Chapter 6: Expanded Jutsu List

Hijutsu

Tracking Bug


  • Classification: (Aburame) Hijutsu
  • Rank: D-Rank
  • Casting Time: Action
  • Range: 15 ft
  • Duration: 1 day
  • Components: HS, CM
  • Cost: 5 chakra
  • Keywords: Hijutsu, Ninjutsu

Description: You place one of your queen bugs onto any target of your choice within 15 ft of you. As long as the Queen stays on your target and you are within a mile of the target you know their current Location. If the target is not willing you must ninjutsu check vs their passive perception to successfully plant the queen. If the target becomes aware of the queen they can remove the queen using an action. You are unaware the queen as been removed and will contuine to be given the location of the queen if the queen wasn’t killed.

At higher Ranks: : For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and increase the range that you can locate your target by 1 mile.

Tyrannical Symphony


  • Classification: (Kaguya) Hijutsu
  • Rank: B-Rank
  • Casting Time: 30 seconds
  • Range: touch
  • Duration: instant
  • Components: CM
  • Cost: 15 chakra
  • Keywords: Hijutsu, Ninjutsu

Description: You seep your Chakra deep into your target’s body to force their body to grow. After 30 seconds of contuinous contact your target’s bones shoot out restrict their movement. The target takes 10d6 piercing damage and gains the Petrified or the Restrained (caster’s Choice) condition untill they either make a str saving throw againist your Ninjutsu DC + 5 or until they get the Jutsu Regenerate casted upon them.

Boney Defense


  • Classification: (Kaguya) Hijutsu
  • Rank: D-Rank
  • Casting Time: Reaction
  • Range: Self
  • Duration: instant
  • Components: CM, M
  • Cost: 5 chakra
  • Keywords: Hijutsu, Ninjutsu

Description: Before an attack could land, you cover the targeted land in a thick bone to defend yourself. Until the start of your next turn, you gain resistance to slashing and peicing damage and whenever you would take damage you roll 2d8 reducing damage taken by the result.

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 dice rolled by 1.

Magnet Release: Sandstorm


  • Classification: (Jiton) Hijutsu
  • Creator Blasteroid ~ Shepherd of Dark
  • Rank: B-Rank
  • Casting Time: 1 Action
  • Duration: Concentration, up to 1 minute
  • Range: Self (90ft radius sphere)
  • Components: HS, CM, M
  • Cost: 13 chakra
  • Keywords: Hijutsu, Ninjutsu, Wind Release, Earth Release

Description: You make hand signs and place your palm against the ground at your feet, similar to the summoning jutsu. All around you, dust made of all earthen materials available (Salt, Gravel, Sand, Iron, Gold) begin flying towards you, forming a large sandstorm that covers a 90ft radius sphere all around you. While this jutsu is active, the surrounding area becomes pitch black and neither you nor any creatures in or outside the sandstorm can see very far. However, you yourself can tell where creatures are within your sandstorm.

Upon creating this jutsu and at the start of each of their turns, each creature inside this sandstorm must make a dexterity saving throw against your Ninjutsu Save DC, taking 3d8 Piercing and 3d8 Earth damage as the sand collides into them on a failed save, or half as much on a successful one. All creatures inside this sphere, other than yourself, have their speed halved for the duration. This sphere moves when you move.

You can choose to spare some creatures from the negative effects of the sandstorm by utilizing your Magnetic Mark clan feature. Before the casting or during this jutsu, as part of the same action, you may launch some material at a willing creature to magnetize them. You can magnetize a number of creatures equal to half your proficiency bonus. Creatures magnetized this way do not take damage at the start of their turns and only have their speed reduced by 1/4th

 

 

Gentle Fist Stance Evolution: Hungering Lion


  • Classification: (Hyuga) Hijutsu
  • Rank: A-Rank
  • Casting Time: 1 Bonus Action
  • Duration: Concentration, up to 1 minute
  • Range: Self
  • Components: CS, M
  • Cost: 25 chakra
  • Keywords: Hijutsu, Ninjutsu

Description: As part of the requirements of this jutsu you must have Byakugan active. Created by two members of the Hyuga clan who discovered a potential Ninjutsu technique that allowed them to instead of blocking an opponent’s chakra with the Gentle Fist stance and Hyuga Taijutsu, it allowed them to steal their chakra instead allowing them to last in fights much longer. While you have the Hungering Lion technique active anytime you reduce a creature’s chakra pool through either the Gentle Fist Stance or by a Hyuga Clan Hijutsu you gain an amount of chakra equal to half the amount reduced.

 

 

Chapter 5.1.0: 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)

*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


Hair Trap Technique


Howling Hair Technique


Medical Fist


Needle Senbon


Refraction Array


Sapping Strike

C-Rank

Bestial Art: Alpha


Beast Imitating Art: Jellyfish


Body Elimination Technique


Soul Echo: Blessed Weapon


Compression Rasengan


Defensive Cloak


Flash


Healing Cloak


Needle Spear


Probe Barrier


Sealing Art: Release

B-Rank

Advanced Hair Binding Technique


Beast Imitating Art: Wolf Pack


Dual Rasengan


Long Lasting Shadow Clone


Magical Telescope


Penance


Super Compression Rasengan

A-Rank

Beast Imitating Art: Giant Crab


Poison Mist Dragon


Rasendan


“Rasen-shuriken”


Ultra-Big Ball Rasengan

S-Rank

Bestial Art: Apex


Beast Imitating Art: Dragon


Spirit Transformation Technique


Stardust Fall


Summoning: Triple Rashomon


Toril Seal

 

 

E-Rank

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. You cannot lose concentration on this jutsu as a result of taking damage. For the duration of this jutsu, you can spend 1 Chakra 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 a different “Chakra Gun” jutsu active you may instead fire using your reaction, bullets shot this way to 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: The user concentrates chakra into their finger and using the heat from that, can apply writing of whatever they 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, the user’s hair can grow to the desired length. It can even completely cover the whole body if the user wants it. The hair goes back to the normal length once this jutsu is over.


D-Rank

Aurora

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
Description: You create an array of light encapsulating everything in sight. Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the jutsu is cast is also outlined in light if it fails a Dexterity saving throw. 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.

Beast Imitating Art: Fish

Classification: Ninjutsu
Rank: D-Rank
Casting Time: Up to 10 minutes
Range: Self
Duration: Concentration, up to 1 minute
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. You then 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 Through 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. 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, extending it out in front of you. 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, the user points their hands towards the sky and shoots 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 if you continue adding 1 chakra for each affinity.

Element Color
Non-Elemental White
Earth Brown
Wind Green
Fire Red
Water Blue
Lightning Yellow
Medic Purple

Crazy Hair Technique

Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: 5 feet
Duration: Concentration, up to 1 minute
Components: CM
Cost: 5 Chakra
Keywords: Ninjutsu
Description: You can only activate this jutsu after you hit with an unarmed or melee weapon attack. After hitting an enemy, you extend your hair in order to hit it two more times. Make two melee ninjutsu attacks, dealing 1d6 + your Ninjutsu modifier Piercing damage on a hit.

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 their hair, the user infuses 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: Concentration, up to 1 minute
Components: CM
Cost: 5 Chakra
Keywords: Ninjutsu
Description: By whipping around locks of their hair, the user generates high-frequency sound waves that are capable of simultaneously disorienting the foe by overwhelming their hearing and likewise able to slice at the target. Every creature on the range of this ninjutsu must take a Constitution saving throw, gaining the Dazed condition, and taking 2d6 slashing damage on a failed save. On a success, only suffer half the damage and no additional effect.

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 as 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.

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: The user hardens the hair on his head and shoots a multitude of hair Senbon to the enemies in front of him. All creatures in a 25-foot cone originating from you must succeed on a Dexterity saving throw. On a failed save a creature takes 4d4 piercing 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.


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: The user rapidly refracts light infusing with their chakra that bounces across 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 score at least 3 hits 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 amount of attacks by +1.

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 2d8 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.

 

 

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

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 standing 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.

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 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.


___ > ## 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 is treated as gaining 1 rank of charmed until the end of their next turn, and must on its turn attack to 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 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.

 

 

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.


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 30ft, 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 resistance, 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 B-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.

 

 

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 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.

Flash

Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Bonus Action
Range: Self (30 ft radius)
Duration: instant
Components: HS, CM
Cost: 8 Chakra
Keywords: Ninjutsu
Description: The user holds up their palms into a bird sign formation, emitting a dazzling bright light. All other creatures than yourself within a 30-foot must make a Constitution saving throw against the user’s ninjutsu save DC. Creatures within a range 10ft must roll at disadvantage, creatures in a range of more than 20ft roll at advantage. On a failure, the creature is blinded for 1 minute. They may repeat the save at the end of each of their turns.

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.


Needle Spear

Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 20-Foot radius sphere
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu
Description: The user extends their hair and hardens it to be as sharp as a spear. Each creature in a 20-foot-radius sphere centered on you, must make a Dexterity saving Throw, taking 4d8 piercing damage on a failed save, or half as much on a successful one

At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 5 and increase the damage by 1d8, and the radius by 5 feet.

Probe Barrier<>

Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 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
Duration: 8 Hours
Range: Touch
Components: HS, CM, CS
Cost: 8 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal and attempt to mark yourself or a willing creature with a seal of protection. When you or a marked creature would be the target of, or would be force to make a saving throw or ability check against any 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; Once the seal activates this jutsu 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.

 

 

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 normal Hair binding technique, giving the user a variety of options once the target is captured. The target makes a Dexterity saving throw, gaining the restrained and incapacitated condition on a failed save, and must take 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 a what to do with the creature 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 ft away at high speed. Taking double falling damage if they hit a solid surface like a tree, wall, or floor.

Beast Imitating Art: Wolf Pack

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 wolfs. Infusing chakra into it as it exits your scroll and standing 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 C-Rank, increase the cost of this jutsu by 3 and the hit points of the Ink Wolves by 1d8+5.




Ink Wolf

Large construct, unaligned


  • Armor Class 11 + your Ninjutsu Ability Modifier
  • Hit Points 25 (6d8+10)
  • Speed 30ft.

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

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 Constitution 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.

Long Lasting Shadow Clone

Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Action
Duration: Special
Range: 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. 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.

Penance

Classification: Ninjutsu
Rank: B-Rank
Casting Time: 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. 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.

 

 

Super Compression Rasengan

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, 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 Constitution Saving throw. On a failed save they are knocked back 30ft, 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 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

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 standing next to you.

You summon a construct Ink Giant Crab. The construct jellyfish 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 3d8.

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 hit target creature 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.


 

 


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.

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).


Rasendan

Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Components: HS, CM
Cost: 17 Chakra
Keywords: Ninjutsu, Clash
Description: You conjure a mass of chakra with two fingers and then condense it into an inch wide swirling sphere of pure and you fire it a 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 the target must make a Constitution saving throw. On a failed save they are knocked back 30ft. 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”

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 or taijutsu attack against a creature within range. On hit, you deal your weapon’s damage + 8d8 force damage and the creature must make a Constitution 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

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 1d8 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 2 ranks of the ablaze condition.
  • 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 saved. This Jutsu now scores a critical hit on a roll of 18-20.

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 standing 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;




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 expand 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.

 

 

Spirit Transformation Technique

Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Duration: 8 hours
Range: Self
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Ninjutsu
Description: Your mastery over yin-yang chakra allows you to separate your mind and soul from your body. The material body you leave behind is unconscious and in a state of suspended animation, it doesn’t need food or air and doesn’t age. Your spiritual body resembles your mortal form in almost every way, replicating your game statistics and possessions. The main differences being you are translucent, can go through walls, you don’t need to eat; drink; or breathe, you gain darkvision out to 120 ft., and you gain a flying speed of 120 ft. While in this form, you cannot touch or be touched by anything in the physical world. While in this form, any attacks that directly target or trap souls can affect you. Your spiritual form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

While in this form, you can attempt to kill a creature by suppressing their soul. Target a creature within 120 ft. and the creature must make a Charisma saving throw. On a Failed save, if they have less than 100 hit points they instantly die, their soul being overtaken and destroyed. If they have more than 100 hit points, they take 12d12 necrotic damage as you tear at their soul. While in this form, you can attempt to control a creature by suppressing their will. Target a creature within 120 ft. and the creature must make a Charisma saving throw. On a Failed save, you transfer your consciousness into your target’s body for 1 minute. Once you possess a creature’s body, you control it. Your game Statistics are replaced by the Statistics of the creature though you retain your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can’t use any of its Class Features,
if the target takes any damage, they immediately
attempt another saving throw at
disadvantage, ending this effect on a
successful Save. Using this jutsu in either
way, reduces the overall duration of this jutsu
by 1 hour.

You may end the jutsu early as an action.
A successful chakra dispel spell used on your
physical body ends the jutsu. If your original
body or its spiritual form drops to 0 hit points, the
spell ends for that creature. If your body is damaged in any way while you are inhabiting another creature’s body,
you immediately return to it. When the jutsu ends,
you return to your physical body, and it awakens if your physical body has not been destroyed.


Stardust Fall

Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Range: 300 feet (60-foot radius)
Duration: Instant
Components: HS, CM, CS
Cost: 30 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 into the stratosphere, 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 with 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. 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

Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Reaction
Range: 60 Feet
Duration: Instant
Components: HS, CM, M
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 gate made of iron, brick, chakra and other materials. This wall is 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, and 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 cannot be summoned for 1 week, while they reform themselves. 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: CM, HS, 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 Save 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.

 

 

Ninjutsu

Chapter 5.1.1: 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. *
##### D-Rank *Compressed Earth* ___ *Dung Pie Projectile* ___ *Earth Palm* ___ *Earth Spear* ___ *Particle Assimilation Line* ___ *Particle Assimilation Minor Cube*
C-Rank

Earth Launch


Gaia’s Grasp


Limestone Pillar


Particle Assimilation Serial Cubes


Third Eye

B-Rank

Iron Maiden


Multi-Layered Earth-Style Wall


Particle Assimilation Serial Wall


Particle Assimilation Sphere

A-Rank

Concrete Rings


Earth Release: Soul Echo: Crystalize


Desert Suspension


Particle Assimilation Cone

S-Rank

Air Sand Protective Ceiling


Compressed Rock Bullets


Earth Golem


Earthquake


Tectonic Movement

 

 

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 dense 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 of 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 palm one earth before delivering a single palm strike in the center of your opponent. 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 Style: Particle Assimilation Line

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 form a 30 ft long, 5 feet wide Line by using chakra to generate molecule sized particles. Anyone in the line 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 4d4 Force Damage. If a creature is reduced to 0 hit points, they are turned to dust and are immediately killed.

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. If this jutsu is cast at B-Rank or higher, increase the size of the damage die by 1.

Earth Style: Particle Assimilation Minor Cube

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 form a smaller version of Particle Assimilation Cube and use it against a target within
range. You can throw the cube up to 60 feet or
attempt to hit someone with it. Make a ranged
ninjutsu attack, dealing 3d10 force damage on
each hit. If a creature is reduced to 0 hit points,
they are turned to dust and are immediately
Killed.

 

 

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. If this jutsu is cast at B-Rank or higher, increase the number of attacks by 1.

C-Rank

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). *


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 Style: Particle Assimilation Serial Cubes

Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 60 feet
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu, Earth Release
Description: You form a series of small scale Particle Assimilation Cubes and shoot them at creatures within range. Make two ranged ninjutsu attacks, dealing 3d4 force damage on each hit, also on a hit, the target must succeed a constitution saving throw, gaining 1 rank of weakened until the end of their next turn on a fail. If a creature is reduced to 0 hit points, they are turned to dust and are immediately killed.

At Higher Ranks: For each rank above C-rank, increase the cost by 3 and the number of Cubes by 1.

 

 

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: 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.


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. 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).

Earth Release: Particle Assimilation Serial Wall

Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 10 feet
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release
Description: You form a 5 foot thick, 15 feet long, 10 feet high Wall of molecule sized particles just before being hit, and put it between the damage source and yourself in a point within range. Reduce the damage caused by the triggering effect by 6d8. If this reduces damage to 0 any object used to deal the damage that is not chakra enhanced is destroyed as it turns to dust. In addition, creatures inside the wall must succeed a dexterity saving throw. On a failure a creature takes 6d8 Force Damage as it is deconstructed on a molecular level. If a creature is reduced to 0 hit points, they are turned to dust and are immediately killed.

