligned* > ___ > - **Armor Class** 21 + your Ninjutsu Ability Modifier > - **Hit Points** 200 (16d12+96) > - **Speed** 50 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 24(+7)|12 (+1)|28 (+9)|1 (-5)|10 (+0)|1 (-5)| >___ > - ** Damage Resistances** Cold, Earth, Fire, and Wind > - **Damage Immunities** Acid, Poison, Psychic, Bludgeoning, Piercing and Slashing. > - **Condition Immunities** Charmed, Chilled, Exhaustion, frightened, paralyzed, Poisoned. > - **Condition Vulnerabilities** Lightning > - **Senses** Darkvision 90ft., Passive Perception 10 >___ > >***Critical Defense.*** Critical hits made against Earth Golem count as normal hits unless it is under half its maximum hit points. > > ***Elemental Weapons.*** The Golems attacks are chakra enhanced. > >***Immutable Form.*** The Earth Golem is immune to any Jutsu or effect that would alter its form. > >### Actions > ***Multiattack.*** The Earth Golem can attack 3 times with its Earthen Strike Attack. > >***Earthen Strike.*** *Melee Weapon Attack:* range 15ft., one target. *Hit:* 3d8 + 7 earth damage. > > ***Earth Incarnation (Recharge 7-8).*** Using your chakra the golem is able to cast any Jutsu with the Earth Release keyword of A-Rank or lower that you know for half its normal chakra cost. \page #### Earth Release: Earthquake **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 500 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 27 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. For the duration, you do not spend chakra to maintain this jutsu, instead you must spend a bonus action on subsequent turns to maintain it. The ground in the area becomes difficult terrain and creatures cannot dash while within this area. When you cast this jutsu and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. Each creature on the ground must make a Constitution saving throw, being concussed on a failed save. ***Fissures.*** Fissures open throughout the jutsu's area at the start of your next turn after you cast the jutsu. A total of 1d6 such fissures open in locations chosen by the player. Each fissure is 2d10 × 10 feet deep, 20 feet wide, and extends from one edge of the jutsu's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). ***Structures.*** The tremor deals 60 bludgeoning damage to any structure in contact with the ground in the area when you cast the jutsu and at the start of each of your turns until the jutsu ends. If a structure drops to 0 hit points, it collapses and      potentially damages nearby creatures. A creature       within half the distance of a structure's height       must make a Dexterity saving throw. On a       failed save, the creature takes 10d6       bludgeoning damage, is knocked prone, and is          buried in the rubble, requiring a           Strength (Athletics) check vs your           Ninjutsu Save DC as an action to            escape. On a successful save, the            creature takes half as much             damage and doesn't fall prone or             become buried. ``` ``` #### Earth Release: Graviton: Meteorite **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 1 Mile (300-foot radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 30 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You generate a massive amount of purple chakra which allows you to manipulate the earth and its gravitational force. Throughout the sky above, you form a gargantuan ball of pure gravity, which begins sucking up earthen material and forming large meteors all around itself. These meteors then rain down upon a 300-foot radius, ravaging the land and bringing forth pure destruction. Select a number of creatures within 120 feet equal to your proficiency bonus. You form a small aegis of gravity around them, allowing them to avoid this jutsu's effects. All creatures within range must make a Dexterity saving throw, taking 15d12 damage, gaining 3 ranks of Bruised, being knocked prone, becoming dazed, and blown back 60 feet in any direction of your choosing on a failed save. Creatures who fail their saving throw by 10 or more also become Staggered for 1 minute. On a successful save, creatures take half as much damage and no further effects, as they are able to dodge and weave through most of the metoerites. At the conclusion of this jutsu, the area affected permenently becomes difficult terrain and for 1 minute, the area is magnfied with residual gravitional force, reducing the cost of Earth Release Ninjutsu with ***Graviton*** in the name by -2. #### Earth Release: Gravition: Extinction **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 120 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CS
**Cost:** Special *(25 Chakra)*
**Keywords:** Ninjutsu, Earth Release, Fuinjutsu
**Description:** As part of the requirements for casting this jutsu, you must have the following **Earth Release: Graviton** jutsu on your jutsu known list (**Well**, **Sling**, **Shower**, **Collapse**, and **Meteorite**). You generate a massive amount of purple chakra which allows you to manipulate the earth and its gravitational force. You generate a massive void at a space you can see, gathering forth various different earthen materials, or just about anything that you seem to be beneficial. You collect these components and create a Gargantuan construct known as a ***Falling Star Beast***, which you control. This construct uses your Ninjutsu attack bonus and Save DC for effects that require it. The Falling Star Beast rolls its own initative as it has its own turns, using your Ninjutsu ability modifier + proficiency as its initative bonus. \page #### Particle Style: Particle Assimilation Sphere **Classification:** Hijutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 90 feet
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM
**Cost:** 30 Chakra
**Keywords:** Ninjutsu, Earth Release
**Description:** You raise your hand high and form a small sphere just above your palm using chakra to generate molecule sized earth particles, which glow white. The strongest of all particle techniques, this sphere, once fully charged, with utterally atomize an opponent on a sub-atomic level. You do not spend chakra to maintain concentration of this jutsu. Starting from your next turn after casting this jutsu, make a ranged Ninjutsu attack at advantage as you throw the sphere at a target within range. This sphere travels in a straight line starting from you, and as such, if there is a creature in between yourself and the target caught within this line, that creature instead becomes the target of this jutsu. On a hit, the sphere gently enters the target's body before erupting violently, dealing 25d12 Force damage, which cannot be reduced. If a creature is reduced to less than ½ of their hit points, the user decides on which appendage the target creature lost. (Arm or Leg). If a creature is reduced to 0 hit points, they are turned to dust and are immediately killed. #### Earth Release: Tectonic Movement **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 10 Minutes.
**Range:** 100 Miles
**Duration:** 10 Minutes
**Components:** HS, CM
**Cost:** Special (*138 Chakra*)
**Keywords:** Earth Release, Ninjutsu Combination.
**Description:** You mold and send Earth Release Chakra deep into the earth directly into one of the planets tectonic plates. You and all casters designate a single target you can see within range. Upon casting the jutsu you force the tectonic plate to move causing a massive earth quake to below your target. You force all Creatures, objects and Structures within 1 mile of your target including your target to make a Constitution saving throw at disadvantage, taking 50d10 earth damage on a failed save and hald as much on a successful save. Structures and Objects take double damage. Creatures who failed the constitution saving throw are knocked prone and gain the Dazed condition for 10 minutes. ***Combination:*** * If this jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -2.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's offensive abilities based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase damage by 5d10 +3: Increase damage by 10d10 +4: Increase the damage by 15d10. +5: Increase damage by 25d10.* ``` ``` > ##### Acknowledgements > Many of the Earth jutsu from the ***Gravition*** line were originally created by a wonderful dungeons and dragons youtuber known as [MonkeyDM](https://www.youtube.com/@MonkeyDM) for standard 5th edition before being converted into jutsu for Naruto 5e. \page































___ ___ > ## Falling Star Beast >*Gargantuan construct, unaligned* > ___ > - **Armor Class** 20 + your Ninjutsu Ability Modifier > - **Hit Points** 180 (20d12+70) > - **Speed** 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|21 (+5)|30 (+10)|1 (-5)|10 (+0)|1 (-5)| >___ > - **Damage Immunities** Acid, Poison, Psychic, Bludgeoning, Piercing, Slashing > - **Damage Resistances** Cold > - **Damage Vulnerability** Lightning > - **Condition Immunities** Bruised, Charmed, Chilled, Exhaustion, Frightened, Paralyzed, Poisoned. > - **Senses** Tremorsense 90ft., Passive Perception 10 > ___ > ***Elemental Weapons.*** The Falling Star Beast's attacks are chakra enhanced. > > ***Immutable Form.*** The Falling Star Beast is immune to any Jutsu or effect that would alter its form. > > ***Gravitational Anomaly.*** The Falling Star Beast ignores any effects that would cause it to be moved againt its will. Additionally, it also ignores effects that would prevent creatures from being moved against its attacks or jutsu. > > > ### Actions > ***Multiattack.*** The Falling Star Beast makes three attacks; Two with its Jaw and one with its tail. > > ***Jaw.*** *Melee Weapon Attack:* Reach 10ft., one creature. Hit: 4d8+6 Earth damage. A creature hit by this attack must make a Strength saving throw, being knocked 15 feet in any direction the beast chooses on a failed save. > > ***Tail.*** *Melee Weapon Attack:* Reach 15ft., one target. Hit: 2d10+6 Earth damage. Regardless of whether the beast hits or misses, all creatures of the beast's choice within a 15-foot cone in front of the beast must make a Dexterity saving throw as its tail kicks up a large assortment of rubble, taking 15 damage and gaining rank of Bruised. > > ***Erupting Spikes.*** The Beast selects up to 3 creatures it can see on the ground within 90 feet of it. These creatures must make a Dexterity saving throw, taking 4d10 Earth damage and being knocked prone on a failed save, or half as much on a success, as the ground below them explodes upwards into purple crystaline spikes. > > ***Invert Gravity (Recharge 7-8).*** The Beast's speed becomes 0 until the start of its next turn as it generates a massive amount of gravitional force. Each creature within 30 feet of the beast of its choice must succeed a Constitution saving throw. If any creatures who would make this saving throw were affected by an Earth Release Ninjutsu with ***Gravition*** in the name within the previous round, they make this saving throw with a -1d6 penalty. On a failed save, each creature is lifted 30 feet into the air and is Stunned until the end of the Beast's turn. Any a creature that enters or starts their turn in this area before the start of the beast's turn must also make this saving throw. At the start of the beast's next turn, gravity reverts and affected creatures are slammed back down with incredible force, taking 8d10 force damage and falling prone. On a successful save, a creature can move up to half its movement speed. \page # Chapter 2.1.2: Wind Release Ninjutsu
Wind Release is the rarest of the five nature transformations, but those who can use it are able to cut through anything. Some shinobi use it by channeling wind chakra into weapons, making the blades far sharper and giving them greater reach. Wind Release can also be exhaled from the user's mouth, such as to blow away everything in the area, or generated with the user's hands, allowing precision strikes. Although Wind Release has naturally good range and power, it can be further enhanced by compressing it or layering different wind streams together. Wind Release can easily launch particles into the air, whether to create dust clouds that conceal the user's movements or sand storms that perforate targets.
**Prerequisite:** You must have the Wind Release Affinity to learn jutsu with the Wind Release Keyword.

*Wind Release is naturally strong against Lightning Release and weak against Fire Release. *

**Special Effect: Swirl**: Found throughout the affinity of Wind is the mechanic known as Swirl. Swirl represents how the wind causes particulates and temperatures to travel and affect other things (Blowing into a fire causes it spread, air being drafted to the land from the ocean is cold, the movement of air causes friction which can cause lightning to occur, etc). When a Wind Ninjutsu has the Swirl mechanic, any ***Elemental *** conditions currently affected those who failed their saving throw against the jutsu cast, spread those conditions to hostile creatures within 5 feet of them. Swirl never affects the caster or allied creatures of the caster, and the mechanic, unlike other mechanics, is only utilized in Wind Ninjutsu that state it within the description.
