The Shinobi

A human throws 3 shurikens at a Beholder before pulling out a scroll that summons forth more ninja tools. As they come forth the beholder charges up its telekinesis beam that is swiftly interrupted by a bomb to the eye.

An elven woman with a shining headband with glowing red eyes comes forth weaving handsigns before unleashing a fireball towards her opponents. With earthstyle on the way her dwarven adversary doesn't know what's coming.

The Dragonborn takes to the air as he dive kicks onto the Triton on the ship that's been attacked. He feels a surge of chakra flowing through him as he opens up the first inner gate, ready to take out the foe with blinding fury.

Shinobi have learned how to contain and utilize their inner force of chakra to bend the laws of the universe to their wim. Only those that undergo extreme training in the art of the ninja can call themselves a shinobi

Chakra

The use of Chakra in this class is taken from a variety of inspirations. The way that they are used is fluid. While there are technically 361 points in the chakra network, these techniques that will be listed will be ridiculously overpowered if I gave 361 points with the economy of the 5e D&D. Therefore I shall limit the Chakra Pool to 84 points total.

Chakra points are returned to max at the end of a Short or Long Rest.

A warning for Dungeon Masters

This class in its entirety is incredibly over powered as it is influenced by an anime, I tried to make it as balanced as possible. Feel free to change anything about it, but really, this could be an entire RPG by itself with all the options in this class.

A Request For Players

When bringing this Class to your Dungeon Master or Game Master, please please please keep in mind the amount of work they would have to go through to put this in a High Fantasy 5th edition Dungeons and Dragons Campaign. If you Game Master or Dungeon Master does not allow this class to be played, please be respectful of their wishes. The same goes for every clan or jutsu that will be in this class. All of them can be broken. Be nice, avoid being "that" player.

Shinobi Class Features

As a Shinobi, you gain the following class features

Hit Points

  • Hit Dice: 1d8 per Shinobi level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shinobi level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Ninja Tools
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Stealth, Slight of Hand, Athletics, Animal Handling, Religion, Arcana, and History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any Simple weapon
  • (a) 20 Shuriken or (b) a short sword
  • Ninja Tool Set

Ninja Tools

Included in the Ninja Tool Set:

  • 10 Shuriken (1d4) (Thrown 30/120)
  • 10 Kunai Knives (1d6) (Thrown 30/120)
  • 5 paper Bombs (DC:13 DEX Save. 1d8 Fire Damage on a failed save)

Kneading Chakra

You may take 1 minute to regain 1d6 Chakra Points up to your max.

At 10th level, you may do this as an action and roll 1d8

At 18th level, you may do this as a bonus action and roll 1d10

At 20th level, you may roll 1d12

You may do this a number of times up to your level

The Shinobi
Level Proficiency Bonus Features Chakra Points Jutsu Known D C B A S
1st +2 Chakra Nature, Jutsu, Chakra Points, Clans 6 3 3
2nd +2 Tree Walk, Tree Hop 10 4 3 1
3rd +2 Shinobi Specialty 14 5 4 1
4th +2 Ability Score Improvement 20 6 4 1 1
5th +3 Water Walk, Extra Attack (MA d6) 24 7 4 2 1
6th +3 Specialty Feature 28 8 4 2 1 1
7th +3 Change in Chakra Nature 32 9 4 3 1 1
8th +3 Ability Score Improvement 36 10 4 3 2 1 -
9th +4 Improved Jutsu 40 11 4 3 2 2
10th +4 Specialty Feature 44 12 4 3 3 2
11th +4 Martial Arts dice (d8) 48 13 4 3 3 3
12th +4 Ability Score Improvement 52 14 4 3 4 3
13th +5 Kekkai Genkai 56 15 4 4 4 3
14th +5 Specialty Feature 60 16 4 4 4 4 -
15th +5 Ability Score Improvement 64 17 4 4 4 4 1
16th +5 Specialty Feature 68 18 4 4 4 5 1
17th +6 Improved Chakra Control 72 19 5 4 4 5 1
18th +6 Specialty Feature 76 21 6 5 4 5 1
19th +6 Ability Score Improvement 80 22 6 5 4 5 2
20th +6 Specialty Feature 84 23 6 5 4 5 3

Chakra Nature

There are 5 kinds of Chakra natures in this class. Choose 2 at level 1 that you have access to as Ninjutsu. There is a list of Jutsu at the end of the Class that you may access based on the 2 Chakra Natures that you choose:

  • Fire Style
  • Water Style
  • Earth Style
  • Wind Style
  • Lightning Style

Chakra Points

Every Shinobi is embued with chakra, but it is the entirety of their energy. Once a Shinobi Runs out of Chakra Points, they take a point in exhaustion. If you try to force a Jutsu once Chakra hits 0, you have a 50% chance of death. Once Chakra Points hit 0 and you wish to force a jutsu, the DM rolls a percentile dice. Above a 50% allows your character to live, but they take exhaustion points equal to the amount of extra Chakra points spent (max 5). These exhaustion points will disappear after a long rest. If the DM rolls below a 50% your character dies of exhaustion. These points are very important to a Shinobi's life.

Jutsu

During your studies you have tapped into the natural energy in your body to cast Jutsu. There are four basic types:

  • Taijutsu: Martial Arts that have an added boost through chakra. At 1st level you have a d4 roll instead of a set damage for unarmed strike. You may use DEX or STR for the modifier for the damage and "to hit" modifiers. Hit Dice Increase as you level up, descibed in the Shinobi Table.

  • Ninjutsu: A kind of magic that is comparable to leveled spells. There are 5 kinds of Ninjutsu based on the Elements you choose at Level 1. Fire, Water, Earth, Wind, and Lightning. These "Styles" of Ninjutsu determine the effect it will have.

  • Genjutsu: The magic of illusion can be forced upon your opponents in a Genjutsu. You may make them see things that aren't there or have them trapped in a world of your making. (NOTE: Technically in Naruto lore, the other person needs a chakra network for this to work, but in this particular class it does not.)
  • Doujutsu: Only certain Clans in this class have the use of this kind of jutsu. These are jutsu that deal with the eyes. There are three kinds which will be explained in the Clan portion of this Class.

-Each jutsu is put into a rank (D,C,B,A,S) each more powerful than the last. At level 1 you may choose 3 D rank jutsu of your choice. As you level up you will gain more jutsu. Jutsu Save DC = WIS modifier + Proficiency bonus + 8.

-Jutsu Attack Bonus= WIS Modifier + Proficiency bonus

-There's a limit of how many Jutsu you may take of certain rank, however when taking a Jutsu you may substitute it with a Jutsu of a lower Rank. Example: If you have a blank space for an A Rank Jutsu, but you really wanted a B Rank Jutsu, you may take that instead of an A Rank Jutsu.

Learning Jutsu

You may learn any Ninjutsu, Taijutsu, or Genjutsu possible through traning. DMs dicretion when you get the jutsu in question.

Martial Arts

When Shinobi fight, they do so with a form of fighting style giving them more damage to their attacks. At 1st Level you may roll 1d4+STR or DEX to determine unarmed strike damage. Martial Arts Dice Increases to 1d6 at 5th level and 1d8 at 11th level.

Clans

You have the OPTIONAL choice of being a member of a number of clans in the Shinobi Class. (TLDR: I only included those with special kinds of jutsu. Those like the Uzumaki clan do exist, but being typically good healers is not a jutsu in it of itself. Only those with special jutsu are included. If I missed any let me know!) The Clans are listed at the End of the Class.

Tree Walk

As a Shinobi, you can channel chakra to the bottom of your feet to make them stick to any solid surface.

When you reach 2nd level, your climbing speed equals your walking speed, and no athletics check is needed to scale any flat surface.

As long as you have chakra points, you may use this ability.

Tree Hop

When you reach 2nd level, you can travel very quickly in wooded areas. When you're traveling in a wooded area you can hop from tree branch to tree branch and travel at a fast pace without taking any penalties to stealth or any points in exhaustion.

You may also use this ability while in the trees to move 20 feet for every 5 feet in your movement as long as you're moving tree branch to tree branch

Shinobi Specialty

At 3rd level, you choose a form of Jutsu to focus on. You have the choice between: Taijutsu Specialist, Ninjutsu Specialist, Genjutsu Specialist, Puppet Master, Ninja Tool Specialist, and Medical Ninja. Listed towards the end of the class.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Water Walk

As a Shinobi, you've mastered the density of chakra control on your feet. At 5th Level, you may walk on a body of water or other liquid and not sink below the surface. As long as you have chakra points, you may use this ability.

Change in Chakra Nature

You have mastered the use of your chakra nature. At 7th level, depending on the chakra nature you chose at first level you get the following benefits:

  • Fire: You can control how large or small your fire style jutsu are. (min. 5ft x 120 feet projectile. Max 30 ft Cone)
  • Water: You can control the size of your water style Ninjutsu. (min 5 ft x 120 ft projectile. Max 50 ft Sphere/ 30 ft cone
  • Earth: You can make the earth attach to your hands as a kind of improvised weapon. You know the Rock Hands Technique which makes your unarmed strike deal an additional d6 damage to your martial arts dice. (Cost 2 Chakra Points)
  • Wind: You can make your Wind Style Ninjustu work for you. For 1 Chakra point you can keep a Wind Ninjustu stay in one place for 1 round as you cast another Wind Style Ninjutsu.
  • Lightning: You may stretch your lightning style ninjutsu up to 10 feet longer than that ninjutsu's range.

Improved Jutsu

You have mastered the amount of damage your jutsu can dish out. At 9th level, for an additional Chakra point when casting a jutsu, you can add an additional d8 to the damage dice when rolling for damage or healing.

Kekkei Genkai

While the word "Kekkei Genkai" can be used for unique jutsu to clans such as the Sharingan or the bone control techniques of the Kaguya Clan, it also applies to two chakra natures coming together.

At 13th level, you have the ability to combine the two Chakra Natures that you have available to form an entirely new style of jutsu. The following combinations are possible:

  • Fire + Water = Boil Style
  • Fire + Earth = Lava Style
  • Fire + Wind = Scorch Style
  • Earth + Lightning = Explosive Style
  • Earth + Wind = Magnet Style
  • Earth + Water = Wood Style
  • Wind + Water = Ice Style
  • Wind + Lightning = Gale Style

    Improved Chakra Control

    You have reached a level of Chakra Mastery that few can rival.

At 17th level, the amount of Chakra points needed for Jutsu that match your Chakra Nature become halved.

If a Jutsu requires 1 Chakra point you may use it twice in one action/Reaction

Shinobi Specialties

At 3rd level, you choose a path of specialty as a shinobi to focus your efforts on

Taijutsu Specialist

Improved Martial Arts

At 3rd level, when you choose this specialty, all of your Martial Arts dice increase by one. Instead of a d4, it's a d6, and so on.

Eight Inner Gates Introduction

You begin to learn about the Eight Inner Gates. At 3rd level, you gain access to 2 chakra points in your head that allow you to access a great power at a great cost. The gates are limiters on chakra for the users protection, you have learned to remove those limiters. Each gate costs 1 Chakra Point These gates induce points of exhaustion, for every point of exhaustion induced by the Eight Inner gates, that is how many long rests are required to be free from exhaustion. (ex. 4 points of exhaustion needs 4 long rests to bring exhaustion points to 0.) These gates must be opened in Succession. Each gate opening is a bonus action.

  • 1st Gate of Opening: This gate allows you to have double your movement speed, and perform the primary lotus Taijutsu. This does not count against the known jutsu. This effect lasts for 1 minute. This takes a heavy toll on your body, at the end of duration you take a point of exhaustion that may only be taken away with a long rest or by opening the 2nd gate.
  • 2nd Gate of Rest: This gate takes away any points of exhaustion and allows you to double your movement speed and add 10 ft to it, you also are able to have two actions per turn as long as one of them is the attack action. This effect lasts for 1 minute, then your point of exhaustion returns

    Eight Inner Gates Initiate

    You have trained your body to handle the first two Gates and are now ready to move on. At 6th level you are able to open the next two gates. The one on your spinal cord and the one on the same spinal cord, but lower. Each gate costs 2 chakra points
  • 3rd Gate of Pain: All points of exhaustion fade during the duration of this gate This gate allows you to perform the hidden lotus Taijustu. This does not count against jutsu known. This gate changes your appearance. Your skin turns red and your hairs stand up on end as your pupils disappear. You gain the previous boost to speed with another 10 feet of movement. Your attacks deal an additional 2d6 bludgeoning damage. This effect lasts for1 Minute. At the end you take an additional point of exhaustion (2 total), and suffer 2d8 force damage.
  • 4th Gate of Life: All points of exhaustion fade during the duration of this gate. This gate increases your speed and strength further. You have an additional 10 ft of movement speed and you have advantage on DEX saving throws for the duration. Your attacks deal 3d6 damage for any unarmed strike this includes added to Taijutsu. This effect lasts for 1 minute. You suffer 3d8 force damage from this gate after the duration and retain your 2 points of exhaustion. You also suffer 3d8 force damage.

    Eight Inner Gates Intermediate

    The 4 gates are powerful, yes, but you have the want for more. At 10th level, you're able to access the next inner gate located in the abdomen. This gate costs 3 points.
  • 5th Gate of Closing: All points of exhaustion fade during the duration of this gate. This gate increases your speed and strengthen even further. You gain an additional 10 feet of walking speed (Doubled speed + 40 ft of movement total). Your unarmed strikes gain 4d6 damage, including Taijutsu. The immense power of this gate can be hard of your bones. Your DM/GM rolls a percentile, if its below 20%, your next attack breaks a bone associated with the attack, which deals 3d8 bludgeoning damage to you. After this gate fades, you will gain an additional point of exhaustion (3 total). You also suffer 4d8 force damage.

Eight Inner Gates Advanced

You've mastered the use of the 5 gates so far and have now gotten into the 6th gate, located in the stomach. When you reach 14th level, you may open the 6th gate. This gate costs 4 chakra points to activate.