At Higher Ranks: For each rank above C-rank, increase the cost by 3, the reduction by 1, and the damage by 1d8.

 

 

Earth Release: Particle Assimilation Sphere

Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 45 feet
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release
Description: You form a Sphere with a 5 feet diameter by using chakra to generate molecule sized particles. You can throw the sphere up to 45 feet or attempt to hit someone with it. Anyone hit by the sphere will begin to be deconstructed on a molecular level. Make a Ranged ninjutsu attack, dealing 9d6 Force Damage on a hit. If a creature is reduced to 0 hit points, they are turned to dust and are immediately killed.

At Higher Ranks: For each rank above C-rank, increase the cost by 3 and the damage by 2d6.

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: Soul Echo: Crystalize

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 type becomes Earth, and you add your Ninjutsu ability modifier to your weapon’s damage.
  • You gain proficiency in Constitution saving throws. If you already are proficient, you instead gain advantage.
  • For each hit you land with your weapon, whether it is part of a Bukijutsu or the attack action, you gain temporary hit points for 1 minute equal to highest die rolled on the damage roll. Temporary hit points gained from this jutsu stack with each other.
  • Once per turn, you can use this weapon as a component in an Earth Release ninjutsu, even if the jutsu would normally not allow you to use your weapon a component. When you do, your Ninjutsu adds your weapon’s damage if it deals damage and ignores resistance to Earth.
  • You do not need to spend chakra to maintain concentration on this jutsu, and you cannot lose concentration of this jutsu as the result of failing a concentration check. This jutsu ends early if you let go of your weapon.

 

 

Earth Release: Desert Suspension

Classification: Hijutsu
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: 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.


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 golem that you can command as a bonus action. It acts at the end of your turn and uses your Ninjutsu attack bonus and Save DC.

Additionally, if you cast ** Earth Release: Stone Dragon** while this jutsu is still active, instead of the normal effects of Stone dragon occurring you may instead choose the following to happen; The Stone Dragon grows out of your Earth Golem and wraps itself around the stone golem, granting it 125 Temp Hp and gains access to the following;

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 16 + your Ninjutsu Ability Modifier
  • Hit Points 185
  • 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

Immutable Form. The Earth Golem is immune to any Jutsu or effect that would alter its form.

Elemental Weapons. The Golems attacks are chakra enhanced.

Critical Defense. Critical hits made against Earth Golem count as normal hits unless it is under half its maximum hit points.

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.


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: 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.

 

 

Ninjutsu

Chapter 5.1.2: 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. *
##### D-Rank *Erupting Gale* ___ *Inverted Gale Palm* ___ *Sky Drop* ___ *Vortex*
C-Rank

Air Ball


Dusty Whirlwind


Pulse


Severing Wind

B-Rank

Air Claw


Heavy Blow


Skyscraping Burst


Wind Clone

A-Rank

Sonic Snap


Soul Echo: Gale


Vacuum Prison


Wind Scythe

S-Rank

Gale Explosion


Rasenshuriken


Vacuum Grenade

 

 

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 or be knocked back 30 feet on a failed save, or half the distance on a successful one. Creatures who collides with a solid object, their movement is 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: 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: You create a small vortex 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.

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 and can dash or disengage as a bonus action. You also gain a climbing speed equal to your normal movement speed.

 

 

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: 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 gain 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 gaining 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)

Wind Release: Heavy Blow

Classification: Ninjutsu
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 taking half on a unsuccessful save or half as much on a successful one. Additionally, You may choose to move yourself backwards up to 30 ft 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: 120 feet
Duration: Concentration, up to 10 minutes
Components: CM, HS
Cost: 11 Chakra
Keywords: Wind Release, Ninjutsu
Description: You conjure a clone made of wind and dust similar to the Shadow Clone Technique but with far less inherent danger. The clone appears in a space it can occupy within 5 feet of you. This clone is made of wind chakra and weights a quarter of your weight. You can create up to 3 clones, each costing 11 chakra to conjure. You can command the clone as a bonus action. The clone can only take an action and a movement, but cannot use a bonus action or reaction.

The clones have 5 hit points and no chakra, an AC equal to your Ninjutsu save DC, can cast a maximum of 3 Ninjutsu of C-Rank or lower (except jutsu with “Clone” in its name, Fuinjutsu, or jutsu with the Combination keyword) with the Wind Release keyword that you know, before this jutsu ends, using your Ninjutsu attack bonus and save DC calculations. They have immunity to Genjutsu, psychic and poison damage, resistance to slashing and lightning damage, but vulnerability to fire damage. They have a movement speed equal to yours, and a flying speed equal to your walking speed. If they do not end their movement on the ground or other horizontal-oriented surface (water, lava, tree branch, etc.), they float to the ground harmlessly. These clones can only concentrate on a single jutsu and only for a number of rounds equal to your Ninjutsu ability modifier. If these clones must make a saving throw, they use your Ninjutsu ability modifier + half of your proficiency bonus regardless of the type of saving throw made. These clones cannot use any Clan or Class features or Feats that you have. They do not benefit from any bonuses to their attacks or AC granted by other sources (such as jutsu that increases either of them).

If one of your clones 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 clone is destroyed after disseminating a particulate, the same particulate is blasted out in a 5-foot radius around the clone.

When one of these clones make a Ninjutsu or Melee attack, the clone uses your Ninjutsu attack bonus for both kinds of attacks. If the clone forces a target to make a saving throw, the DC for these jutsu is equal to your ninjutsu save DC. If it uses a melee attack, regardless of the weapon the clone uses, it deals 1d8 wind damage.

At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and the number of clones you can summon by 1.

A-Rank

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. An incapacitated is incapacitated for 1 minute or until they pass the saving throw they can take at the end of each of their turns, ending the incapacitation on a success. The snap can be heard up to a mile away. A creature is deafened until they are healed unless a 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

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 type becomes Wind, and you add your Ninjutsu ability modifier to your weapon’s damage.
  • For each hit you land with your weapon on a creature, they must make a Dexterity saving throw. On a failed save, their AC is reduced by half the result of a 1d4 until the start of their next turn. (Min. 1)
  • For each hit you land with your weapon, whether it is part of a Bukijutsu or the attack action, raises your weapon’s attack bonus by +1, up to a max of a +3, until the end of the current turn.
  • You gain a +2 bonus to your AC and Dexterity saving throws.
  • You do not need to spend chakra to maintain concentration on this jutsu, and you cannot lose concentration of this jutsu as the result of failing a concentration check. This jutsu ends early if you let go of your weapon.

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. 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 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 one.

** 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.


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.

 

 

Ninjutsu

Chapter 5.1.3: 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. *
##### D-Rank *Cooperation Technique: Garuda* ___ *Crimson Despair* ___ *Haunting Flame* ___ *Hiding in Fire Technique* ___ *Pyre Fist*
C-Rank

Demon Lantern Swarm


Fusillade Butterflies


Merciful Agony


Wild Dance

B-Rank

Black Flame


Fire Lightning


Plague-Bearing Fireball

A-Rank

Chaos Bed Vestiges


Flame Control Hedgehog


Heavenly Prison Fire Sword


Immolation Pulse


Sacred Flame


Soul Echo: Ember


Warm Body Technique

S-Rank

Amon’s Beheading Sword


Comet Dash


Inferno Dance


Phoenix Screech

 

 

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 line of fire spews 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 6d6 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 other than you or begins their turns there must make a Dexterity saving throw or take 1d12 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: 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.

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 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 and the die step by 1.

 

 

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 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: 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 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 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.

Fire Release: Wild Dance

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 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, 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.

 

 

B-Rank

Fire Release: Black Flame

Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Touch
Duration: Instant
Components: CM
Cost: 14 Chakra
Keywords: Ninjutsu, Fire Release
Description: 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 6d8 fire damage which ignores resistance.

If you cast Black Flame after casting a jutsu with the Fire Release keyword with a range of touch or made an unarmed attack or weapon attack with a weapon with the light property, then this jutsu’s attack rolls are made at advantage.

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: 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 9d8 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.

If this jutsu is casted at
A-Rank or Higher, you may
cast this jutsu as a bonus Action.


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 15ft radius must make a dexterity saving throw, taking 5d10 fire damage, or taking 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.

 

 

A-Rank

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 fire Damage and the target must make a constitution saving throw, gaining 1 rank of ablaze 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 B-Rank, increase the cost of this jutsu by 3 and the damage die by 2d10.

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 fire and gaining 2 ranks of the burned condition damage on a failed save or half as much damage 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.


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 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 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, 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 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 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 and 1d12 respectively, and the height of the cylinder by 20 feet.

 

 

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 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. 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.

Fire Release: Soul Echo: Ember

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 type becomes Fire, and you add your Ninjutsu ability modifier to your weapon’s damage.
  • Your weapon’s critical threat range increases by +2 and on a critical hit, you reroll all 1s and 2s.
  • 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 5 for each attack you make.
  • You are always taking the dash action. When you are bloodied, you also count as being under the disengage action.
  • You do not need to spend chakra to maintain concentration on this jutsu, and you cannot lose concentration of this jutsu as the result of failing a concentration check. 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 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 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 fire damage and gaining 1 rank of the ablaze condition on a failed save.

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 almost 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. When you do, decide on the number of streams of fire you will shoot at each creature. On a hit, the target creature takes 7d10 + 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 fire damage on a failed save or half as much damage on a successful one.

 

 

Ninjutsu

Chapter 5.1.4: 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.

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

D-Rank

Blinding Bubbles


Roaring Waves


Salmon Run


Torrential Flow


Water Ball

C-Rank

Bubble Handcuffs


Coral Palm


Double Tsunami


Heavenly Weeping


Misty Step


Rising Water Slicer

B-Rank

Bubble Transport System


Dehydration


Distortion Technique


Exploding Water Shuriken


Painful Gasp


Water Formation: Lake

A-Rank

Blood bending


Self-Hydrating Technique


Soul Echo: Tide


Water Formation: Ocean

S-Rank

Eight headed Water Hydra

Sources of Water

Within the Nature Release of Water, there will commonly be a line of text detailing additional effects, if used near a sufficient source of water.

This line of text is left vague on purpose to provide the DM’s the ability to give players other sources of Water outside of some jutsu such as Water Formation: Puddle, or Water Formation: Pond..

But this is an RPG on top of a role-playing game and players and DM’s do appreciate having approximate numbers or comparisons to base things on.

Being near a sufficient source of water may be considered being within 15 feet of a source. Larger sources of water may allow a user to be within 30 feet at the most.

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 this source of water has, you or your player may be able to get multiple uses out of it.

  • 10-Gallons: 1 Use
  • 20-Gallons: 2 Uses
  • 50 Gallons: 5 Uses
  • 100 Gallons: 10 Uses
  • Etc.

 

 

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 the 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.

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 targeting all creature near the initial. All creatures within 15 feet of your target creature 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: 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 make a Dexterity saving throw or take 3d8 cold damage on a failed save.

If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or creatures also gain a rank of chilled if they fail the saving throw.

 

 

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.

C-Rank

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 from holding 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: As part of the action used to cast this ninjutsu, you must make a melee unarmed attack against one creature. 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.

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.

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 targets passive perception by 5 or more you gain advantage on your attack targeting them with this jutsu.

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.

If you have a large enough source of water nearby, 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.

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.

B-Rank

Water Release: Bubble Transport System

Classification: Ninjutsu
Rank: B-Rank
Casting Time: Action
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).

 

 

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. . The target(s) must succeed on a Dexterity saving throw or take 5d10 Cold Damage and 2 ranks of the chilled condition or half as much on a failed save. 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.

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, and then they must 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 water are immune to this jutsu.

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 have 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: 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

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 type becomes Water, and you add your Ninjutsu ability modifier to your weapon’s damage.
  • You gain water walking speed equal to double your movement speed and ignore difficult terrain.
  • For each attack you make your weapon after the first, whether it is part of a Bukijutsu or the attack action, you deal an additional die of cold damage. This resets at the beginning of your next turn.
  • When you would reduce damage in any way, once per round, you can add your weapon’s damage to the amount reduced.
  • You do not need to spend chakra to maintain concentration on this jutsu, and you cannot lose concentration of this jutsu as the result of failing a concentration check. This jutsu ends early if you let go of your weapon.

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: 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 target creature 20d10 cold damage. The target creature must make a constitution saving throw, being stunned and knocked prone on a failed save for until the end of the creature’s next turn. 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.

 

 

Ninjutsu

Chapter 5.1.5: 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.

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

D-Rank

Energy Detection


Lightning Ripple


Shocking Step


Thunderwave

C-Rank

Electric Boogaloo


Nerve Surge


Rejuvenating Spark


Vanishing Rasengan

B-Rank

Flashy Finale


Lightning Charged Neurons


Lightning Floor


Weaved Defense

A-Rank

Raikiri


Soul Echo: Thunder

S-Rank

Electric Body


Lightning Rain


Rolling Thunder

 

 

D-Rank

Lightning Release: Energy Detection

Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (60-feet)
Duration: Instant
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.

 

 

C-Rank

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: Nerve Surge

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.

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: HS, 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: 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

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.


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 Tased condition until the start 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 1d6.

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.
      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, Water 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.


Lightning Release: Soul Echo: Thunder

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 type becomes Lightning, and you add your Ninjutsu ability modifier to your weapon’s damage.
  • You form an electric link with your weapon, allowing you to call your weapon back to you as a free action if it is within 60 feet of you. When you attack with your weapon, whether it is part of a Bukijutsu or the attack action, for each attack you can go beyond the attack’s normal range and throw the weapon up to 30 feet away, calling the weapon back to you after each attack.
  • For each hit you land with your weapon, until the end of your next turn, the next ninjutsu you cast with the lightning release keyword has its cost reduced by -1, up to maximum reduction of a -3.
  • When you are bloodied, you ignore resistance to lightning damage when attacking with your weapon.
  • You do not need to spend chakra to maintain concentration on this jutsu, and you cannot lose concentration of this jutsu as the result of failing a concentration check. This jutsu ends early if you let go of your weapon.

 

 

S-Rank

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.

 

 

Chapter 5.2.0: Summoning Jutsu

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
Hit Dice: d6
Chakra Dice: d12
Saving Throws: Dexterity, Wisdom
Creature Skills: Perception, Illusions, Stealth
Creature Senses: Blindsight 60ft, Keen Hearing


Natural/Weapons:
Bite. (Melee weapon attack: Reach 5ft., one target. Dex +

Prof to hit. +Dex piercing damage)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Wisdom 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.

  • Nimble Flyer: You have can add 1d4+1 on dexterity saving throws.
  • Distracting Bite: When you hit a creature using your Bite attack, they reduce their next saving throw by 1d4. If you land two or more hits in the same turn their next saving throw is reduced by 1d6 instead of 1d4.

C-Rank: Select 1.

  • Multiattack: You can make up to two attacks using your Bite.
  • Blood Suck: When you deal damage using your Bite, you regain hit points equal to the damage dealt.

B-Rank: Select 1.

  • Blood Frenzy: You have advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Flyby: You don’t provoke opportunity attacks when you fly out of an enemy’s reach.

S-Rank: Select 1.

  • Sonic Screech: When you cast a jutsu as an action, you may immediately cast Thunderous Screech at A-Rank. You may do this twice per short rest.
  • Multiattack (2): You can make up to two attacks using your Bite. If you already have Multiattack, you instead can make three.

Bat Jutsu Specialty

Bats are only able to Cast Genjutsu with the Auditory Keyword, Ninjutsu with the Sensory Keyword and any jutsu that grants bonuses to Stealth or 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

 

 

Cat

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
Hit Dice: d10
Chakra Dice: d8
Saving Throws: Intelligence, Charisma
Creature Skills: Insight, Persuasion, Survival
Creature Senses: Darkvision (120ft), Keen Sight (Advantage on Perception Checks that rely on Sight)


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 + 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.