##### D-Rank *Erupting Gale* ___ *Galeful Strikes* ___ *Inverted Gale Palm* ___ *Sky Drop* ___ *Vortex* ##### C-Rank *Air Ball* ___ *Deflective Gust* ___ *Dusty Whirlwind* ___ *Erosion Stream* ___ *Galewind Constitution* ___ *Howling Gale* ___ *Pulse* ___ *Severing Wind* ##### B-Rank *Air Claw* ___ *Beast Claw* ___ *Heavy Blow* ___ *Skyscraping Burst* ___ *Wind Clone* ##### A-Rank *Bladestorm* ___ *Dark Moon* ___ *Liger Fang* ___ *Sonic Snap* ___ *Soul Echo: Gale* ___ *Vacuum Prison* ___ *Wind Scythe* ##### S-Rank *Gale Explosion* ___ *Rasenshuriken* ___ *Vacuum Grenade* \page ### D-Rank #### Wind Release: Erupting Gale **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You create a powerful gust of wind in front of you, that blows back your foes. Each creature in a 30-foot cone must make a Strength saving throw being knocked back 30 feet on a failed save, or half the distance on a successful one. Creatures who collide with a solid object, have their movement stopped, taking falling damage equal to the distance they would have fallen. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the length of the cone and the length of the knockback by 5 feet. #### Wind Release: Galeful Strikes **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Wind Release
**Description:** Wind chakra flows freely around your body, guiding your strikes with speed and precision. Your unarmed and melee taijutsu attacks gain a 1d4 bonus to attack and damage rolls. The extra damage is Wind damage. When you take the attack action, the first attack you make against a creature cannot be reacted to, and you gain a +10 bonus to your speed which lasts until the end of the turn. #### Wind Release: Inverted Gale Palm **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 5 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You clasp your hands together coating your open palms in a powerful Vaccum. Make a ranged ninjutsu attack on a creature or object in range. On a hit they take 3d6 Wind Damage and must make a Strength saving throw, on a failed save they are pulled towards you and end their movement within 5 feet of you. **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 1d6 ``` ``` #### Wind Release: Sky Drop **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action or Reaction
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** This jutsu must target an airborne creature. Target creature within must succeed a Strength saving throw against your Ninjutsu Save DC at disadvantage or be knocked back down with a strong force of wind, taking double the usual fall damage. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the range of the jutsu by 15 feet. #### Wind Release: Vortex **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** Choose a space within range, You create a small mote of wind that attempts to pull in all things. Each creature within 15-feet of the mote must make a Strength saving throw or be pulled 10 feet towards it. A creature can willingly fail this saving throw. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When cast at C-Rank, you can pull a creature up to 15 feet towards the vortex. When cast at B-Rank, you can create a second vortex within range. If a creature is in the radius of multiple vortexes, they are pulled towards the closest mote. When cast at A-Rank, All creatures within 20 feet of the vortex must now do the save throw. When cast at S-Rank, you can create a third vortex within range. \page














### C-Rank #### Wind Release: Air Ball **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration up to 1 minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You form a ball of air below you and sit on top of it. While sitting on top of the ball your movement speed is doubled, you have advantage on Dexterity saving throws, you gain a +2 bonus to AC, can dash or disengage as a bonus action, and you gain a climbing speed equal to your normal movement speed. #### Wind Release: Deflective Gust **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, which you take when you are targeted by an attack or jutsu
**Range:** Self
**Duration:** Instant
**Components:** CM
**Cost:** 7 Chakra
**Keywords:** Ninjutsu, Wind Release
**Description:** You swiftly arc a powerful gust to deflect an incoming attack. Increase your AC by half of 1d6 (minimum 1). If the attack still hits you after this increase then you halve its damage. If this would cause the attack to miss you instead, you can redirect that attack to a creature within 15 feet, disarming the attacker if it was a melee weapon attack. The redirected target must succeed a Dexterity saving throw or suffer half the damage of the attack. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and you gain a +1 bonus to AC. ``` ``` #### Wind Release: Dusty Whirlwind **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (20-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 6 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You generate a powerful wind within your palm and send it spiraling outwards towards creatures within a 20-foot cone from you. As your wind travels, it picks up dust, dirt, and other loose debris, making the wind denser. Creatures who are in the affected range must make a Wisdom saving throw, becoming blinded until the end of their next turn on failure or no effects on a success. The affected creatures must also make a strength saving throw, being knocked back 30 feet on a failed save. This save is made at disadvantage if they failed their initial save. On a successful save, they are only pushed back 5 feet. #### Wind Release: Erosion Stream **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Wind Release
**Description:** You release a precision stream of wind so powerful it can reduce stone to dust in an instant. The wind stream is a 100 feet long and 5 foot wide line that blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 Wind damage on a failed save, or half as much damage on a successful one. The stream of wind deals double damage to objects, structures, and earthen constructs, and any temporary hit points granted by jutsu with the Earth Release keyword. **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 dealt by 2d8. #### Wind Release: Galewind Constitution **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 Minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Wind Release, Ninjutsu, Medical
**Description:** You generate an orb of soothing wind and press it against your body, causing an aura of healing wind to surround you. If you possess the bleeding and/or chilled conditions, they are immediately removed. For the duration, you recover 1d4+1 hit points at the start of each of your turns, and have advantage on saving throws to resist the bleeding and chilled conditions. \page Additionally, effects that would give you either listed condition without a saving throw, instead enable you to make a Constitution saving throw, resisting gaining the condition(s) on a success. #### Wind Release: Howling Gale **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Wind Release
**Description:** You imbue the air passing through your vocal chords with wind chakra to release a maddening screech. All creatures within a 30-foot radius of you that can hear you must make a Constitution saving throw. On a failed save, a target takes 3d8 Wind damage + 2d6 Force damage and becomes defeaned for 1 minute. On a successful save, a target takes half damage. If this save is failed by 5 or more, a target also gains 1 rank of fear for 1 minute. A target can repeat its saving throw at the end of each of its turns, ending either effect on itself with a success. **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 dealt by 1d8 Wind and 1d6 Force respectively. #### Wind Release: Pulse **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You create a massive wave of wind, unleashing it in a 30-foot cone, and decide whether the force pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 4d6 wind damage on a failed save, or half as much damage on a successful one. Each creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the jutsu. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. **At Higher Ranks:** For each rank you cast this
jutsu above C-Rank, increase the cost of this jutsu by 3,
the damage by 1d6, and the distance pulled or pushed
by 5 feet. ``` ``` #### Wind Release: Severing Wind **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You create two rotating discs of wind that whir a distinct sound, almost calming the heat of battle. Make two ranged ninjutsu attacks. You can target one or more creatures. On a hit, the target creature takes 2d6 + your ninjutsu ability modifier wind damage and gains 1 rank of bleed. **At Higher Ranks:** For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the number of attacks by +1. ### B-Rank #### Wind Release: Air Claw **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You coat your hand in wind chakra in the shape of claws and then swipe your hand in a wide arc, devastating the battlefield. Each creature in a 60-foot cone must make a Dexterity saving throw or take 9d4 wind damage and gain 1 rank of lacerated on a failed save, or half as much damage and no additional effects on a successful save. This jutsu cuts up the ground in its wake, leaving an area of difficult terrain. **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 die by 1 step. (d4>d6>d8>d10>d12) \page #### Wind Release: Beast Claw **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You bring your hand behind you generating a torrent of wind before slashing upward, sending three vertical slashes of wind. You create 3 30-foot long, 5-foot wide lines in wind chakra from 180° in front of you. These lines may go in any direction you like along the ground, but they cannot intersect and must have 5 feet of space between them after they are launched from the space in front of you. Each creature within range of a line must make a Dexterity saving throw, taking 7d8 in wind damage and becoming Lacerated on a failed save, or half as much damage and only 1 rank of bleeding on a success. The affected area becomes 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 die by 1 step (d8 **Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (60-Foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Ninjutsu, Wind Release
**Description:** You let out a strong highly condensed line of air from the palm of your hand. All creatures in a 5-foot wide 60-foot-long line must succeed a Dexterity saving throw. Taking 8d6 Wind damage on a failed save, or half as much on a successful one. Additionally, You may choose to move yourself backwards up to 30 feet as the strength of the wind is enough to carry you backwards. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, increase the damage by 1d6, and feet you may move yourself backwards is increased by 10. #### Wind Release: Skyscraping Burst **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 11 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You flick your wrist and shoot a burst of wind from under your enemies. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on that point must make a Strength saving throw being knocked up 60 feet, taking falling damage and being knocked prone on a failed save. A creature who fails the initial saving throw must also make a Constitution saving throw becoming weakened until the end of their next turn on a failed save. #### Wind Release: Wind Clone **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
**Components:** HS, CM
**Cost:** Special (12 Chakra)
**Keywords:** Wind Release, Ninjutsu, Clone
**Description:** You conjure a clone made of wind similar to the **Shadow Clone Technique**. ***Wind Clones*** have no discernable weight. You can create up to three ***Wind Clones*** when casting this jutsu, each costing 12 chakra to conjure. ***Wind Clones*** can cast ninjutsu with the ***Wind Release*** keyword that you know of C-Rank, following normal **Clone** keyword restrictions. ***Wind Clones*** have immunity to Genjutsu, psychic, and poison damage, resistance to piercing, wind, and lightning damage, and vulnerability to fire damage. ***Wind Clones*** have a flying speed equal to their walking speed. Additionally, if a damaging jutsu the ***Wind Clone*** casts would use a damage die larger than a d6, the damage die the clone uses becomes a d8 instead. If a ***Wind Clone*** uses a weapon or unarmed attack, regardless of the weapon the clone uses, it deals 1d8 wind damage. If a ***Wind Clone*** moves through an area of dust, vapor, or gas, you can choose whether they disperse it or disseminate it. Dispersing it leaves an open area of the clone's size within the particulate's space, safe for others to move through until the end of your next turn. Disseminating it brings the particulate out behind the clone, increasing its size in a line behind them until they stop. This line is the same width as the clone's size. If a ***Wind Clone*** is destroyed or unsummoned after disseminating a particulate, the same particulate is blasted out in a 5-foot radius around the clone. If a ***Wind Clone*** casts a jutsu that requires more than 1 attack roll upon casting, it only makes one attack. If multiple ***Wind Clones*** attack the same creature, you do not make multiple attack rolls. You instead choose a lead clone and it gains a +1d8 bonus to its damage roll(s), for each additional clone that is aiding it. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3. If this jutsu is cast at S-Rank, increase the rank of jutsu water clones can cast to B-Rank. \page ### A-Rank #### Wind Release: Bladestorm **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You coalesce 5 kunai made of wind, that circle around your body. You cannot lose concentration of this jutsu as a result of damage. You can use an action to shoot two kunai toward the same or different creatures within 90 Feet of you. When you do, make a ranged ninjutsu attack. On a hit the target takes 6d4 + your ninjutsu ability modifier in wind damage. This jutsu scores a critical hit on 19-20. Whether you hit or miss you spend the kunais vanishes after use. The jutsu ends early if you expend all your kunai. As a full turn action, you can shoot all your kunai at a single creature **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and the damage by 1d4. ``` ``` #### Wind Release: Dark Moon **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 120 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Wind Release, Ninjutsu, Clash
**Description:** You form a large sphere of frigid air that resembles the moon on a misty dark night. Make a ranged Ninjutsu attack. On a hit, the target takes 14d6 wind damage and must make a Strength saving throw. This jutsu overwhelms the target with freezing wind, for every 6 rolled on this jutsu's damage dice, the target suffers a -1 penalty to their strength saving throw. On a failed save, the target gains 2 ranks of Weakened and Chilled. ***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 A-Rank, increase the cost of this jutsu by 3, the range by 30 feet, and the damage by 1d6. \page #### Wind Release: Liger Fang **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 90 Feet (30-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 19 Chakra
**Keywords:** Wind Release, Ninjutsu, Clash
**Description:** You kick out an invisible wave of wind that rides the air currents before it expands and cuts everything around it like a fang. Choose a point you can see within range to send the fang to. A jarring gash of wind creates a cone in that space and all creatures within a 30-foot cone centered on that point must make a Dexterity saving throw or take 6d12 wind damage and gain 3 ranks of lacerated on a failed save. **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and increase the damage by 1d12. ``` ``` #### Wind Release: Sonic Snap **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (5-Foot radius Sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 19 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You snap your fingers and amplify the vibrations in the air over a hundred times to attempt to overload the senses. All creatures in range other than you must make a Constitution saving throw or become incapacitated, deafened, and gain 5 ranks of bleeding on a failed save, as you rupture their eardrums. A creature who fails this save is incapacitated for 1 minute, they can remake the saving throw at the end of each of their turns removing the effect on a success. The snap can be heard up to a mile away. A creature is deafened until they are targeted by a jutsu that removes deafened at A-Rank or higher. **At Higher Ranks:** For each rank you cast this jutsu above
A-Rank, increase the cost of this jutsu by 3 and radius by 5 feet. #### Wind Release: Soul Echo: Gale (Changed) **Classification**: Ninjutsu
**Rank**: A-Rank
**Casting Time**: 1 Bonus Action
**Range**: Touch
**Duration**: Concentration, up to 1 Minute
**Components**: CM, CS, W (Any)
**Cost**: 16 Chakra
**Keywords**: Wind Release, Ninjutsu, Bukijutsu, Fuinjutsu
**Description**: You begin to channel wind release chakra within your palm as you begin to think of your desires and aspirations. Visions of freedom, a future where you and your allies can rest in peace. The echoes of your soul empower this jutsu as you bathe the weapon in your chakra. For the duration, your weapon is surrounded by spiraling green winds and gains the following benefits; - Your weapon's damage is increased by your Ninjutsu ability modifier, in Wind damage. - On a hit with your weapon, the target must succeed a Dexterity saving throw or have their AC reduced by half the result of a 1d4 until the start of their next turn (Min. 1). Once the target fails, they no longer make these saving throws until the start of their next turn. - On each successful hit with your weapon, your attack bonus when using the weapon increases by +1, up to a maximum of +2. This resets at the end of the current turn. - You gain a +2 bonus to Dexterity skill checks and saving throws. You cannot lose concentration of this jutsu as the result of failing a concentration check and it does not cost chakra to maintain. This jutsu ends early if you let go of your weapon. \page #### Wind Release: Vacuum Prison **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 90 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 19 Chakra
**Keywords:** Wind Release, Ninjutsu
**Description:** You create a cube void of air around a creature, depraving them of any ways to breathe. Choose a creature you can see within range. When you cast this jutsu, that creature is surrounded by a wall of air, which can suspend them midair. A creature inside this prison has a movement speed of 0, cannot speak, and cannot make hand seals. Creatures trapped inside this prison cannot target creatures outside of it and vice versa. At the start of each of their turns they must make a Constitution saving throw, gaining 1 rank of weakened and losing concentration on all jutsu they were concentrating on, on a failed save. All ranks of weakened gained by this jutsu are removed when this jutsu ends. If a creature inside or out of the prison attempts to attack the prison they take must make a Dexterity saving throw or take 8d8 wind damage. This prison has 100 hit points, has an AC equal to your Ninjutsu save DC, and is resistant to bludgeoning, piercing, and slashing damage, and has immunity to wind and lightning damage and vulnerability to fire damage. A creature who does not need to breath is immune to the effects of being trapped inside the prison. #### Wind Release: Wind Scythe **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 10 Foot Cone
**Duration:** Instant
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Wind Release, Ninjutsu.