  • 6th Gate of Joy: All points of exhaustion fade during the duration of this gate. This gate increases your speed and strength even further. You gain an additional 10 feet of walking speed. (Doubled speed + 50 ft. total) Your unarmed strike gains 5d6 damage including Taijutsu. The power of this gate makes your punches have such speed that the friction produces flame with every punch. Your unarmed strikes deal an extra 1d8 fire damage when they connect, You also have the ability to use the Taijutsu Asakujaku. This gate lasts for 1 minute. When the gate fades you take an additional point of exhaustion (4 total). You also suffer 5d8 Force damage.

Eight Inner Gates Master

You have achieved more than most shinobi dream of, now you've gone even further. When you reach 16th level, you can open the 7th gate, located at the base of the stomach. This gate costs 5 chakra points to open. Also, only one long rest is needed to recover from the points of exhaustion given by the 8 Inner Gates.

  • 7th Gate of Shock: All points of exhaustion fade during the duration of this gate. This gate increases your speed and strength even further. You gain an additional 10 feet of movement of walking speed (Doubled speed + 60 total). Your unarmed strike gains 6d6 damage, including Taijutsu. The power of this gate makes your body heat increase intensely making you sweat immensely then having it evaporate causing an aura that looks like Chakra. Your unarmed strikes deal an additional 2d8 fire damage when they connect. You have access to the Taijutsu Hirodora. This gate lasts for 1 minute. When the gate fades you take an additional point of exhaustion (5 total). You also suffer 6d8 force damage

Eight Inner Gates Formation

You have discovered how to access all of the Eight Inner Gates and have discovered the ultimate power in Taijutsu. At 18th level, you are able to open the 8th Gate of Death by puncturing your chest with your thumb. This gate is unique among the 8. It costs every chakra point that you have (min. 10).

  • 8th gate of Death: Your strength and speed increase exponentially. You multiply the speed you received in the Gate of shock by 2. You multiply the damage dice you received from the gate of shock by 2. You unlock the Sekizo and Night Guy Taijutsu. Your body heat increases so much that your skin begins to burn. While you're in this gate, your feet leave small ruts of melted earth behind them. You have a flying speed = to your walking speed, as you kick the air with such intensity it allows you to stay airborn. You have 2 Actions, 2 Bonus Actions, and 2 Reactions when you open this gate. This gate lasts for one minute. At the end of the duration your body is cooked from the inside out and your body turns to ash. Your death can only be reversed by a wish spell restoring your body, then a true resurrection or resurrection spell unless otherwise ruled by your DM/GM.

    Eight Inner Gates Specialist

    You have mastered the use of the Eight Inner Gates. At 20th level, the damage you take from opening the gates is halved. This is not applicable for the 8th gate of Death.

    Ninjutsu Specialist

    Additional Chakra Nature

    You have chosen the path of intense attacking Ninjutsu. At 3rd level, you may choose a third Chakra Nature among the 5.

    More Advanced Ninjutsu

    At 6th level, you may learn an A rank Ninjutsu in addition to the other Ninjutsu that you learn at 6th level, this does not count against the number of Jutsu known

Specialty Ninjustu

At 10th level, you learn an A-S Rank Ninjutsu that becomes your specialty. This secret technique has different ones associated that you will learn as you level up. You may choose from the following Ninjutsu. To see the different Jutsu associated, see the Jutsu list.

  • Flying Raijin Jutsu
  • Reanimation Jutsu
  • Spirit Form Jutsu
  • Rasengan
  • Chidori
  • Gedo Mark (Yes I know it's from a game, but I like it.)
  • Curse Mark Inducing Ninja

    Sage Mode

    At 14th level, you may choose an animal or monster from the Monster Manual and find a sage of natural energy to access sage jutsu. Sage jutsu and Sage mode works with Natural Energy. You have Natural energy points that allow you to go into sage mode and use sage jutsu

You can spend 10 minutes gathering natural energy. (25 points per 10 minutes. Max 25 at 14th level, Max 50 at 16th level. Max 75 at18th level, Max 100 at 20th level. )

  • These points are used alongside Jutsu to make them Sage Jutsu. Any Jutsu can be made into Sage Jutsu. Sage Mode costs 10% of Current Natural Energy Points to activate as a free action.

Sage Jutsu gains 1d6 extra damage per 10 Natural Energy Points. When using any Jutsu that has the title of "Sage Art" At least half of the Cost must be paid with Natural Energy.

Chakra Mastery

The Ninjutsu you learn requires less effort.

At 16th level, as a Bonus Action you may spend the chakra points necessary to cast a Ninjutsu that you know, and, at the beginning of your next turn, it is cast as a Reaction.

Passive Natural Energy Absorption

Your Natural Energy collection becomes passive.

At 18th level, as long as it has been 10 minutes after your last use of Natural Energy, then every 10 minutes, you gain back natural energy until it is full 25 points at a time.

Legendary Ninjutsu

You learn an S Rank Ninjutsu that does not count against your jutsu known. At 20th level, you learn a legendary Jutsu based on one of the chosen chakra natures that you chose.

  • Fire: Fire Style: Great Fire Annihilation
  • Water: Water Style: Great Water Fall Jutsu
  • Wind: Wind Style: Air Bullet
  • Earth: Earth Style: Mountain Jutsu
  • Lightning: Lightning Style Armor

Genjutsu Specialist

Genjutsu Chakra Control

At 3rd level, the amount of chakra points it takes to cast a Genjutsu is halved.

Genjutsu Chakra Nature

At 3rd Level you may use any Genjutsu regardless of the Chakra Nature it is based in. Although it must be in the same Jutsu Rank that you are able to cast.

Persistent Genjutsu

You've studied the ways of the mind and found out a method to keep your targets in your illusions. Your Jutsu DC for the Purposes of Breaking and Resisting your Genjutsu increases by 2.

Subtle Genjutsu

At 10th level, your knack for illusion can be subtle. You may spend 3 Chakra points in order to make smaller details of the world, such as a written word, or a small image on a page, or a photo. The target must make a saving throw against your Genjutsu DC, however you must succeed a Dexterity (Slight of Hand Check) to weave the handsigns subtly

Ocular Genjutsu

While Genjutsu of the eyes is typical of those in the Uchiha Clan, you have studied Genjutsu long enough to have an ocular Genjutsu of your own. At 14th level you no longer need to use handsigns to cast a Genjutsu, but if you use your eyes to cast a Genjutsu, your Genjutsu DC reduces by 2. The target must have eyes and hold eye contact with you for this to work.

Mastered Ocular Genjutsu

At 16th Level, you no longer have the -2 penalty to your Genjutsu DC when using your eyes to cast the Genjutsu in question

Extended Genjutsu

At 18th level, your Genjutsu become much more powerful. For double the chakra points needed to cast a Genjutsu, the duration is doubled as well.

Legendary Genjutsu Caster

You have reached a level of Genjutsu mastery that is unprecedented. At 20th level, Your Genjutsu ignores truesight in the sense of seeing through illusion

Puppet Master

Puppet Initiate

When you choose this specialty at 3rd level, you gain proficiency with puppets. A kind of Ninja Tool that you must construct yourself. You also gain proficiency with Tinkerer's Tools. You have the following options when it comes to puppets. You build these puppets to your specifications. You may use a bonus action to take out a puppet.

Head:You may have the following options for building and upgrading your puppets' Head

  • Standard Head : 10 gp AC +1 HP: +5
  • Head with extendable Knife: 15 gp AC: +1 HP: +5 Attack: +2 to hit. 1d4 + Dexterity Modifier piercing Damage
  • Head with ranged blade: 20 gp AC: +1 HP: +5 Attack: +2 to hit. Range 60 ft. 1d6 + Dexterity Modifier Damage
  • Self Destruct Head: 25 gp. AC +2 HP: +6 Attack: Dexterity Saving throw DC: 8 + Dexterity Modifier + Proficiency bonus. 3d6 slashing damage or half on successful save.

Torso: You may have the following options for building and upgrading your puppet's body.

  • Standard Body: 30 gp. AC: +10. HP: +10
  • Trapping Body: 40 gp. AC: +11 HP: +11 Attack: Trap. Target must make Dexterity saving throw against your puppet DC to avoid or Strength save to wrench open body or be trapped inside. Target's movement is 0 and considered restrained on a failed save. DC: 8 + Dexterity Modifier + Proficiency bonus.
  • Spiked Body: 45 gp. AC +13 HP: +11 Attack: +5 to Hit, 3d6 piercing/Slashing damage
  • Self Destruct Body: 50 gp AC +12. HP +10 Attack: Range 30 ft. Every creature in range must succeed on a Dexterity save against your jutsu DC or take 3d10 fire damage

Limbs: You may have the following options for building and upgrading your puppet's body

  • Standard Limbs: 5 gp. AC:+0 HP: +5 Attack +1 to hit: 2 bludgeoning damage
  • Extendable knife: 10 gp AC: +2 HP: +7 Attack +3 to hit: 1d4 piercing damage
  • Knife shot limb: 15 gp. AC: +3 HP: +8 Attack +3 to hit 1d4 piercing damage.
  • Self Destruct limb: 20 gp. AC: +3 HP +3 Attack. Range: 10 ft. Every creature must make a Dexterity save against your Jutsu DC or take 1d10 fire damage. Half as much on a successful save

Puppet Master Beginner

At 6th level, you may wield two puppets at the same time. Both must be built by you or attacks with that puppet are at disadvantage (saves at advantage) and movement with that puppet become halved.

Puppet Master Thief

At 10th level, if you've studied the finger movements of another puppet master for at least 1 minute, you can take their puppet after their death and use it as your own as if you built it.

Body Puppet

At 14th level, you delve into a darker form of puppet mastery. When you defeat a spellcaster, you may take their body, as long as their brain is intact, and use their body as a puppet with the ability to cast every spell that they could, However their HP is halved. The process to make such a puppet takes 8 hours. Talk with your DM about how this would affect alignment and if you wish to leave this out at level 14.

Puppet Master Intermediate

At 14th level, you can control up to 5 puppets at a time, they may all attack with one of your attack actions, but your extra attack must be another Ninja Tool.

Improved Body Puppet

(Again, you don't have to take this, however the previous feature is required.) At 16th level, you study the way people move in such detail that you may take a minute to observe a fighter or other martial user and make their body your puppet after their death. You may copy their martial abilities as if they were your own, however their HP is halved. (NOTE: This does not include their extra attacks. Ki points will be your chakra points. Any chakra points that they would have used will come out of your chakra point total)

Advanced Puppet Master

At 16th level, you may control up to 10 puppets at the same time. All may attack at the same time, but it will take both of your attack actions.

Mastered Body Pupeteer

(Again, you don't have to take this. However the previous two body puppet features are required if you do want to take this feature.) At 18th level, you have mastered the way of body puppetry. Your body puppets have 3/4 of their total health, but they must be made after this level to receive this bonus. Your time to make body puppets is halved.

Quick fingers

At 18th level, each of your puppets may use Disengage at the same time as your bonus action

Self Body Puppet

(Once again, don't have to take this, however the previous body puppet features are required if you do.) At 20th level, you have mastered the way of body puppetry. Your essence is contained in a small (creature size: tiny) cylinder containing all of your chakra and consciousness. You may transfer this cylinder from puppet to puppet to stay alive. Damage to this cylinder is the only thing that can hurt you. Your AC becomes 21, and damage to the puppet body in question is inconsequential. The amount of puppets you can control becomes 100. Your amount of attacks is limited to 10 on your turn.

The Master of All Puppets

You have become the unparalleled master of puppets. At 20th level, the damage your puppets can deal becomes 1d10 extra per 10 chakra points below your Chakra Point Maximum

Ninja Tool Specialist

Ninja Tool Proficiency

When you choose this specialty at 3rd level, your proficiency bonus when using Ninja Tools of any kind becomes double. This includes Any kind of Medical Tool.

Ninja Tool Scrolls

You have the ability to store twice the amount of ninja tools in scrolls that normal. At 6th level, the amount of storage space for storage scrolls is doubled At 3rd Level.

Specialized Ninja Tool

You have discovered a ninja tool that you specialize in. At 10th level, you may choose a Ninja Tool to specialize in. When you specialize in this ninja tool the damage dice increases by 1 and you add your proficiency bonus to the damage total. You may choose from the following to specialize in:

  • Kunai Knife
  • Shuriken
  • Giant Shuriken
  • Demon Wind Shuriken
  • Paper Bomb
  • Kusarigama
  • Tekko Gakki
  • Senbon
  • Fist Blades (Like Asuma's)

Poison Blades

You have discovered the art of poison. At 14th level, all of your blades have poison on the blades. They deal 1d8 poison damage when they hit, per blade if there is a jutsu that launches multiple blades,

Ninja Tool Expert

You have studied ninja tools in depth. At 16th level, you may choose one other Ninja Tool to specialize in to add damage to

Ninja Tool Master

You have mastered Ninja Tool Ninjutsu. At 18th level, you may double your proficiency bonus for the purposes of attack roles and Jutsu Save DC when using Ninja Tool Ninjutsu.

Legendary Ninja Tool

You have discovered a Legendary Ninja Tool. You may choose from these.

7 Swords of the Mist

  • Shark Skin Samehada: Absorbs Chakra points = damage dealt up to maximum. +2 GreatSword. 3d6 Slashing damage. Sentient weapon.
  • Executioner's Blade: If chipped, this blade can restore itself through iron in the blood of its victims. +2 Longsword. 2d8 Slashing damage
  • Twin Swords: This blade can count as two blades in the sense of damage.+3 2 greatswords 4d6 Slashing damage
  • Fang aka Kiba: These twin blades are embued with lightning when together. The target creature within 5 ft takes 3d6 lightning damage on a failed Dexterity save against your Jutsu Save DC. 1d6 damage per blade.
  • Sewing Needle: This sword is especially cruel. When attached to cable, this Ninja tool that looks like a giant needle ,is capable of holding several full grown creatures suspended from trees, left to die. This +2 needle deals 3d8 piercing damage and they must make a Strength saving throw against your Jutsu Save DC or be suspended from your cable and take 3d4 piercing damage at the end of every turn until let down.
  • Explosive Blade: This blade has rolls that contain an unlimited amount of paper bombs on the blade. This +2 Greataxe deals 1d12 slashing damage and 3d8 fire damage on a hit. If the Axe misses, the Paper Bombs explode and creatures within 10 feet must succeed on a Dexterity saving throw against your Jutsu Save DC or take 3d8 Fire Damage. Half as much on a failed Save.
  • Blunt Blade: This axe is attached by chain to a large mallet. The +3 axe does 1d8 slashing damage, and the Mallet does 1d8 bludgeoning damage. When the axe hits, you can use your bonus action to hit the axe with the mallet. When you do so, the creature must make a Dexteritry saving throw against your Jutsu Save DC. On a failed save they take 4d8 piercing damage. Half as much on a successful save.