  • Catnap: You recover all your HP and CP after 12 hours of your last summoning.
  • Catnip: You have a stack of Catnip equal to 1⁄4 of your creature level. Once ingested, Catnip gives advantage to all checks that involve Dexterity or Intelligence for a number of rounds equal to half your proficiency bonus. You can ingest Catnip as a bonus action. Catnip can only be ingested by felines. This stack is regained 5 hours after you are unsummoned, when you either go for a walk to find some more or buy some from a catnip trafficker.

C-Rank: Select 1.

  • Cat Jump: You can use 10 + Strength for Long Jumps. You can also use 5 + Strength for High Jumps (page 144, Shinobi Handbook for rules on Jumping).
  • Hurtful Claws: Your claws attack does one additional dice of damage and crits on 19-20. On a crit, it gives one stack of Bleeding. You also can use simple melee weapons that deal Slashing damage with proficiency.

B-Rank: Select 1.

  • Aware Catnap: You recover all your HP and CP after 12 hours of your last summoning. If you already have the Catnap feature, you recover all your HP and CP after only 6 hours of your last fight and you can recover without being unsummoned. While resting, you are fully aware of your surroundings.
  • Catnip Trafficking: You have a stack of Catnip equal to 1⁄4 of your creature level. Once ingested, Catnip gives advantage to all checks that involve Dexterity or Intelligence for a number of rounds equal to half your proficiency bonus rounded down. You can ingest Catnip as a bonus action. Catnip can only be ingested by felines. This stack is regained 5 hours after you are unsummoned, when you either go for a walk to find some more or buy some from a catnip trafficker.
     If you already have the Catnip feature, you have a stack of catnip equals to half your creature level. Once ingested, it also gives advantage to a number of attacks (including jutsu) equal to 1⁄4 your proficiency bonus. You can ingest catnip as a reaction once per minute. Your catnip stack is regained after 2 hours after being unsummoned. Every time you are summoned you bring to your summoner a number or Ryo equal to half the stack of catnip you can have times each increment of time you have been gone (each increment being equal to 2 hours). The amount of Ryo caps at a value decided by the DM. Catnip can only be ingested by felines.

S-Rank: Select 1.

  • Wounding Molding: Your claws attack does one additional dice of damage and crits on 19-20. On a crit, it gives one stack of Bleeding. You also can use simple melee weapons that deal Slashing damage with proficiency.
     If you already have the Hurtful Claws feature, your claws attack does one more additional dice of damage and crits on 17-20. On a crit, it gives two stacks of Bleeding. You also can now use martial melee weapons that deal Slashing damage with proficiency.

Cat Jutsu Specialty

Cats are only able to cast Bukijutsu that deals Slashing damage and Genjutsu with the Visual keyword by looking at the target’s soul with their evil cat eyes.












 

 

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 show respect to the art of Genjutsu.
Summon Type: Mollusk
Hit Dice: d10
Chakra Dice: d8
Saving Throws: Constitution, Wisdom
Creature Skills: Illusions, History, Chakra Control
Creature Senses: Tremor Sense (30ft), Water Breathing


Natural/Weapons:

Water Spray. (Melee Weapon Attack: Reach 5ft., 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: Wisdom 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.

  • Hard-Shelled Friendship: When you cast a Genjutsu that forces creatures to make a saving throw, your summoner is unaffected by the genjutsu’s effects. Your Summoner automatically succeeds the saving throw suffering no additional effects
  • Thick Shelled: You have Advantage on Constitution and Wisdom Saving throws.

C-Rank: Select 1.

  • Focused: When you are forced to make a concentration check to maintain a jutsu you have cast, you can roll an additional 1d4, adding the result to the check.
  • Misty Genjutsu: All creatures in a mist of your creation suffer a minus 1d4 to saving throws against your Genjutsu.

B-Rank: Select 1.

  • Genjutsu Artisan: You can spend your bonus action to increase the DC of your genjutsu by 2 until the start of your next turn.
  • Wide Mist: All mists you would create have their radius doubled.

S-Rank: Select 1.

  • False Illusions (self): Creatures in a mist of your creation or under the effects of one of your genjutsu see multiple of you. Each time a creature in your mist or under one of your genjutsu would target you with an attack, roll a d20 to determine whether the attack instead targets on of your clones. If you roll above a 12 or higher the attack instead hits a clone. If the creature that targets you has true sight or tremor sense, you make this roll with disadvantage.
  • False Illusions (Summoner): Creatures in a mist of your creation or under the effects of one of your genjutsu see multiple of your summoner. Each time a creature in your mist or under one of your genjutsu would target your summoner with an attack, roll a d20 to determine whether the attack instead targets on of your clones. If you roll above a 12 or higher the attack instead hits a clone. If the creature that targets you has true sight or tremor sense, you make this roll with disadvantage.

Clam Jutsu Specialty

Clams are only able to cast Genjutsu and Ninjutsu with the Water Release Keyword that do not require an attack roll.






























Clams
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th T 12 5 14 10 16 11 2 D-Rank     20ft
C-Rank 8th T-M     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     25ft
B-Rank 12th T-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     30ft
A-Rank 16th T-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     35ft
S-Rank 20th T-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     40ft

 

 

Corvid

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 Hit Dice: d6 Chakra Dice: d12 Saving Throws: Intelligence, Wisdom Creature Skills: Acrobatics, Insight, Stealth Creature Senses: Dark vision (30ft). Keen Sight


**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 + Half Your Prof + Half Creature Level. All Jutsu Attack bonus: Wisdom 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. **

  • *** Murder***: You can occupy any space a creature is currently occupying and attacks rolls against you are always at disadvantage.
  • *** Collector***: You gain an additional object interaction on your turn. In addition, your talons gain the disarm property.

**C-Rank: Select 1. **

  • No Caws for Concern: Gain Proficiency on Dexterity Saving throws
  • *** Multiattack (Talon)***: You can make up to two attacks using your Talons.

**B-Rank: Select 1. **

  • Master Mind: Gain Advantage on Intelligence & Wisdom Saving throws.
  • Crow Marked: You may use a Bonus action to mark a target creature you can see within 90 feet of you as Crow Marked for 5 turns. You may only have 1 creature crow marked at a time. Creatures you have Crow Marked reduce saving throws they would make against Genjutsu casted by either you or your summoner by 1d4.

**S-Rank: Select 1. **

  • Linked Spirit: When your summoner is concentrating on a genjutsu you may spend chakra in place of your summoner for them to continue concentrating on the genjutsu.
  • 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 are only able to Cast Genjutsu with the Visual or Auditory keyword, and Ninjutsu with the Sensory Keyword.

Corvid
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4 T 5 14 12 16 13 8 2 D-Ranks 30ft fly
C-Rank 8 T-S +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank
40ft fly
B-Rank 12 T-M +6 Ability Score Increases up to 22. 2 C-Rank (or lower), 2 B-Rank 60ft fly
A-Rank 16 T-L +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank 60ft fly
S-Rank 20 T-H +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank 90ft fly

 

 

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
Hit Dice: d12
Chakra Dice: d6
Saving Throws: Strength , Constitution
Creature Skills: Athletics, Martial Arts, Intimidation
Creature Senses: Tremor Sense (30ft), Water Breathing


Natural/Weapons:
Claw. (Melee Weapon Attack: Reach 5ft., one target. Strength + Prof to hit, +Str Bludgeoning damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Strength 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.

  • Flatty: You are immune to the Chilled or Prone Condition.
  • Big Meaty Claw: You are treated as one size higher when determining the damage your Claw attack deals.

C-Rank: Select 1.

  • Multiattack: You can make up to two attacks using your Claws.
  • Crab-ple: If you score a successful hit with your Claw attack, target creature makes a strength saving throw being restrained as you grab them on a failed save. As an Action, you can constrict a restrained target dealing 5d6 Bludgeoning damage.

B-Rank: Select 1.

  • Artificial Shell: You have covered your natural shell with an artificial shell, which grants you increased protection. When summoned roll an amount of d4s equal to your level. You gain an amount of Temp hit points equal to the result.
  • Hard Shelled: As a reaction you may increase your AC, by 3 until the beginning of the summoner’s next turn.

S-Rank: Select 1.

  • Diamond Covered Shell: You have covered your natural shell with an artificial shell, which grants you increased protection. When summoned roll an amount of d4s equal to your level. You gain an amount of Temp hit points equal to the result. If you already have Artificial Shell, then you also have resistance to all damage types while you have Temp hit points granted by this feature.
  • Giant Meaty Claw: You are treated as one size higher when determining the damage your Claw attack deals. If you already have Big Meaty Claw, than your Claw attack now deals 2d12 bludgeoning damage.

Crab Jutsu Specialty

Crabs are only able to cast Ninjutsu with the Water Release Keyword that force a creature to make a Saving Throw, taijutsu, and Bukijutsu that have the Water release Keyword.



































Crab
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th T 16 10 14 12 8 8 2 D-Rank     30ft
C-Rank 8th T-S     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     30ft
B-Rank 12th S-M     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     40ft
A-Rank 16th M-L     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     40ft
S-Rank 20th M-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     50ft

 

 

Crocodile/Alligator

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 share a great feud due to many disputes of aquatic territory.
Summon Type: *Dragon *
Hit Dice: d12
Chakra Dice: d6
Saving Throws: Strength, Constitution
Creature Skills: Athletics, Martial Arts, Stealth
Creature Senses: Tremor Sense (30ft), Keen Smell


Natural/Weapons:
Bite. (Melee Weapon Attack: Reach 5ft., 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: Constitution 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.

  • Experienced Fighter: You gain proficiency in one Simple or Martial weapon and are always summoned with it. This weapon follows your Size damage die rolls and gains an additional weapon trait.
  • Hardened Scales: You reduce all damage you receive (excluding psychic) by half your Constitution modifier. As a reaction, you can spend 5 chakra to give yourself temporary hit points equal to double your Con mod. You can spend additional chakra in increments of 5 (up to 15 chakra) to increase the multiplication by 1. (x2

C-Rank: Select 1.

  • Aquatic Predatory Nature: While submerged in water, you gain a +10 bonus to Stealth checks and gain a swim speed equal to your movement speed.
  • Multiattack: You can make two attacks with your bite or your weapon from Experienced Fighter.






B-Rank: Select 1.

  • The Wall Standing Tall: You have advantage on Strength saving throws and ability checks. When you would make a Dexterity saving throw, your summoner can spend 5 chakra to allow you to instead make a Strength save.
  • Death Roll: When you attack a creature you are hidden from with your Bite attack, you can, as a bonus action, attempt to grapple the creature. On a success, you bite and spin the creature so violently that they gain 2 ranks of bleeding as you take a chunk of their flesh out, ending the grapple. You eat this flesh, restoring a number of hit points equal to the damage you dealt.

S-Rank: Select 1.

  • Wrath: You gain the Hardened Scales feature. If you already have Hardened Scales, you can choose to activate the feature as a bonus action. When you do, at the start of your next turn, you gain the following benefits until the end of the turn based on how many instances of damage you took. All of these benefits stack;
  • 1 Instance: You can attack an additional time when you take the attack action.
  • 2+ Instances: Your attack rolls have advantage.
  • 4+ Instances: When you take the attack action, you can cast any jutsu you possess with the casting time of one action as a bonus action or reaction.
  • 6+ Instances: Attack rolls you make score a critical hit on a 19-20.
  • Evolutionary Advantage: While you are at least Large, allied creatures that stand within 5 feet of you gain the benefits of half cover. Additionally, in the event your summoner is unable to command you, you can spend 20 chakra to act as normal without commanded for 1 minute. After 1 minute, or once your summoner becomes able to command you again, you are unsummoned for 8 hours.

Alligator/Crocodile Jutsu Specialty

Alligator/Crocodiles are able to cast Ninjutsu that have the Water Release keyword, Taijutsu with the range of self, and Bukijutsu of any type.

















Alligator/Crocodile
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th S 14 10 16 8 14 14 2 D-Rank     30ft
C-Rank 8th S-L     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft
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     50ft
S-Rank 20th S-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     60ft

 

 

Deer

Deer are timid, docile creatures, who do not like to fight as a general rule. Caring, kind, and almost parental, they nonetheless can be roused to fight in defense of those they care about. They will not stand for outright warfare or cruelty in any form, and will usually stop fighting as soon as the losing side surrenders, flees, or is unable to fight. They will only truly serve those who are healers or kind leaders, who see violence as a last resort.
Summon Type: Carnivoran
Hit Dice: d8
Chakra Dice: d10
Saving Throws: Dexterity, Wisdom
Creature Skills: Medicine, Perception, Survival
Creature Senses: Darkvision (60ft), Keen Smell (Advantage on Perception Checks that rely on Smell)


Natural/Weapons:
Hooves. (Melee Weapon Attack: Reach 5ft., one target. Str +

Prof to hit, +Str Bludgeoning damage).
Antlers. (Melee Weapon Attack: Reach 5ft., one target. Str +

Prof to hit, +Str Piercing damage).

Save DC’s & Attack Bonuses

All Jutsu Save DCs: 8 + Half your Prof + Half Creature

Level.
All Jutsu Attack Bonus: Wisdom 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.

  • Herd Mentality: As long as you are within 15ft of an ally, you and all allies within 15ft of you have advantage on Wisdom saving throws against Fear effects.
  • Wise Healer: You add your Wisdom modifier to any jutsu that heals hit points.

C-Rank: Select 1.

  • Calming Aura: You can only choose this feature if you already have Herd Mentality. You can, as an action, invoke an aura of calm around you for 1 minute. Allies within 30ft of you gain advantage on Wisdom saving throws against effects and jutsu that would inflict the Fear, Berserk, or Charmed conditions.
  • Defensive Kick: When a creature makes a melee attack against you and misses, you can use your reaction to attempt to shove that creature up to 10 feet away. The target creature must make a Strength saving throw vs. your jutsu save DC, being moved up to 10ft away from you on a failed save.

B-Rank: Select 1.

  • Enlightened Healer: You add your Wisdom modifier to any jutsu that heals hit points. If you already have the Wise Healer feature, you instead add twice your Wisdom modifier to any jutsu that heals hit points.
  • Multiattack. You can make up to two attacks with your natural weapons.

S-Rank: Select 1.

  • Guiding Aura: Once per summoning, you can as an action invoke an aura of alertness around you for 1 minute. For the next minute all allies within 30 ft of you gain a +3 bonus on their attack rolls, ability checks and Saving throws.
  • Charging Rush: As an action, you may target a space that you can reach with your movement speed. You then move swiftly and furiously along the straightest possible route to that space, moving through the enemy spaces as if they were unoccupied. Choose your hooves or antlers attacks, and make a melee attack for each enemy space you move through.
     If made by hooves, creatures that are hit must also make a Dexterity saving throw (the DC being your Jutsu Save DC) to avoid being knocked prone.
     If made with antlers, creature that are hit must make a Strength saving throw (the DC being your Jutsu Save DC) to avoid being pushed with the charge, ending in any space withing 5ft of the charge’s endpoint.

Deer Jutsu Specialty

Deer are only able to cast Ninjutsu with the Medical keyword that restore hit points or remove conditions and Bukijutsu with a Melee Bludgeoning or Piercing component.























Deer
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th S 13 14 10 10 15 8 2 D-Rank     40ft
C-Rank 8th S-M     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft
B-Rank 12th S-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     50ft
A-Rank 16th S-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     60ft
S-Rank 20th S-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     60ft

 

 

Dragon

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.
Summon Type: Dragon
Hit Dice: d8
Chakra Dice: d10
Saving Throws: Constitution, Charisma
Creature Skills: History, Intimidation, Ninshou
Creature Senses: Darkvision(30ft), Tremor Sense(30ft)


Natural/Weapons:
Claw. (Melee Weapon Attack: Reach 5ft., one target. Str +

Prof to hit, +Str Slashing damage.)
Dragon Breath. (Ranged Weapon Attack: X-foot cone,

+Cha elemental damage. Creatures must make a Dexterity

saving throw against your highest 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 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Charisma 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.

  • 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: Select 1.

  • Aviator: You gain proficiency in 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.
  • Multiattack (Claws) You can attack twice using your claws. When you attack with your claws, you can change the damage type to that of your Dragon Bloodline.