**Description:** You mold wind release chakra into the shape of a scythe before quickly swiping out attacking all within range. All creatures in a 10-foot cone must make a Dexterity saving throw, taking 8d10 Wind damage on a failed save and gaining 3 ranks of bleeding, or half as much damage on a successful save. ** At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the damage by 2d10, and increase the ranks of bleed by +1. ``` ``` ### S-Rank #### Wind Release: Gale Explosion **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, M
**Cost:** 35 Chakra
**Keywords:** Ninjutsu, Taijutsu, Wind Release
**Description:** You take in a large gulp of air, allowing wind chakra to flow throughout your entire body, elevating your strength for your next strike. Make a melee ninjutsu or taijutsu attack against a creature within range. On the first attack, you punch a creature straight in its chest with such immense force that it creates a shockwave of pure wind chakra. The creature takes your unarmed damage + 4d10 + your Ninjutsu modifier in force damage, and each creature within 15-feet other than yourself and the triggering creature must make a Dexterity saving throw against your Ninjutsu or Taijutsu Save DC, whichever is higher. On a failed save, creatures take half the damage you dealt to the triggering creature as force damage. If your first attack successfully hit, you make a second attack, kicking the creature 60 feet into the air and dealing your unarmed damage + 3d10 + your Ninjutsu ability modifier in Bludgeoning damage. If both attacks of this jutsu were successful, you raise both your arms in with a loud battle cry, expel the wind chakra within your body and launch it at the creature, surrounding them in a 30-foot sphere of wind before exploding in a spectacular fashion. The creature must make a Constitution saving throw, taking 15d4 Wind damage and gaining 5 ranks          of Bleeding and 1 rank of Exhaustion until the end of                          their next turn on a failed save, or half as much                                damage and only 2 ranks of bleeding on a                                failed save. The pressure of the wind                                       surrounding the creature slows their                                          descent, causing them not to take fall                                           damage. \page #### Wind Release: Rasenshuriken **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** CM
**Cost:** 35 Chakra
**Keywords:** Wind Release, Ninjutsu, Clash
**Description:** As part of the requirements for casting this jutsu you must have **Rasengan** on your jutsu known list. You create a Rasengan before adding a rotating wind of chakra shaped like a shuriken that can even shred cells. Make a ranged ninjutsu attack against a target you can see within range, dealing 18d12 Force damage on a hit. A creature who is targeted by this jutsu, cannot gain the benefit of bonuses to AC or Temporary hit points as a result of Armor, Jutsu, features, or traits against you until the conclusion of this jutsu. Hit or miss, all creatures, except the original target, in a 15-foot radius sphere centered on the original target must make a Dexterity saving throw, taking half the damage of this jutsu as well on a failed save. A creature who is reduced to 0 hit points by this jutsu instantly dies and cannot be revived as their chakra network is destroyed. ``` ``` #### Wind Release: Vacuum Grenade **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 500 feet (100-foot sphere)
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 30 Chakra
**Keywords:** Ninjutsu, Wind Release, Fuinjutsu
**Description:** You take a small object such as a rock and begin infusing your wind release chakra into it. You fill the object with so much chakra that the slightest touch could cause it to explode in massive explosion. Choose a space within 500 feet. You hurl the object at this space. The object then explodes, sending a wild burst of wind chakra and shrapnel in 100-foot sphere. Each creature within range must make a Strength saving throw, taking 7d10 Bludgeoning and 7d10 Wind damage, and become weakened, as they are bombarded with debris and a force of wind so strong that it causes the air to be ripped from their lungs. Creatures that take more than 60 damage from this jutsu also become Slowed. Creatures that reach 0 hit points as a result of this jutsu are immediately killed as their lungs are torn to shreds. Structures, Objects, and Constructs take triple damage from this jutsu, crumbling to dust if they reach 0 hit points as the air is sucked out of them. \page # Chapter 2.1.3: Fire Release Ninjutsu
Fire Release is the most common of the five nature transformations in the leaf village and land of fire, but those who can use it are able to knead chakra and set fire to anything. Fire Release is almost always used offensively and has very few defensive applications. Some shinobi use it to damage massive areas and harm large groups of foes. Fire Release is commonly exhaled from the user's mouth. Although Fire Release has naturally amazing power, it suffers from high chakra cost and is difficult to control flames after use.
**Prerequisite:** You must have the Fire Release Affinity to learn jutsu with the Fire Release Keyword.

*Fire Release is naturally strong against Wind Release and weak against Water Release. *

**Special Effect: Blaze**: Fire Release is known for being destructive and oppresive chakra natures, and this represented by Blaze. When a Fire Release Ninjutsu is cast that deals damage, it deals an additional of flat damage equal to the amount of damage die rolled. For instance, Fire Release: Pyre Fist deals 4d4 fire damage in base, however, Blaze makes the jutsu deal 4d4+4 fire damage. Fire Release: Wild Ballet deals 5d8 fire damage. With Blaze, it now deals 5d8+5 fire damage. Typically, Fire Release Ninjutsu have the bonus damage of Blaze listed within the jutsu's damage already.
##### D-Rank *Cooperation Technique: Garuda* ___ *Crimson Despair* ___ *Fire Beads* ___ *Flame Whirl* ___ *Haunting Flame* ___ *Hiding in Fire Technique* ___ *Pyre Fist* ___ *Rocket Palm* ___ ##### C-Rank *Demon Lantern Swarm* ___ *Flash Fire* ___ *Fusillade Butterflies* ___ *Merciful Agony* ___ *Queso* ___ *Thruster Jets* ___ *Wild Ballet* ##### B-Rank *Black Flame* ___ *Black Orb* ___ *Black Serpent* ___ *Crimson Serpent* ___ *Fire Lightning* ___ *Fire Seeking Chains* ___ *Plague-Bearing Fireball* ##### A-Rank *Baelfire* ___ *Bloodflame* ___ *Chaos Bed Vestiges* ___ *Flame Control Hedgehog* ___ *Heavenly Prison Fire Sword* ___ *Immolation Pulse* ___ *Ghostflame* ___ *Sacred Flame* ___ *Soul Echo: Ember* ___ *Warm Body Technique* ##### S-Rank *Amon's Beheading Sword* ___ *Comet Dash* ___ *Inferno Dance* ___ *Phoenix Screech* ___ *Quasar* ___ \page ### D-Rank #### Fire Release: Cooperation Technique: Garuda **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 90 Foot Line
**Duration:** Instant
**Components:** HS, CM
**Cost:** Special (28 Chakra)
**Keywords:** Fire Release, Ninjutsu, Combination.
**Description:** A hot thin lines of fire spew out of the mouth of each caster that merge together to create one line of fire that rivals the heat of the planet's core. All creatures in a 15-foot wide, 90-foot-long line originating from you must succeed a Dexterity saving throw, taking 5d6+6 fire damage on a failed save or half as much on a successful one. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters you increase the damage die by 3. Any creature who assists in casting this jutsu as a combination jutsu increases the damage of this jutsu by one step based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: D6, +3: D8, +4: D10, +5: D12).* #### Fire Release: Crimson Despair **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (5-foot-Radius)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You encircle yourself in a rotating ring of flames to deter anyone from getting too close. Creatures caught in the radius when this jutsu is cast or begins their turns there must make a Dexterity saving throw or take 1d12+1 fire damage. Creatures who fail this saving throw must also make a Constitution saving throw or gain a rank of burned for the duration of this jutsu. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the radius by 5 feet. If this jutsu is cast at B-Rank or higher, a creature must also make a Dexterity saving throw when they enter the radius for the first time on any turn. ``` ``` #### Fire Release: Fire Beads **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You produce two quick lines of fire that streak toward a target in range. Make two ranged ninjutsu attacks. On each hit, you deal 3d4+3 Fire damage and the target's speed is reduced by 10 feet. **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 dealt by 1d4+1. #### Fire Release: Flame Whirl **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (15-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You twirl your hand in front of you forming a whip of fire release chakra that strikes all creatures within a 15-foot long, 5-foot wide line in front of you. Each creature within range must make a Strength saving throw, taking 4d4+4 fire damage on a failed save, or half as much damage on a success. Creatures who fail this saving throw by 5 or more become Burned. This jutsu leaves behind a trail of fire on the ground. **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 2d4+2. If cast to B-Rank or higher, increase the width of this line by 5 feet. If cast to S-Rank or higher, increase the width of this line by 5 feet. #### Fire Release: Haunting Flame **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fire Release, Sensory
**Description:** You create a ball of flames that tethers itself to an unsuspecting enemy, following them wherever they go. You do not need to spend chakra to maintain concentration on this jutsu. A creature who is being followed by this flame is always considered to be seen by you, for the purposes of targeting them with Ninjutsu with the Fire Release Keyword, as the jutsu can be originated from the flame following them. They cannot benefit from cover or be hidden from you. A creature who is doused with a gallon of water or is hit with a Water Release jutsu of equal rank or higher may clear this jutsu. \page **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the amount of creatures you can target by +1. #### Fire Release: Hiding in Fire Technique **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 Minute
**Components:** CM, HS
**Cost:** 5 Chakra
**Keywords:** Fire Release, Ninjutsu
**Description:** The user of this jutsu becomes able to both take on the appearance of fire and be immune to any damage caused by natural fires. While hiding in a natural fire the caster of this jutsu gains a +5 to stealth checks and is unable to be seen with chakra sight. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. If this jutsu is casted at C-Rank increase the Duration to 10 minutes. If this jutsu is casted at B-Rank increase the Duration to 1 hour. If this jutsu is casted at A-Rank increase the Duration to 1 day. If this jutsu is casted at S-Rank increase the Duration to 1 week. #### Fire Release: Pyre Fist **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Fire Release, Clash
**Description:** You coat your fist in flames and deliver a single punch almost igniting the air itself. Make a melee ninjutsu attack against a target you can see within range. On a hit, the target takes 4d4+4 fire damage. **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+2 and the die step by 1. #### Fire Release: Rocket Palm **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Taijutsu, Fire Release
**Description:** You gather a fuming amount of fire chakra in each hand before striking your opponent in a burst of flame. Make a melee ninjutsu or taijutsu attack, dealing your unarmed damage + 2d6+2 Fire damage. A target hit by this attack must make a Strength saving throw, being pushed back 20 feet on a failed save, or half as much on a success. Alternatively, you can forgo the knock back dealt to the target and instead push yourself directly back 20 feet. This movement does not trigger an opportunity attack from the target. **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 1d6+1 and increase the knock back distance by 10 feet. ### C-Rank #### Fire Release: Demon Lantern Swarm **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minutes
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You Create 4 Demon Masks made of fire, that float around you. You can use a bonus action to send one of the globes streaking toward one creature or object within 60 Feet of you. When you do, make a ranged Ninjutsu attack. On a hit the target takes 2d6+2 fire damage. Whether you hit or miss you spend one Demon Mask and it vanishes after use. The Jutsu ends early if you expend the last Demon Mask or fall unconscious. If you have 3 or more globes, they shed a bright light in a 30-foot radius and dim light for an additional 30 feet. If you have less than 3, the remaining globes shed dim light in a 30-foot radius. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the number of motes created increases by 1. If this jutsu is casted at B-Rank or higher the damage die size is increased by 1. If this jutsu is casted at A-Rank or higher the damage is increased by 1d8. If this jutsu is casted at S-Rank or higher the damage die size is increased by 1. #### Fire Release: Flash Fire **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 6 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You brightly intensify the flames of a fire jutsu you've cast. When you used your action this turn to cast a ninjutsu with the Fire Release keyword that deals damage to a target, that target must also make a Constitution saving throw, taking 2d4+2 Fire damage and becoming blind until the end of its next turn on a failed save, or half as much damage and not blind on a success. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and increase the damage by 2d4+2. \page #### Fire Release: Fusillade Butterflies **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30 feet)
**Duration:** Instant
**Components:** HS, CM, M, W (Any Shuriken)
**Cost:** 8 Chakra
**Keywords:** Fire Release, Ninjutsu, Bukijutsu, Clash
**Description:** You ready your shuriken in hand and coat it in a layer of fire release chakra. Make a ranged ninjutsu attack against a creature within 30 feet, dealing your weapon's damage in fire damage. As the shuriken leaves your hand, the fire coating is agitated and small will-o-wisps perspire off the weapon, forming into 3 small glowing butterflies of fire. These butterflies emit 10 feet of bright light and immediately fly to the creature, each butterfly dealing 1d8+1 fire damage. These butterflies ignore cover. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the amount of butterflies created by +1. #### Fire Release: Merciful Agony **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Fire Release, Clash
**Description:** You cover your palm in fire before grabbing your opponent’s face and unleashing an explosion. Make a melee ninjutsu attack against a target you can see within range. On a hit, the target takes 4d12+4 fire damage. A creature hit by this jutsu must also make a Constitution saving throw, becoming blinded on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the blinded condition on a success. If a creature is reduced to 0 hit points, their head explodes, but killing them painlessly. **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 2d12+2. #### Fire Release: Queso **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet (10-foot radius Sphere)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You mold Fire release in your stomach creating a thick vicous lava like substance with a peculiar smell. Pick a spot within 30 feet of you, creatures within a 10-foot sphere of that spot must make a Constitution saving throw, taking 2d8 Fire damage and gaining 1 rank of burned on a failed save, or half as much and no conditions on a success. The 10-foot sphere then lingers, any creature who starts their turn or steps in the area gains 1 rank of burned. #### Fire Release: Thruster Jets **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You concentrate fire chakra in the soles of your feet and the palms of your hands, creating jets of exhaust that lift you up. While concentrating on this jutsu you have a flying speed of 40 feet and can hover. When you use your action to cast a jutsu with the Fire Release keyword, you can dash or disengage as a bonus action. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and increase your flying speed by 10 feet. #### Fire Release: Wild Ballet **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot Cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Fire Release, Clash
**Description:** You breathe a stream of fire that expands into a long spiral engulfing all in its range. Each creature in a 30-foot cone must make a Dexterity saving throw. Creatures that are in the center of the cone make the saving throw at disadvantage. Creatures are counted as being in the center of the cone if they would still be in the area of the jutsu if it's area was instead a 5-foot wide 30-foot long line. A creature takes 5d8+5 fire damage on a failed save, or half as much damage on a successful one. This fire ignites any flammable objects in the area that aren’t being worn or carried. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, increase the damage by 1d10+1, and the range by 5ft. If this jutsu is casted at A-Rank or higher creatures are counted as being in the center of the cone if they would still be in the area of the jutsu if it's area was instead a 15 feet wide 30 feet long line. \page ### B-Rank #### Fire Release: Black Flame **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Instant
**Components:** CM, CS
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Fire Release, Fuinjutsu