The Sacred Treasures of the Sage of Six Paths.

Most of these tools take an enormous amount of chakra, and will reduce your chakra points to 1 if used. (min. 20) Some will cause death.

  • Leaf Fan: This fan can produce any of the 5 chakra natures and can create a Tornado (Wind Style), a Surge of Lightning (Lightning Style), A wave of fire (Fire Style), A Tsunami (Water Style), Or an earth storm (Earth Style). No matter the kind of damage, it deals 12d8 damage of associated damage. Water:Force, Earth:Bludgeoning, Fire:Fire, Wind:Force,Lightning:Lightning
  • Crimson Gourd: This gourd is based on commands. If you say the command word "Record" while pointing it at a target, the next thing they say will be recorded. If they say it again while within 120 feet of the gourd or a homophone they will be drawn into the gourd to be kept there until the gourd is broken or the wielder wishes to release them. The target can make a DC 25 Strength saving throw to break free, however it cannot be done. If it is done, the gourd will be shattered and everything inside will be released. The person can be up to a large size.
  • Amber Purification Jar: This Jar is primarily used for sealing. One creature of any size can be sealed in this Urn of black liquid. If the lid is removed or urn is broken, this creature will be released. The creature must make a DC 35 Wisdom saving throw or be sealed. The use of this ninja tool will cause death by exhaustion. The creature that uses this ninja tool can only revived through resurrection spells. revivify will cost a diamond even if the typical spell in your game does not (Unless your DM specifies differently, I'm just trying to balance this broken ass ninja tool that could one shot your BBEG)
  • Gold Rope: This Ninja tool Wraps around your arm and has two command words. "Bind" will make your rope wrap around a creature within 20 feet of you. They must make a DC: 18 Strength Saving throw or be grappled. "Draw Out" requires the target to make a Wisdom saving throw DC:20 or they will lose a language known by them and you will learn that language instead. They take 3d8 psychic damage from this mental attack. (Closest thing I could think of for "word soul" Feel free to change this tool to be closer to the source material)
  • Seven Stars Blade: This ninja tool looks white all the way through with clouds on the top corners. With a rectangular blade on either side of the hilt. This blade has the ability to curse a target. The target must make a Wisdom saving throw DC: 18 or have a curse that induces disadvantage on attack roles and saving throws. Cursed creatures also take a -10 to these rolls.

Medical Ninja Specialist

Improved Medical Ninjustsu

When you choose this class at 3rd level, you have chosen to dedicate your life and your chakra to healing the wounded. You add your proficiency bonus to any medical Ninjutsu that you cast on another person. You also learn the law on medical Ninja

  • First clause: "No medic ninja shall ever stop medical treatment until the lives of their party members have come to an end."
  • Second clause: "No medic ninja shall ever stand on the front lines."
  • Third clause: "No medic ninja shall ever die until they are the last of their platoon."
  • Fourth clause: "Only those medic ninja who have mastered the Mitotic Regeneration the Hundred Healings are permitted to discard the above-mentioned laws."

Specialized Healer

You've studied how the chakra works in clothing, and in body. At 6th level, when you cast a medical Ninjutsu, you can also use the effect of the Mending Spell to fix the holes in their clothing. You also add double your proficiency bonus to Medical Ninjutsu that have the range of Touch

Ranged Medical Ninja

You've discovered a way to heal from a distance. At 10th level, as a bonus action, you may imbue the healing chakra in a Specialized Syringe Ninja Tool. It takes 3 chakra points to fill the syringe, it heals the target 1d4+2 points. (It improves to 1d6 at 14th level, 1d8 at 16th level, 1d10 at 18th level, and 1d12 at 20th level)It takes 10 minutes and 40 gp of material to make one Syringe

Medical Jutsu Specialist

You have studied your medical Jutsu closely. At 14th level, you may choose one Jutsu that provides healing and specialize in it. That specialized Jutsu has an extra dice attributed to the healing. (ex. 1d6 healing becomes 2d6 healing) You may change this specialized Jutsu when you level up.

Life Transfer

You have discovered how to give your life for another. At 16th level, you may give all of your chakra points in order to cast Resurrection on someone who has died. This technique results in the death of the user

Monster Strength

You have found a way to help your allies on the front lines. At 18th level, you may spend 10 chakra points to have your unarmed strikes deal 3d8 bludgeoning damage and force people back 10 feet on a failed STR saving throw against your Jutsu Save DC

Mitotic Regeneration

You have been concentrating chakra to a point in your forehead as you've healed your allies. As an action, you may now cast the Jutsu Mitotic Regeneration the Hundred Healings. This Jutsu shows curse mark like markings all over your body. When you take damage, you roll the same amount damage dice that you have taken. You may deduct the damage dealt to you equal to the dice total + your Jutsu attack bonus, the amount of healing is limited by the total amount of damage taken. If an attack takes all of your hit points, you may not roll the damage dice to heal, but you will not die, you retain one hit point and the jutsu ends. This effect lasts for 10 minutes.

Clans

When your character starts in this class, you can have them be a member of any of these Clans at 1st Level. Your DM may not allow some or all. Please Be Respectful Of Your DM's Choices when it comes to running Their game

Akimichi Clan

While the Akimichi Clan is notoriously overweight, their power cannot be ignored. When you choose this Clan at 1st level you add a +1 to your Constitution score, and you gain access to the following Jutsu, detailed at the end of the Class (Note that not all these options will be available at 1st level):

  • Expansion Jutsu
  • Partial Expansion Justu
  • Super Expansion Jutsu
  • Butterfly Mode
  • Butterfly Bomb

Clan Traits

  • Hunger: As a member of the Akimichi Clan, you always want a snack and take food eating very seriously. You must have food every day or you will become quite grumpy. (Optional as it effects player choice and roleplay) (You still hungry tho)
  • Pill Box: As a member of the Akimichi Clan, you have Access to the Pill Box Ninja Tool.

You have 3 pills in this box.

  • Green Spinach Pill: This pill converts fat into Chakra. When you take this pill, you gain your max Chakra Points, then double it. After 3 minutes, you take xd6 poison damage. x= your level.
  • Yellow Curry Pill: This pill converts fat into more Chakra. When you take this pill you gain 20 additional Chakra points after restoring to your now doubled max. After 3 minutes, you take xd8 poison damage. x=your level
  • Red Chilli Pepper Pill: This converts all fat reserves into chakra. Giving you 100 additional Chakra Points and Access to the Butterfly Mode and Butterfly Bomb Techniques. This effect lasts for 3 minutes. At the end of the 3 minutes, the fat reserves are brought to absolute 0, giving you no more energy. You will die within 2 days if you are not treated.

Butterfly Mode

This mode allows you to gain immense strength. Your Strenth Score increases to 22 and you gain a +3 to Jutsu Attacks while in this mode. Cost: 10 Chakra Points

You also gain majestic Blue Wings that are beautiful to see. This marks the activation of the mode.

Butterfly Bomb

A Rank Akimichi Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You attack a creature with all the blue butterfly chakra into your fist. You make a Jutsu Attack Roll, on a hit, you deal 10d8 bludgeoning damage.

Aburame Clan

The Aburame Clan is notorious for their mastery over bugs. The Aburame clan uses their collected bugs, infused with their chakra to do tasks for them. The bugs can act as attackers, defenders, and scouts. Typically the insects live in the skin of the Aburame Clan member. When you choose this Clan at 1st Level you get a +1 Bonus to your Intelligence score. You also gain access to the following spells (Note: You will not have access to all of these spells at 1st level) (NOTE: I had to change this at the end because I forgot about these guys.)

  • 3rd level: Parasitic Insects: Swarm: This allows you to swarm your inescts in the area to create a route for escape for you and your allies
  • 5th level: Parasitic Insects: Pupa: This allows you to form a pupa around one target. They must succeed on a Strength saving throw against your Jutsu Save DC or be grappled
  • 8th level: Parasitic Insects: Scout: You can communicate with your insects to scout up to 2 miles ahead
  • 11th level: Parasitic Insects: Tornado: You create a tornado of bugs that stings and attacks your opponent. They must make a Constitutioon save against poison damage.
  • 15th level: Parasitic Insects: Expansion: You make 3-5 of your insects a Large Sized Creature. Damage according to your DM

    Clan Traits

    Holes in the skin: Typically the insects are not seen because the Aburame clan notoriously wears long sleeve high collared shirts and sunglasses, typically only

Nara Clan

People in the Nara Clan are known strategists that work with the shadows. Literally. When you choose this Clan at 1st level, you gain a +1 to INT and you gain access to the Following Jutsu, listed at the end of the Class (Note: not all of these jutsu will be available at 1st level):

  • Shadow Posession Jutsu
  • Shadow Strangle Jutsu
  • Shadow Pull Jutsu
  • Shadow Stitching Jutsu

Clan Traits

Strategist: You have advantage on any Wisdom (Perception) check that has to do with formulating a strategy (usable at the DMs Discretion)

Yamanaka

The Panaka Clan is known for their use of mind bending. When you pick this Clan at 1st level, you gain a +1 to your WIS score. You also gain access to the following Jutsu, listed at the end of the class (Note: Not all of these Jutsu will be available at Level 1):

  • Mind Transfer Jutsu
  • Mind Destruction Jutsu
  • Mind Clone Jutsu

Clan Traits

Telepathy: When you reach 10th level, you may put yourself in a state of sensory deprivation in order to communicate with your allies long distances away

Kaguya

The Kaguya clan are notorious for their ability to grow extra bones and use them as armor or weapons. When you choose this Clan at 1st level, you gain a +1 to your CON score. You gain the following benefits: (Note: How and when you get these abilities is up to your DM or GM)

Bone Knife(1st Level): by using the chakra in your body, you can replicates your humerous bone two times over making a blade that you can put in and take away that acts as a sort of short sword. (Stats 1d8 piercing damage +Dex Mod)

Finger Bone Fire (3rd Level): You can make your finger tip bones fire from your finger tips one hand at a time. You can make a ranged attack roll and the target will take 5d4 bludgeoning damage +Dex Mod.

Bone Cage Frenzy (5th level): As a reaction, once per long rest, you can make your body shoot razor sharp bones from the torso, hand, and arms. Any creature that hits you while you're in this state takes 2d6 piercing damage. During your turn you can dismiss these bones as a bonus action or roll around as an Action to deal 3d6 piercing damage.

You gain the following Jutsu List: (Note: These Jutsu will not necessarily be available at 1st level)

  • Willow Dance
  • Chamilia Dance
  • Larch Dance
  • Clematis Dance: Vine
  • Clematis Dance:Flower
  • Bracken Dance

Hoshigaki

(NOTE: This Clan Requires a Water Style Chakra Nature at 1st Level.)

The Hoshigaki Clan is a clan of people that look distinctively like shark people, complete with gills and sharp teeth. When you choose this Clan at level 1, you gain proficiency with the intimidation skill. You gain the following Jutsu list: (Note: You may not have access to all of these jutsu at level 1)

  • Water Style: Water Shark Bomb Jutsu
  • Water Style: 5 feeding Sharks
  • Water Style: Shark Rain Jutsu
  • Water Style: Water Shark Prison
  • Water Style: Super Water Shark Bomb Jutsu

    Clan Traits

    Shark-like appearance: Your skin has a blue tint to it and sharp teeth. You have a Bite attack that deals 1d4 worth of piercing damage.

Amphibious: You have the ability to breathe in both air and Water

Shark Form (12th level): When you get below 10 hit points, you're allowed to summon all the water in the atmosphere and make a large 10 ft. sphere of water with you in the center. You have a swimming speed of 50 ft in this form and have an improved bite attack that deals 1d12 points of piercing damage.

Hozuki

(NOTE: This Clan requires Water Style Chakra Nature at 1st level)

This Clan is characterized with how in tune with water they are. While it offers some advantages, it also has very serious setbacks. When you choose this Clan at level 1, you gain a +1 bonus to your DEX score. You gain access to the folowing Jutsu: (Note: You may not have access to all of these Jutsu at level 1)

  • Water Style: Water Arm Jutsu
  • Water Gun Jutsu
  • Torrent: Water Transformation Jutsu
  • Water Style: Tsunami Strike

Inuzuka Clan

The Inuzuka Clan is known for their care of Dire Wolves. At 1st level you gain proficiency with the Animal Handling Skill, a +1 Bonus to your DEX score, and a Dire Wolf Puppy companion that is fiercely loyal to you. This puppy grows as you level up


Dire Wolf Puppy

small beast, Alligned with its owner


  • Armor Class 12
  • Hit Points 10(2d4 + 5)
  • Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 7 (-2)

  • Condition Immunities None
  • Senses passive Perception 15
  • Languages Comminication with its owner
  • Skills Perception +2 Stealth +5

Keen Hearing and Smell The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Chakra Sensing. The wolf can sense certain kinds of chakra and will notify you if something ominous nearby.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the puppy latched on to the creature and deal 1 point of piercing damage at the end of your turns

The dire wolf will reach full maturity at level 10. Refer to the Monster Manual for the full grown Dire Wolf Stats.

You gain access to the following Jutsu as an Inuzuka Clan member:

  • Man Beast Clone
  • Tunneling Fang
  • Fang Over Fang
  • Dynamic Marking
  • Man Beast Tranformation: 2 Headed Wolf
  • Wolf Fang Over Fang
  • Man Beast Transformation: 3 Headed Wolf

Clan Traits

Keen Sense of Smell: You have advantage on any Wisdom (Perception) checks that have to do with a sense of smell.

Wolf Communication: You have studied the ways that wolves communicate and are very in tune with how your wolf communicates. You may speak to your wolf as you would any other person and they will understand and communicate back to you.