A-Rank: Select 1.

  • Dragon Fury: As an action, you can unleash fearsome wrath of a dragon. For 1 minute, you are surrounded in wrathful elemental energy. 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.
  • Majestic Roar: As an action, you release a powerful roar cause the ground to quake and the clouds to tear. 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.

S-Rank: Select 1.

  • 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.
  • 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.

Dragon Jutsu Specialty

Dragon’s are only able to cast jutsu with their Dragon’s Bloodline affinity, and Bukijutsu that require a slashing weapon.


















Dragon
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th S 12 10 12 12 10 14 2 D-Rank     40ft Flying
C-Rank 8th S-M     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     50ft Flying
B-Rank 12th S-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     60ft Flying
A-Rank 16th S-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     70ft Flying
S-Rank 20th S-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     80ft Flying

 

 

Elephant

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: Elephantidae
Hit Dice: d10
Chakra Dice: d8
Saving Throws: Constitution, Intelligence
Creature Skills: Insight, Ninshou, History
Creature Senses: Darkvision(60ft), Keen Smell (Advantage on Perception Checks requiring Smell.)


Natural/Weapons:
Gore. (Melee Weapon Attack: Reach 5ft., one target. Con + Prof to hit, +Constitution Piercing damage.)
Stomp. (Melee Weapon Attack: Reach 5ft., one target. Con + Prof to hit, +Constitution Bludgeoning damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Constitution 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.

  • Perfect Memory: Elephant have minds like vaults, never forgetting what they see or hear. When a creature that the you can see, casts a Jutsu. Make a Intelligence (History) Check vs the Jutsu’s Save DC. On a success, you know the jutsu being used and all of its effects and can relay it back to your summoner.
  • Grand Size: You have Advantage on Strength and Constitution Saving throws.

C-Rank: Select 1.

  • Multiattack (Gore): You can make up to two attacks using your Gore Attack.
  • Multiattack (Stomp): You can make up to two attacks using your Stomp Attack.

A-Rank: Select 1.

  • Guidance: Due to your long Life, you have a lot of experience and know how to properly guide those around you. The range you may use the help action from is increased to 30 feet, and you can take the help action as a bonus action.
  • War elephant: When you would successfully make a melee weapon attack, target creature makes a Strength saving throw, being knocked prone on a failed save. Additionally Allies within 5 ft of you are counted as being as being in half cover.

S-Rank: Select 1.

  • Perfect Memory (2) Elephant have minds like vaults, never forgetting what they see or hear. When a creature that the you can see, casts a Jutsu. Make a Intelligence (History) Check vs the Jutsu’s Save DC. On a success, you know the jutsu being used and all of its effects and can relay it back to your summoner. If you already have Perfect Memory, you additionally gain the ability to use your reaction to add half your Int Mod (rounded up) to up to 3 target allied creatures next saving throw.
  • Mystical Tusks Your Tusks hold magical healing properties. Once per long rest you may use the tusk’s power to heal your allies. As an action, you unleash your tusk’s chakra filling your allies with healing chakra. This energy can restore a total number of hit points equal to 7 times your Level and resets the count of all failed death saving throws.

Elephants Jutsu Specialty

Elephants are only able to cast Ninjutsu with the Wind Release and/or Medical Keywords and Bukijutsu that have the Wind release Keyword.






















Elephant
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th M 14 9 14 13 9 12 2 D-Rank     30ft
C-Rank 8th M-L     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     35ft
B-Rank 12th M-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     40ft
A-Rank 16th L-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     45ft
S-Rank 20th H-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     50ft

 

 

Fox

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
Hit Dice: d8
Chakra Dice: d10
Saving Throws: Dexterity, Charisma
Creature Skills: Deception, Illusions, Stealth
Creature Senses: Darkvision 60ft, Keen Smell


Natural/Weapons:
Claw. (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 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Charisma 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.

  • Wily Mind: Foxes gain proficiency in Wisdom saving throws.
  • Distracting Slash: When you hit a creature with a Claw attack, they reduce their next saving throw by 1d4. (This does not stack)

C-Rank: Select 1.

  • Multiattack: You can make up to two attacks using your Claw.
  • Nimble: You have advantage on dexterity saving throws.

B-Rank: Select 1.

  • Kitsune: You may halve the cost of a jutsu you cast as a reaction. You may do this a number of times equal to your proficiency bonus per long rest.
  • Doppelganger: You can use your bonus action to take the appearance of a person. You have advantage on any checks to convince others of your identity, and they have disadvantage on insight checks to see through your deception.

S-Rank: Select 1.

  • Foxfire: When you cast a fire jutsu as an action, you may immediately cast a genjutsu. You may do this twice per short rest.
  • Sessho-Seki: Creatures that target you with attacks or jutsu must make a Constitution Saving Throw or take 5d6 poison damage.

Fox Jutsu Specialty

Foxes are only able to Cast Jutsu with the Fire Release Keyword, and Genjutsu with the Visual or Tactile Keywords.







































Fox
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th M 8 14 12 10 13 14 2 D-Rank     30ft
C-Rank 8th M-L     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft
B-Rank 12th M-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     45ft
A-Rank 16th M-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     60ft
S-Rank 20th M-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     70ft

 

 

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
Hit Dice d10
Chakra Dice: d8
Saving Throws: Wisdom, Charisma
Creature Skills: Intimidation, Sleight of Hand, Stealth
Creature Senses: Keen Sight (Advantage on Perception Checks requiring Sight.)


Natural/Weapons:
Beak: (Melee Weapon Attack: Reach 5ft., one target. Dex + Prof to hit, + Dex Piercing damage.)

Save DCs & Attack Bonus

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature Level
All Jutsu Attack bonus: Charisma 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.

  • Honk: When you make a beak attack, you may instead honk. All hostile creatures within 30 feet of you must succeed a Wisdom Saving throw or gain 1 rank 1of Fear for the next minute.
  • Simple Weapon Proficiency: You have proficiency with all Melee Simple weapons and when summoned you have any single Simple Melee weapon on your person. This weapon follows your Size Damage die rules for damage rolls, but can use Strength or Dexterity if the weapon has the finesse property.

C-Rank: Select 1.

  • Sneak Attack: Once per turn when you hit with an attack while you either have advantage, or have an ally within 5 feet of the enemy and do not have disadvantage, you can deal an additional 4d8 damage.
  • Mischief: As an action, you can target one enemy with at least 1 rank of fear within 5 feet of you. Make a Dexterity (Sleight of Hand) check vs their Wisdom (Perception) check. On a success, you steal one item you can carry off their person.

B-Rank: Select 1.

  • Multiattack: You can make up to two attacks.
  • Sneak Attack (2): Once per turn when you hit with an attack while you either have advantage, or have an ally within 5 feet of the enemy and do not have disadvantage, you can deal an additional 4d8 damage. If you already have Sneak Attack, you deal 7d8 damage instead.

S-Rank: Select 1.

  • Peace Was Never An Option: You score a critical hit on an 18-20.
  • Untitled: You cannot be detected by Chakra Sight or Sensory Jutsu, and enemies have disadvantage on Perception checks against you.

Goose Jutsu Specialty

Geese are only able to cast Ninjutsu with the Water Release keyword, Bukijutsu with Piercing Weapon Components, any Genjutsu that inflicts ranks of fear, and any jutsu that provide bonuses to Stealth or Invisibility.

































Goose
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th S 7 12 14 8 12 16 2 D-Rank     30ft fly
C-Rank 8th S-M     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft fly
B-Rank 12th S-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     50ft fly
A-Rank 16th S-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     60ft fly
S-Rank 20th S-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     90ft fly

 

 

Horse

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: *Carnivoran *
Hit Dice: d8
Chakra Dice: d10
Saving Throws: Dexterity, Strength
Creature Skills: Athletics, History, Persuasion
Creature Senses: Keen Sight, Keen Smell


Natural/Weapons:
Hooves. (Melee Weapon Attack: Reach 10ft., one target. Str +

Prof to hit, +Str Bludgeoning damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Dexterity 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.

  • War Horse: You gain +2 hit points per level.
  • Race Horse: You gain an additional 10 feet of movement speed, and can take the Dash action as a bonus action.

C-Rank: Select 1.

  • Multiattack: You can make up to two attacks using your Hooves Weapons.
  • Powerful Kick: Your weapon attacks deal twice their base damage rolls and push the target 5ft.

B-Rank: Select 1.

  • Pegasus: You gain a flying speed equal to your movement speed.
  • Nimble Step 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.

S-Rank: Select 1.

  • Trample: You ignore difficult terrain, if you pass through the space of another creature you can make one weapon attack as a free action.
  • 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.

Horse Jutsu Specialty

Horses are only able to cast Ninjutsu with the earth release keyword, taijutsu that make kicks and Bukijutsu that require a Bludgeoning weapon.









































Horse
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th M 14 13 14 9 10 12 2 D-Rank     30ft
C-Rank 8th M-L     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft
B-Rank 12th M-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     60ft
A-Rank 16th M-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     60ft
S-Rank 20th M-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     90ft

 

 

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 d8
Chakra Dice: d10
Saving Throws: Dexterity, Intelligence
Creature Skills: Acrobatics, History, Martial Arts
Creature Senses: Keen Sight (Advantage on Perception Checks requiring Sight.)


Natural/Weapons:
Arm Scythes. (Melee Weapon Attack: Reach 5ft., one target. Dex + Prof to hit, + Dex Slashing damage.)

Save DCs & Attack Bonus

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Wisdom 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.

  • Giant Slayer: When you hit with an attack against a target larger than you, their movement speed is reduced by 10 feet until the start of your next turn.
  • Mantis Style: You know the Silent Fist Stance and the Blade Stance.

C-Rank: Select 1.

  • Meditation: When you cast a Taijutsu or Ninjutsu with a casting time of 1 action, you can dodge or disengage as a bonus action.
  • Multiattack: When you take the attack action, you can attack twice. If both attacks are at a creature larger than you, you can make a third attack as a bonus action.

B-Rank: Select 1.

  • Amputation: When you make attacks against a creature larger than you, you have advantage, and your critical threat range increases by 1.
  • Restriction: Targets of your jutsu subtract 1d4 from their saving throw.

S-Rank: Select 1.

  • Pray: You have a second reaction per round.
  • Prey: When you hit with an attack against a creature larger than you, you reroll 1s, 2s, and 3s until you roll something that isn’t a 1, 2, or 3.

Mantis Jutsu Specialty

Mantis are only able to cast Taijutsu that forces a saving throw or with a range of self, Bukijutsu with a slashing weapon component or a range of self, and non-elemental Ninjutsu with the Fuinjutsu keyword.









































Mantis
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th T-S 7 16 10 14 14 8 2 D-Rank 30ft
C-Rank 8th T-M +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank 40ft
B-Rank 12th T-L +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank 50ft
A-Rank 16th T-H +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank 50ft
S-Rank 20th T-G +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank 60ft

 

 

Octopus/Squid

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 are able to cast Water Release jutsu with a range of Self, and jutsu with the Taijutsu 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

 

 

Raccoon

The Raccoon Tribe hails from the Village hidden in the Strone. 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, as well any a plethora of quips to annoy its summoner and allies.
Summon Type: *Carnivoran *
Hit Dice: d10
Chakra Dice: d8
Saving Throws: Dexterity, Intelligence
Creature Skills: Crafting, Sleight of Hand, Deception
Creature Senses: Darkvision (60ft), Keen Smell


Natural/Weapons:
Bite. (Melee Weapon Attack: Reach 5ft., one target. Dex +

Prof to hit, +Dex Piercing damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Dexterity 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.

  • Unseen Thievery: You gain proficiency in Perception and Stealth.
  • Battle-Ready: 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 +3 bonus, but a -5 to your movement speed.

C-Rank: Select 1.

  • Cunning Action: You can take the Dash, Dodge, and Disengage actions as bonus actions.
  • Strapped: You gain proficiency in either melee or ranged weapons (pick one). You gain 1 weapon from the category you choose.

B-Rank: Select 1.

  • Multiattack: You can make up to two attacks with a weapon you are proficient in.
  • Expert Thief: You gain expertise on Sleight of Hand checks and whenever you pickpocket a creature, you become proficient in the item if it is a weapon until you are unsummoned.

S-Rank: Select 1.

  • Sky-High: 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 +3 bonus, but a -5 to your movement speed. If you already have Battle-Ready, you gain a special augmentation to your armor which you dub as a “booster pack”. This booster pack gives you 30 feet of flying speed and advantage on Dexterity saving throws.
  • Battleborn Guardian: You can make up to two attacks with a weapon you are proficient in. If you already have Multiattack, you can attack up to 3 times, instead of only 2 times. Additionally, twice per short rest, you can use your bonus action to craft any type of explosive tool of Greater quality or lower, and throw it at a space within 30 feet of you.

Raccoon Jutsu Specialty

Racoons are able to cast Ninjutsu that has a range of self and does not have a nature release, and Bukijutsu of any type.


































Raccoon
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th S 8 16 10 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     40ft
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     50ft
S-Rank 20th S-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     60ft

 

 

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: Arachnida
Hit Dice: d10
Chakra Dice: d8
Saving Throws: Dexterity, Constitution
Creature Skills: Stealth, Ninshou, Chakra Control
Creature Senses: Tremor Sense (30ft)


Natural/Weapons:
Stinger. (Melee Weapon Attack: Reach 5ft., one target. Dex + Prof to hit, +Dex Poison damage.)
Claw. (Melee Weapon Attack: Reach 5ft., one target. Dexterity + Prof to hit, + Dexterity Bludgeoning damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Dexterity 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.

  • Rotting Poison: When you would successfully land your Stinger, target creature must make a Constitution saving throw or gain 1 rank of envenomed.
  • Long Stinger: Your Stinger gains the Reach and deadly properties.

C-Rank: Select 1.

  • Rotting Poison (2): When you would successfully land your Stinger, target creature must make a Constitution saving throw or gain 1 rank of envenomed for 1 minute. If you already gave Rotting Poison (1), then target creature gains 2 ranks of envenomed.
  • Ensnaring Grip: If you score a successful hit with your Claw attack, target creature makes a strength saving throw being restrained as you grab them on a failed save. As an Action, you can constrict a restrained target dealing 5d6 Bludgeoning damage.

B-Rank: Select 1.

  • Multiattack: You can make up to two attacks using your Natural Weapons.

  • Ambush Hunter: When you attack a creature, who has not acted yet, is surprised, or who cannot see you, you deal additional damage equal to Xd4, where X is equal to your Proficiency bonus.


S-Rank: Select 1.

  • Potent Stinger: The Scorpion scores a critical strike on its Stinger attack on a roll of 17, 18, 19, 20.
  • Rotting Poison (3): When you would successfully land your Stinger, target creature must make a Constitution saving throw or gain 1 rank of envenomed. If you already gave Rotting Poison (1), then target creature gains 2 ranks of envenomed and your Stringer gains the Deadly property. If you already have Rotting Poison (2), then target creature gains 3 ranks of envenomed and envenomed’s damage is increased to 1d8.

Scorpion Jutsu Specialty

Scorpion are only able to cast any Ninjutsu that deals either acid or poison damage, Ninjutsu with the sensory keyword, or Bukijutsu that require melee piercing.























Scorpion
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th T 10 16 14 8 12 8 2 D-Rank     30ft
C-Rank 8th T-S     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     30ft
B-Rank 12th T-M     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     40ft
A-Rank 16th M-L     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     40ft
S-Rank 20th M-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     50ft

 

 

Weasel

The Weasel Tribe has long been tied with the Hidden Sand Village. Select ninja from the Hidden Sand that possess a kind heart and great strength are granted this summon when they become Genin. Weasels and Raccoons famously do not get along.
Summon Type: Carnivoran
Hit Dice: d8
Chakra Dice: d10
Saving Throws: Dexterity, Wisdom
Creature Skills: Acrobatics, Ninshou, Illusions
Creature Senses: Darkvision (30ft), Keen Smell (Advantage on Perception Checks requiring Smell.), Keen Hearing (Advantage on Perception Checks requiring Hearing.)