**Description:** This jutsu can only be cast after casting a Ninjutsu with the ***Fire Release*** keyword that makes an attack roll, or after landing an unarmed attack, or melee weapon attack with a weapon with the light property. You generate a super-hot flame in your hand that absorbs all light, which then combusts. Make a melee ninjutsu attack at a creature within range. On hit, the creature takes 3d8+3 fire damage which ignores resistance and treats immunity as resistance. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the damage die by one step (d8>d10>d12). If cast to S-Rank, you can make two attacks with this jutsu as opposed to one. #### Fire Release: Black Orb **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** CM, CS
**Cost:** 12 Chakra
**Keywords:** Ninjutsu, Fire Release, Fuinjutsu
**Description:** You generate a super-hot flame in your hand which absorbs all light, forming into an orb which you throw at a creature within range. Make a ranged ninjutsu attack against a creature within range, dealing 6d12+6 fire damage which ignores resistance and treats immunity as resistance on hit. The next saving throw the creature makes against a Ninjutsu with the fire release keyword is made with a -2 penalty. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, the damage of this jutsu by 1d12, and the range by 10 feet. ``` ``` #### Fire Release: Black Serpent **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** *Special*
**Duration:** Instant
**Components:** CM, CS
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Fire Release, Fuinjutsu
**Description:** You generate a super-hot flame in your hand which absorbs all light. You then slam the flame into ground, causing the fire to erupt into a line of fire that moves and tracks a creature like a snake. Select one creature within 30 feet. The serpent-like flame follows this creature up to 30 feet (You can control how this flame moves.) The flame follows the target, even if they would move, unless the target moves outside of this jutsu's range. All creatures within the flame's path must make a Dexterity saving throw, taking 10d6+10 fire damage which ignores resistance on a failed save. The target of this jutsu makes this saving throw at disadvantage. A creature can be affected by this jutsu no more than once per turn. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the amount of flame serpents" by +1. \page ___ > ## Flame Serpent >*Huge Construct, unaligned* > ___ > - **Armor Class** 13 + Your Ninjutsu Ability Modifier > - **Hit Points** 64 (10d10 + twice Your Character Level) > - **Speed** 60ft., burrow 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|16 (+3)|1 (-5)|10 (0)|1 (-5)| >___ > - **Damage Immunities** Acid, Fire, Psychic, Bludgeoning, Slashing. > - **Damage Vulnerabilites** Cold > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** Passive Perception 10 > ___ > ***Elemental Body.*** The Flame Serpent's weapon attacks are chakra enhanced. > >***Illumination.*** The Flame Serpent sheds bright light to a range of 30 feet and dim light to an additional 30 feet. > > > ***Furnace.*** Fire damage that would be dealt to the Flame Serpent heal it instead for half as much. > > ### Actions > ***Multiattack.*** The Flame Serpent makes two attacks with its Bite. It can exchange one of these attacks with its Constrict. > > ***Bite.*** *Melee Weapon Attack:* Caster's ninjutsu attack to hit, reach 10ft., one target. *Hit:* 4d6 + caster's ninjutsu modifier fire damage. > > ***Constrict.*** *Melee Weapon Attack:* Caster's ninjutsu attack to hit, reach 5ft., one target. *Hit:* 4d8 + caster's ninjutsu modifier fire damage. The target is grappled, escape DC equals caster's ninjutsu save DC. Until this grapple ends, the creature is restrained, and the Flame Serpent can't constrict another target. The Flame Serpent has advantage on Bite attacks against a creature it has grappled. ``` ``` #### Fire Release: Crimson Serpent **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, CM
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Fire Release, Fuinjutsu
**Description:** You spew a great line a fire into a space within 60 feet of you. This fire collects into a huge-sized Flame Serpent. This Flame Serpent can be commanded as a bonus action on your turn. #### Fire Release: Fire Lightning **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (10-foot radius)
**Duration:** Instant
**Components:** CM, HS
**Cost:** 14 Chakra
**Keywords:** Fire Release, Ninjutsu
**Description:** You shoot out dozens of spears of fire attempting to skewer all those around you. Each creature within 10 feet of you must make a Dexterity saving throw taking 8d8+8 fire damage on a failed save or half as much damage on a success. Objects within 10 feet of the stream of fire ignite if they are not being worn or held. **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 2d8+2. If this jutsu is casted at A-Rank or Higher, you may cast this jutsu as a bonus Action. #### Fire Release: Fire Seeking Chains **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 15 Chakra
**Keywords:** Ninjutsu, Fire Release, Fuinjutsu
**Description:** Striking both palms to the ground, chain-like flames crackles around you as five streaks of fire rapidly snake along the ground toward up to five targets standing on the same surface as you within range, leaping towards their target and exploding into a column of flame upon reaching them. This jutsu ignores all cover. Each creature must make a Dexterity saving throw, taking 8d6+8 fire damage on a failed save, or half as much damage on a successful one. A target that fails this save also becomes grappled in place by the flames. A creature grappled this way can make a Strength saving throw at the end of each of its turns, escaping on a success. A target gains 1 rank of Burned at the start of each turn it is grappled. If a single creature is targeted by all five streaks of fire, this jutsu instead deals 12d6+12 fire damage on a failed save, or half as much damage on a successful one. The fire can travel over obstacles up to 10 feet high, and ignites flammable objects along its path that aren't being worn or carried. \page   **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+2 respectively. #### Fire Release: Plague-Bearing Fireball **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet (15-foot radius)
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 14 Chakra
**Keywords:** Fire Release, Ninjutsu, Medical
**Description:** You focus a large amount of medical chakra within your mouth and quickly spit it outward towards a space up to 60ft away. As you fire this blast of chakra, you simultaneously change the nature release of the chakra to fire. Each creature within a 15-foot radius must make a Dexterity saving throw, taking 5d10+5 Fire damage, or half damage and no further effects on a success. After the blast collides with the ground, a poisonous fog emerges that covers the area for 1 minute unless dispelled. Each creature within the radius after the blast has hit must also make a constitution saving throw, gaining the envenomed and poisoned conditions on failure. Creatures who were hit by this jutsu must make the Constitution save at disadvantage and creatures who failed their Constitution save that begin their turns in this jutsu's area take additional poison damage as if they had another rank of the envenomed condition. If a creature ends or starts
their turn in this jutsu's space, they
must make the constitution save. A
creature can repeat the constitution
save at the start of each of their turns. \page ### A-Rank #### Fire Release: Baelfire **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 16 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You invoke the fire of demons within your lungs, allowing you to spew it out like one. Until the jutsu ends, you can use an action to exhale fire in a 45-foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d6+8 fire damage and inflicting a rank of burned on a failed save, or half as much damage and no additional effects 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 increase the damage by 1d6+1. #### Fire Release: Bloodflame **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot Cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 17 Chakra
**Keywords:** Ninjutsu, Fire Release, Medical
**Description:** As part of casting this jutsu you must possess at least one ounce of blood, or sacrifice 2d4 of your hit points. You generate a flame in hand and infuse it with blood before sending the flame in a 30-foot cone in front of you. All creatures within range must make a Dexterity saving throw to avoid the sanguine flame. On a failed save, creatures take 5d8+5 fire and 5d8+5 necrotic damage, and gains 1 rank of Bleeding and Burned. On a successful save, creatures take half damage and no further effects. After casting this jutsu, the affected area remains bathed in bloody fire for the next minute, causing creatures that enter or start their turns in it to take 10 fire and 10 necrotic damage. These flames can be dispersed early by
affecting the area with a jutsu with the
Water Release keyword and a
jutsu with the Medical keyword.
If this occurs, this area cannot
be affected by this jutsu
again for 1 minute.
**At Higher Ranks:** For
each rank you cast this
jutsu above A-Rank,
increase the cost of this
jutsu by 3, both instances
of damage by 1d8, and
the affected area damage
by 5 for both instances. ``` ``` #### Fire Release: Chaos Bed Vestiges **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** Action
**Range:** 90 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You form a ball of fire in your hands that has the appearance of a small sun and throw it at a target within range. Make a ranged ninjutsu attack on a target creature within range. On a Hit, the target creature takes 10d10+10 fire Damage and the target must make a constitution saving throw, gaining 2 ranks of burned on a failed save. Compare the result of your attack roll against the AC of all creatures within 5 feet of the creature you hit. If your attack is greater than their AC, they take half the damage the original target took and must make a constitution saving throw, gaining 1 rank of burned on a failed save. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and the damage die by 2d10+2. #### Fire Release: Flame Control Hedgehog **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 90 Feet (15-foot radius Sphere)
**Duration:** Instant
**Components:** CM, HS
**Cost:** 20 Chakra
**Keywords:** Fire Release, Ninjutsu
**Description:** You summon a sphere of fire that shoots out dozens of pillars of fire. Each creature within range must make a Dexterity saving throw taking 10d8+10 Fire damage and gaining 2 ranks of the burned condition on a failed save or half as much damage and no additonal effects on a success. Creatures within 5 feet of the center of the sphere must make the Dexterity saving throw at disadvantage. Objects within 10 feet of the stream of fire ignite if they are not being worn or held. **At Higher Ranks:** For each rank you cast this jutsu above            A-Rank, increase the cost of this jutsu                by 3 and the size of this                  jutsu by 5 feet and                    Creatures within 10                    feet of the center                     of the sphere                      must make the                     Dexterity saving                     throw at                     disadvantage. \page #### Fire Release: Heavenly Prison Fire Sword **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minutes
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** The user brings up a large flame in his right hand, which soon after takes the form of a sword. If someone is hit by the sword, they will be engulfed in flames. For the duration of this jutsu, when you take the attack action, you make a weapon attack dealing 4d10+4 Fire damage and your target must make a Constitution saving throw or gain 2 ranks of burned up to a total of 4 ranks of burned. Additionally, as a Bonus Action you may choose to ignite a creature who has ranks of burned, when you choose to do this the target creature takes 2d8+2 fire damage for each rank of burned they had and loses all ranks of burned. For the duration of this jutsu one of your hands are occupied and cannot be used to make Hand Signs (HS). **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the damage by 1d10+1, and the amount of burned ranks a creature can gain from this jutsu by 2. #### Fire Release: Immolation Pulse **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Instant
**Components:** CM
**Cost:** 20 Chakra
**Keywords:** Fire Release, Ninjutsu
**Description:** As a prerequisite to casting this jutsu, your target must be restrained, incapacitated, or prone. You create an orb of vibrant fire release chakra in your hand and blast it at a vulnerable creature within 10 feet of you. Make a melee ninjutsu attack if within 5 feet, or a ranged ninjutsu attack if further. On a hit, you deal 7d10+7 Fire damage. The ground beneath the creature begins to crack and boil, until a 5-foot wide, 40-foot-wide cylinder of flame and magma erupts from where they are struck. The creature must make a Dexterity saving throw. On a failed save, they are caught by the cylinder, taking 3d12+3 fire damage and being knocked to the top of the cylinder on a failed save. On a successful save, the creature avoids the cylinder, moving to a space that can hold it within 5 feet. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost by 3, the damage by 1d10+1 and 1d12+1 respectively, and the height of the cylinder by 20 feet. ``` ``` #### Fire Release: Ghostflame **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** 15 Chakra
**Keywords:** Fire Release, Ninjutsu, Fuinjutsu
**Description:** You create a ball of silver and black flame that strangely burns cold. It is said that this jutsu possesses the ability to quell the persistance of the undead to cling to this world. Make a ranged ninjutsu attack against the target within range, dealing 10d4+10 necrotic damage and imposing a Constitution saving throw. On a failed save, the target feels a deep cold swathe over their very core, becoming Chilled for the next minute. Fire damage from this jutsu does not end the Chilled condition on a creature. If this jutsu is used on an undead, the damage die of this jutsu become d10s and you ignore reistance and immunity to necrotic damage against them. Additionally, if the undead target possesses the ability to resurrect and you reduce them to 0 hit points with this jutsu, you sever their ties to this world, immediately killing them, unable to be revived again. #### Fire Release: Sacred Flame **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 16 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You throw your hand out to grab your opponent’s faces and let out a fiery explosion. Make a melee ninjutsu attack on a creature within range. On a successful Hit, the target creature takes 10d10+10 Fire damage and the must make a Constitution saving throw gaining the dazed condition and 1 rank of burned on a failed save. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and the damage die by 2d10+2. In addition, a creature who fails the saving throw also is knocked back 50 feet. 