Hyuga

The Hyuga clan is known for their visual prowess and for their deadly accurate Taijutsu. When you choose this Clan at 1st level you receive a +1 to your DEX score. You also have access to the following abilities: (Note: you may not have access to all of these abilities at level 1)

  • Byakugan: (3 Chakra points to activate. 1 per hour to keep active) The Byakugan is a deadly accurate doujutsu that allows the user to see very far away and through solid objects. You awaken your Byakugan at 3rd level

You gain truesight for up to 500 ft.away

You can see all around you except for a very specific blindspot in a cone behind the nape of the neck that can be seen by opponents with a DC:20 insight check on your abilities.

You can see the chakra points of individuals and can pierce them in certain areas with your own chakra (1 point per 10 hits) to interrupt chakra flow. Making their cost for jutsu take a +2 penalty. For example, if a Jutsu cost is 4 chakra points, it would then cost 6 to cast. Only applicable for other Shinobi as the works of other classes are a mystery to the Hyuga. [The DM can rule differently if they want]

You gain the following jutsu list (Not necessarily available at level 3):

  • 8 Trigrams: Palm Rotation
  • 8 Trigrams: Giant Palm Rotation
  • 8 Trigrams: 64 Palms
  • Protective 8 Trigrams: 64 Palms
  • 8 Trigrams: 128 Palms
  • 8 Trigrams: Air Palm
  • 8 Trigrams: Last Resort: 8 gates assault

Clan Traits

Pearl eyes: while most people with these kinds of eyes are blind, the Hyuga are far from it. Their eyes are a pearlescent white, and change in intensity when they activate their Byakugan.

Quick Strike: The Hyuga clan specializes in quick shot combat, or precise two finger strikes. Your Hyuga Ninja can attack two times with one unarmed strike and have martial arts dice deal piercing damage instead of bludgeoning.

Uchiha (Fire Style Chakra Nature Required)

Note for DM's: This Clan has potential to be ridiculously powerful. You have the right to say no to this clan

Note for the Players: Don't be upset at your DM if he says no.

The Clan

The Uchiha Clan is one of the most famous Clans in the world, known for their visual prowess in the form of the piercing red eyes of the Sharingan. When you take this Clan at 1st level, you gain the following benefits:

  • You can have one B Rank Fire Style Ninjutsu to start out with. This jutsu does not count against your jutsu known
  • You have access to the visual prowess of the Sharingan

NOTE: The Sharingan is an ability that can only be achieved under incredible mental or physical stress. Seeing your ally about to die. Being close to death yourself. Or anything else at the DM/GM's Discretion on how/when/IF you get your Sharingan is up to them! Can occur at any level.

The Sharingan

The trademark ability of the Uchiha Clan. To activate the Sharingan takes a Bonus Action or a Free Action at the discretion of your DM. The Sharingan has 3 Basic Stages.

  • 1st Stage: When you receive the Sharingan from a Traumatic event, you are able to see chakra in the air and in people as far as how it flows and what they're doing, and have a higher reaction speed. You gain a +3 to perception checks that have to do with eyesight. You also gain darkvision up to 30 ft. You also gain a +1 bonus to your Armor Class while this is active. (Requires 1 chakra point to activate. Needs 1 chakra point per hour to keep active for extended periods of time)

  • 2nd Stage: You receive this stage of the Sharingan 2 Levels after you get the first stage of the Sharingan. When you reach the second stage you are able to lip read from a distance and know what someone is writing simply by watching their hand move. You are also able to copy the fighting style movements of somebody you see with a successful Wisdom (Insight) Check. You also have advantage on Dexterity saving throws involving effects that you can see.

As a reaction you may attempt to catch an incoming missile. You roll 1d20 and add your unarmed strike modifier. If it matches their attack roll, you catch it. You also gain a +2 to your armor class

(Requires 2 chakra points to activate. Needs 2 chakra points per hour to keep active for extended periods of time.)

  • 3rd Stage: You receive this stage of the Sharingan instantly if you witness your best friend dying. Otherwise, you achieve this stage of the sharingan at level 20 or 2 levels after you awakened the second stage. This stage grants you even deeper insight to people's movements. Due to the increased reaction time you gain a +5 to your perception checks and passive perception while this is active. You also gain a +3 bonus to your armor class.

You may copy any jutsu that you seen performed in front of you from beginning to end, regardless of the nature of the jutsu. The Sharingan cannot copy Kekkei Genkai even if it is comprised of the chakra natures that you are proficient with. (Requires 3 Chakra Points to activate and 3 per hour active)

You also have access to new Jutsu with the third stage found at the end of the Class:

  • Genjutsu:Sharingan
  • Izanagi
  • Izanami

There is a second release to the regular Sharingan known as the Mangekyo Sharingan.

[The Mangekyo Sharingan is a variable doujutsu. Work with your DM on specific pattern and abilities.]

[NOTE: Common misconception about the Mangekyo Sharingan. In Naruto lore, Itachi told Sasuke when he was young to kill his best friend in order to awaken it. However this did not happen with Itachi, Obito, or Sasuke. For Itachi, he watched Shisui kill himself, but he himself did not push him. Obito watched Rin die, by Kakashi's hand (a case can be made about a connection due to Obito seeing Rin through his left eye in Kakashi, but he himself did not kill her and received the mangekyo anyway.) Sasuke did not kill Itachi, but witnessed him die due to sickness. Sasuke did not land any lethal blows, but Itachi was ridden with disease and blindness and the stress of the battle. And as Sasuke discovered the truth, he realized that he saw his best friend die, awakening his Mangekyo. In this class, it shall be ruled as follows unless otherwise decided by your DM]

Mangekyo Sharingan

You unlock the Mangekyo Sharingan by witnessing the death of your best friend, either at your hand or at the hand of another or by sickness.

Unlocking the Mangekyo automatically forces your sharingan to the final stage. (As seen with Kakashi and Obito) (5 chakra points to activate and 5 per hour to keep active)

Blindness

When you use the mangekyo sharingan, you gain points in Blindness that can only be replenished by new eyes. The only way to keep the eyes' light indefinitely is to acquire eyes of a close relative, (typically a sibling). Only then can blindness be prevented entirely; achieving Eternal Mangekyo Sharingan

  • When you have 5 points of blindness, your perception bonus and passive perception take a -2 penalty as long as they rely on sight and can only be returned to normal by activating your sharingan
  • When you have 10 points of blindness your perception bonus and passive perception receive a -5 penalty as long as they rely on sight which can only be reversed with activating your sharingan
  • When you have 15 points of blindness, all sight is blurry unless you have the sharingan activated. You take a -8 penalty to perception bonus and passive perception that rely on sight. Only activating the sharingan can counteract this effect.
  • When you have 18 points of blindness, even sight with the Sharingan is blurry. You take a -15 penalty to passive perception and perception checks that rely on sight. You take a -8 if you have the Sharingan activated and can only fully restore sight if you have the mangekyo sharingan activated
  • When you have 20 points of blindness, you permanently have the blindness condition and lose all abilities given by the Sharingan. You automatically fail any perception check that relies on sight. The only way to restore light to your eyes is to steal a new pair. However Eternal Mangekyo Sharingan can only be achieved with a pair of sharingan eyes that belong to a sibling or other family member in the immediate family

Abilities

[The abilities associated with the sharingan are typically as follows based on Naruto Lore and abilities. Work with your DM to hash out specifics. Also abilities such as Kamui exist in both eyes, so be aware.]

  • Dominant Eye: A powerful Ninjutsu ability. (ex.Amaterasu) (Costs 5 chakra points) (1 point in Blindness per 2 uses)
  • Non-Dominant Eye: A powerful Genjutsu ability (ex.Kotoakatsukami, Tsukuyomi) (Costs 5 chakra points) (1 point in blindness per 2 uses)

Something that is common in all cases is what happens when both eyes come together

Susano'o

A creature appears of bone from around, changing your size and pushing people back that are near you (dealing 1d10 force damage as they are pushed 10 feet back on a failed Strength saving throw) (This damage dice increases with every stage.) You may summon your Susano'o as a reaction, but the chakra requirements increases by 1. It also may be activated as a bonus action

  • 1st stage: The bone creature has an unarmed strike, +10 to hit 2d10+5 bludgeoning damage on hit.(3d10 at stage 2, 4d10 at stage 3, etc) Adds +5 to your AC (2 chakra points) (2 points of blindess per use)
  • 2nd stage: The bone creature grows skin and a weapon of the DMs choice from the simple weapon table in the PHB, doubling the damage dice associated with the chosen weapon. +10 to the typical attack bonus. (5 Chakra points) (1 point of blindness per use)
  • 3rd stage: The creature becomes encased in a suit of armor and gains a shield for protection. Adds +3 to AC on top of original Susano'o bonus. (11 chakra points)(2 points of blindness per use) (1 point of blindness per minute of this stage being active)

NOTE: 4th Stage onward is only recommended for Eternal Mangekyo Sharingan Users. Blindness will ensue much faster with these stages

  • 4th Stage: The creature jumps up in size from large to Huge. It is bipedal and adds 50 temp HP to your character sheet, When these Temp HP run out, the Susano'o fades until recast. 70 ft walking speed(18 chakra points) (5 points of blindness per use)
  • 5th Stage: The creature is encased in a shogun esque armor and receives a sword in addition to their original weapon. This sword deals 3d12+8 slashing damage. +10 to hit. 70 ft walking speed. Wings of armor grow to allow flight 50 ft. flying speed. (25 Chakra Points) (10 points of blindness per cast)

Sharingan Transference

For the Transference of Sharingan eyes, the price for the receiver will be double that of the original owner of the Sharingan. If an ability cost 2 Chakra points, it would then cost 4 for the receiver.

When a surgery is done to implant a Sharingan eye into a non Uchiha Clan member, the Sharingan is permanantly active unless the eyes are closed. While the eye(s) are open there will be a drain in chakra.

Upon death you may spend the remainder of your Chakra points (min. 10) to give a person you choose your Sharingan powers for the amount of minutes equal to the chakra points spent.