Natural/Weapons:
Claw. (Melee Weapon Attack: Reach 5ft., one target. Dex +

Prof to hit, +Stat placeholder damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Wisdom 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.

  • Armed and dangerous: You have proficiency with melee weapons that deal slashing damage and when summoned you have any single melee slashing weapon on your person.
  • Apex Predator: When you would land a hit using your claw attack against a creature. They gain 1 rank of bleeding.

C-Rank: Select 1.

  • Multiattack: You can make up to two attacks using your Claws or Weapon.
  • Weasel Waltz: You ignore difficult terrain and when you pass a creature using your movement you can make a claw or weapon attack. You can target a creature with this feature once per turn.

B-Rank: Select 1.

  • Weasel like Reactions: When you would be forced to a make a Dexterity save to take, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
  • Lacerating Gale: When you would inflict a rank of bleed you can instead inflict the lacerated condition. Creatures who would make a saving throw against a Jutsu you or your summoner cast with ranks of bleed or lacerated reduce their saving throw by the amount of ranks they have of either condition, to a maximum penalty of a -5.

S-Rank: Select 1.

  • Pack Hunting: When your summoner would cast either a bukijutsu or a Ninjutsu with the Wind Release Keyword you may use your reaction to empower the jutsu. You pay 5 chakra to give them ranks of bleed equal to the rank of the jutsu. Additionally, you have advantage on attack rolls on creatures with ranks of bleed or lacerated.
  • Lacerating Gale (2): Creatures who would make a saving throw against a Jutsu you or your summoner cast with ranks of bleed caused by you subtract 1d4 from their saving throw. If you already had the Lacerating Gale feature you additionally gain the following. Creatures affected by ranks of bleed or lacerated caused by you now gain an additional rank each time you would inflict a rank. Lacerated now has a rank limit of 10 and now gains 2 ranks per turn instead of 1.

Weasel Jutsu Specialty

Weasels are only able to cast Ninjutsu with the Wind Release Keyword, Bukijutsu that require melee slashing, and Genjutsu with the Auditory Keyword.

























Weasel
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th T 10 16 12 12 14 8 2 D-Rank     30ft
C-Rank 8th T-S     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft
B-Rank 12th T-M     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     50ft
A-Rank 16th T-L     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     60ft
S-Rank 20th T-H     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     80ft

 

 

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
Hit Dice: d12
Chakra Dice: d6
Saving Throws: Strength, Constitution
Creature Skills: Athletics, Chakra Control, Insight
Creature Senses: Tremorsense (20ft), Keen Smell, Keen Sight


Natural/Weapons:
Claw. (Melee Weapon Attack: Reach 10ft., one target. Str +

Prof to hit, +Str Piercing damage.)
Thunder Lash. (Ranged Weapon Attack: Range (30ft/60ft).,

one target. Int + Prof to hit, +Int Lightning damage.)

Save DC’s & Attack Bonuses

All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature

Level
All Jutsu Attack bonus: Constitution 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.

  • Multiattack: You can make two attacks with your natural weapons.
  • Legendary Presence: You can use Chakra Control for Intimidation checks. You also have advantage on concentration checks to maintain concentration of jutsu with the Lightning release keyword.

C-Rank: Select 1.

  • Tesla Plates: You gain resistance to lightning damage and advantage against the Shocked condition.
  • Thunder Blight: As an action, bonus action, or reaction, your summoner can spend 5 chakra. When they do, your claw attacks deal lightning damage, you ignore resistance to lightning damage, and you have advantage on one attack roll per turn. This effect lasts for 5 rounds.

B-Rank: Select 1.

  • Electro Fur: As an action, bonus action, or reaction, you can spend 5 chakra and lace your fur with electricity. Melee attacks against you have advantage, and if you are struck with an attack, if the attacker is within 15 feet of you, they immediately take 1d10 lightning damage. This effect lasts until the end of your next turn.
  • Alpha Ascension: You have advantage on Strength and Constitution saving throws.

S-Rank: Select 1.

  • Thunderbug: When you take 10 or more chakra enhanced damage, you can spend 5 chakra to convert the kinetic force the attack into electricity, gaining 1 rank of Overcharge for 1 minute. You can have up to 3 ranks of Overcharge at one time. For each rank you possess, your speed increases by 10 feet. At 2 ranks, you gain a +2 bonus to attack rolls that would deal lightning damage. At 3 ranks, you add your Constitution modifier whenever you deal lightning damage, and creatures that you deal lightning damage to must make a Constitution saving throw, becoming shocked until the end of their next turn. A creature can only gain up to 2 ranks of shocked as a result of this feature per turn.

Wyvern Jutsu Specialty

Wyverns are only capable of casting Ninjutsu with the Lightning release keyword, Taijutsu that require an attack roll, and Bukijutsu that require piercing weapon.



































Wyvern
Rank         Level         Size         STR DEX CON INT WIS CHA Jutsu     Speed
D-Rank 4th M 14 10 16 12 8 10 2 D-Rank     30ft
C-Rank 8th M-L     +6 Ability Score Increases up to 20. 2 D-Rank (or lower), 2 C-Rank     40ft
B-Rank 12th M-L     +6 Ability Score Increases up to 20. 2 C-Rank (or lower), 2 B-Rank     40ft
A-Rank 16th M-H     +6 Ability Score Increases up to 22. 3 B-Rank (or lower), 1 A-Rank     50ft
S-Rank 20th M-G     +6 Ability Score Increases up to 24. 3 A-Rank (or lower), 1 S-Rank     70ft

 

 

# Chapter 5.3: 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.
##### E-Rank (0 Level) *Sound Barrier*
D-Rank

Amnesia


Command


Mirror Wall


Psychic Art: Migraine


Suigetsu’s Aggressive Minor Illusion

C-Rank

Mass Release


Psychic Art: Cut

B-Rank

Cursed Tongue Seal


Numbness


Psychic Art: Sensory Overload


Psychic Art: Trick Room


Refract


Suspicious Calm

A-Rank

Demonic Illusion: Tree Binding Death Explosion


Mark of Calamity


Psychic Art: Guard Swap

S-Rank

Fall


Insufferable Pain


Psychic Scream


The Farthest Star


Thought Bomb

 

 

E-Rank

Sound Barrier

Classification: Genjutsu
Rank: E-Rank
Casting Time: 1 bonus Action
Duration: Concentration, Up to 1 minute
Range: 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.


Command

Classification: Genjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 60 feet
Duration: 1 Round
Components: CM
Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Unaware
Description: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The jutsu has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the jutsu ends.

  • Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop: The target drops whatever it is holding and then ends its turn.
  • Flee: The target spends its turn moving away from you by the fastest available means
  • Grovel: The target falls prone and then ends its turn.
  • Halt: The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain 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 the number of creatures affected by this jutsu by 1. The creatures must be within 30 feet of each other when you target them.

Mirror Wall

Classification: Genjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 20ft 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. The illusory wall may show whatever the caster desires. The wall is 20ft wide and 10ft tall, and has no discernable edges. The user can choose to project onto the wall anything they desire, though this effect is purely illusory the images can be animated. All creatures that see the wall must make a Wisdom saving throw against your Genjutsu Save DC, only those that fail the saving throw see the wall. If a creature fails the saving throw they treat the wall as if it was a real indestructible wall.

 

 

Psychic Art: Migraine

Classification: Genjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 60 feet
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: You outstretch your hand and select a target within range. The creature must make an Intelligence saving throw, at disadvantage if their Intelligence score is less than 12. On a failed save, they see their whole body swell and experience an extraordinary amount of pain as they head feels as though it is going to explode. On a failed save, creatures take 4d4 psychic damage, and until the end of their next turn, their speed is reduced by -10 feet and the chakra they spend to concentrate on jutsu is doubled.

At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the damage of this jutsu by 1d4 and the number of creatures you can target by +1.

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 you can choose another 2
targets to make the saving throw.


C-Rank

Mass Release

Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (15-foot Radius)
Duration: Instant
Components: CM, HS
Cost: 7 Chakra
Keywords: Genjutsu
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 a Constitution (Chakra Control) 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.

Psychic Art: Cut

Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 90 feet
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: You outstretch your hand and select a target within range. The target sees you form a vertical wave of purple colored chakra from your hand that is as tall as you. Make a ranged genjutsu attack, scoring a critical hit on a 19-20. On hit, the creature takes 4d6+your Genjutsu ability modifier in psychic damage and must make an Intelligence saving throw. Depending on the severity of their failure, they gain one of the following effects; The target creature can repeat their saving throw at the end of each of their turns to end all effects of this jutsu.

  • Failed by 1~4: The creature becomes Concussed until the end of their next turn.
  • Failed by 5~9: The creature becomes Dazed for 1 minute.
  • Failed by 10-14: The creature becomes Dazed and Slowed for 1 minute.
  • Failed by 15+: The creature becomes Dazed and Slowed for 1 minute, and this attack becomes a critical hit if it wasn’t already a critical hit.

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. If cast to A-Rank or higher, this jutsu’s critical threat

range increases by +1.

 

 

B-Rank

Genjutsu: Cursed Tongue Seal

Classification: Genjutsu
Rank: B-Rank
Casting Time: 1 Minute
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: 14 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: As a part of the activation of this jutsu. The target must currently be incapacitated or willing.

Over the course of a minute, you tattoo a seal on a target creatures’ tongue. You select 1 topic, which you wish for the target creature to be unable to speak of. Once this jutsu is casted the target creature becomes unable to speak, write, or willing reveal information on or about the topic you chose. A creature can attempt to undo the effects of this jutsu by making a Ninshou skill check against your Ninjutsu Save DC + 5. Each attempt takes 1 hour. On a successful check the target creature becomes able to speak on the topic freely again.

Numbness

Classification: Genjutsu
Rank: B-Rank
Casting Time: 1 bonus action or 1 reaction when you or an allied creature in range would be targeted by an attack or jutsu.
Range: 30 feet
Duration: 1 round
Components: HS, CM
Cost: 13 Chakra
Keywords: Genjutsu
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 twice your Genjutsu Ability Modifier.

Psychic Art: Sensory Overload

Classification: Genjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: HS, CM
Cost: 12 Chakra
Keywords: Genjutsu, Tactile, Sensory
Description: You press your index and middle finger to side of your head and your ring finger on your check. You flood your eyes with chakra and send a wave of chakra at a nearby creature to cause their chakra network to overload, shutting their senses down.

Make a melee genjutsu attack. On hit, the creature becomes blinded until the end of their next turn and must succeed an Intelligence saving throw, becoming Dazed for the same duration. These conditions are ended early if the target takes damage.

A creature Dazed this way becomes disoriented, their legs becoming wobbly and unable feel, touch, hear, or smell for the duration.

Creatures who possess an Intelligence score of 8 or less automatically fail their saving throw against this jutsu.

At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3. If cast at S-Rank, creatures who fail their saving throw against this jutsu also become Incapacitated.

Psychic Art: Trick Room

Classification: Genjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (100-foot Cube)
Duration: 10 Minutes
Components: HS, CM
Cost: 10 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: You outstretch your hand and place a genjutsu upon all creatures within a 100-foot cube emerging from yourself. Make an Genjutsu Ability Check against a DC equal to 7 + the number of unwilling creatures being affected. If you succeed this check, while within this jutsu’s area of effect, the initiative order is reversed.

Additionally, creatures effected by this jutsu that are under the effects of a jutsu, condition, or feature that would either increase or decrease their movement speed, any increase to their movement speed is halved, and any decrease to their movement speed is increased by half.

If a creature under this jutsu’s effects leaves this jutsu’s area of effect, 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 radius of the cube by 50 feet.

 

 

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
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 succeed on a Wisdom saving throw gaining 3 ranks of charmed on a failed save. A creature that has ranks of fear granted by this jutsu makes another Wisdom saving throw at the end of each of their turns, ending the charm condition 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 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 reaction you take after any or all of the targets have been caught by Tree Binding Death.
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 fail they are convinced that all trees around them will explode and on each of their turn must move as much as they can away from trees, the target can repeat the saving throw at the end of their turn, ending the effect.


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. On a failed save, they hear a piercing loud noise as their body begins levitating off the ground, dealing 10d6 psychic damage. Also on a failed saving throw, a creature must make a Charisma saving throw, gaining the Mark of Calamity until the end of your next turn.

Creatures marked with the Mark of Calamity have a red demonic eye float above their head. The next time a creature possessing this mark would take damage, they take double the final amount of damage they receive as psychic damage. A creature loses the Mark of Calamity after taking damage. If a creature would gain the Mark of Calamity a second time, they take an additional amount of psychic damage equal to the final damage they received, as psychic damage, the next time they would take damage.

A creature who gains the Mark of Calamity twice is unable to receive it again until they complete a short rest.

 

 

Psychic Art: 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.

On a failed save, any vulnerabilities, resistances, or immunities that they may possess as the result of a jutsu, feat, feature, or trait, are swapped with your own. If their vulnerabilities, resistance, or immunities comes from a jutsu that has a duration, they become unable to end the jutsu(s) providing these statistics too them as you take control of it.

Once this jutsu ends, both you and the creature have your statistics returned to normal.

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.


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.

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.

 

 

# Chapter 5.4: 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* ___ *Lightning Release: Elbow Bolt* ___ *Lightning Release: Lightning Straight* ___ *Water Release: Water Pulsating Palm* ___ *Youth Style Stance*
C-Rank

Cherry Blossom Clash


Colossal Impact


Fire Release: Falcon Kick


Finger Breaker


Hell Port: Miniature


Leaf Rising Wind


Lightning Release: Guillotine Drop


Hell Port: Miniature


Raptor Boost


Reprisal


Wind Release: Gale Barrier


Wind Release: Wind Tunnel

B-Rank

Cherry Blossom Finale


Heaven Shaking Supreme Fang


Lightning Release: Liger Bomb


Fire Release: Knee of Justice


Heaven’s Judgement


Leaf Spinning Kick


Mighty Throw


Wind Release: Sweeping Gale Strike


Wind Release: Wind Tunnel

A-Rank

Cherry Blossom Bomb


Earth Release: Gravity Supplex


Fire Release: Falcon Punch


Flying Thunder God: Downpour of Thunder


Lightning Release: Liger Bomb


Straight


Water Release: Aqua Cross Guard


Water Release: Water Drake


Wind Release: Disaster


Wind Release: Wind Sheer

S-Rank

Final Blow


One Thousand Meter Punch


Shattering Star: Burst

 

 

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.

Lightning Release: Elbow Bolt

Classification: Taijutsu
Rank: D-Rank
Casting Time: Action
Duration: Instant
Range: 5 feet
Components: M, CM
Cost: 5 chakra
Keywords: Taijutsu, Lightning Release
Description: You coat your elbow in Lightning Release chakra, and thrust it outwards, toward an enemy. Make a melee Taijutsu attack against a creature within range. On a hit, deal your unarmed attack damage + 2d6 Lightning damage, and the target must make a Strength saving throw, or be sent flying back 10 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 knocked back an additional 10 ft.

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.


Lightning Release: Lightning Straight

Classification: Taijutsu
Rank: D-Rank
Casting Time: Action
Duration: Instant
Range: 5 feet
Components: M, CM
Cost: 5 chakra
Keywords: Taijutsu, Lightning Release
Description: You rush toward an enemy, and use your Lightning Release chakra to enhance it’s power and speed. Make a melee Taijutsu attack against a creature within range. On a hit, deal your unarmed attack damage + 1d10 Lightning Damage.

*** Overcharge.*** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do, the target cannot make a reaction to this attack.

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 1d10.

Water Release: Water Pulsating Palm

Classification: Taijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: 5 feet
Duration: Instant
Components: CM, M
Cost: 5 Chakra
Keywords: Water Release, Taijutsu
Description: The user solidly plants both hands directly onto a creature’s torso within range, then fires an extremely short, but 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 Concussed on a failed save.

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).

 

 

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.

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.

Fire Release: Falcon Kick

Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 30 Feet
Duration: Instant
Components: CM, M
Cost: 8 Chakra
Keywords: Taijutsu, Fire Release, Combo
Description: 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.

 

 

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.