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. \page #### Fire Release: Soul Echo: Ember (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Concentration, up to 1 Minute
**Components:** CM, CS, W (Any Melee)
**Cost:** 16 Chakra
**Keywords:** Fire Release, Ninjutsu, Bukijutsu Fuinjutsu
**Description:** You begin to channel fire release chakra within your palm as begin to focus on the Will of Fire within you. You picture you and your comrades in the distant future being written as legendary shinobi, and the thought of this excites you. The echoes of your soul empower this jutsu as you bathe the weapon in your chakra. For the duration, your weapon is surrounded in black and blue fire, like that of a fabled beast. You gain the following benefits; - Your weapon's damage is increased by your Ninjutsu ability modifier, in Fire damage. - Your weapon's critical threat range increases by +1 and on a critical hit, you reroll all 1s and 2s. If you *Bloodied* (Under 50% hit points), the bonus to critical threat range becomes a +2 and on a critical hit, the target is Burned. - For each hit you land with your weapon, you become surrounded in an aura of fire emits bright light up to 30 feet. Until the start of your next turn, melee attacks that hit you cause the attacker to take 5 fire damage. The damage increases by 2 for each additional attack you make after the first. - Your movement speed is increased +30 feet, and you always considered as gaining the benefits of the Disengage action for the duration. You cannot lose concentration of this jutsu as the result of failing a concentration check and it does not cost chakra to maintain. This jutsu ends early if you let go of your weapon. ``` ``` #### Fire Release: Warm Body Technique **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Minute
**Range:** Self
**Duration:** 10 Hours
**Components:** HS, CM
**Cost:** 15 Chakra
**Keywords:** Fire Release, Ninjutsu
**Description:** You fill your body with Fire Release chakra to keep yourself warm. For the next 10 hours you are immune to any negative effects caused by extreme cold temperatures and the burned condition. ### S-Rank #### Fire Release: Amon's Beheading Sword **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (120 foot line)
**Duration:** Instant
**Components:** CM, HS
**Cost:** 32 Chakra
**Keywords:** Fire Release, Ninjutsu, Clash
**Description:** You summon forth the greatest power from Amon, the Flame Minister, molding your chakra into the form of a giant flaming swordsman, who dashes forward for a finishing strike. You shoot out a 10-foot wide 120-foot-long line forcing each creature within the line to make a Dexterity saving throw. On a failed save, a creature takes 20d6+20 fire damage. A creature who is brought to 0 hit points by failing this saving throw is immediately turned to ash, as Amon's blade cuts through their very soul. On a successful save, a creature takes only half damage and cannot be turned to ash. This jutsu ignores resistance and treats immunity as resistance. Additionally, if you win a Clash with this jutsu, it deals double damage to the creature that lost. #### Fire Release: Comet Dash **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** CM, M
**Cost:** 24 Chakra
**Keywords:** Ninjutsu, Fire Release, Clash
**Description:** You create a ball of fire similar to a comet in the palm of your hand, before rushing forward and slamming it down with a powerful explosion erupting from your hand. You move up to 60 feet in a straight line ignoring all difficult terrain or obstructions in your path as you crash through them effortlessly. This movement does not provoke attacks of opportunity. Make a melee ninjutsu attack on a creature within 5 feet after your movement, dealing 10d10+10 fire damage on a hit. Hit or miss, all creatures in a 30-foot cone in front of you the target creature must make a Dexterity saving throw, taking 10d8+10 fire damage and gaining 3 ranks of the burned condition on a failed save. \page #### Fire Release: Inferno Dance **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 120 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 32 Chakra
**Keywords:** Ninjutsu, Fire Release, Clash
**Description:** You conjure a ring of fire rotating around your body and propel 5 streams of flames that ignite the air itself. You can select up to five creatures within range that you can see. Make a ranged ninjutsu attack against the selected creatures. On a hit, the target creature takes 7d10+7 + your ninjutsu ability modifier Fire damage. This jutsu ignores half and three fourths cover. #### Fire Release: Phoenix Screech **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 21 Chakra
**Keywords:** Ninjutsu, Fire Release
**Description:** You take in a big breath and cross your arms in an X pattern and then unleash a mighty scream that reaches even the heavens. You make 3 60-foot cones that spread out in different directions. The cones cannot overlap. Each creature in one of the cones must make a Dexterity saving throw taking 10d12+10 fire damage on a failed save or half as much damage on a successful one. ``` ``` #### Fire Release: Quasar **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 10 Minutes
**Range:** 100 Miles
**Duration:** Instant
**Components:** HS, CM, CS
**Cost:** Special *(138 Chakra)*
**Keywords:** Fire Release, Ninjutsu, Fuinjutsu, Combination, Clash
**Description:** You harness the power of a black hole and bring down the power of a celestial body down upon your enemies. The ambient temperature of the air rises and the sky opens its maw to bring forth death and destruction. All creatures objects and structures within a 100-foot-radius, 500-foot-high cylinder must make a Dexterity saving throw or take 100d4+100 fire damage and become immolated and blinded on a failed save. If this would reduce a creature, structure, or object to 0 hit points it is turned to ash and atomized. on a failed save and half as much on a successful save. Structures and Objects take double damage. A creature immolated by this jutsu cannot extinguish the flames on their own and can only have either the burned condition or the Blinded condition ended by a Jutsu that removes conditions casted at no less than S-Rank. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -2.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's offensive abilities based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase damage by 10d4+10, +3: Increase damage by 15d4+15, +4: Increase damage by 25d4+25, +5: Increase damage die by 1 step.* \page # Chapter 2.1.4: Water Release Ninjutsu
Water Release jutsu are most easily performed using existing water sources, such as lakes or rivers. Users can also create water within their bodies with chakra, which they expel from their mouths, though this is generally regarded as a testament of skill.

Water Release is typically used offensively, doing battering damage because of the sheer volume of water or slicing damage because of the water's high pressure. Water Release can be used to trap targets, such as imprisoning them with dense water or ensnaring them with sticky water. Water is a common option, with users surrounding themselves with water to be protected from harm. Alternatively, users can hide themselves from opponents with thick mist to obscure vision or water droplets to render the user invisible.
**Prerequisite:** You must have the Water Release Affinity to learn jutsu with the Water Release Keyword.

*Water Release is naturally strong against Fire Release and weak against Earth Release. *

**Special Effect: Saturation**: Within the nature release of water, there will commonly be a mention of a mechanic known as **Saturation**. Saturation is an effect that can boost the power of the jutsu cast by being cast ***near*** a ***sufficient source of water***. The wording of effect is left intentionally vague to provide DM's the ability to give players other sources of water outside of some jutsu that create it, such as Water Formation: Puddle. Below, however, are some reference numbers. A sufficient source of water may include a pool, pond, lake, water fountain, ocean, sea, or any body of water large enough to carry at least 10 gallons of water. Based on the number of gallons a water source has, you may be able to trigger a ***Saturation*** multiple times before depleting the source. A caster is considered as being near a sufficient source of water if they within 15 feet, though larger bodies may allow the caster to be up to 30 feet at the most. | Gallons | Uses | |:----:|:-------------:| | 10 Gallons | 1 Use | | 20 Gallons | 2 Uses | | 50 Gallons | 5 Uses | | 100 Gallons | 10 Uses| | 100+ Gallons | Unprecedented # of uses |
##### D-Rank *Blinding Bubbles* ___ *Roaring Waves* ___ *Salmon Run* ___ *Torrential Flow* ___ *Surging Strikes* ___ *Water Ball* ##### C-Rank *Aqua Cutter* ___ *Bubble Handcuffs* ___ *Coral Palm* ___ *Double Tsunami* ___ *Hailstorm* ___ *Heavenly Weeping* ___ *Misty Step* ___ *Rising Water Slicer* ___ *Scrub* ___ ##### B-Rank *Aqua Mallet* ___ *Bubble Transport System* ___ *Dehydration* ___ *Distortion Technique* ___ *Exploding Water Shuriken* ___ *Painful Gasp* ___ *Torrential Blades* ___ *Water Formation: Lake* ##### A-Rank *Blood Bending* ___ *Heaven's Tears* ___ *Hydrosnipe* ___ *Self-Hydrating Technique* ___ *Soul Echo: Tide* ___ *Water Formation: Ocean* \page ##### S-Rank *Aquatic Obliteration* ___ *Eight Headed Water Hydra* ___ *Origin Pulse* \page ### D-Rank #### Water Release: Blinding Bubbles **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You create a bubble of soap Infront of a creature's face before popping it, attempting to blind them. Choose a target creature you can see within range. The creature must make a Constitution saving throw or become blinded 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 increase the amount of creatures you can target by 1. #### Water Release: Roaring Waves **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You create a rushing current of water that flows on the ground at blistering speeds. Each creature in a 5-foot-wide, 30-foot-long line must make a Strength saving throw or take 2d12 cold damage and be knocked prone on a failed save, or half as much damage and no additional effects on a successful one. ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or increase the width of the line by 5 feet. **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 1d12. ``` ``` #### Water Release: Salmon Run **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** Special (*28 Chakra*)
**Keywords:** Water Release, Ninjutsu, Combination
**Description:** You unleash a small wave of water containing dozens of Salmon comprised of water rushing towards a target creature of your choice within range. Make a Ranged Ninjutsu attack against a creature you can see within range, dealing 7d4 cold damage. After the initial attack the salmon jump out of the wave attacking nearby creatures. All creatures within 15 feet of the target must succeed a Dexterity saving throw, taking 5d4 cold damage on a failed save or half as much on a successful one. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters you increase the initial damage die by 3 and the secondary damage die by 2. Any creature who assists in casting this jutsu as a combination jutsu increases the damage of this jutsu by one step based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: D6, +3: D8, +4: D10, +5: D12).* #### Water Release: Torrential Flow **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You create a torrent of rushing rotating water that drags enemies closer together, by any means. Each creature in a 15-foot radius, 60-foot-high cylinder centered on a point within range must make a Strength saving throw or be pulled toward the center of the radius and take 3d6 cold damage on a failed save, or half as much damage and no additional effects on a successful save. **At Higher Ranks:** For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and increase the damage by 1d6. #### Water Release: Surging Strikes **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Taijutsu, Water Release
**Description:** Water flows around your arms and legs to guide your strikes. Make three ninjutsu or taijutsu attacks, adding a 1d4 to the attack roll of each strike (this jutsu cannot crit). On each hit, deal your unarmed damage + 1d4 Cold damage. If all three attacks hit, the target takes an extra 2d4 Cold. \page   ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can force the affected target to make a Constitution saving throw, gaining 1 rank of Chilled 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 damage by 1d4 #### Water Release: Water Ball **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet (10-foot radius sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You conjure an expanding ball of water that quickly pops splashing on everything in sight. Each creature in a range must succeed a Dexterity saving throw or take 3d6 cold damage and gain 1 rank of Chilled. ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or on a successful saving throw, creatures take half damage from this jutsu and are chilled until the start 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 increase the damage by 1d6. ### C-Rank #### Water Release: Aqua Cutter **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You line the edge of your hands and arms with pressurized water chakra. For the duration of this jutsu, as an action you can make two melee ninjutsu attacks dealing 2d10 Cold damage. These attacks have a critical threat range of 19~20. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and increase damage by 1d10. ``` ``` #### Water Release: Bubble Handcuffs **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 6 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** You create bubbles that fly towards a creature of your choice within range, attempting to stop that creature from using hand signs. The target creature must make a Dexterity saving throw. On a failed save that creature loses the ability to use hand signs or hold anything in their hands. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the range by 10 feet. At A-Rank the amount of creatures that you can target with this jutsu by 1. #### Water Release: Coral Palm **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 7 Chakra
**Keywords:** Water Release, Ninjutsu, Fuinjutsu
**Description:** Make a melee ninjutsu attack on a creature within range. On a hit, coral starts growing over your target quickly restraining them. The target creature must succeed a Strength saving throw or become restrained for 1 minute. A restrained creature may attempt a Strength saving throw at the beginning of each of their turns, ending the restrained condition on a success. #### Water Release: Double Tsunami **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (30ft Cube)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** A wave of water appears at a location of your choice within range, forcing all targets within the selected 30-foot cube to make a Strength saving throw against your Ninjutsu Save DC . On a failed save a creature takes 2d10 cold damage and is knocked prone. At the start of your next turn, a secondary wave comes from the opposite direction from before, forcing all creatures within the same area to make another Strength saving throw against your Ninjutsu Save DC to avoid takes 2d10 cold damage and being knocked prone again.  ***Saturation.*** If used near a sufficient source of water,   reduce the chakra cost of the jutsu by 2 or increase the size of the damage dice of the jutsu by 1. **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. If this jutsu is cast at A-Rank or Higher you may form both waves in the same turn. \page #### Water Release: Hail Storm **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 120 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** Special *(50 Chakra)*
**Keywords:** Water Release, Ninjutsu, Combination
**Description:** You create a cloud of cold water that forms ice cubes that fall like hail. A 250- foot cloud forms centered on a point you can see. Creatures of your choice under this cloud must succeed a Dexterity saving throw at the start of each of its turns taking 6d8 cold damage and being bruised and chilled on a failed save or half as much damage and no additional effects on a successful one. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters increase the radius of the cloud by 50 feet.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's offensive abilities based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: Increase damage by 3d8, +3: creatures who fail a saving throw also gain a rank of chilled, +4: Increase damage die by 1 step, +5: Increase damage by 3d10.* #### Water Release: Heavenly Weeping **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** A technique in which chakra is kneaded in the user's body, transformed into water and then shaped into Senbon in the mouth before finally being expelled at a high velocity. Make a Ranged Ninjutsu attack against a creature you can see within range, dealing 2d8 Cold damage+ 2d8 Piercing damage. If your Ninjutsu Save DC is higher than your target's passive perception by 5 or more you gain advantage on your attack targeting them with this jutsu. ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to instead make an additional attack targeting another creature within range. **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 1d8 for each damage type. ``` ``` #### Water Release: Misty Step **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** Using the water around you, you convert it into a short-range chakra network that only you can use to translocate. You teleport to a space you can see within 60 feet of you. ***Saturation.*** If used near a sufficient source of water, reduce the cost by 2 or increase the range you can teleport by 30 feet. #### Water Release: Rising Water Slicer **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (60-foot line)
**Duration:** Instant
**Components:** CM, HS
**Cost:** 9 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** You summon a strong thin linear wave of water that shoots outward from the ground at high speeds to its target. Creatures in a 5- foot wide, 60-feet-long line must succeed a Dexterity saving throw. Creatures take 4d8 Water damage and gain 1 rank of the bleeding condition on a failed save. On a success they take half damage and no further effects. ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or increase the size of the damage die by 1 step. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and increase damage by 1d8. #### Water Release: Scrub **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Water Release, Clash
**Description:** You manifest a cube of water at a space within range to scrub out the competition. Choose a space within range that you can see. You create a 10 by 10 foot cube originating from this space, which then travels 15 feet from its outer edge before dispesing. Each creature within range must make a Dexterity saving throw, taking 3d10 cold damage and gaining 1 rank of chilled on a failed save, or half as much damage on a success. The affected area is scrubbed clean of grime and flith. Affected creatures who are benefitting from a jutsu with a range of self or touch cause the original caster of the jutsu to make their concentration check with a -1d4 penalty as the waters of this jutsu scrub the chakra off of them. \page **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. If cast to B-Rank or higher, increase the distance the cube travels to 20 feet. If cast to S-Rank or higher, increase the distance the cube travels to 25 feet. ### B-Rank #### Water Release: Aqua Mallet **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action, which you take while falling
**Range:** 15 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** ***(This jutsu cannot score a critical hit.)***
As a prerequsite to casting this jutsu you must currently be falling from a height of 10 feet or higher. As you fall, you weave signs and take the molecules of water within the air and form it into a comically large hammer. Make a melee ninjutsu attack against a creature within 15 feet of you as you aim to strike transferring all of your momentum. On a hit, you deal 3d10+your ninjutsu ability modifier in cold damage. You also deal an additional amount of falling damage equal to the falling damage you would've taken. If this damage reduces a creature to 0 hit points, they are immediately killed as their body explodes from the impact. On a hit, you land safely on the ground, taking no fall damage. On a miss, you take half your falling damage. ***Saturation:*** If this jutsu is used near a sufficient source of water, reduce the cost of this jutsu by 2 or force all creatures within 5 feet of the target, other than you and the original target, to make a Dexterity saving throw, taking half this jutsu's damage on a failure. #### Water Release: Bubble Transport System **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Minute