Jutsu List

D Rank Jutsu
  • Substitution Jutsu
  • Transformation Jutsu
  • Clone Jutsu
  • Shadow Shuriken Jutsu (D Rank)
  • Escape Justu
  • Trap Set Jutsu
C Rank Jutsu
Earth Style:
  • Terra Shield
  • Hidden Mole Jusu
  • Head Hunter Jutsu
  • Falling Earth Spears
  • Stone Fist Jutsu
  • Flying Stones
  • Mud Wolves
  • Ripping Drill Fang
  • Stone Brick
  • Stone Pillar Prison
  • Spears of Stone
  • Rock Shelter
  • Tunnelling Technique
  • Underground Move Jutsu
Fire Style
  • Exploding Flame Shot
  • Burning Ash
  • Fox Fire
  • Fire Run
Lightning Style
  • Lightning Ball
  • Earth Flash
  • False Darkness
  • Lightning Rat Tremor
  • Lightning Fang
  • Thunderbolt
Water Style
  • Puppet Water Style: Mystical Rain Dance Jutsu
  • Sticky Water
  • Black Rain Jutsu
  • Hidden in Rain Jutsu
  • Puddle Camoflauge Jutsu
  • Mouth Shot
  • Syrup Trap
  • Water Shuriken
  • Water Whip Jutsu
  • Flower Ninja Art: Mirror Flower Water Move
Wind Style
  • Beast Wave Palm
  • Sandstorm Jutsu
  • Hurricane Wall
  • Sand Storm Jutsu
  • Wind Scythe Jutsu
  • Wind Ball
  • Whirlwind Fist
  • Bell Ring Genjutsu
  • Genjutsu: Optic Delusory
  • Hazy Genjutsu
Taijutsu
  • Crescent Moon Slice
  • Back Slice
  • Dynamic Entry
  • Dynamic Marking
  • Camellia Dance
  • Eight Trigrams: Thirty-Two Palms
  • Eight Trigrams Air Palm
  • Primary Lotus
  • Human Boulder
  • Iron Tackle
  • Leaf Whirlwind
  • Leaf Rising Wind
  • Leaf Hurricane
  • One-Man Primary Lotus
  • Tunnelling Fang
  • Spiky Human Boulder
  • Seven Heavens Breathing Method: First Activation
  • Expansion Jutsu
Ninja Tool Jutsu
  • Blazing Shuriken Dance
  • Shadow Shuriken Jutsu (C Rank)
Medical Jutsu
  • Medical Water Style: Water Mosquito
  • Medical Water Style: Water Praying Mantis
  • Chakra Dissection Blade
  • Healing Jutsu
Ice Style
  • Ice Darts Jutsu
  • Frozen Capturing Field
Boil Style
  • Steam Dash
Explosion Style
  • Exploding Palm
Lava Style
  • Quicklime Jutsu
  • Rubber Defense
  • Rubber Rope
Magnet Style
  • Iron Sand Marking
  • Iron Sand Weaponry
  • Conserving Bee Twin Blades
Wood Style
  • Signal Seeds
  • Four Pillar Prison Jutsu
  • Hand Tool Manipulation
Gale Style
  • Thunder Cloud Void Wave
B Rank Justsu
  • Summoning Jutsu
  • Shadow Posession Jutsu
  • Shadow Strangle Jutsu
  • Shadow Pull Jutsu
  • Mind Transfer Jutsu
  • Man Beast Clone
Earth Style
  • Barrier: Earth Dome Prison
  • Weighted Boulder Jutsu
  • Stone Plate Coffin
  • Rock Bullet Jutsu
  • Earthen Corridor
  • Earth Dragon Bomb
  • Great Mud River
  • Earthen Stone Shoots
  • Mud Wall
  • Stone Golem
  • Mobile Core
  • Rock Collapse
  • Rock Breaker
  • Dark Swamp
  • Cactus Genjutsu
Fire Style
  • Bomb Blast Dance
  • Fireball Jutsu
  • Searing Migraine
  • Misty Flames Dance Jutsu
  • Phoenix Flower Jutsu
  • Celestial Prison Flame Sword
Lightning Style
  • Lightning Flicker
  • Lightning Beast Running Jutsu
  • Electric Needle Spark
  • Spider Web
  • Emotion Wave
  • Denko Sekka
Water Style
  • Dustless Bewildering Cover
  • Heavenly Weeping
  • Hidden Mist Jutsu
  • Watercutting Sword
  • Water Balloon Jutsu
  • Water Clone Jutsu
  • Water Gun Jutsu
  • Water Style Genjutsu: Mystic Fog Prison
  • Great Water Arm
  • Ripping Torrent
  • Water Dragon Jutsu
  • Water Hail
  • Waterfall Basin Jutsu
  • Water Shark Bomb Jutsu
  • 5 Feeding Sharks
Wind Style
  • Beast Wave Gale Palm
  • Wind Sword
  • Cyclone Scythe Jutsu
  • Air Bullets
  • Dust Storm Jutsu
  • Sea Dragon
  • Vacuum Blade
  • Vacuum Blast
  • Demon Flute: Chains of Fantasia
  • Demonic Illusion: Death Mirage Jutsu
  • Shackle Stakes
  • Flower Petal Escape
  • Interrogation Genjutsu
Taijutsu
  • Larch Dance
  • Willow Dance
  • Eight Trigrams: Palm Rotation
  • Eight Trigrams Sixty-Four Palms
  • Eight Trigrams Air Palm Wall
  • Gentle Fist: Body Blow
  • Gentle Step Twin Lion Fists
  • Protective Eight Trigrams Sixty-Four Palms
  • Fang Over Fang
  • Heaven Kick of Pain
  • Leaf Superhuman Hurricane
  • Hidden Lotus
  • Asakujaku
  • Seven Heavens Breathing Method: Second Activation
  • Seven Heavens Breathing Method: Third Activation
  • Severe Leaf Hurricane
Ninja Tool Jutsu
  • Flying Swallow
Medical Jutsu
  • Medical Water Style: Water Jellyfish
  • Nervous System Rupture
  • Cell Activation Jutsu
  • Dead Soul Jutsu
  • Poison Extraction Jutsu
  • Poison Fog
Ice Style
  • Ice Prison Jutsu
  • Black Dragon Blizzard
  • Ice Rock Dome
  • Dragon vs. Tiger
  • Mangehyo
Boil Style
  • Eruption Propulsion Fist
Explosion Style
  • Landmine Fist
Lava Style
  • Ash Stone Sealing Jutsu
  • Rubber Sphere
Magnet Style
  • Air Gold Dust Protective Wall
  • Iron Sand Gathering
  • Iron Sand Wave
  • Iron Sand: Unleash
  • Iron Sand: Black Iron Wings
  • Successive Shots Iron Sand Drizzle
Wood Style
  • Wood Clone Jutsu
  • Deep Forest Emergence
  • Four Pillar House Jutsu
  • Giant Forest Jutsu
  • Stocks
Gale Style
  • Laser Circus
A Rank Jutsu
  • Shadow Stiching Jutsu
  • Mind Destruction Jutsu
  • Mind Clone Jutsu
  • Man Beast Transformation: 2 Headed Wolf
Earth Style
  • Ultimate Revival Jutsu: Soil Bodies
  • Antlion
  • Bottomless Swamp
  • Buta Futa
  • Mud Wave
  • Iron Skin
  • Earth Wave Jutsu
  • Earth Dragon
  • Rampart of Flowing Soil
  • Iron Prison
  • Lightened Boulder Jutsu
  • Mudslide Jutsu
  • Erupt
  • Earthquake Slam
Fire Style
  • Giant Flame Bombs
  • Red Spider
  • Dragon Flame Jutsu
  • Dragon Flame Loud Singing Jutsu
  • Dragon Flame Bombs
  • Flame Hurricane
  • Celestial Prison
  • Hiding in Ash Jutsu
  • Demon Illusion: Fire Jutsu
Lightning Style
  • Thunder Funeral: Feast of Lightning
  • Lightning Style Bullet: Ibuki
  • Depth Charge
  • Four-Pillar Trap
  • Overdrive
  • Purple Lightning
  • Chidori
  • Lightning Cable
Water Style
  • Crimson Mist Barrier Jutsu, Red Mist Barrier
  • Rainmaker Jutsu
  • Water Prison Jutsu
  • Exploding Water Shock Wave
  • Giant Vortex Jutsu
  • Aqua Mirror Jutsu
  • Water Spikes
  • Liquid Memory
  • Super Water Shark Bomb Jutsu
  • Water Shark Prison Dance
  • Four Shark Shark Shower
Wind Style
  • Thunder Dragon Tornado
  • Scattering Flower Dance
  • Infinite Sandstorm Devastation
  • Supreme Typhoon
  • Pressure Damage
  • Rasengan
  • Sandstorm Hurricane
  • Vacuum Blast Barrage
  • Infinite Darkness Jutsu
  • Genjutsu: Double Optic Delusory
  • Mirage Crow
  • Mirror Heaven and Earth Change
Taijutsu
  • Lariat
  • Hirudora
  • Clematis Dance: Flower
  • Eight Trigrams Mountain Break Attack
  • Eight Trigrams One Hundred Twenty-Eight Palms
  • Tail Chasing Ritating Fang
  • Wolf Fang Over Fang
  • Cross Block Jutsu
  • Super Slap
  • Digital Shrapnel
  • Eight Trigrams Last Resort: Eight Gates Assault
Ninja Tool Jutsu
  • Shuriken Shadow Clone Justu
  • Twin Rising Dragons
  • Weapon Control: Tensasai
  • Ninja Tool Summoning Jutsu
Medical Jutsu
  • Regenerative Healing Jutsu
  • Anaesthetic Jutsu
Ice Style
  • Crystal Ice Mirrors
  • White Whale Jutsu
  • Tsubame Blizzard
  • Twin Dragon Blizzard
  • Wolf Fang Avalanche
Boil Style
  • Acid Rain Jutsu
Lava Style
  • Lava Monster Jutsu
  • Rubber Wall
  • Scorching Rocks Jutsu
Scorch Style
  • Great Steaming Explosive Blast
Magnet Style
  • Black Iron Fist
  • Black Secret Technique: Black Iron
  • Iron Sand Clone
  • Iron Sand Wall
Wood Style
  • Row Houses Jutsu
  • Cutting Sprigs Jutsu
  • Great Tree Spear
  • Wood Expulsion Jutsu
  • Wood Dragon Jutsu
  • Silent Strangle Jutsu
  • Tree Bind Eternal Burial
Gale Style
  • Black Hunting
S Rank Jutsu
  • Izanagi
  • Izanami
  • Kotoamatsukami
  • Amaterasu
  • Kamui
  • Tsukuyomi
  • Kamui Shuriken
  • Man Beast Transformation: 3 Headed Wolf
  • Shadow Clone Jutsu
Earth Style
  • Devouring Earth
  • Planet Splitter
  • Fissure
  • Multi Mud Wall
  • Super Weighted Boulder Jutsu
  • Super-Lightened Boulder Jutsu
Fire Style
  • Demon Lantern
  • Majestic Demolisher Flame
  • Celestial Prison
  • Flame Flower
Lightning Style
  • Kirin
  • Limelight Jutsu
Water Style
  • Water Shockwave
  • Water Pillar
  • Water Severing Wave
Wind Style
  • Enhancing Flattery
  • Genjutsu: Sharingan
Taijutsu
  • Sekizo
  • Night Guy
  • Super Wolf Fang Over Fang
Medical Jutsu
  • Body Activation Jutsu
  • Mitotic Regeneration
  • Chakra Infusion
Ice Style
  • Shattering Ice Spear
Boil Style
  • Solid Fog Jutsu
Lava Style
  • Floral Mountain
Scorch Style
  • Super Steam Kill
Magnet Style
  • Iron Sand: Scattered Showers
Wood Style
  • Sage Art: Wood Style: Shinsu Senju, Veritable 1000-Armed Kan'on
  • Laughing Buddha Jutsu
  • Wood Golem Jutsu
Gale Style
  • Sage Art: Gale Style Fang of Light
Specialty Ninjutsu Variations
  • Flying Raijin Jutsu
  • Reciprocal Round-Robin Flying Raijin Jutsu
  • Flying Raijin Slice
  • Flying Raijin, Level 2
  • Teleportation Barrier
  • Reanimation Jutsu
  • Spirit Form Jutsu
  • Giant Rasengan
  • Rasenshuriken
  • Giant Rasenshuriken
  • Mini Rasenshuriken
  • Chidori Stream
  • Chidori Senbon
  • Chidori Sharp Spear
  • Gedo Mark: Seal
  • Gedo Mark: Confusion
  • Gedo Mark: Release
  • Curse Mark
Legendary Ninjutsu
  • Fire Style Great Fire Annihilation
  • Water Style Great Water Fall Jutsu
  • Wind Style Air Bullet
  • Earth Style Mountain Jutsu
  • Lightning Style Armor

Substitution Jutsu

D Rank Jutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: M (A log or other substitution nearby)
  • Duration: Instantaneous
  • Cost: 1 Chakra Point

When you are hit by an attack of any kind you may attempt a Substitution. This can be in many forms, but it is typically in the form of a log or other common thing in nature. When you are hit by an attack, you may use your Reaction to Roll against that creature's attack or effect that requires a saving throw, this roll has no modifiers. If you meet or exceed their attack roll/DC you take no damage, leaving something behind of your choosing

Transformation Jutsu

D Rank Jutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Until dispelled, Chakra runs out, or you are hit with an attack
  • Cost: 1 Chakra Point per 10 minutes

You may change your appearance and physical shape to resemble something or someone you have seen before or can imagine. You may only make yourself one size larger than what you typically are.

Clone Jutsu

D Rank Jutsu


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Until dispelled or until Chakra runs out
  • Cost: 1 Chakra Point per 10 minutes

You make an illusion of yourself that you may make do whatever you wish as long as you can see it. It can make noise and throw illusions that look like what you throw. It can also make illusions of Jutsu that you know. To make your duplicate cast a jutsu as an illusion, it takes 1 chakra points, regardless of the Rank or cost of the jutsu itself. A creature may spend an action to make an insight check against your Jutsu Save DC in order to differentiate between the two of you.

Shadow Shuriken Jutsu

D Rank Jutsu


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: M (Shuriken)
  • Duration: Instantaneous
  • Cost: 1 Chakra Point

When you decide to throw a Shuriken of a small size you may use your understanding of Ninja Tools to have one right under it, in the shadows. This makes the one attack act as two attacks, this does not count against your Extra Attack feature.

Escape Jutsu

D Rank Jutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 1 Chakra Point

When you find yourself bound in some kind of non magical material, you may use this jutsu to attempt to escape the trap. Your DM sets the DC depending on the trap, but you may make a Dexterity (slight of hand) check with advantage to escape your bindings.

Trap Set Jutsu

D Rank Jutsu


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: M (Twine or other method to spring the trap, two kunai knives)
  • Duration: Instantaneous
  • Cost: 1 Chakra Point

You may set a trap instantly that goes off as you throw down two kunai knives. You may choose from the following traps to set. You must declare this before casting the jutsu.

  • Boulder Trap: Target must make a Dexterity saving throw against your jutsu save DC or take 2d6 bludgeoning damage as a rock is summoned above them to crush them. On a failed save they are knocked prone.
  • Binding Trap: The Target must make a Strength saving throw against your Jutsu Save DC or be restrained and have their movement reduced to 0 until they break free.

Earth Style: Terra Shield

C Rank Earth Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra Points

When an attack that you can see is coming your way you may use your reaction to make a Medium stone wall that puts you behind three-quarters cover. This Wall has 25 HP. If an attack breaks through this wall, you will take an addictional 1d6 bludgeoning damage.

Earth Style: Hidden Mole Jutsu

C Rank Earth Style Ninjustu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Cost: 1 Chakra Point

You acquire a burrowing speed eual to your walking speed. At the end of your burrowing speed, you must hold your breath until you wish to surface. If you fail your suffocation saves, you surface automatically for air.

Earth Style: Head Hunter Jutsu

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Round
  • Cost: 1 Chakra Point

While burrowed underground, as long as you are under your target, you may grab their leg and switch places with them only leaving their head visible. They are restrained and their speed is 0 unless they succeed on a Strength saving throw against your Jutsu Save DC. The creature can make another saving throw as an action.

Earth Style: Falling Earth Spears

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (Earth from the area around you or carried in some form)
  • Duration: 1 Round
  • Cost: 3 Chakra Points

You throw mud or some other kind of earth in the air and the material hardens into a spike that flies towards the target. Make a Jutsu Attack Roll, and if it hits a material that is less dense than the material thrown, it has a chance of piercing it. (DM's discretion)

Stone Fist Jutsu

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra Points per 1 minute active

You may shove your fists into the earth itself and emerge with a solid stone fist. This adds an additional 1d10 to your unarmed strikes. When the Jutsu fades, it crumbles to rocks at your feet.

Earth Style: Flying Stones

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (Earth around you)
  • Duration: Instantaneous
  • Cost: 4 Chakra Points

You fire several stones in a 15 ft. cone. Those in range must make a Dexterity saving throw against your Jutsu Save DC and take 3d6 bludgeoning damage on a failed save. half as much on a successful save.

Earth Style: Mud Wolves

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M, S (Mud in the area)
  • Duration: 1 round
  • Cost: 4 Chakra Points

3 Wolves made of mud come from anywhere you can see within range and attack all at once. They use pack tactics so each attack will have advantage. Each wolf deals 1d6 piercing damage on a hit.

Earth Style: Ripping Drill Fang

C Rank Earth Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous
  • Cost: 1 Chakra Point

While you are burrowed underneath a target or a target walks over you while you are burrowed, you may launch yourself out of the ground for an unarmed strike adding an additional 1d8 upon a hit.

Earth Style: Stone Brick

C Rank Earth Style Ninjustu


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, M (discarded gum wrapper, a crushed button worth at least 1cp, a small doll)
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Chakra Point

You may take a martial weapon such as a staff and shove it into the ground pulling out a two handed heavy weapon of your choosing that you are automatically proficient with.

Earth Style: Stone Pillar Prison

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Stone or earth in the area)
  • Duration: Indefinitely
  • Cost: 5 Chakra Point

You may make several rock pillars appear in a 10 ft radius within range. Those on the border must make a Dexterity saving throw. On a failed save, the target creature takes 2d6 bludgeoning damage, half as much on a successful save. The pillars have 20 hp each.