Leaf Rising Wind

Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: CM
Cost: 12 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 Taijutsu attack, on a hit the target takes 5d10 bludgeoning damage, and is launched into the air 30ft.

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

Lightning Release: Guillotine Drop

Classification: Taijutsu
Rank: C-Rank
Casting Time: Action
Duration: Instant
Range: 5 feet
Components: M, CM
Cost: 8 chakra
Keywords: Taijutsu, Lightning Release
Description: As part of the activation of this jutsu, you must be airborne or falling. You swing a leg charged with Lightning Release chakra, and bring it down in a momentum charged axe kick. choose a point within range. You crash to the ground directly beneath that point, accompanied by a flash of lightning. You take no falling damage, creatures within 5 feet of where you land must make a dexterity save taking 4d6 lightning damage, plus 1d6 additional lightning damage per 5 feet that you fell, to a maximum of 6d6 additional damage, or half as much on a successful save. If you landed on a creature, you immediately move to the nearest open space.

*** Overcharge.*** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do, the maximum additional damage this jutsu can do is increased to 10d6.

At Higher Ranks: For each rank you cast this jutsu above D-Rank increase the cost of the jutsu by 3 and initial damage dice by 1.

Fire Release: Hell Port: Miniature

Classification: Taijutsu
Casting Time: 1 Action
Range: 30ft
Duration: Instant
Components: M, CM
Cost: 8 Chakra
Keywords: Taijutsu, Fire Release
Description: 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 + 3d6 fire damage.

At Higher Ranks: : For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the fire damage by 2d6.

Fire Release: Raptor Boost

Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Bonus Action
Range: 15 Feet
Duration: Instant
Components: CM, M
Cost: 8 Chakra
Keywords: Taijutsu, Fire Release
Description: 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.

 

 

Reprisal

Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 reaction when you would take damage
Range: Self
Duration: 1 Round
Components: M
Cost: 7 Chakra
Keywords: Taijutsu
Description: As a reaction to being hit by a melee attack, you may quickly block the blow with your arm, reducing the damage dealt by your Unarmed Strike damage without modifiers. You then reduce all damage dealt to you until the start of your next turn by that amount. Once per turn, when you would reduce damage in this way, you may cast a Taijutsu of D-Rank with a casting time of one action and a range of 5 feet that targets one creature.

At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost by 3 and the rank of the Taijutsu you can cast by 1 (D>C>B>A>S). If this Jutsu is cast at B-Rank, the damage reduction now adds your modifier.

Wind Release: Gale Barrier

Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: CM, M
Cost: 7 Chakra
Keywords: Wind Release, Taijutsu
Description: 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 + 20. 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.

B-Rank

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.

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.

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 or 2d8, depending on if it is used as a Finisher or not.

Lightning Release: Liger Bomb

Classification: Taijutsu
Rank: B-Rank
Casting Time: Action
Duration: Instant
Range: 5 feet
Components: M, CM
Cost: 14 chakra
Keywords: Taijutsu, Lightning Release
Description: With Lightning Release chakra flowing through you, you prepare to set up a devastating attack. Target creature within range makes a Strength saving throw against your Taijutsu save DC, as you rush forwards to tackle them. On a failed save, they take 5d10 Lightning Damage and are grappled, as you grab them by their legs, and proceed to slam them into the ground, creating an explosion of electricity. Creatures other than you within 10 feet of the blast must make Dexterity saving throws, or take 3d10 Lightning damage as well.

*** Overcharge.*** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do, All damage die have their size increased by 1.

At Higher Ranks: For each rank you cast this jutsu above D-Rank increase the cost of the jutsu by 3 and initial damage dice by 1.

 

 

Fire Release: 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: Taijutsu, Finisher
Description: 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.

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.


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

 

 

Wind Release: Sweeping Gale Strike

Classification: Taijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (20-foot sphere)
Duration: Instant
Components: CM, M
Cost: 10 Chakra
Keywords: Wind Release, Taijutsu, Combo
Description: 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 on each hit. On a successful hi, the creatures are knocked back 15 feet and must make a Dexterity saving throw, falling prone 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 C-Rank, increase the cost of this jutsu by 3 and the damage by 2d8.


Wind Release: Wind 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, Combo
Description: 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 + 6d8 wind damage and the target is knocked back 30 feet.

Until the end of your turn, you can target the creature you hit 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, the damage by 1d8, and the distance you can move by 15 feet.

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. On a failed save you deal your 10d10 bludgeoning Damage on a failed save or half as much on a successful one. bludgeoning damage as the surface is destroyed and pieces of the ground shoot out in random directions. 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.

 

 

Earth Release: Gravity Supplex

Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
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.


Fire Release: Falcon Punch

Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 17 Chakra
Keywords: Taijutsu, Fire Release, Finisher, Clash
Description: This jutsu can only be cast as a Taijutsu Finisher. 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.

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.

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).

 

 

Lightning Release: Liger Bomb

Classification: Taijutsu
Rank: A-Rank
Casting Time: Action
Duration: Instant
Range: 30 feet
Components: M, CM
Cost: 18 chakra
Keywords: Taijutsu, Lightning Release
Description: You rush forwards with an arm extended, with intent to cut your enemy into two. Make a melee Taijutsu attack against a creature within range. On a hit, deal your unarmed attack damage + 10d10 Lightning Damage and is knocked prone. If this Jutsu reduces a creature to 0 hit points, they are immediately beheaded. A creature that knows this Jutsu can, as a reaction, cast this Jutsu as well, targeting the same creature. If you cast this Jutsu in tandem with another creature, you do an additional 4d8 damage for each creature that successfully hit, other than yourself.

*** Overcharge.*** When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do, the target becomes dazed for 1d6 turns

At Higher Ranks: For each rank you cast this jutsu above D-Rank increase the cost of the jutsu by 3 and the damage dice by 2.

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.


Water Release: Aqua Cross Guard

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: 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.

If you are near a sufficient source of water, increase the length of both lines by 5 feet, or the temporary hit points gained by 10.

At Higher Ranks: For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3 and the temporary hit points by 15.

 

 

Water Release: 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
Description: 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.

Wind Release: 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: 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, as the wind chakra pools into a sphere of gale energy. This jutsu cannot be reacted to.

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 at advantage. Compare the result against the AC of each creature suspended in air. If the result is greater than their AC, then you deal your unarmed damage + 11d6 wind damage and the target is knocked 30-feet out of the cloud in a direction opposite to your attack and begins falling. If you score a critical hit with this attack, only one creature suffers the effects of the critical hit.

You then return back to your original position and the cloud disperses.


Wind Release: Wind Sheer

Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 18 Chakra
Keywords: Wind Release, Taijutsu, Finisher
Description: 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 + 7d8 wind damage, and gain 3 ranks of the bleeding condition.

If cast as a Finisher, the target takes your unarmed damage + 7d8 wind damage and the target gains 5 ranks of the bleeding condition, and gains 2 ranks of 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 by +1.

S-Rank

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.

 

 

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.

If you hit with at least 2 attacks this way, the
creature must make a Strength saving throw, becoming Dazed on a failed save. With each additional attack you
land after the 2nd, the creature suffers a -2 penalty to their saving throw. If you hit with 4 of your melee taijutsu attacks, the creature 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.

 

 

# Chapter 5.5: Bukijutsu Bukijutsu (Literally meaning: sword hidden in the hand techniques) pertains to techniques that entail the throwing of shuriken, kunai, Senbon, or any other number of hand-held weapons. Bukijutsu can be used in combination with Taijutsu, ninjutsu, and/or chakra flow in order to create more devastating techniques.

As a consequence of the versatility of the weapons involved, it is practiced by nearly all shinobi to some extent. However, because of its value as a supplemental art, numerous more innovative techniques have been developed, including ones that can even alter the trajectory of the projectiles once they’ve been thrown. Expert users can use such methods to accurately hit targets that are even located in their blind spot

D-Rank

Breath of Fire: Rising Scorching Sun


Breath of Mist: Low Clouds, Distant Haze


Breath of Sound: Bang


Breath of Sound: Roar


Breath of Thunder: Heat Lightning


Breath of Water: Drop Ripple Thrust


Breath of Water: Whirlpool


Breath of Wind: Black Wind Mountain


Breath of Wind: Primary Gale Slash


Bursting Arrow


Butterfly Dance: Carapace


Explosive Projectile


Iajutsu


Stinger

C-Rank

Breath of Fire: Blazing Universe


Breath of Flower: Crimson


Breath of Sound: Constant Resounding Slashes


Breath of Water: Flowing Dance


Breath of Water: Surface Slash


Breath of Wind: Clean Storm Wind Tree


Breath of Wind: Cold Mountain Wind


Dance of the Bee Sting: True Flutter


Hammer-Fall


Impaling Echo


Seeking Arrow


Z Baseball Style: Big Fly Homer

B-Rank

Branding Punishment


Breath of Earth: Stone Skin


Breath of Fire: Flame Tiger


Breath of Flower: Peonies of Futility


Breath of Sound: Chain Explosion


Breath of Thunder: Rice Spirit


Breath of Thunder: Rumble and Flash


Breath of Water: Splashing Water Flow, Turbulent


Breath of Water: Striking Tide


Breath of Wind: Rising Dust Storm


Dancer’s Grace


Dance of the Dragonfly: Compound Eye Hexagon


Riot Javelin


Shattering Will


Weapon Reflect

A-Rank

Breath of Earth: Volcanic Rock, Rapid Conquest


Breath of Flower: Whirling Peach


Breath of the Centipede: Hundred-Legged Zigzag


Breath of Sound: String Performance


Breath of Thunder: Distant Thunder


Breath of Water: Constant Flux


Breath of Wind: Idaten Typhoon


Dragonblade


Dragonstrike


Earth Shatter


Holding Stance: Acrobat

S-Rank

Breath of Sun: Burning Bones, Summer Sun


Instant Eclipse


Rend

 

 

D-Rank

Breath of Fire: Rising Scorching Sun

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Fire Release
Description: You start to create fire that engulfs your weapon as you lower it to ready yourself for an upwards strike. From there you either decide to strike at your opponent’s lower body with a rising strike or wait for their attack to parry it away.

Action: You make an upwards strike to attack under a creature’s guard, burning them in the process. Make a melee taijutsu attack, dealing your weapon’s damage + 3d6 fire damage, forcing them to also make a Dexterity saving throw or gain 1 rank of burned on a failure, gaining no ranks on a success.

Reaction: You instead wait for your opponent’s strike and ready your timing to parry it with your own, searing your opponent in the process while protecting yourself from their strike. You force them to make a Dexterity saving throw against your taijutsu save dc, on a failure you reduce damage taken by 3d6 and they gain 1 rank of burned, on a success you only reduce damage by 1d6 and give no ranks of burned.

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 done and reduced by 2d6, including the damage reduced when the opponent succeeds their save.

Breath of Mist: Low Clouds, Distant haze

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action.
Range: Weapon Range
Duration: Instant
Components: CM, W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Genjutsu, Visual, Tactile
Description: You pour chakra into your blade and manipulate it to hold clouds of mist within it. You then launch a pinpointed strike at your opponent, launching the mist at their visual areas to hinder their sight. This mist takes advantage of their reaction to your attack and lingers onto them to your advantage.

Make a melee taijutsu attack, dealing your weapon’s damage + 2d6 physic damage. On a hit the affected creature must make a Wisdom saving throw, becoming Blinded until the end of their turn of a failure, resisting the condition on a success.


Breath of Sound: Bang

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action.
Range: Self(15-foot radius sphere)
Duration: Instant
Components: W (Any Melee), M, NT (Flash Bombs, Advanced Flash Bombs)
Cost: 5 Chakra
Keywords: Bukijutsu, Sensory, Combo
Description: You throw some Flash Bombs into the air, next to a surface strong enough to surface impact with your weapon. You then swiftly slam your weapon into the surface while hitting the Flash Bombs into it, causing a large bang to go off and creating a blinding light.

All creatures, except you, within range must make a Constitution saving throw, gaining disadvantage on Dexterity saving throws until the end of your turn on a failure and nothing on a success if using Flash Bombs. If using Advanced Flash Bombs, they instead make this save at disadvantage.

Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.

Breath of Sound: Roar

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action.
Range: Self(15-foot radius sphere)
Duration: Instant
Components: W (Any Melee), M, NT (Explosive Bombs, Advanced Explosive Bombs, Hashira Explosive Bombs)
Cost: 5 Chakra
Keywords: Bukijutsu, Sensory
Description: With the sound of your footsteps, you identify the weakest part of the ground you’re on and throw a couple Explosive Bombs on top of it. You then throw a couple more in the air and strike them down onto the area from before, causing a giant explosion that causes huge area damage all around you.

All creatures, except you, within range must make a Dexterity saving throw, taking your weapon’s damage + 2d8 force damage if using Explosive Bombs and becoming prone on a failed save, taking half damage and not becoming prone on a success. If using Advanced Explosive Bombs the damage becomes your weapon’s damage + 3d8 force damage.

At Higher Ranks: You may only upcast this jutsu once, when you cast this jutsu above D-rank increase the cost of this jutsu by 3 and increase the force damage done by 1d8. When you upcast this jutsu you may instead use Hashira Explosive Bombs which increases the damage step by 1, making the force damage 2d10 or 3d10 respectively.

 

 

Anti- Demon Bomb
Ammunition Bulk Cost
Explosive Bombs (1 Stack) 2 250 Ryo
Flash Bombs (1 Stack) 1 150 Ryo
Advanced Explosive Bombs (1 Stack) 2 750 Ryo
Advanced Flash Bombs (1 Stack) 1 500 Ryo
Hashira Explosive Bombs (1 Stack) 1 1500 Ryo

Breath of Thunder: Heat Lightning

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Combo, Lightning Release
Description: You ready a bolt of lightning within your weapon and wait for the perfect chance to strike. At that moment you unleash an upwards strike and further it with a bolt of lightning that shoots out of it, surprising and shocking your opponent.

Make a melee taijutsu attack, dealing you weapon’s damage + 1d10 lightning damage, forcing them to make a Constitution saving throw being shocked on a failure and gaining no ranks on a success. At the start of each of their turns they remake this save.

Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.

Breath of Water: Drop Ripple Thrust

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are targeted by a ranged attack you can see.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu,
Water Release
Description: You change the
grip of your weapon into a piercing
position. You then wait for you enemy’s
attack and right before it strikes you
pierce into the attack, stopping its
momentum and rendering the attack useless.

Make a melee taijutsu attack vs your opponent’s
attack roll. If your roll is higher then you pierce and
stop the attack before it can hit.


Breath of Water: Whirlpool

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Water Release
Description: You lower your stance as you prepare for an upwards motion. You then spin your weapon in a spiraling motion creating waves of water from it that stream upwards, creating a whirlpool that engulfs the area around you to trap your enemy in.

Make a melee taijutsu attack using your weapon, dealing your weapon’s damage + 1d8 cold damage. If you hit an enemy this jutsu then they must make a Strength saving throw, being restrained on a save. They may remake the save at the end of each of their turns.

If this is used near a water source you can use the natural water to either increase the power of your whirlpool in exchange for longevity or use the water the lessen the strain on yourself. If this jutsu is used near a water source you may decrease the cost of this jutsu by 2 or have them make their Strength saving throw made at disadvantage.

At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 1d8.

Breath of Wind: Black Wind Mountain

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Wind Release
Description: Description: You collect gusts of wind around your weapon as your arch it to swing upwards. You then swing upwards from an underhanded position with small vortexes surrounding your strike, cutting into whoever you hit.

            Make a melee taijutsu attack, dealing your
              weapon’s damage + 3d8 wind damage.
              The creature then must make a Dexterity
              saving throw or gain 1 rank of bleed.
              If they have any ranks of bleed before you
              hit with this jutsu then they instead gain
              2 ranks of bleed instead of 1.


              At Higher Ranks: Ranks: For each rank
              you cast this jutsu above D-Rank increase
            the cost by 3 and the damage by 1d8.