**Range:** Touch
**Duration:** 1 Hour
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** You create a bubble that may carry 2 medium creatures. Upon casting this jutsu you are immediately placed within the bubble and if there is a friendly creature within 5 feet of you they may choose to also be immediately placed within the bubble. Otherwise, a friendly creature can walk into the bubble. You control where the bubble moves as a free action and the bubble has a flying movement speed of 500 feet. The Bubble has an AC of 12 and 10 hit points. You must repay the cost of this jutsu at the end of each hour. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the amount of medium sized creatures the bubble can carry. ``` ``` #### Water Release: Dehydration **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You forceful take water from a creature's body, instantly dehydrating them. Make a melee ninjutsu attack, on a hit the target takes 7d6 Necrotic damage and are slowed for the duration. A creature with ranks of slowed granted by this jutsu must make a Constitution saving throw at the end of each of their turns gaining another rank of slowed on a failed save or removing all ranks of slowed on a successful one. #### Water Style: Distortion Technique **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Concentration, up to 1 minute
**Components:** CM, HS
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Kinjutsu
**Description:** The user of this technique targets any item up to Medium size within range, cloaking it in a variation of the Water Blending jutsu. This thin layer of Water chakra does not harm the object or interfere with attacks (if a weapon). If the object is a weapon, any weapon attacks made with the weapon are made with advantage for the duration as the refractory cloak of water makes it difficult to track the weapon's exact position. If the object is an armor, it grants an extra +2 AC as the water makes it difficult to aim for unprotected areas. If the object is a consumable or other item, the object is considered hidden unless a creature makes a Wisdom (Perception) check against your
Ninjutsu Save DC. **At Higher Ranks:** For each rank you cast
this jutsu above B-Rank,
increase the cost of this
jutsu by 3 and the size of
objects you can target with this
jutsu. (A-Rank = Large,
S-Rank = Huge). \page #### Water Style: Exploding Water Shuriken **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 90 Feet (20-foot radius Sphere)
**Duration:** Instant
**Components:** CM, HS
**Cost:** 15 Chakra
**Keywords:** Water Release, Ninjutsu, Clash
**Description:** An advanced version of Water Shuriken, the user compresses an enormous amount of water into a single shuriken, engulfing everything in its range. creatures in range must succeed on a Dexterity saving throw or take 5d10 Cold Damage and gain 2 ranks of the chilled condition or half as much damage on a failed save. ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or increase the amount of damage die by 2. **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 1d10 and radius by 5ft. page #### Water Release: Painful Gasp **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You create pools of water in the lungs of a creature, attempting to forcefully drown them. The creature must make a Constitution saving throw or gain a rank of weakened and become incapacitated on a failed save. A creature becomes incapacitated until the start of their next turn, they must then make another saving throw or be subjected to this jutsu's affect again. A creature who has passed a subsequent saving throw may spend their
action to end this jutsu by forcefully expelling the
water in their lungs. Creatures who do not need to breathe
air or can breathe in water are immune to
this jutsu. ``` ``` #### Water Release: Torrential Blades **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Water Release, Ninjutsu, Clash
**Description:** You do not need to spend chakra to maintain concentration on this jutsu. You create a razor-sharp pair of short swords capable of cutting anything in your way (Design is up to you). If you let go of either blade, it disperses into water, and you can summon it again on your turn (no action required). As an Action you can make 2 melee ninjutsu attacks with these swords against a target within 5 feet, dealing 4d6+Ninjutsu Ability Modifier Cold Damage. If you successfully hit a single target twice with these weapons, the target takes an additional 1d10 Cold Damage and must succeed on a Constitution Saving throw or gain 1 rank of the chilled and bleeding condition. ***Saturation:*** If used near a sufficient source of water, decrease the cost of the jutsu by 2 or add an additional die of damage to attacks made with the jutsu. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and increase the number of attacks by +1. \page #### Water Release: Water Formation: Lake **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 30 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 12 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You generate a Large lake of water
from your stomach and expel it onto the ground
in front of you. This lake holds no more than
1000 gallons of water. You can use this lake
as a source of drinking water, lay a trap, or
use it as a source for more complex Water
Ninjutsu. You may use the water this
Jutsu Produces as a Source
of Water for no more than 5
water release ninjutsu of A-Rank
or Lower. ### A-Rank #### Water Release: Blood Bending **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 17 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You attempt to take subjugate a creature by taking control of the water in their blood flowing in their body. A creature you can see within range must make a Constitution saving throw at disadvantage or their body is taken over by you. You now control this creature, using their body at will. A creature may attempt to break out of this jutsu by making a Constitution saving throw at the end of their turns. While under the effects of this jutsu a creature is incapacitated and has a movement speed of 0, but you can control them as an action on your turn. You can make the creature move, and you can make them take any action, bonus action, or reaction they could normally take. You have access to any features or jutsu you saw them use and can cast them using their chakra. If this jutsu is used during a full moon it does not require chakra to maintain concentration on. Creatures who do not have blood or are not made primarily of water are immune to this jutsu. ``` ``` #### Water Release: Heaven's Tears **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 120 Feet
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** Special *(110 Chakra)*
**Keywords:** Water Release, Ninjutsu, Combination
**Description:** You create a torrential downpour of water that seeps into one creature, greatly enhancing their capabilities. Choose a creature a caster can see within range. For the duration, they gain the following benefits: - Immunity to cold damage. - Vulnerability to earth damage. - All damage you deal is cold damage that cannot be resisted. - Advantage on Constitution saving throws. - You always count as being near a sufficient source of water. - Increase the DC of all jutsu with the water release keyword by +2. - Increase the number of damage dice rolled by 2 of all jutsu with the water release keyword. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -2.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's offensive abilities based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2-3: Increase the number of creatures that can be affected by +1. +4-5: Increase the number of creatures that can be affected by +2.* \page #### Water Release: Hydrosnipe (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 300 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You take aim at your target as you use water chakra to pressurize a single spout of water to deadly levels. You launch this pressurized jet of water at a target in range, making a ranged ninjutsu attack. This attack has a critical threat range of 17~20, and ignores three-quarters cover. On a hit, this deals 10d10 Cold damage and the target gains 2 ranks of Chilled. If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can force the affected target to make a Constitution saving throw, gaining 2 ranks of Bleeding 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 increase the damage dealt by 3d10, and the critical threat range increase by +1. #### Water Release: Self-Hydrating Technique **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Minute
**Range:** Self
**Duration:** 10 Hours
**Components:** HS, CM
**Cost:** 15 Chakra
**Keywords:** Water Release, Ninjutsu
**Description:** Using Water Release Chakra
you make sure that your sweat glands
are constantly fill to keep your
body at a healthy temperature
even in the most extreme heats.
For the next 10 hours you
are immune to any negative
effects caused by extreme hot
temperatures and the chilled
condition. ``` ``` #### Water Release: Soul Echo: Tide (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Concentration, up to 1 Minute
**Components:** CM, CS, W (Any Melee)
**Cost:** 16 Chakra
**Keywords:** Water Release, Ninjutsu, Bukijutsu, Fuinjutsu
**Description:** You begin to channel water release chakra within your palm as you begin to think of peace and tranquility. Soothing oceans, gentle tides, the thought of retiring someday on a peaceful Warf. The echoes of your soul empower this jutsu as you bathe the weapon in your chakra. For the duration, your weapon is surrounded in rushing sparkling water, gaining the following benefits; - Your weapon's damage is increased by your Ninjutsu ability modifier, in Cold damage. - You ignore difficult terrain. You also gain a water walking and swim speed equal to double your movement speed. - When you a hit target with your weapon, consecutive hits on the same target an additional die of cold damage, equal to your weapon's damage die. The effect stacks up 2 times before it resets to 0 bonus damage die, after which you can build the damage die bonus again by hitting the target as before. At the end current turn, this bonus damage die resets to 0 for all targets that were hit by you. - Once per round, when you would reduce damage in any way, increase the amount of damage reduced by your weapon's damage. If you use a jutsu with the Water Release keyword to reduced damage, increase the damage reduction further by your proficiency bonus. You cannot lose concentration of this jutsu as the result of failing a concentration check and it does not cost chakra to maintain. This jutsu ends early if you let go of your weapon. \page #### Water Release: Water Formation: Ocean **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** You generate an ocean of water from your stomach and expel it onto the ground in front of you. This ocean holds no more than 10000 gallons of water. You can use this ocean as a source of drinking water, lay a trap, or use it as a source for more complex Water Ninjutsu. You may use the water this Jutsu Produces as a Source of Water for no more than 5 water release ninjutsu of S-Rank or Lower. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 5, increase the amount of water created by 10000, and the amount of times the source of water can be used as a source of water by 5. ### S-Rank #### Water Release: Aquatic Obliteration **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Special
**Duration:** Instant
**Components:** HS, CM
**Cost:** 25 Chakra
**Keywords:** Ninjutsu, Water Release, Clash
**Description:** As a part of casting this jutsu, you must be concentrating on a Water Release Ninjutsu that creates a Construct Weapon, such as Tsunami Bow or Trident. You further charge your Construct Weapon with Water Release Chakra, before unleashing it in a single devastating strike, depending on whether your Construct Weapon makes a Melee Attack or a Ranged Attack, this jutsu has a different effect; ***Saturation:*** If used near a sufficient source of water, decrease the cost by 2 or increase the damage of this jutsu by one step (up to either a d10 or a d12, respectively) **Melee Attack:** You compress Water Release Chakra into your Construct Weapon, and then striking with it. Make 2 Melee Ninjutsu Attacks against each enemy within twice the range of your Construct Weapon. On a hit, you deal Your Construct Weapon's Damage + 7d10 Cold Damage, and the target gains 2 ranks of the Chilled Condition. **Ranged Attack:** You overload your Construct Weapon with highly compressed Water Release Chakra before firing, as the shot explodes in a large blast of water. Select an area within the range of your Construct Weapon, every creature of your choice within a 60-foot radius of that area must make a Dexterity Saving Throw or take Your Construct Weapon's Damage + 10d8 and become Dazed, and gain 2 ranks of the Chilled Condition. On a successful save, they instead take half damage and only 1 rank of the Chilled Condition. ``` ``` #### Water Release: Eight Headed Water Hydra **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 120 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 30 Chakra
**Keywords:** Ninjutsu, Water Release, Clash
**Description:** You expel a massive quantity of water or pull from a nearby source, conjuring a Giant eight headed Hydra of your description from water. The Hydra attempts to ram its target. Make a Ranged ninjutsu attack, on a hit the target creature takes 20d10 Cold damage and must make a Constitution saving throw, being stunned and knocked prone on a failed save until the end of the creature’s next turn. ***Saturation.*** If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to increase the damage die to a d12. #### Water Release: Origin Pulse **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (120-foot sphere)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 24 Chakra
**Keywords:** Ninjutsu, Water Release
**Description:** All water in the air and earth within range collect and swirl around you before dispersing in a powerful blast. All creatures in a 120-foot sphere centered on you must make a Strength saving throw, taking 12d10 Cold damage and 12d10 Bludgeoning damage on a failed save or half as much on a success. In addition, on a failed save, a
target also gains two ranks of both
Bruised and Chilled, and is knocked
back 60 feet away from the center
of the sphere. On a successful
save, a target is only knocked
back 30 feet. Any surfaces caught in this
sphere are now difficult terrain
until 1 hour passes. \page # Chapter 2.1.5: Lightning Release Ninjutsu
Lightning Release jutsu are the most complicated of the 5 nature transformations to produce. Users must vibrate their chakra to create sparks and eventually jolts of lightning, guiding and controlling it with chakra. Users of Lightning Release, usually cannot create lightning inside their bodies instead opting to create it on the surface of their skin and focus it into points or use their own lightning to guide natural lightning produced in thunder clouds, though this is very difficult and is generally regarded as a testament of true skill is completed. Lightning Release is typically used offensively, doing piercing damage when applied to a weapon, or doing massive electrical damage when hitting a creature. Lightning Release can be used to trap targets, such as ensnaring them with static electricity numbing their body and preventing them from moving. Defensively, Lightning is an uncommon option, with users surrounding themselves with Lightning to be protected from harm, although this is very difficult as lightning generally cannot be made uniform, but it is a testament to the users Nature Change skill.
**Prerequisite:** You must have the Lightning Release Affinity to learn jutsu with the Lightning Release Keyword.

**Special Effect: Overcharge**: Found throughout the affinity of Lightning is the mechanic known as ***Overcharge***. Overcharge represents the ability to improve function by adding more power than is required to perform a certain task, doubling efficiency and in the jutsu, lethality and power. When a Lightning Ninjutsu specifies that it possesses an ***Overcharge*** effect, the user can choose to sacrifice their bonus action or reaction in addition the action cost the jutsu specifies to gain access to bonus effects. Some features may allow the caster to Overcharge a jutsu without using action economy. If a Lightning Ninjutsu does not specify an Overcharge effect, the jutsu cannot be Overcharged.