Earth Style: Rock Shelter

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Earth in the area)
  • Duration: Instantaneous
  • Cost: 3 Chakra Point

You may make a small rock shelter that has an opening on the top or on the side. This shelter can look as you wish it to, and it gives you three quarters cover. This shelter has 75 HP. When the shelter reaches 0 hit points, it crumbles to the ground.

Earth Style Tunneling Technique

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Earth in the area to tunnel into)
  • Duration: Instantaneous
  • Cost: 1 Chakra Point per 5 feet

You may use your chakra to start tunneling into the ground. The tunnel is 10 feet tall and 10 feet wide.

Earth Style: Underground Move Jutsu

C Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: M, S, V (Earth in the area to move around in)
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Chakra Point per 5 feet of movement

You are able to move through the Earth smoothly. When you move underground in this way you must have a way to breathe such as an oxygen tank Ninja Tool or other methods. Moving this way does make a sound, but it is unnerving to those who witness it.

Fire Style Exploding Flame Shot

C Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 1 Chakra Point

You shoot a spiraling ball of fire 60 feet in front of you. While going through the air, it illuminates a 15 ft radius. If it hits directly it deals 2d8 fire damage, but it it misses, the explosive shot goes the full distance and those in a 10 ft radius must make a Dexterity saving throw or take 1d6 fire damage on a failed save.

Fire Style Burning Ash

C Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Round
  • Cost: 5 Chakra Points

You exhale a large puff of gunpowder from your mouth that can be ignited by clicking your teeth together. The target must make a Dexterity saving throw against your jutsu save DC. They take 3d6 fire damage on a failed save and half as much on a successful save. The fog of ash will can be left unignited by spending an extra 1 chakra point, giving a 10 foot area of smog. You may not ignite the fog after you choose to leave it this way without external flames.

Fire Style Fox Fire Jutsu

C Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration:
  • Cost: 2 Chakra points

You conjure a small ball of fire that gives off 15 ft of feet. You may make more with 2 additional chakra points per extra ball of fire. You may launch one of these small balls by making a jutsu attack roll. The target takes 1d8 fire damage on a hit per hit.

Fire Style Fire Run

C Rank Fire Style Ninjustu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute
  • Cost: 5 Chakra points

You conjure a 5 foot by 30 foot wall of fire, 10 feet tall that you can move during the durtion of the jutsu. It can be moved in the air and on the ground. When a creature passes through or is hit with this, they must make a Dexterity saving throw against your jutsu save DC. On a failed save they take 2d8 fire damage or half as much on a successful save.

Lightning Style Lightning Ball

C Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You fire a small ball of lightning at a target creature in range. Make a Jutsu Attack Roll,on a hit the target takes 2d6 lightning damage and is forced back 10 feet.

Lightning Style Earth Flash

C Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

A small wave of lightning is emmited from your palm. The target creature must make a Dexterity saving throw against your Jutsu save DC. On a failed save, the creature takes 1d8 lightning damage, half as much on a successful save. You may increase this damage by 1d8 per 2 extra chakra points spent to cast this Jutsu.

Lightning Style False Darkness

C Rank Lightning Style NInjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 5 Chakra points

A stream of lightning that is 5ft wide and 60ft long is shot from your mouth. Creatures in that line must make a Dexterity saving throw against your Jutsu save DC. On a failed save, the creatures take take 3d6 lightning damage on a failed save, half as much on a successful save.

Lightning Style Lightning Rat Tremor

C Rank Lightning Style Ninjustu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You fire a small bolt of lightning that will hone in and strike a target creature. Several disks appear and strike a target creature within range. The target creature takes 1d4 lightning damage. You may spend an extra 2 chakra points per extra disk you wish to make. (This spell acts like Magic Missile. Shield will block this.)

Lightning Style Lightning Fang

C Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

While you are dual wielding weapons that can conduct electricity, you may pump your lightning chakra into it to make a stronger attack. You may also use this as a catalyst to fire a bolt of lightning. When you use this jutsu and land a weapon attack, you deal an additional 1d6 lightning damage. When you shoot a bolt of lightning, you make a Jutsu attack role, on a hit the target takes 1d6 lightning damage.

You may increase the damage by 1d6 per 3 chakra points you spend on this Jutsu.

Lightning Style Thunderbolt

C Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra points

You conjure two bolts of lightning in your hands that protects you. When you cast this Jutsu, every creature in a 15 foot radius must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 2d6 lightning damge. If creatures end their turn in the lightning, they must make another saving throw.

You may increase the damage output by 1d6 per 2 extra chakra points spent.

Puppet Water Style Mystical Rain Dance Jutsu

C Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 4 Chakra points

Requirements: Puppet Master Subclass

You have fit two of your built puppets with water pumps. You may have them flank your opponent and spray them at either side, moving around them, wrapping them in your chakra strings. They must make a Dexterity saving throw against your Jutsu save DC. On a failed save, they take take 2d6 force damage, and are restrained. Half as much on a successful save with no restraint.

If the target saves successully, the water will meet in the middle, causing no damage to the puppets.

Sticky Water

C Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A source of water)
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You use your chakra to hold water in the palm of your hand. You change its property to be sticky. You may make a Jutsu attack roll to throw it at a target. On a hit, depending on where you throw it, you could restrict movement, keep weapons in hand, and other uses. (DM's discretion on how this will work.)

Water Style: Black Rain

C Rank Water style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Cost: 4 Chakra points

You make a cloud 15 feet in radius. You may move this cloud asfar as your walking speed as a bonus action. When the cloud stops moving, it starts to shower anything belowe it in Black Rain. This rain is a flammable oil that will add 2d8 fire damage to any fire based attack. The target will also be set on fire until put out by an ally or by their own efforts. At the beginning of the on fire creature's turn they will take an additional 1d8 fire damage.

Water Style Hidden in Rain Jutsu

C Rank Water Style Genjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Rain)
  • Duration: Concentration, up to 1 hour
  • Cost: 2 Chakra points

While in the Rain you may have the effects of invisibility for the duration.

Water Style Puddle Camoflauge Jutsu

C Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 hour
  • Cost: 2 Chakra points

You may turn your body into a puddle of water to hide yourself. However if you are stepped in, you will take 2d8 force damage to keep up the form, otherwise you will return to your regular body, but you will be prone.

Water Style Water Shot

C Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You fire a shot of water from your mouth. You make a Jutsu attack roll, and on a hit, the target takes 3d6 bludgeoning damage.

Water Style Syrup Trap

C Rank Water Style Ninjustu


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra Points

You spit out large amounts of chakra infused syrup from your mouth that can be walked on using the water walk ability. Those who can't walk on water or aren't prepared will have their feet covered with this syrup and their movement speed is reduced to 0. On their turn, they may make a Strength saving throw against your Jutsu Save DC to try to escape, but the area is difficult terrain for the duration even on a successful save.

Water Style Water Shuriken

C Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You conjure water in your hand and shape it into a shuriken. You throw this shuriken, dealing the same amount of damage. You may throw more Shuriken based on how many chakra points your spend. (1 shuriken per 2 extra chakra points spent during your action. Max. 8 shuriken total) You will make additional attack rolls for the other shuriken using your Jutsu attack bonus.

Water Style Water Whip Jutsu

C Rank Water Style Ninjutsu


  • Casting Time: 1 Bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra points

You create a whip from water that can wrap around a target. You deal 1d4 slashing damage on a hit with this whip, and the target must make a Strength saving throw against your Jutsu save DC. On a failed save they are restrained by the water whip.

Flower Ninja Art: Mirror Flower Water Move

C Rank Water Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra points

Your target that is within 60 feet of you makes a Constitution Saving Throw against your Jutsu Save DC. On a failed save, they see petals of flowers flying all around and the world darkens around them. For the duration, they are paralyzed.

Beast Wave Palm

C Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

A swipe of your hand releases a slice of air at your target. You make a Jutsu attack roll and on a hit, the target takes 2d6 slashing damage.

Wind Style Sandstorm Jutsu

C Rank Windstyle Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute
  • Cost: 1 Chakra point

You create a harmless swirl of wind. In the presence of sand, the sand is picked up to make a sandstorm causing those in range to make a Constitution saving throw, on a failed save the creature is blinded for 1 round.

Wind Style Hurricane Wall

C Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Cost: 2 Chakra points

You may cast this jutsu to make a wall of wind around you. You're considered in full cover when in this wall, as are all other creatures within the wall. The wall itself has a 15 foot diameter with you in the center.

Wind Style Wind Scythe Jutsu

C Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (giant fan)
  • Duration: Instantaneous
  • Cost: 4 Chakra points

When you have the giant fan Ninja Tool, you unleash a sharp gust of wind that slices those in a 60 foot Cone. Those in proximity must make a Dexterity saving throw against your Jutsu Save DC. Target creatures take 4d6 slashing damage or half as much on a successful save.

Wind Style Wind Ball Jutsu

C Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You gather the wind in the area into a small ball in front of your mouth that launches at a creature of your choosing. Make a Jutsu attack roll, you deal 1d8 bludgeoning damage on a hit.

Whirlwind Fist

C Rank Wind Style Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra points.

Your hands are surrounded by piercing wind. When you make an unarmed strike, you may add 1d8 piercing damage. The creature must make a Strength saving throw against your Jutsu Save DC. On a failed save, the creature is knocked back 10 feet.

Bell Ring Genjutsu

C Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Bells on Senbon)
  • Duration: Concentration, up to 1 minute
  • Cost: 4 Chakra points

You may tie a bell at the end of a senbon Ninja Tool to enduce this Genjutsu through sound. When the target hears the sound of the ringing bells, they must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they will see several versions of you in front them. Their attacks have disadvantage while they suffer from this Genjutsu. They may make an additional save against this effect at the end of each of their turns.

Genjutsu: Optic Illusory

C Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour
  • Cost: 1 Chakra point

You place a genjutsu on an object that you can see within range. Creatures that see this, that are aware of something wrong must succeed on a Wisdom (Insight) Check against your Jutsu Save DC to see through this Genjutsu. These illusions are small, such as changing a name on a list or the number on a wall. Your DM has final say on whether or not your intended illusion takes effect.

Hazy Genjutsu

C Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V. S
  • Duration: 1 round
  • Cost: 5 Chakra points

A creature you can see that is looking at you within range must succeed on a Constitution saving throw against your Jutsu Save DC, or have the environment around them change entirely. They will become dizzy and will find it difficult to move. For the duration, the target is blinded and paralyzed.

Crescent Moon Slice

C Rank Taijutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: M, S (Longsword)
  • Duration: Instantaneous
  • Cost: 2 Chakra points

When a Ranged attack hits your armor class, you may use your reaction to use your Longsword in an attempt to deflect it. You make an attack roll using your Jutsu Attack Bonus. If the total meets or exceeds the opposing attack role, you may deflect the attack, taking no damage.

Back Slice

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (Longsword)
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You spin around with your blade in hand, capable of slicing through Chakra strings. Creatures within 5 feet of you that are behind you must succeed a Dexterity saving throws against your jutsu save DC or take 1d8 slashing damage + your Jutsu Attack Bonus

Dynamic Entry

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You jump in the air and propel yourself through the air in a drop kick. You make a Jutsu attack roll, and on a hit, you roll your martial arts die, and an additional 1d8 bludgeoning damage + your Strength modifier.

Dynamic Marking

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (A dire wolf puppy or full grown dire wolf)
  • Duration: 1 hour
  • Cost: 2 Chakra points
  • Required: Inuzuka Clan Membership

You train your companion how to mark targets when you can't see. You make a Jutsu attack roll and on a hit, the target creature takes 1d8 acid damage and is marked. Marked creatures can be tracked through your heightened sense of smell. During your spinning techniques, such as Tunneling Fang, Fang over Fang, or Wolf Fang over Fang. The target can be tracked. If the target succeeds on their Dexterity saving throw, you may extend the duration of the Jutsu by 1 round. During the next round you may use your action to attack again, forcing another saving throw.

Your companion must be in their wolf form to use this Jutsu.

Camellia Dance

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (Bone Sword)
  • Duration: 1 round
  • Cost: 4 Chakra points
  • Requirement: Kaguya Clan Membership

You use your bone sword to dance through a crowd. You may use your movement during this dance. When you move past a creature during your movement within 5 feet of you, you may make 2 weapon attacks with your bone sword.

Eight Trigrams 32 Palms

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: 5 Rounds
  • Cost: 4 Chakra points
  • Requirements: Hyuga Clan Membership, Active Byakugan

You take a basic fighting stance of the Hyuga. You choose a creature within 10 feet of you and you close in without penalty to your movement. This Jutsu has 5 stages. Each attack deals an additional 2d4 piercing damage

  • 2 Palms: You make two attack rolls in the first round this Jutsu is active. If both attacks hit the target, the creature must make a Constitution saving throw against your Jutsu save DC. If they fail, they are stunned for 1 Round.
  • 4 Palms: You make two attack rolls in the second round of this Jutsu. Once again if both attacks hit, a Constitution saving throw must be made. On a failure the creature is stunned for 1 Round.
  • 8 Palms: You make 4 attack rolls in the third round of this Jutsu. The same Constitution saving throw is made at risk of being stunned for 1 Round if all attacks hit.
  • 16 Palms:You make 8 attack rolls in the 4th round of this Jutsu. If all 8 attacks hit, the target must make a Constitution savin throw or be stunned for 1 Round.
  • 32 Palms: You make 16 attack rolls in the Final round of this Jutsu. If all 16 attacks hit, the Target must succeed pn a Constitution saving throw or become stunned for 2 rounds on a failed save.

Eight Trigrams Air Palm

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (Air)
  • Duration: Instantaneous
  • Cost: 2 Chakra points
  • Requirements: Hyuga Clan Membership, Active Byakugan

You use your chakra to hit people from a distance. You make an unarmed strike attack roll and if it hits the creature takes damage equal to a normal unarmed strike and an additional 1d6 force damage.