 

 

Breath of Wind: Primary Gale Slash

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Weapon Range (15-foor radius sphere)
Duration: 1 round
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Wind Release
Description: You generate a mass of wind to form around the tip of your weapon, and then swing it forward in a tornado like manner. This attack surrounds the opponent in a vortex of wind, inhibiting their movements. You force everyone, excluding you, within range to make a Dexterity saving throw, being trapped within the vortex on a failed save and escaping the vortex on a success moving to the closet area not within the vortex. As an Action they can remake the save escaping from the vortex, but a failed save will result in 2 ranks of Bleed. When the vortex ends on the beginning of your turn every creature within it gains 1 rank of Bleed.

Bursting Arrow

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 90 Feet
Duration: Instant
Components: W (Any Bow), M, CM
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You imbue your arrow with chakra, allowing it to fragment on impact. The chakra infused arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it in a 10-foot radius centering must succeed a Dexterity saving throw against your taijutsu save, taking 3d6 force damage on a failed save or half as much on a success.

At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 1d6.

Butterfly Dance: Caprice

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 5 Chakra
Keywords: Bukijutsu, Medical
Description: You launch yourself into the air and mark your target midair. Then once you’ve confirmed your target you let yourself fall gracefully and upon landing strike the creature numerous times, injecting poison into them with each strike.

Make 2 melee taijutsu attacks, dealing your weapon’s damage + 1d8 poison damage. If you hit with 2 or more attacks with this jutsu then the affected creature makes a Constitution saving throw, gaining the poisoned condition of a failure, not gaining the condition of a success.

At Higher Ranks: For each rank above D-rank, increase the cost of this jutsu by 3 and increase the numbers of attacks by 1.

Explosive Projectile

Classification: Bukijutsu
Rank: D-Rank
Casting Time: Action
Range: Special
Duration: Instant
Components M, W (Ammunition or Thrown, 1x D-Rank paper bomb)
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You quickly attach a paper bomb to your projectile before throwing or firing it at a creature within the weapon’s normal range. The projectile used in this bukijutsu is destroyed as the paper bomb detonates upon impact, dealing your weapon’s normal damage to the initial target. The target creatures and all creatures within 10 ft of the initial target must make a Dexterity save, taking 5d4 fire damage on a failed saving throw or half as much on a success.

At Higher Ranks: : For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 4 and 1 more paper bomb to increase the damage by 5d4

Iajutsu

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Components: W
Cost: 5 Chakra
Keywords: Bukijutsu, Taijutsu
Description: You hold your hand over your weapon, honing your focus, ready to act at any moment. If combat begins within the next minute, you gain the following benefits:

  • You can equip your weapon and another
    weapon, scroll, shield or any form of
    combat item as a free action.
  • You add a +5 bonus to your initiative roll.
  • You cannot gain the surprised condition
    from an ambush.
  • In the first round of combat, you have
    advantage on all weapon attacks, and deal
    an additional amount of
    damage equal to your proficiency
    modifier.

This jutsu can only
be used while
your weapon is
sheathed or
holstered, and is
cancelled the
moment you equip it
without combat truly
starting, or lose focus.
If no combat begins
within 1 minute, the jutsu
fizzles out.

 

 

Stinger

Classification: Bukijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: Instant
Components: W(Slashing or Piercing), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You throw yourself forward with your weapon facing your target. Make a melee taijutsu attack using your weapon, dealing your weapons damage + 1d10. Regardless if you hit or miss, you end your movement within 5 feet of the original target.

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

C-Rank

Breath of Fire: Blazing Universe

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 7 Chakra
Keywords: Bukijutsu, Wind Release, Finisher
Description: You fully encase your weapon in fire and ready yourself to make a downwards strike. You then leap into the air for more momentum as you strike down into your opponent as your strike and your flames both damage and weaken your enemy.

Make a melee taijutsu attack, dealing your weapon’s damage + 4d8 fire damage, and forcing them to make a Dexterity saving throw gaining 1 rank of burned on a failure and no ranks on a success.

If this jutsu is used as a Finisher, you instead deal your weapon’s damage + 6d8 fire damage, and forcing them to make a Dexterity saving throw, gaining 2 ranks of burned on a failure and no ranks on a success.

Breath of Flower: Crimson

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 9 Chakra
Keywords: Bukijutsu, Wind Release, Combo
Description: You twist your strikes and flow them in a circling manner, akin to the falling of cherry blossom leaves. These strikes aim to incapacitate and inhibit the movement of your enemy while dealing damage to their internal system.

Make a melee taijutsu attack, dealing your weapon’s damage + 5d4 acid damage. On a hit the creature is forced to make a Constitution saving throw, gaining 1 rank of weakened on a failure and nothing on a success.

Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.

Breath of Sound: Constant Resounding Slashes

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Reaction, when you are targeted by a melee or ranged attack
Range: Self (30-foot radius sphere)
Duration: 1 Round
Components: Components: W (Any Melee), M, NT (Explosive Bombs, Advanced Explosive Bombs, Hashira Explosive Bombs)
Cost: 9 Chakra
Keywords: Bukijutsu, Sensory
Description: You chuck Explosive Bombs all around you and begin to strike at them, having the explosions engulf and surround you from any incoming damage. These explosions last until the attacks have stopped giving you a breather from the battle as you formulate your next plan of attack.

Reduce all incoming damage by your weapon’s damage + 3d6 and force any creature, except you, within range to make a Dexterity saving throw, being knocked out of the jutsu’s range to the nearest available spot and taking your weapon’s damage + 3d6 force damage on a failure, not moving and only taking half damage on a success. If using Advanced Explosive Bombs the damage reduced and inflicted becomes 4d6 force damage.

At Higher Ranks: You may only upcast this jutsu once, when you cast this jutsu above C-rank increase the cost of this jutsu by 3 and increase the damage reduced and inflicted by 1d6. When you upcast this jutsu you may instead use **Hashira Explosive Bombs **which increases the damage step by 1, making the damage reduced and done your weapon’s damage + 3d8 or 4d8 respectively.

Breath of Water: Flowing Dance

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: 45 feet
Duration: Instant
Components: W (Any Melee), M
Cost: 9 Chakra
Keywords: Bukijutsu, Water Release
Description: You steady your weapon at an irregular angle as you focus on one point ahead of you. As water begins streaming down your weapon you shoot towards the point you focused on, striking at any enemies that might be blocking you. This movement does not provoke attacks of opportunity. All creatures whom you pass by or through while on the way to the select location are the targets of your attacks.

Make a melee taijutsu attack for each creature you pass by or through while moving, dealing your weapon’s damage + 1d6 cold damage on a hit. Each creature hit by this jutsu must make a Constitution saving throw or gain 1 rank of chilled until the beginning of your turn. You end your action in the selected space.

 

 

Breath of Water: Surface Slash

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Bonus Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 8 Chakra
Keywords: Bukijutsu, Combo, Water Release
Description: You steady yourself in the basic stance of the form, readying to throw your first strike. Remembering upon the other forms to move into after you finish this move. You then step forward and unleash a downwards strike, generating a stream that’ll transition to your main attack.

Make a melee taijutsu attack using your weapon, dealing your weapon’s damage + 3d6 cold damage. If you hit an enemy with a Bukijutsu Finisher with the Water Release keyword after this attack, then you add an extra 1d6 cold damage to the attack.

Until the end of your turn, you can target one affected creature with a Bukijutsu 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 extra damage added to the Bukijutsu Finisher by 1d6


Breath of Wind: Clean Storm Wind Tree

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 8 Chakra
Keywords: Bukijutsu, Wind Release, Clash
Description: You strike at the area around you, creating a vortex of wind to protect you from attacks. The sphere’s AC is determined by a melee taijutsu attack roll and its health is your taijutsu dc. This sphere also gains resistance to non-chakra enhanced ranged attacks as the vortex disrupts the air flow around you hampering said ranged attacks aimed at you.

Breath of Wind: Cold Mountain Wind

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: Movement Speed (30-foot radius sphere)
Duration: Instant
Components: W (Any Melee), M
Cost: 8 Chakra
Keywords: Bukijutsu, Wind Release,
Description: You focus on an enemy or an area in between a group of enemies and dash towards it. Before reaching the area, you leap into the air and spin your weapon in a spiraling manner downwards towards the opponent(s), causing a horrible gust to attack them from above. All targets within range must make a Dexterity saving throw, taking 4d10 wind damage and 2 ranks of bleed on a failed save, and half damage with no bleed on a success.

Dance of the Bee Sting: True Flutter

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action.
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 9 Chakra
Keywords: Bukijutsu, Medical
Description: You dash at blinding speeds towards your target as you then aim for one of their vital areas. Right after your dash you strike at said vital area with the intent to inject a deadly amount of poison within them, powering the blow with your speed to strengthen the impact and injection.

Make a melee taijutsu attack, dealing your weapon’s damage + 3d6 poison damage. On a hit the creature is forced to make a Constitution saving throw, becoming slowed for a minute on a failure, and nothing on a success. If the creature had the poisoned condition before you hit them then they make their save at disadvantage.

 

 

Hammer-fall

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Reaction
Range: Self
Duration: Instant
Components: W (Bludgeoning), M
Cost: 9 Chakra
Keywords: Bukijutsu, Taijutsu
Description: When a creature makes a ranged weapon attack or spell attack at you, you can cast this jutsu. Like a bat, you swing your weapon straight into the incoming attack, sending it right back at the sender. Make an attack roll contested by theirs. On a success, you swing it back at them, with a maximum range of 200ft. They must compare their AC to your attack roll, taking half the damage of their own weapon attack or jutsu attack. On a failure, you treat your AC as 2 lower compared to their initial attack roll.

At higher Ranks: : For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and when this jutsu is casted at b rank or higher it also knocks the target prone and gains the clash keyword.

Impaling Echo

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 90 Feet (15-foot radius sphere)
Duration: Instant
Components: W (any bow), NT (Firecrackers) CM
Cost: 9 Chakra
Keywords: Bukijutsu, Genjutsu
Description: You tie a firecracker to an arrow and use your chakra to light the wick before brfiring it. The firecracker explodes right before hitting the target making a sound that disorients enemies, the sound echoing up to 500 feet away. Creatures within 15 feet of the firecracker when it explodes must succeed on a Wisdom saving throw vs your Genjutsu or Taijutsu Save DC (Whichever is higher). On a failed save, creatures are blinded and deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mikiri Swing

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Reaction, being hit with a ranged weapon attack.
Range: Self
Duration: Instant
Components: W (Any Melee Weapon), M
Cost: 8 Chakra
Keywords: Bukijutsu
Description: You see a ranged attack coming at you and your body doesn’t allow it to proceed any further. You instinctively use your weapon to not only attempt to parry the attack, but to also drive the attack into the ground. When you are hit with a ranged weapon attack, make a melee weapon attack, if your attack result is higher than the triggering creatures, their attack misses.


Seeking Arrow

Classification: Bukijutsu
Rank: C-Rank
Casting Time: Action
Range: 90 Feet
Duration: Instant
Components: CM, M, W (any bow)
Cost: 8 Chakra
Keywords: Taijutsu, Bukijutsu
Description: You imbue an arrow with chakra, granting your arrow the ability to seek out a target. Choose a creature you can see within range. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw against your taijutsu save. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 4d6 force damage. On a successful save, the target takes half as much damage.

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

Z Style: Grand Slam

Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: W (Melee bludgeoning), M
Cost: 8 Chakra
Keywords: Bukijutsu
Description: You enter the stance of a batter and swing your weapon towards your target making a taijutsu melee attack. On a hit, you deal your weapons damage + 3d8 and makes a Constitution Saving throw. On a failed save they are knocked back 40ft. 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 above C-rank, increase the cost by 3, the critical threat range by +1 and the distance the enemy would be knocked back by 20 ft. If upcast to B-Rank, if you score a critical hit with this jutsu, the creature automatically fails their Constitution save.

 

 

B-Rank

Branding Punishment

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 10 Feet
Duration: Instant
Components: M, W (Chained Hand Scythe, Hand Scythe, Scythe)
Cost: 12 Chakra
Keywords: Taijutsu, Bukijutsu
Description: As part of the activation of this jutsu, the target must be bleeding or this jutsu deals half damage and imposes no additional conditions to the creature. A prone target. You swing your scythe into the opponent’s bleeding wound, ripping it out and making it fester. Make a Taijutsu attack, on a hit you deal 10d6 slashing damage and the target suffers 1 rank of exhaustion. This Jutsu has a critical threat range of 19-20.

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 1d6.

Breath of Earth: Stone Skin

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action or 1 Reaction, which you take when you are targeted by an attack
Range: Self (15-foot radius sphere)
Duration: Instant
Components: W (Any Melee), M
Cost: 14 Chakra
Keywords: Bukijutsu, Combo, Earth Release
Description: You place part of your weapon into the ground before raising it quickly, molding a part of the earth on your weapon into your strikes. You surround your body in a flurry of strikes to build up momentum for your next strike or to ward off any attacks that come your way.


Action: You swiftly strike all around you with chunks of earth hanging off your weapon to add extra impact to your blows. All creatures within range must make a Dexterity saving throw, taking your weapon’s damage + 6d6 earth damage on a failure and gaining the dazed condition, taking half damage and no condition on a success. Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.


Reaction: Instead of focusing on attacking several targets within range you instead focus on blocking attacks from making their way to your body all the while pushing away any attackers who’ve gotten too close. Reduce incoming damage coming your way by your weapon’s damage + 4d6 and force any creature in range to make a Strength saving throw, being knocked away 30 feet and made prone on a failure only being moved 5 feet away on a success.


Breath of Fire: Flame Tiger

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (15-foot line)
Duration: Instant
Components: W (Any Melee), M
Cost: 14 Chakra
Keywords: Bukijutsu, Finisher, Fire Release, Clash
Description: You gather an immense amount of fire into your weapon to the point it starts to heat up the surrounding air. You then launch the full force of the fire at an opponent as it changes into the shape of a tiger’s head mid strike, engulfing your enemy in a blazing strike. You can only cast this jutsu as a Finisher.

All creatures within a 5-foot wide, 15-foot line, originating from you must make a Dexterity saving throw or take your weapon’s damage + 8d8 fire damage and gain 2 ranks of burned on a failed save, taking half damage, and only gaining 1 rank of burned on a success.

Breath of Flower: Peonies of futility

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 14 Chakra
Keywords: Bukijutsu, Medical
Description: You make a numerous number of strikes in a flowing pattern that beautifully connect through each other into your opponent. These strikes aim to inject deadly acid into the nerves and slow down their reaction time with the overbearing scent of flowers mixed into your attack, strengthened with each strike.

Make a number of strikes equal to your proficiency modifier, dealing 1d6 acid damage on a hit. If you hit with three attacks with this jutsu then the affected creature must make a Constitution saving throw, becoming dazed on a failure and nothing on a success. Afterwards on each attack they must make a Constitution saving throw following each subsequent hit, gaining 1 rank of corroded on a failure and nothing on a success. They only make these saves if they had failed the save to become dazed beforehand.

 

 

Breath of Sound: Chain Explosion

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instant
Components: W (Any Melee), M, NT (Explosive Bombs, Advanced Explosive Bombs, Hashira Explosive Bombs)
Cost: 14 chakra
Keywords: Bukijutsu, Sensory
Description: You gather Explosive Bombs in between your fingers and throw them one by one in a line with specific timing, before throwing the last one almost right in front of you. You then strike at this one causing it to explode and subsequently cause the rest of them to explode as well, making a line of explosions that blow apart anything in their way.

Select a space you can see within range that passes through one or more creatures in a 10-foot wide, 60- foot-long line, originating from you. All creatures within that space must make a Dexterity saving throw, taking 8d6 force damage is using Explosive Bombs on a failed save, taking half damage on a success. If using Advanced Explosive Bombs the damage becomes 9d6 force damage.

At Higher Ranks: You may only upcast this jutsu once, when you cast this jutsu above B-rank increase the cost of this jutsu by 3 and increase the force damage done by 1d6. When you upcast this jutsu you may instead use Hashira Explosive Bombs which increases the damage step by 1, making the force damage 8d8 or 9d8 respectively.