##### D-Rank *Energy Detection* ___ *Lightning Ripple* ___ *Shocking Step* ___ *Thunderwave* ##### C-Rank *Booming Strike* ___ *Electric Boogaloo* ___ *Lightning Bolt* ___ *Nerve Surge* ___ *Rejuvenating Spark* ___ *Vanishing Rasengan* ##### B-Rank *Discharge* ___ *Flashy Finale* ___ *Lightning Charged Neurons* ___ *Lightning Floor* ___ *Weaved Defense* ##### A-Rank *Raikiri* ___ *Soul Echo: Thunder* ___ *Zapple* ##### S-Rank *Dragon Lightning* ___ *Electric Body* ___ *Lightning Rain* ___ *Rolling Thunder* \page ### D-Rank #### Lightning Release: Energy Detection **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (60-feet)
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Sensory, Lightning Release
**Description:** You send small amounts of lightning release chakra through the air up to 60 feet away from you. For the duration, you know if there's a creature within 60 feet of you. This jutsu can penetrate most barriers but it is blocked by 5 feet of any material. For the duration of this jutsu, creature in range cannot gain the benefit of being hidden, or obscured from you. You have advantage on attack rolls against creature within range that are shocked. **At higher ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. Starting at C-rank, the range of this jutsu becomes self (100 feet). Starting at B-rank, the range of this jutsu becomes self (1 mile) and the duration becomes 1 minute (concentration). Starting at S-rank, the duration becomes 1 hour. #### Lightning Release: Lightning Ripple **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (45-Foot Cone)
**Duration:** Instant
**Components:** HS, CM
**Cost:** Special (28 Chakra)
**Keywords:** Lightning Release, Ninjutsu, Combination
**Description:** You unleash a ripple of lightning forwards striking all those in front of your indiscriminately. All creatures in a 45-foot cone in front of you must succeed a Dexterity saving throw, taking 6d4 Lightning damage on a failed save or half as much on a successful one. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters you increase the damage die by 3. Any creature who assists in casting this jutsu as a combination jutsu increases the damage of this jutsu by one step based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2: D6, +3: D8, +4: D10, +5: D12).* ``` ``` #### Lightning Release: Shocking Step **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (30-Foot radius)
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 4 Chakra
**Keywords:** Lightning Release, Ninjutsu
**Description:** You generate a field of lightning chakra as you perform a graceful dance. All creatures in your range must make a constitution saving throw, becoming shocked on a failed save until the end of their next turn. If you have ***Lightning Release: Electric Boogaloo*** on your jutsu known list, you can target 1 of the creatures who failed their saving throw with this jutsu, casting it as a bonus action. #### Lightning Release: Thunderwave **Classification:** Ninjutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self (15-foot cube)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Ninjutsu, Lightning Release
**Description:** A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 Lightning damage and is knocked back 10 feet away from you. On a successful save, the creature takes half as much damage and no additional effects. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the jutsu's effect, and the jutsu emits a thunderous boom audible out to 300 feet. ***Overcharge.*** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do, a creature who fails their saving throw is shocked 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 increase the damage by 1d8. \page ### C-Rank #### Lightning Release: Booming Strike **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Weapon's Range
**Duration:** 1 Round
**Components:** HS, CM, W (Any)
**Cost:** 8 Chakra
**Keywords:** Ninjutsu, Bukijutsu, Lightning Release
**Description:** You brandish a weapon in lightning and make a taijutsu attack against a creature within range. On a hit, the creature takes your weapon's damage + 1d10 lightning damage and becomes sheathed in booming electricity until the start of your next turn. If the target willingly moves 5 feet or more before the start of your next turn, they take 2d8 lightning damage, being struck by a bolt of lightning as they move. This jutsu then ends. **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 and 1d8 respectively. #### Lightning Release: Electric Boogaloo **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (40-Foot radius)
**Duration:** Instant
**Components:** HS, CM, M
**Cost:** 8 Chakra
**Keywords:** Lightning Release, Ninjutsu
**Description:** You pull off some groovy dance moves while simultaneously radiating highly volatile lightning. All creatures within range must make a dexterity saving throw, on a failed save the creature takes 4d8 lightning damage. If a creature making this saving throw has the shocked condition due to ***Lightning Release: Shocking Step***, the creature also becomes dazed until the end of their next turn on a failed save. You can only effect 1 creature who failed their saving throw with this special effect. 0n a successful save, creatures takes half damage and suffers no additional effects. If you have ***Lightning Release: Flashy Finale*** on your jutsu known list, you can target 1 of the creatures who failed their saving throw with this jutsu, casting it as a reaction. ``` ``` #### Lightning Release: Lightning Bolt **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (120-foot line)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Lightning Release, Ninjutsu
**Description:** A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. **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. #### Lightning Release: Nerve Boost **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 minute
**Components:** HS, CM, M
**Cost:** 8 Chakra
**Keywords:** Lightning Release, Ninjutsu
**Description:** The mental aspect of the perfected Lightning Chakra Mode created so that the user's body can keep up with the speed granted by enhancing your body with Lightning Chakra. By speeding up the rate at which your neurons send signals through your body you slow your perception of time, making both hitting and dodging easier. For the duration, when you would make a melee attack, add a d4 to the roll. Additionally, when you would be the target of a melee or ranged attack, add a d4 to you AC against the attack. This causes immense stress on your neurons. After this Jutsu ends, decrease all of your attack rolls by a d4 and your AC by 1 for 1 minute. #### Lightning Release: Rejuvenating Spark **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Instant
**Components:** CM, HS
**Cost:** 7 Chakra
**Keywords:** Lightning Release, Ninjutsu, Medical
**Description:** You conjure your lightning release chakra to generate a spark of willpower from a creature within range. A Creature gains 1 Hit point and a number of temporary hit points equal to 2d6 + Your Ninjutsu ability Modifier. These Temporary hit points last for 1 minute. Additionally, the creature gains resistance to Lightning damage so long as they have Temporary hit points granted by this jutsu. \page   ***Overcharge.*** When you cast this jutsu, as a bonus action or a reaction, you can overcharge its effects. When you do, the first time your target would take lightning damage while benefiting from temporary hit points (thp) as a result of this jutsu, you instead gain bonus thp equal to half the damage dealt. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the healing die by 1d6. #### Lightning Release: Vanishing Rasengan **Classification:** Ninjutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 Feet
**Duration:** Instant
**Components:** CM
**Cost:** 9 Chakra
**Keywords:** Ninjutsu, Lightning Release
**Description:** You collect chakra into your hand generating a powerful sphere of spiraling chakra, then the user adds Lightning Release to it before throwing it. As it glides, the nature transformation abruptly kicks in, resulting in the technique disappearing from sight. This adds an element of surprise to the attack, as an opponent may lower their guard, assuming that the technique has dispersed, only to find themselves struck by the invisible attack. Make a ranged ninjutsu attack against a creature within range, your target must make a Perception check opposed by your Ninjutsu save DC, on a failure this attack is made at advantaged. Creatures with chakra sight have advantage on the Perception check. On a Hit, the target takes 4d8 force damage and makes a Constitution saving throw. On a failed save they gain the prone condition. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3, the damage by 2d8, and the range by 15 feet. ### B-Rank #### Lightning Release: Discharge **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (150-foot cube)
**Duration:** Instant
**Components:** HS, CM
**Cost:** Special *(77 Chakra)*
**Keywords:** Lightning Release, Ninjutsu, Combination
**Description:** You clap your hands together and discharge a giant wave of electrical energy to destroy your foes. Each creature in a 150-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 12d10 lightning damage and become shocked, weakened, and slowed. On a successful save, the creature takes half as much damage and no additional effects. After casting this jutsu you cannot cast a jutsu with the lightning release keyword until the end of your next turn. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters reduce the cost by -2.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's offensive abilities based on the highest Charisma Modifier within the group of casters. (+0-1: No Change, +2-3: Increase damage by 5d10 and inflict another rank of shocked. +4-5: Increase damage by 5d10 and inflict another rank of weakened.* #### Lightning Release: Flashy Finale **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (50-Foot radius)
**Duration:** Instant
**Components**: HS, CM, M
**Cost:** 11 Chakra
**Keywords:** Lightning Release, Ninjutsu
**Description:** You bust out a spectacular move that ends in a dazzling finish. All creatures within range must make a Dexterity saving throw, on a failed save they take 7d8 lightning damage, or half as much on a successful one. If a creature making this saving throw has the dazed condition as a result of the jutsu ***Lightning Release: Electric Boogaloo***, the affected creature instead takes 7d12 lightning damage on a failed save and must make also Constitution saving throw. This saving throw is made at disadvantage if they failed their Dexterity saving throw. On a failed Constitution save, the creature becomes stunned until the end of their next turn. You can only target 2 creatures that failed their saving throw against Electric Boogaloo with this special effect. #### Lightning Release: Lightning Charged Neurons (Changed) **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** 1 minute
**Components:** HS, CM
**Cost:** 14 Chakra
**Keywords:** Lightning Release, Ninjutsu.
**Description:** You send lightning
chakra through your central nervous
system to massively speed up your body's
response time and perceptive abilities. Your movement speed is increased by 15 feet,
you gain advantage in Dexterity Saves,
Dexterity and Wisdom ability checks, and
at the beginning of each of your turns you
gain either an additional bonus action or
reaction. At the conclusion of this jutsu you gain 1
rank of Weakened and gain the Shocked
condition for 1 hour and cannot benefit
from this jutsu again until they take a full
rest. This jutsu ends early if the target is
incapacitated. \page #### Lightning Release: Lightning Floor **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self (30-foot radius)
**Duration:** Concentration, up to 1 Minute
**Components:** HS, CM, CS
**Cost:** 14 Chakra
**Keywords:** Ninjutsu, Lightning Release, Fuinjutsu
**Description:** You inscribe a large seal on the ground of your design, encompassing a 30-foot radius from where you stand before dissipating. The seal imbeds lightning release chakra into random spots of the ground below, creating an efficient but unassuming trap. For the duration, this jutsu's area is considered difficult terrain. Hostile creatures, even if they are flying that move a space or are knocked into a space within this jutsu's radius must make a Dexterity saving throw. Creatures that do not have either Chakra Sight, True Sight, or Tremor Sense must make this saving throw at disadvantage. On a failed save, the creature takes 5d4+ your Ninjutsu modifier in lightning damage, is knocked prone and gains the Shocked 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 and the damage by 1d4. #### Lightning Release: Weaved Defense **Classification:** Ninjutsu
**Rank:** B-Rank
**Casting Time:** 1 Reaction, which you take when targeted by a jutsu or forced to make a saving throw as a result of one.
**Range:** 5 feet
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 10 Chakra
**Keywords:** Lightning Release, Ninjutsu
**Description:** You weave hand signs at the speed
of light to summon a net made of dozens
of lines of thick lightning chakra. The
lightning net then creates a barrier protecting
you and anyone within 5 feet of you from
damage. The barrier has an AC is equal to your
Ninjutsu Save DC, has 10d8 hit points, and is
vulnerable to Wind Damage. The barrier
disappears at the beginning of your next turn.