Primary Lotus

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (Rope or another way to bind the target)
  • Duration: Instantaneous
  • Cost: 3 Chakra points
  • Requirement: First Inner Gate of Opening must be open

You perform an unarmed strike to kick the target 30 feet into the air. After dealing unarmed strike damage, you immediately jump behind them and bind them with the material component of your choice. You use gravity to your advantage to spin the creature and slam them onto the ground, dealing 3d6 bludgeoning damage. The target must succeed on a Constitution saving throw against your Jutsu Save DC or be Stunned for 1 round.

Expansion Jutsu

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra points
  • Requirement: Akimichi Clan Membership

You focus your chakra into your body. If you have eaten within the last 3 hours, then you may expand to one size category bigger than you are, but only your torso. Making you rounder.

When you are a 10th level Shinobi, you may spend 2 additional chakra points to cast *Super Expansion Jutsu. This allows you to make yourself 2 size categories larger than you are.

Human Boulder

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: S
  • Duration: Instantaneous
  • Cost: 4 Chakra points
  • Requirements: Akimichi Clan membership, Expansion Jutsu must be active

You use your expanded form to roll over your opponents. Creatures in your path must succeed on a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 2d8 bludgeoning damage and are knocked prone. On a successful save, they move 10 feet out of way, suffering no damage

Iron Tackle

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: M, S (A clone of some kind that has physical form)
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You and a clone that you made make an unarmed strike, on a hit they target must succeed on a Strength saving throw against your jutsu Save DC or take 3d6 bludgeoning damage and be knocked back 20 feet. The creature can be no more than 1 size category larger than you for this to succeed.

Leaf Whirlwind

C Rank Taijutsu


  • Casting Time: 1 attack
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Cost: 1 Chakra point

You may use this Jutsu as one of your two attacks if you have the Extra Attack Feature. You use your leg to sweep the feet from under a creature that is your size, smaller, or one size above you. They are knocked prone if you hit with an unarmed strike attack roll.

Leaf Rising Wind

C Rank Taijutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Cost: 1 Chakra point

When an opponent make a weapon attack roll against an ally within 5 feet or yourself, you may make an unarmed strike to kick straight up and throw off their attack. You make an unarmed strike attack roll, on a hit, the attack is cancelled and they take 1d6 bludgeoning damage.

Leaf Hurricane

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Cost: 1 Chakra point

You may use this as one of your attacks if you have the Extra Attack feature. You perform a roundhouse kick that can throw the opponent away from you. You make an unarmed strike attack roll, on a hit the target takes an additional 1d8 bludgeoning damage in additon to your martial arts dice. On a hit, if the target is in the air, such as if they were tripped off their feet by perhaps the Leaf Whirlwind Taijutsu (Hint Hint), they would be sent back 20 feet from you, taking an additional 1d6 bludgeoning damage when they hit the ground. If they were hit while on the ground, the creature must succeed on a Strength saving throw against your Jutsu Save DC. On a failed save, the target is pushed back 10 feet.

One Man Primary Lotus

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Cost: 3 Chakra points
  • Requirement: First Inner Gate of Opening must be Active

You jump in the air and spin coming down in a tackle at your opponent. The target must succeed on a Dexterity saving throw against your Jutsu Save DC, on a failed save you deal 2d6 bludgeoning damage and the creature is knocked prone. Half as much damage on a successful save.

Tunneling Fang

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Cost: 2 Chakra points
  • Requirement: Inuzuka Clan Membership

You body slam a target by moving at incredibly high speeds in a straight line. The target must succeed on a Dexterity saving throw against your Jutsu Save DC. On a failed save, the target takes 2d8 piercing damage. This Jutsu is able to pierce through most materials, at your DM's discretion. This technique is used alone, and requires additional training to master and raise attack level.

At the cost of two extra Chakra points, you gain an additional d8 of piercing damage.

Seven Heavenly Breaths: 1st Activation

C Rank Taijutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (Oxygen that you can breathe during the full time of the Jutsu)
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

This technique is similar to that of the Eight Inner Gates, but not as powerful in the higher activations. You focus so heavily on your breathing that your abilities are enhanced as a result. Your unarmed strikes gain an additional 1d6 bludgeoning damage while the 1st activation is active. You may continue this jutsu as a Reaction at the end of the duration, but the chakra must be spent again.

Spiky Human Boulder

C Rank Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (Kunai knives and cable)
  • Duration: Instantaneous
  • Cost: 5 Chakra points
  • Requirements: Akimichi Clan Membership, Expansion Jutsu Active

You wrap your body in Kunai and expand. You then perform the Human Boulder Taijutsu, adding an additional 3d6 slashing damage to the hit as a result of the Jutsu. You may wrap Kunai around yourself if you prepared it as a bonus action. Otherwise it will take 1 minute to prepare.

If this Jutsu is used with Kunai, the cost for this Jutsu is the same as the Human Boulder Jutsu. However, at the cost of 5 Chakra Points you may forego the Kunai and make your hair grow around you sharply to deal the same amount of damage.

Blazing Shuriken Jutsu

C Rank Ninja Tool Jutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S (Shuriken)
  • Duration: 1 round
  • Cost: 2 Chakra points

You launch a barrage of shuriken at a creature within range. You encase these shuriken with your fire style chakra. Alternatively, if an ally throws shuriken within 5 feet of you, you may cast this jutsu as a Reaction for an additional 2 Chakra Points.

On a hit with these flaming shuriken, the creature takes an additional 2d6 fire damage.

Shadow Shuriken Jutsu

C Rank Ninja Tool Jutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (Shuriken)
  • Duration: Instantaneous
  • Cost: 2 Chakra points

When you make a ranged weapon attack with a Shuriken or Demon Wind Shuriken you throw another one directly in the shuriken's shadow.

You roll 2 attacks for the thrown shuriken, the second one has advantage. Those with Sharingan, Byakugan or an 18 Passive Perception will be able to see the justu's trick and the second attack will not have advantage.

Medical Water Style: Mosquitos

C Rank Water Style Medical Ninjutsu


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S, M (Water)
  • Duration: Instantaneous
  • Cost: 2 Chakra points

You conjure small mosquitos made of water that are meant to extract poison from the blood of the intended creature. With this jutsu you remove the poisoned condition of one creature of your choice within range.

Medical Water Style: Praying Mantis

C Rank Water Style Medical Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Water)
  • Duration: Concentration, up to 1 Minute
  • Cost: 2 Chakra points

You encase your wrists and hands in water in the shape of praying mantis claws. Your unarmed strikes gain an additional 1d8 slashing damage for the duration of this Jutsu.

Chakra Dissection Blade

C Rank Medical Jutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 5 Chakra points

You encase your hand in sharpened chakra that you can use for surgery or as a deadly weapon. When you make an unarmed strike, you deal an additional 2d8 slashing damage.

Healing Jutsu

C Rank Medical Jutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour
  • Cost: 1 Chakra point per minute active

You place your hands on an ally or creature that you wish to heal. You heal that creature for 1d4+ your Wisdom modifier for every minute active.

Ice Style Ice Darts Jutsu

C Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 4 Chakra points

You launch a barrage of darts made of ice at a target creature in range. The target must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 3d6 piercing damage, and half as much on a successful save.

Ice Style Frozen Capture Field

C Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Water)
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

When the floor is covered in water, you may use this jutsu to freeze the feet around creatures in range. All creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save their movement is reduced to 0 and they have to make a Strength saving throw against your Jutsu save DC to get out. The area is rough terrain until melted.

Boil Style Steam Dash

C Rank Boil Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

Your movement speed is doubled for the duration of this jutsu. You may also use the dash and disengage actions as a bonus action.

When you move in the same space as another creature you may attempt to shove them, using the Shove Action as a part of this Jutsu's movement. If you win the struggle, you deal 1d6 bludgeoning damage along with your unarmed strike damage.

Explosion Style Exploding Palm

C Rank Explosion Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 3 Chakra points

When a ranged attack hits your armor class, you may use this jutsu to make an explosion erupt from your palm to attempt to knock it out of the way. You make a Jutsu attack roll against the attack roll that was made against you. If it meets or exceeds the roll, it is reflected right back at the creature who shot the missile. If it is below the missile's attack roll (max 5), it is deflected instead.

Lava Style Quicklime Jutsu

C Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

A blob of white, liquified stone shoots from your mouth and fires at a target creature within range. You make a Jutsu attack roll, on a hit, the target takes 1d10 force damage.

If the quicklime is hit with water, it hardens. The creature within is restrained. It must succeed on a Strength saving throw against your Jutsu save DC. On a success they break free. They may make another save as an action during their turn.

Lava Style Rubber Defense

C Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

You create a tunnel made of rubber than can be shaped into any shape you wish, but once it solidifies, its stays that shape. If made into a sphere, it is air tight. Depending on the shape and DM's ruling, it can be made into a shield, half cover, or full cover.

Lava Style Rubber Rope

C Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled
  • Cost: 2 Chakra points

You spit out a tube of rubber that is elastic, and able to hold human weight. You can make 10 feet per 2 Chakra points

Magnet Style Iron Sand Marking

C Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (Iron Sand)
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Chakra points

You fire an assault of Iron Sand in a 15 foot cone. Intended targets in range make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are marked. Marked creatures have disadvantage on Magnet Style Jutsu Saving throws and you have advantage on attacks that involve Magnet Style.

Magnet Style Iron Sand Weaponry

C Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Iron Sand)
  • Duration: Instantaneous
  • Cost: 4 Chakra points

You use your Chakra to create weapons out of Iron Sand that you are automatically proficient with. You may use this weapon to attack as normal. You can attack using your Jutsu Attack bonus.

Magnet Style Conserving Bee Twin Blades

C Rank Magnet Style Ninjutsu


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (A projectile)
  • Duration: 10 Minutes
  • Cost: 3 Chakra points

You embue a shuriken or other ranged weapon made of metal with Magnet Style Chakra. You make a ranged attack roll. On a hit, the targeted creature becomes magnetized. All ranged weapons have advantage on attack rolls as long as they are made of metal.

Wood Style Tracking Seeds

C Rank Wood Style Jutsu


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Up to 48 Hours
  • Cost: 2 Chakra points

You throw down seeds that stick to the feet of those you wish them to stick to. You may use this to track the target for the duration.

Wood Style Four Pillar Prison Jutsu

C Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A patch of healthy soil)
  • Duration: Instantaneous
  • Cost: 4 Chakra points

You have four pillars sprout from the ground and create the frame of a box that fills in with bars of wood like a prison. The target has a chance to escape. The target must succeed on a Dexterity saving throw against your Jutsu save DC or be trapped in the prison. The wood is protected by your chakra, and has 55 hp.

You may recast this Jutsu on the same constructed prison to heal it entirely.

Wood Style Hand Tool Manipulation

C Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 1 Chakra point

You make a small tool in your hand such as a key or a small shield. The key can morph to any lock, and the shield has 10 charges. When an attack meets or exceeds your AC, you take off 1 charge.

Gale Style Thunder Cloud Void Wave

C Rank Storm Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Cost: 6 Chakra points

You make a storm cloud as big as a doorway up to 15 feet in diameter. When a creature walks through it they must make a Constitution saving throw against your Jutsu save DC. On a failed save they take 5d6 lightning damage and half a much on a successful save.

Summoning Jutsu

B Rank Jutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Your own blood, Summoning Contract)
  • Duration: Until dispelled
  • Cost: 5 Chakra points

You must have completed a summoning contract with a creature in order to summon a creature that agreed to be a summoning. This can be any creature of any size that has at least an 8 intelligence score that can communicate with you.

This creature has its own turn in initiative. You may dispell the Jutsu as a free action. The creature may have its own agenda, it is not your servant. The DM controls the creature while it is summoned.

You may also summon constructs that you make, but you must make a summoning contract.

Shadow Posession Jutsu

B Rank Jutsu


  • Casting Time: 1 action
  • Range: 30 feet from nearest shadow
  • Components: M, S, V (Light to provide a shadow)
  • Duration: Concentration, Up to 1 minute
  • Cost: 2 Chakra points

  • Requirement: Nara Clan Membership

You stretch your shadow away from your body. If your shadow touches the target creature's shadow, that creature must make a Strength Saving Throw. On a failed save they are restrained. They mimic the movements you make. During their turn, they can make a Strength saving throw against your Jutsu Save DC to try and escape as an action.

If the shadow disappears through darkness, the Jutsu is dispelled.

You may target more than one creature for an additional 2 Chakra points per target.

Shadow Strangle Jutsu

B Rank Jutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Light to make a shadow)
  • Duration: Until Dispelled
  • Cost: 4 Chakra points
  • Requirement: Nara Clan Membership

As your target is bound with the Shadow Posession Jutsu, you may spend the necessary Chakra Points to have a hand made of shadow to crawl up the body and begin to choke the target creature.

The target creature must make a Constitution saving throw at the beginning of their turn against your Jutsu Save DC. On a failed save, they begin to suffocate

For their action, they may make a Strength saving throw against your Jutsu Save DC to try and break free from the Jutsu.

Shadow Pull Jutsu

B Rank Jutsu


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (Light to make a shadow)
  • Duration: Up to 1 Minute
  • Cost: 3 Chakra points
  • Requirement: Nara Clan Membership

You conjure a small shadow that pick up things up to 5 pounds.

You may throw things you pick up with this shadow using your Jutsu Attack modifier.

Mind Transfer Jutsu

B Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Chakra points
  • Requirement: Yamanaka Clan Membership

You launch your consciousness from your body in an attempt to control another creature. You make a Jutsu attack roll. On a hit, you take over the target creature's body for the duration of the Jutsu or until dispelled. Any damage the target takes while you're in the body, your body also takes the same ammount of damage.

If your shot misses, your consciousness stays away for 1 Round.

Ninja Art of Beast Mimicry: Man Beast Clone

B Rank Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Dire Wolf [Pup])
  • Duration: 1 hour
  • Cost: 2 Chakra points
  • Requirement: Inuzuka Clan Membership

You transform your Dire Wolf into a copy of you, but more monstrous looking with sharp teeth and fingernails sharpened into claws. This jutsu is necessary for the Fang over Fang Taijutsu.

Earth Style Barrier: Earth Dome Prison

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth around you)
  • Duration: Concentration, up to 1 minute
  • Cost: 6 Chakra points

You create a large dome of rock in a 15 foot radius in front of you. Those caught in the dome start to lose chakra. 3 chakra points per person per round is lost and transferred to you.