Breath of Thunder: Rice Spirit

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 14 chakra
Keywords: Lightning Release, Bukijutsu
Description: You rush at your opponent and strike at them at a furious speed. While you make these quick strikes lighting incases your weapon and shocks your opponent while you deliver your lightning-fast strikes. Make 5 melee taijutsu attacks, dealing your weapon’s damage + 2d8 lightning damage. You do not add your ability modifier to your weapon’s damage and this jutsu cannot crit.


Breath of Thunder: Rumble and Flash

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (15Foot Radius)
Duration: Instant
Components: W (Any Melee), M
Cost: 12 chakra
Keywords: Lightning Release, Bukijutsu, Finisher
Description: You thin out the lightning stored within your weapon to target a creature at a range. You then unleash three quick strikes that throw out the lightning at your opponent(s) creating confusion within them, not having expected a ranged attack from a melee weapon.

Make three ranged taijutsu attacks against targets in range, dealing your weapon’s damage + 2d6 lightning damage, you do not add your ability modifier to your weapon’s damage.

If this jutsu is used as a Finisher, you instead deal your weapon’s damage + 4d6 lightning damage and the target must make a Constitution saving throw, becoming paralyzed until the end of their turn on a failed save and having no effects on a successful save.

Breath of Water: Splashing Water Flow, Turbulent

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Minute
Components: W (Any Melee), M
Cost: 13 chakra
Keywords: Water Release, Bukijutsu
Description: You change your footwork in a way that minimizes the landing time and surface needed when landing. Your movements now become as fluid as water and leave small water pockets where your feet move from. You now ignore difficult terrain, double your movement speed, and have advantage to hit on Bukijutsu with the Water Release keyword.

Breath of Water: Striking Tide

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 12 chakra
Keywords: Water Release, Bukijutsu
Description: You change your stance to increase the fluidity of your strikes, allowing you to make them at a faster pace. You then follow the flow of your weapon to unleash a multitude of strikes towards your opponent.

Make a number of melee taijutsu attacks equal to half your proficiency modifier, rounded up. Each hit deals your weapon’s damage + 2d6 cold Damage. If you land 3 or more hits from this jutsu your opponent must make a Constitution saving throw, gaining 3 ranks of chilled. They gain an extra rank if you had hit them with more than 3 attacks for a total of 5 ranks, any rank lasting for 1 minute.

 

 

Breath of Wind: Rising Dust Storm

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 14 chakra
Keywords: Wind Release, Bukijutsu
Description: You kneel and ready yourself to strike above you. You then unleash a flurry of strikes that forcefully launch your opponent in the air. You make a number of melee taijutsu attacks equal to half your proficiency modifier (Rounded Up), dealing you weapon’s damage + 1d8 wind damage. You do not add your ability modifier to your weapon’s damage and this jutsu cannot crit.

For every successful hit you make the opponent is sent up 10 feet into the air. If you hit with a Bukijutsu Finisher with the Wind Release keyword, then you inflict an extra 2 ranks of bleed when you affect a creature with it.

Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range once per turn, using either an Action or Bonus action, ignoring its listed casting time.

Dancer’s Grace

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon’s Range
Duration: Instant
Components: W (Melee Slashing, Finesse), M
Cost: 13 Chakra
Keywords: Bukijutsu
Description: As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu component requirements. You unleash the fury of both blades dancing and spinning multiple times, going faster with each rotation. All creatures within your weapons range must succeed 2 Dexterity saving throws, slashing once for each weapon, taking your weapon’s damage + 2d10 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, the Save DC by +1 for each spin, and the amount of spins by 1 alternating which weapon you use.


Dance of the Dragonfly: Compound Eye Hexagon

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon’s Range
Duration: Instant
Components: W (Any Melee), M
Cost: 14 Chakra
Keywords: Bukijutsu, Medical
Description: (This jutsu cannot score a critical hit) You take the basic style found in Butterfly Dance and increase the output to its near maximum. Increasing your speed in both your movements and strikes your strikes are now almost too fast to even be perceived, gaining further increase to their damage through your movements.

Make six melee taijutsu attacks, dealing your weapons damage in poison damage on each hit, but you do not add your ability modifier to your weapon’s damage.

A creature hit by two attacks from this jutsu must succeed a Constitution saving throw or become envenomed.

A creature who gains 3 ranks of envenomed this way must succeed a Constitution saving throw, becoming Poisoned on a failed save.

Riot Javelin

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Components: W(Melee Piercing, Thrown), M
Cost: 13 Chakra
Keywords: Bukijutsu
Description: You throw your weapon and attempt to impale a creature pinning them to the wall. Make a ranged taijutsu attack dealing your weapon’s damage + 6d8 piercing damage on a hit and knocking them back 30 feet. If a creature collides with a solid object, their movement is stopped, taking falling damage equal to the distance they would have fallen. When a creature collides with a solid object they must make a Strength saving throw or be restrained. A creature repeats the Strength saving throw at the start of each of their turns, ending the condition 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 the damage by 1d8.

 

 

Shattering Will

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (15-foot radius sphere)
Duration: Instant
Components: W(Heavy, Bludgeoning), M
Cost: 13 Chakra
Keywords: Bukijutsu, Combo
Description: You slam your weapon on the ground delivering a mighty blow designed to instil fear in your opponents. Creatures in range other than you, must succeed a Dexterity saving throw taking 6d6 Bludgeoning damage and being knocked prone on a failed save, or half as much on a successful one and suffering no other effects. Regardless of whether a creature passes or fails, all hostile creatures within range must make a Wisdom saving throw, gaining 1 rank of fear on a failed save. Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.

Weapon Reflect

Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 reaction, which you take when you are targeted by a ranged attack that you can see.
Range: Self
Duration: Instant
Components: W (Blocking)
Cost: 13 chakra
Keywords: Bukijutsu
Description: You prepare to reflect a ranged attack coming straight for you. Make an Ability Check using your Taijutsu modifier vs the Rank DC of the triggering jutsu. The Rank DC equals 15 + the Jutsu’s Rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If you roll Higher, the triggering attack’s effect is nullified and the attacker takes the damage and effects of their own attack. On a failure, you are automatically hit by this attack, even if it would normally miss.

A-Rank

Breath of Earth: Volcanic Rock, Rapid Conquest

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 18 Chakra
Keywords: Bukijutsu, Earth Release, Finisher
Description: You feel out your surroundings to feel which part of the earth around your opponent is the strongest. You then strike at the part of the earth and have your weapon bounce off it to add extra strength to your strike will carrying a chunk of said earth to further your destructive force.

Make a melee taijutsu attack, dealing your weapon’s damage + 10d8 earth damage, and force the creature to make a Strength saving throw forcing them to become prone and move away 15 feet on a failure, and moved only 5 feet back on a success.

If this jutsu is used as a Finisher, a creature instead takes your weapon’s damage + 13d8 and is dazed on a hit. If your attacks hits and is at least 15 higher than the creature’s AC then you may make a second melee taijutsu attack at disadvantage, dealing your weapon’s damage + 13d6 earth damage.

Breath of Flower: Whirling Peach

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 20 Chakra
Keywords: Bukijutsu, Finisher, Medical
Description: You jump into the air making a strike that twirls around you, building up momentum in the air to unleash a powerful blow. This strike is further enhanced by the former forms of the Breath of Flower, gaining the unique traits of its base the Breath of Water, and gaining more power with momentum.

Make a melee taijutsu attack, dealing your weapon’s damage + 6d8 acid damage. If this jutsu is used as a Finisher, you instead deal your weapons damage + 10d8 acid damage. On a hit a creature must make a Constitution saving throw, gaining 2 ranks of corroded. For every rank of corroded the creature has they take an extra 1d8 acid damage from this jutsu is used as a Finisher.

If this jutsu is used as a Finisher after you previously cast a Bukijutsu with the Medical Release keyword during the same turn, you instead deal your weapons damage + 12d8 acid damage, the Constitution saves they make are at disadvantage.

 

 

Breath of the Centipede: Hundred-Legged Zigzag

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 18 Chakra
Keywords: Bukijutsu, Finisher, Medical
Description: Description: You coat your weapon in the vilest poison you have on hand to further how deadly your strikes are. Then going at a speed that goes beyond what you should be able to handle. You dash at your opponent and strike them in the neck with the heaviest coated part of your weapon, injecting the poison deep within their system in the attempt to end them. You can only cast this jutsu as a Finisher.

Make a melee taijutsu attack, dealing your weapon’s damage + 5d8 poison and 5d8 acid damage. If this jutsu is used as a Finisher, you instead deal your weapons damage + 5d10 poison and 5d10 acid damage. On a hit the creature is forced to make a Constitution saving throw gaining 2 ranks of envenomed and the stunned condition on a failure, gaining nothing on a success. If the creature has the poisoned condition before you make your attack, then they make this save at disadvantage.


Breath of Sound: String Performance

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instant
Components: W (Any Melee), M, NT (Explosive Bombs, Advanced Explosive Bombs, Hashira Explosive Bombs)
Cost: 20 Chakra
Keywords: Bukijutsu, Sensory, Finisher
Description: You throw an insane number of Explosive bombs in front of you at specific and intentional points. You then sprint through them, attacking any bombs you pass by causing a wave of explosions to surround and follow you as you attack anyone in your way.

Select a space you can see within range that passes through one or more creatures in a 10-foot wide, 60- foot-long line, originating from you. You move to a space at the end of this line that can hold you leaving behind a festival of explosions and light. Every creature, except you, must make a Dexterity saving throw on a failure the targets take your weapons damage + 6d6 force damage. If using **Advanced Explosive Bombs ** the damage becomes 7d6 force damage. If this jutsu is used as a Finisher, you instead deal your weapons damage + 10d6 force damage. If using Advanced Explosive Bombs the damage becomes 11d6 force damage. If this jutsu is used as a Finisher after you previously cast a Bukijutsu with the Sensory keyword during the same turn, you force each creature you hit to make a Constitution saving throw, becoming dazed until the beginning of their turn on a failure and not becoming dazed on a success.

At Higher Ranks: You may only upcast this jutsu once, when you cast this jutsu above A-rank increase the cost of this jutsu by 3 and increase the force damage done by 1d6. When you upcast this jutsu you may instead use Hashira Explosive Bombs which increases the damage step by 1, making the force damage 6d8 or 7d6 respectively when not used as a Finisher, becoming 10d8 and 11d8 when used as a Finisher.

 

 

Breath of Thunder: Distant Thunder

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instant
Components: W (Any Melee), M
Cost: 18 Chakra
Keywords: Bukijutsu, Lightning Release
Description: You charge up lighting within your weapon to make a powerful blow emit from it. Then you strike into the ground letting out all the built-up lightning explode out of your weapon, causing intense nerve damage to any you strike.

All creatures within range must make a Dexterity saving throw and a Constitution saving throw. On a failed Dexterity saving throw the affected creature takes 6d10 lightning damage and gaining 2 ranks of shocked, taking only half damage and no ranks of shocked on a successful save. On a failed Constitution saving throw the affected creature gains 1 rank of shocked and becomes incapacitated from the sheer nerve damage brought by the lightning, gaining no rank of shocked on a successful save and not becoming incapacitated.

Breath of Water: Constant Flux

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 17 Chakra
Keywords: Bukijutsu, Finisher, Water Release
Description: You take the fundamental striking forms
of both Surface Slash and Whirlpool and combine
them for an even greater strike. You swiftly jump into
the air and form a great stream of water that crashes
into your opponent when you swing you weapon down
on them. Make a melee taijutsu attack using your
weapon, dealing your weapon’s damage + 9d8 cold
damage.

If this jutsu is used as a Finisher you create a mirage
of 3 extra streams that crash into your opponent.
Make a single melee taijutsu attack, dealing your
weapon’s damage + 12d8 cold damage. The target
must also make a Constitution saving throw, being
dazed on failure and no effects on success.

 

 

Breath of Wind: Idaten Typhoon

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Instant
Components: W (Any Melee), M
Cost: 18 Chakra
Keywords: Bukijutsu, Wind Release
Description: You choose a point within 60 feet and jump into the air, making your way to land on said point. While in the air you make a downward strike propelled by a deadly breeze that cuts into anyone that was standing in the way of your leap. Each creature in range must make a Dexterity saving throw or take 9d10 wind damage and 5 ranks of bleeding on a failure, taking half damage and 2 ranks of bleeding on a success. You then land on the original point you focused on; this does not provoke an attack of opportunity.

Dragonblade

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: W (Melee Slashing), CM
Cost: 15 Chakra
Keywords: Bukijutsu
Description: You coat your blade in flowing chakra in the shape of a fierce dragon that guides your strikes. Until the start of your next turn, your weapon deals 2 additional damage dice in force damage, double your movement speed, and increase your AC by +2. Additionally, when you reduce a creature’s hit points to 0, you can make a single melee weapon attack. You can make this additional attack a number of times equal to your taijutsu ability modifier.



























Dragonstrike

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Full Turn Action
Range: Self (90-foot line)
Duration: Instant
Components: W (Any Bow), CM
Cost: 19 Chakra
Keywords: Bukijutsu
Description: You pull back your bowstring and coat your arrow in a twisting chakra that and then becomes a pair of dragons that spiral around each other when you fire the arrow, expanding until the arrow is completely obscured. All creatures in a 90 feet long, 15 feet wide line, originating from you, must make a Dexterity saving throw taking 8d10 force damage on a failed save, or half as much damage on a successful one.

Earth Shatter

Classification: Bukijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instant
Components: W(Heavy, Melee Bludgeoning), M
Cost: 16 Chakra
Keywords: Bukijutsu, Combo
Description: You wind up a powerful overhead swing and send it straight into the ground crackling the earth. Each creature in a 15-foot cone must make a Dexterity saving throw, taking your weapons damage + 3d10 and being dazed and knocked prone on a failed save.

Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time.

 

 

S-Rank

Breath of Sun: Burning Bones, Summer Sun

Classification: Bukijutsu
Rank: S-Rank
Casting Time: 1 Reaction, which you take when you would take damage
Range: Self (10-foot radius)
Duration: Instant
Components: W (Any), M
Cost: 30 Chakra
Keywords: Bukijutsu
Description: You begin to collect and manifest a bright chakra until it laces the striking portion of your weapon, causing it to shine, like the rising sun. This chakra then begins to glow brightly with enough intensity to nullify any chakra based or natural darkness until the end of your current turn. This shine creates a hazy illusion of all movement you make.

The triggering attack or effect that would deal damage to you is automatically nullified, as the bright light and heat of your chakra causes it to burn as if it fell into the sun. Each hostile creature within range of this jutsu must make a Dexterity saving throw, taking your Weapon’s Damage + 10d8, or half as much on success.


Additionally, your movement speed is doubled until the end of the turn, and you can move up to your movement speed at a creature within range of your movement speed and make a Taijutsu attack roll against them. Creatures cannot gain the benefits of a reaction against this attack, and the damage of this attack cannot be reduced by any means.

Instant Eclipse

Classification: Bukijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (30-foot radius sphere)
Duration: Instant
Components: M, NT (2 Kunai or Shuriken Scrolls)
Cost: 26 Chakra
Keywords: Bukijutsu
Description: You grasp two of the scrolls sealed with ammunition into them and unfurl them in a double helix formation as you jump 60 feet into the air. The sealed ammunition creates a blanket of steel above your opponent, enough to block out the sun. All creatures in a 30-foot-radius originating from you, other than you, must succeed a Dexterity saving throw taking 40d4 piercing damage on a failed save or half as much on a successful save. You take no falling damage and land on your feet.

Rend

Classification: Bukijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Weapon’s Range
Duration: Instant
Components: W (Slashing), M, CM
Cost: 28 Chakra
Keywords: Bukijutsu, Finisher
Description: Your blade is coated in pure concentrated chakra. The weapon seems to become semi-sentient, urging the wielder to shred anything that may stand in their way. You make seemingly hundreds of attacks creating many small wounds until one big slash cuts across the target. Make a melee taijutsu attack, dealing your weapons damage + 12d8.

If this jutsu is used as a Finisher, make a melee taijutsu attack, dealing your weapons damage + 20d8 slashing damage on a hit, and the target is weakened for 1 minute and suffers 5 ranks of bleed.

 

 

I want to give a big thanks to the community and an even bigger thanks to each person that contributed to this book.