Creatures benefitting from this jutsu gain the
benefits of half cover. **At Higher Ranks:** For each rank you cast
this jutsu above B-Rank, increase the cost of this
jutsu by 5 and the hit points of the barrier by
2d8. If this jutsu is cast at A-Rank or higher, it
now protects anyone within 10 feet of you. ``` ``` ### A-Rank #### Lightning Release: Raikiri **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 20 Chakra
**Keywords:** Ninjutsu, Lightning Release, Clash
**Description:** As part of the requirements for casting this jutsu you must have **Chidori** on your jutsu known list. A more complete version of Chidori. This jutsu forms lightning chakra into a small lightning blade surrounding one of your hands, which will be unable to hold items while charged, but can still be used to make hand seals without harm. As a part of casting this jutsu you make a melee Ninjutsu attack. On a Hit, the target creature takes 10d10 Lightning Damage. On later turns you may use your action to make this attack again. This Jutsu has a critical threat range of 17-20. **At Higher Ranks:** For each rank above A-Rank, increase the cost by 3, increasing the damage done by 2d10 and Critical threat range by +1. \page #### Lightning Release: Soul Echo: Thunder (Changed) **Classification:** Ninjutsu
**Rank:** A-Rank
**Casting Time:** 1 Bonus Action
**Range:** Touch
**Duration:** Concentration, up to 1 Minute
**Components:** CM, CS, W (Any Melee)
**Cost:** 16 Chakra
**Keywords:** Lightning Release, Ninjutsu, Bukijutsu, Fuinjutsu
**Description:** You begin to channel lightning release chakra within your palm as think of justice. The determination to strike down those who oppose the safety of those you love, one by one, until your friends and family can walk this earth safely. The echoes of your soul empower this jutsu as you bathe the weapon in your chakra. For the duration, your weapon perspires golden lightning, gaining the following benefits; - Your weapon's damage is increased by your Ninjutsu ability modifier, in Lightning damage. - You form an electric link with your weapon, allowing you to call your weapon back to you on or outside of your turn (no action required), if it is within 60 feet of you. When you attack with your weapon, on each attack you are able to go beyond the attack's normal range and throw the weapon up to an additional 30 feet away, calling the weapon back to you after each attack. - When you hit a target with your weapon you mark them with static elecricity. At the start of their next turn, they must succeed a Dexterity saving throw, with a -1 penalty for each attack they were hit with on their turn. On a failure, they struck by lightning, taking your weapon's damage in lightning damage, and being Shocked and knocked prone. - Reduce the cost of all jutsu with the Lightning Release keyword that you cast by -2 (Min. half). Allies within 60 feet of you also reduce the cost of such jutsu by -1 (Min. half). You cannot lose concentration of this jutsu as the result of failing a concentration check and it does not cost chakra to maintain. This jutsu ends early if you let go of your weapon. #### Lightning Release: Zapple **Classification**: Ninjutsu
**Rank**: A-Rank
**Casting Time**: 1 Action
**Range**: 300 feet
**Duration**: Instant
**Components**: HS, CM
**Cost**: *Special* (110 Chakra)
**Keywords**: Lightning Release, Ninjutsu, Combination
**Description**: You prepare to summon forth lightning that brings forth the wrath of the sky. You, or allied creature(s) assisting you in casting this jutsu, shoot a beam of light high into the stratosphere. From the light, black thunderclouds form stretching a 1 mile area. You then raise your hand into the sky, calling for the lightning to strike as you throw your hand down pointing a creature you can see within 300 feet. Make a ranged Ninjutsu attack at the target. This attack ignores cover. This jutsu also ignores armor based effects that would resist this jutsu in any way, such as damage reduction or saving throw bonuses. On a hit, the creature takes 40d6 lightning damage and gains 2 ranks of Shocked. The creature must also make a Strength saving throw, becoming Incapacitated for 1d4 rounds on a failed save. If this jutsu scores a critical hit, instead of doubling the damage die, increase the damage die of this jutsu by 2 steps, and this jutsu ignores resistance and treats immunity as resistance. Lastly, if this jutsu reduces a creature to 0 hit points, the creature falls unconscious, but is stable. ***Combination:*** *If this jutsu is cast as a Combination jutsu with 2 or more casters increase the damage by 5d6 and gain a +1 bonus to critical threat range.* *Any creature who assists in casting this jutsu as a combination jutsu increases this Jutsu's damage potential based on the highest Charisma Modifier within the group of casters. (+0-2: No Change, +3-4: The attack roll of this jutsu is always rolled at advantage, regardless of the circumstance, and gains a +1 to critical threat range +5: Increase the damage die of this jutsu to d8s, and gain a +1 to critical threat range. This jutsu also gains the benefits of having a +3-4 modifier.)* ### S-Rank #### Dragon Lightning **Classification**: Hijutsu
**Rank**: S-Rank
**Casting Time**: 1 Action
**Range**: Self
**Duration**: Instant
**Components**: HS, CM
**Cost**: 35 Chakra
**Keywords**: Lightning Release, Ninjutsu
**Description:** As part of casting this jutsu you must have a sky above you. You gather golden red lightning in your palm and thrust it into the sky, summoning forth 4 great pillars of golden red lighting capable of ravaging even the strongest mythical beasts. When you cast this jutsu, 4 huge strikes of lighting appear in front and behind you, and at your sides. These strikes of lighting travel in a 30-foot straight line moving away from you, passing through creatures. Each creature that this lighting would pass through must make a Dexterity saving throw, taking 14d10 Lightning damage and gaining 1 rank of Shocked until the end of their next turn on a failed save, or half as much damage and no further effects on a success. A creature can be affected by this jutsu a maximum of twice. If there is a creature that within 300 feet above you that would be within range of one or more strikes of lightning when they first appear, the lightning strikes them instead, never hitting the ground next to you and imposing a -1d4 penalty on the creature's saving throw(s). \page #### Lightning Release: Electric Body **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 25 Chakra
**Keywords:** Ninjutsu, Lightning Release
**Description:** You temporarily transform your body into living lightning bolt. You and your equipment are immune to lightning damage. When you would take lightning damage or suffer an effect cause by a jutsu with only the lightning release keyword, you instead regain hit points equal to half the amount of damage it would normally deal. You gain immunity to blindness, deafness, poison, slashing, piercing or bludgeoning damage. You gain vulnerability to earth damage from Earth or Earth Release Jutsu. Your unarmed melee attacks deal 4d8 Lightning damage. If you would cast a Jutsu that would allow you to deal your unarmed damage that is under the effects of this jutsu, you only deal this jutsu’s damage once, after which you default to your original unarmed damage. Due to your being made of pure lightning your speed is tripled and you have advantage on all Dexterity Saving throws. Jutsu you cast that have the Lightning Release Keyword have their save DC’s increase by +1. If you enter an area that has strong winds you take 4d6 wind damage each round you remain in the area afflicted by the winds. #### Lightning Release: Lightning Rain **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** Self (1 Mile Radius)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 80 Chakra
**Keywords:** Ninjutsu, Lightning Release
**Description:** An advanced form of the Thunderstorm Ninjutsu. A turbulent cloud forms made of lightning; it surges with energy almost breathing lightning. ***This jutsu does not cost any additional chakra while concentrating.*** For the duration, creatures of your choice under this cloud must succeed a Dexterity saving throw at the end of each of its turns taking 12d8 Lightning damage and being stunned on a failed save or half as much damage and no additional effects on a successful one. Creatures who attempt to cast a Ninjutsu without the Lightning Release Keyword must make a Constitution saving throw or their jutsu is disrupted and failed, as the ambient lightning chakra disrupts their chakra flow. Additionally, jutsu with the Lightning Release Keyword have their cost reduced by 2, and have their damage die increase by 1 step. (d4>d6>d8>d10>d12) ``` ``` #### Lightning Release: Rolling Thunder **Classification:** Ninjutsu
**Rank:** S-Rank
**Casting Time:** 1 Action
**Range:** 120 Feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 25 Chakra
**Keywords:** Ninjutsu, Lightning Release
**Description:** You create an enormous ball of lightning in the sky, that festers and rotates producing a destructive wave of thunder that tears the ground asunder. Choose a point within range. The bolts of lightning expand from that point in a 60-foot cube and all creatures in the area must make a Dexterity and Constitution saving throw. Creatures who fail the Dexterity saving throw take 10d10 Lightning damage and become stunned until the end of their next turn, or take half as much damage and no additional effects on a successful save. On a failed Constitution saving throw they become dazed and shocked for 1 minute. \page
> ##### 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.
___ \page # Chapter 2.2.0: Summoning Jutsu ### How to use Summons As of April 2023, rules for how to use summons can be found in Jiraiya's Jutsu Compendium on page 130. This page gives all the details on how to calculate a summons statistics, the roleplay implications of having a summon, rules for commanding the summon and jutsu slots, etc. If this page number changes due to an update, kindly inform the Team 7 team so that we can update this blurb. ### Difference Between Team 7 and Jiraiya's Jutsu Compendium For the sake of space efficiency, one major difference that we will have in Team 7 is that summon roles will not be listed in detail. Instead, the options for roles will be listed, in a single line, located where all the other base statistics for the summon. For convience, we will list the current summon roles and what they do on the side here →. These roles can also be found in Jiraiya's Jutsu Compendium on the aforementioned page. ``` ``` #### Summon Roles (Taken from Jiraiya's) Summons, much like adversaries encompass different roles, based on the tribe they hail from. Most summon tribes generally have two distinct roles their members embody. When developing a Summon you will have a choice between two different Roles. These roles will help identify what this particular summons goal is in combat. The following are the list of roles a summon can have and what those roles mean for the summoned creature; - **Caster:** Ranged caster, combat summon. This summon gains additional Jutsu Slots, equal to its rank. (D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: +3) - **Controller:** Debuff/crowd control, combat summon. This summon gains a bonus to their Save DC equal to their rank when summoned (D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: +3) - **Defender:** Defensive, combat summon. This summon gains a bonus to its AC equal to their rank when summoned. (D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: +3) - **Lurker:** Stealth based; combat summon. This summon prioritizes surprise attacks and stealth tactics. This summon gains the Lethal Attack trait, being able to deal additional damage, when they score an attack on a surprised creature. Different tribes have alternative conditions to trigger this effect. **If no condition is specified, this effect can trigger once per turn, when your Summon scores a hit and advantage on the attack roll.** - **Striker:** Melee focused; combat summon. This summon has the Multiattack feature, being able to make two attacks using its natural or held weapons. - (Team 7) For this role, often times in both the official book and this one, it will allow summons to add a specific modifier to the damage rolls of all weapons they possess or a specific one. If this is the case, the modifier will be written next to the role, first, in parenthesis. If it boosts a specific attack, it will be listed second in parenthesis. - **Supporter:** Support based combat summon. This summon increases healing done or temporary hit points gained by +X dice, equal to their rank when summoned. (D-Rank/C-Rank: +1, B-Rank/A-Rank: +2, S-Rank: +3) > ##### Want to use summons from before the New Years update? If you desire to use summons from before the New Years update in December 2022, then you are in luck. They will always be found in the [Team 7 Legacy Document](https://homebrewery.naturalcrit.com/share/vJNdDZKb-7AU), located underneath Ninjutsu same as here. \page ## Bat Bats are silent deadly predators, using their keen hearing and ability to instill fear to hunt their prey. Bats make for great use in stealth missions. The preferred master of bats are those who use their mind to solve problems rather than brute force.
**Summon Type:** Avian
**Toughness:** 8
**Defensive Ability Score:** Wisdom
**Saving Throws:** Dexterity, Wisdom, Charisma
**Creature Skills:** Perception, Illusions, Stealth
**Creature Senses:** Blindsight 60ft, Keen Hearing (Advantage on Perception Checks that rely on Hearing)
**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 an 18~20, the target gains one rank of Bleeding. - ***Sonic Screech.*** *Ranged Weapon Attack:* Range (30ft/60ft), Wis + Prof to hit, +Wis Wind damage. ### 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  ***Kōmori Echolocation.*** As a Full Turn Action, you can attempt survey a 250-foot area using the propogation of sound waves alone. Make a Perception check, with you and your Summoner (if within 5 feet of you) becoming aware of the following things based on your level of success. Once you use this trait, you must wait 10 minutes before you can use it again. This counts as a Wisdom Skill-Based Action. - **10+:** You are aware of all structures within your range, that are not hidden. - **15+:** You become aware of the presence of non-hidden creatures within range. You are only informed about their general direction and approximate size and shape. - **20+:** You become aware of hidden structures within your range. - **25+:** You become aware of hidden creatures. - **30+:** If you were to engage to any non-allied creatures you have detected this way within the next hour, you and all allies you have informed about what you have detected gain advantage on their next Stealth check and initiative roll. ***Kōmori Disorientation.*** When you hit a creature with your Sonic Screech, the target suffers a -3 penalty to their next saving throw made before the start of their next turn. This cannot stack. ***Kōmori Feast.*** When you deal damage with your Bite attack, ignore an amount of DR equal to your Dexterity modifier and regain hit points equal to the damage dealt. ``` ``` #### C-Rank  ***Kōmori AcroBat.*** You gain advantage on Acrobatics checks and do not provoke attacks of opportunity while flying. As a reaction to making a Dexterity saving throw while flying, you can make Acrobatics check in place of the save. On a success, suffer no damage or effects. ***Kōmori Siren.*** With Jutsu with the Sensory keyword (and ***Kōmori Echolocation***), double the range and any area of effects. With Genjutsu with the Auditory keyword, increase the number of targets by +1 (if the Jutsu could already target multiple creatures for its rank), and any area of effects by +15ft in all directions. ***Kōmori Aggression.*** While flying, you can make two attacks with your Bite with the attack action, and if you score a critical hit, you can make two Bite attacks at the target as a reaction, without your ability mod to damage. #### B-Rank  ***Kōmori Waves.*** You cannot lose concentration of jutsu with the Sensory keyword, that do not deal damage or impose conditions on hostile creatures. ***Kōmori Frequency.*** Once per round, when you use your Sonic Screech, you can cast a Genjutsu of C-Rank or lower as part of the same action. On a hit, the target suffers the effects of the Genjutsu cast. Genjutsu cast this way can only affect the target creature. ***Kōmori Frenzy.*** When you target a creature that does not have all its hit points, you can spend 1 **Jutsu Slot** to gain advantage on melee attacks with your Bite until the end of the turn against that target. #### A-Rank  ***Kōmori Perception.*** You cannot be Blinded or Dazzled. All allies within 30 feet of you cannot be Surprised. ***Kōmori Volume.*** Your Sonic Screech now deals double damage to structures, objects, and constructs. Once per round, you may cast the Thunderous Screech Ninjutsu at B-Rank, at no Jutsu Slot cost, in place of a Sonic Screech. ***Kōmori Pathogen.*** Upon selecting this trait, select one Poison of B-Rank or lower. Per summoning, you have two uses of your chosen poison stored within your fangs. While you have uses of your chosen Poison, your Bite attack gains a +1 to critical threat range, and on a critical hit, you can spend one use of the Poison and impose its effects on the target, using your Jutsu DC and imposing disadvantage for the save. #### S-Rank  ***Kōmori Senses.*** While concentration on a Jutsu with the Sensory keyword, that does not deal damage or impose conditions on hostile creatures, you are always under the effects of the Dash, Dodge, and Disengage actions. ***Kōmori Vocals.*** Reduce your critical failure range for Genjutsu by -1. Creatures who fail against a Genjutsu with the Auditory keyword that you cast also become Weakened until the end of their next turn. ***Kōmori Drain.*** When you deal damage with your Bite attack, you deal an equal amount of chakra damage. Gain a number of temporary chakra equal to half the chakra damage dealt until the end of your next turn. You radiate with an aura of the target's chakra color for the duration. While you cannot spend this chakra, the next ally you touch gains the temporary chakra you have for 1 minute. \page ``` ``` ### Bat Jutsu Specialty Bats have access to any Jutsu with the following Keywords or conditions without the Hijutsu Keyword; - Any Genjutsu. - Jutsu with the Sensory keyword. - Jutsu that grant bonuses to skill checks, or that grant Invisibility.






































##### 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.