Trapped creatures must make an investigation check against your Jutsu Save DC. On a successful check, they can see the weakness of the dome is opposite of you. This dome has cannot be broken unless the creatures trapped within use a jutsu that can deal damage to the weak point of the dome equal to half your hit points in one round.

Earth Style Weighted Boulder Jutsu

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Cost: 8 Chakra points

You make a Jutsu attack roll, and on a hit, the target creature weighs 3 times their normal weight and their movement is halfed.

This can also use this jutsu on objects for the same weight modification effect.

Earth Style Stone Plate Coffin

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M, S (Earth in Range)
  • Duration: Instantaneous
  • Cost: 4 Chakra points

You move the earth beneath a target to try and crush them with rock. The target must make a Dexterity saving throw against your Jutsu save DC. On a failed save they tage 4d6 bludgeoning damage and are restrained.

On a successful save they jump out of the way and a new rock formation is made on the battlefield 5 feet in diameter.

Earth Style Rock Bullet

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Insantaneous
  • Cost: 9 Chakra points

You fire a small pebble from your mouth that grows to a boulder. The boulder can affect a 10 foot radius within range. Creatures in range must make a Dexterity saving throw against your Jutsu save DC.

On a failed save the creatures in range take 6d6 bludgeoning damage and fall prone. On a successful save, they take half damage.

Earth Style Earthen Corridor

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M, S (Earth within range)
  • Duration: Instantaneous
  • Cost: 12 Chakra points

You create a corridor that is 60 feet in diameter to make a cavern that is 30 feet tall. You may choose to make it a closed cavern with no way of escape or you may leave an opening at the top for attack.

Earth Style Earth Dragon Bomb

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Mud)
  • Duration: Instantaneous
  • Cost: 8 Chakra points

A dragon's head appears from mud on the ground and fires bullets of mud at the target at a high rate of speed in a 30 foot cone.

Creatures in range must make a Dexterity saving throw against your Jutsu save DC. On a failed save, the creature takes 7d6 bludgeoning damage, and half as much on a successful save.

Earth Style Great Mud River

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M, V (Earth to make into mud)
  • Duration: Until dispelled
  • Cost: 4 Chakra points

You make the earth below turn into mud and you move downstream 60 feet. The muddied area is then considered difficult terrain.

Earth Style Earthen Stone Shoots

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Earth)
  • Duration: Instantaneous
  • Cost: 6 Chakra points

Four sharp stone hollow earth shoots appears on four sides of a target creature within range. The creature must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creature takes 5d6 piercing damage and are restrained. Half damage is taken on a successful save.

Earth Style Mud Wall

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M, V (Earth)
  • Duration: Instantaneous
  • Cost: 5 Chakra points

A large wall of earth and stone appears up to 30 feet long and 20 feet high. You may choose to change the look of this wall when you cast the Jutsu.

Earth Style Stone Golem Jutsu

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (Earth)
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You construct a golem of earth that will fight with you in battle. You control the Golem, and it shares initative with you. See the Stone Golem in the Monster Manual to see the stat block for it, however the hit points are halved.

Earth Style Mobile Core

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth to move)
  • Duration: Instantaneous
  • Cost: 10 Chakra points

You move sections of the earth around you up or down. You may take a section of earth up or down 40 feet. This section of earth is a square that is 60 feet in length.

Earth Style Rock Collapse

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (An upward slope made of earth)
  • Duration: Instantaneous
  • Cost: 6 Chakra points

You cause the rocks at the top of a slope, whether it be a mountain, a hill, or a swamp, to become loose and fall towards the bottom. Creatures in the way of the falling rubble must make a Dexterity saving throw against your Jutsu Save DC. On a failed save the creatures take 5d8 bludgeoning damage and they are knocked prone at the bottom of the slope. Half as much on a successful save while staying on their feet.

Earth Style Dark Swamp

B Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth)
  • Duration: Concentration, Up to 1 minute
  • Cost: 10 Chakra points

You change the very terrain around you for a short time. You touch the ground and then the area 30 feet ahead of you is submerged into a black swamp that is extremely difficult to get out of. The mud is infused with your chakra to make it sticky. Creatures caught in the swamp must make a Strength saving throw against your Jutsu Save DC. On a failed save, they are restrained in the swamp. On a successful save, they are freed. They may use their action during their turn to respeat the saving throw.

Cactus Genjutsu

B Rank Earth Style Genjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth)
  • Duration: Concentration, up to 1 hour
  • Cost: 8 Chakra points

You create cacti that shoots pollen that puts people under a genjutsu. They must make a Wisdom saving throw against your Jutsu save DC. On a failed save they stop in place while they believe they are moving forward. While in the genjutsu, they must make a successful Wisdom (Insight) check to see that they are not moving forward. They may repeat the Saving Throw as an action when they see that they are in a Genjustu.

Fire Style Bomb Blast Dance

B Rank Firestyle Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 5 Chakra points

You fire a circular blast of fire to shoot in front of you in a 15 foot cone. Those in range must make a Dexterity saving throw against your jutsu save DC. On a failed save, all creatures in range take 6d6 fire damage. Half as much on a successful save.

Fire Style Fire Ball Jutsu

B Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 7 Chakra points

You make a 5 foot radius sphere of fire up to 10 feet in front of you. Those in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, all creatures in range take 6d8 fire damage. Half as much on a successful save.

You may change the nature of this jutsu to be a projectile of smaller stature. a 5 ft ball of fire may also be fired up to 60 feet away. You make a Jutsu Attack Roll, on a hit, you deal 6d6 fire damage.

Fire Style Searing Migraine

B Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You make a small narrow stream of fire that runs along the ground and then explodes into a blast of fire that has a 10 foot radius. All creatures in range must succeed on a Dexterity saving throw against your Jutsu Save DC or take 5d6 fire damage. Half as much on a successful save.

Fire Style Misty Flame Dance Jutsu

B Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 7 Chakra points

You breathe out a fog of flammable mist into the area in a 30 foot radius within range. This mist is thin and does not hinder sight. If a spark comes into contact with this cloud or any sort of open flame, all creatures in the mist must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, all in range take 6d8 fire damage, half as much on a successful save.

Fire Style Phoenix Flower Jutsu

B Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Chakra points per burst (min. 3)

You fire small bursts of fire at 1 target or multiple targets. You make a Jutsu Attack Roll per burst of fire you decide to unleash. On a hit, the target takes 2d10 fire damage.

Celestial Prison Flame Sword

B Rank Fire Style Ninjutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You summon forth a blade made of pure fire. You make melee attacks with this blade that uses your Jutsu Attack Roll bonus rather than a finesse or heavy weapon bonuses.

This sword deals 3d10 fire damage on a hit to a creature.

Lightning Style Lightning Flicker

B Rank Lightning Style Ninjutsu


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (Metal Ninja Tool)
  • Duration: Concentration, Up to 1 minute
  • Cost: 5 Chakra points

You can channel your lightning chakra into a metal ninja tool to deal more damage to your opponent. When the ninja tool hits a creature, it deals an additional 5d4 Lightning damage.

Lightning Beast Running Jutsu

B Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 6 Chakra points

You shoot forth a Medium beast at a creature within range. This beast resembles a Dire Wolf. You make a Jutsu Attack Roll, on a hit, the creature takes 5d8 lightning damage.

Lightning Style Electric Needle Spark

B Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Open space, cloudy skies)
  • Duration: Concentration, up to 1 Minute
  • Cost: 5 Chakra points

While it's raining or cloudy, you may make a grapple check against a creature within range. When a creature is grappled, you may cast this Jutsu. The grappled creature must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they are paralyzed for the duration.

At the end of the creature's turns it may make another saving throw to escape the stun effect.

Lightning Style Spider Web

B Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute
  • Cost: 6 Chakra points

You place your hands on the ground and a large blue web appears that has a 30 foot radius that looks how you wish, as long as it resembles a typical spider web.

When a creature steps on a part of the web, they immediately take 3d8 lightning damage per string touched.

When a creature comes in contact with this web, they must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they are Stunned.

Lightning Style Emotion Wave

B Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 7 Chakra points

Requirement: Water Style Chakra Nature

You release a wave of water at an opponent with lightning close behind it. The target creature must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are doused and take 4d8 lightning damage. Also the target is stunned for 1 round. Half as much damage on a successful save

Denko Sekka

B Rank Lightning Style Collaborative Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Other Shinobi that are willing to give you chakra at a touching distance)
  • Duration: Instantaneous
  • Cost: 8 Chakra points

Lightning Surges through the ground around you and your allies within 60 feet of you. All creatures inside the range must make a Constitution saving throw against your Jutsu Save DC. On a failed save they take 7d8 lightning damage + 1d8 lightning damage per 2 chakra points given by your allies.

Water Style Dustless Bewildering Cover

B Rank Water Style Genjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M, S (Non Dry Air)
  • Duration: 1 Hour
  • Cost: 6 Chakra points

You manipulate the water in the air around you to make yourself unseen to the naked eye. You become invisible for the duration of this Jutsu until you take an action, or you take damage.

Water Style Heavenly Weeping

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You launch a series of frozen Senbon in a 5 ft by 30 foot line. Creatures in the way must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 8d4 piercing damage. Half as much on a successful save.

Water Style: Hidden Mist Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You create a thick mist around you in a 30 foot radius. All creatures in this mist have disadvantage on perception checks and have a -5 penalty to passive perception. Creatures in this mist cannot see past ten feet around them, including you.

If you are behind a creature that is in this mist, you have advantage on melee attack rolls against them.

Water Style Watercutting Sword

B Rank Water Style Ninjutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Cost: 6 Chakra points

You create a shortsword made entirely of water from the vapor in the air. The sword uses your Jutsu Attack Roll bonus to make contact. On a hit, the sword deals 4d6 slashing damage.

Water Style Water Balloon Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, Up to 1 minute
  • Cost: 9 Chakra points

8 Small balls of water come up from the ground around you. You may use these as projectiles. They deal 3d6 bludgeoning damage on a hit. You may fire 1 per round or an additional one per 1 chakra point spent during launch.

Water Style Water Clone Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration,up to 1 Minute
  • Cost: 10 Chakra points

You create an exact copy of yourself made of water with 1 hit point, you may give them more hit points for 1 hp per extra chakra point spent. The clone carries half your maximum chakra points. This copy shares your turn in initiative and can cast any justu you can, as long as the clone pays the necessary Chakra. Any material components needed are made of water and will fade into water when thrown/used.

Water Style Water Gun Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 9 Chakra points

Requirement: Hozuki Clan Membership

You make a Jutsu Attack Roll against a target creature in range. On a hit, you deal 7d6 piercing.

Water Style Genjutsu Mystic Fog Prison

B Rank Water Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You choose a target that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your Jutsu Save DC. On a failed save they are frozen in place and frightened. They are able to make this saving throw again at the end of each their turns.

Water Style Great Water Arm

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 10 Chakra points

Requierment: Hozuki Clan Membership

One arm of your choice grows incredibly muscular. For the duration, you have a Strength score of 24 in that arm alone. You may weild two handed weapon with this arm of choice with no penalty while the jutsu is active

Water Style Ripping Torrent

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You fire a large torrent of water in a 5 ft by 30 ft line. All creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are knocked prone and take 5d6 bludgeoning damage. Half as much on a Successful Save.

Water Style Water Dragon Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A body of water)
  • Duration: Instantaneous
  • Cost: 11 Chakra points

From the body of water within 30 feet of you, you conjure a large dragon made of water launches in a straight line 60 feet long. The creatures in the line must succeed on a Dexterity saving throw or take 7d8 bludegoning damage and 2d4 piercing damage. Half as much bludgeoning on a successful save.

Water Style Water Hail

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You launch hardened bullets of water in a 15 foot cone. Creatures in range must make a Dexterity saving throw against your Jutsu Save DC. They take 5d6 bludeoning damage on a failed save, half as much on a successful one.

Water Style Waterfall Basin Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A raised basin
  • Duration: Indefinite
  • Cost: 10 Chakra points

You create a peaceful waterfall that fits in a groove and falls off the edge. This waterfall is not raging nor dangerous, besides the fall damage. Typically makes a good place to meditate.

Water Style Water Shark Bomb Jutsu

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A body of water)
  • Duration: Instaneous
  • Cost: 8 Chakra points

Requirement: Hoshigaki Clan Membership

From a body of water, a shark emerges and attacks a creature of your choice, either above or below water. You make a Jutsu Attack Roll against a creature of your choice. On a hit, the creature takes 3d8 piercing damage. The shark bomb explodes. On a miss, the target must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the target takes 4d8 force damage. half as much on a successful save. A hit creature automatically fails the save.

Water Style Five Feeding Sharks

B Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A body of water, with target(s) in/on it)
  • Duration: Instantaneous
  • Cost: 10 Chakra points

Requirement: Hoshigaki Clan Membership

While you are standing on a body of water, you may put a hand down and from your fingertips launches 5 sharks made of water. These 5 sharks may attack up to 5 creatures. Target creatures must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the target creatures take 3d6 piercing damage per shark. Half as much on a Successful save.

Beast Wave Gale Palm

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You unleash a claw shaped wave of energy in a 30 foot straight line in front of you. All creatures in front of you in a 10 ft by 30 foot rectangle must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, all creatures in its path take 4d8 bludgeoning damage. Half as much on a successful save.

Wind Sword

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 Round
  • Cost: 9 Chakra points

You create a whirlwind 10 feet in all directions that is filled with sharp winds. All creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creatures take 8d6 slashing damage, half as much on a successful save. If a creature enters this radius, they must make a saving throw.

Wind Style Cyclone Scythe Jutsu

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Giant Fan Ninja Tool)
  • Duration: Instantaneous
  • Cost: 10 Chakra points

With a single swing of your Giant Fan, you create a 60 ft by 10 ft area of slashing wind. All creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creature takes 6d8 slashing damage and, if they are no more than one size larger than you, they are lifted 20 feet into the air. On a successful save, they take half the damage.

Wind Style Air Bullets

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You fire a barrage of air bullets in a 15 foot cone in front of you. All targets in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creatures take 8d6 piercing damage, half as much on a successful save.

Wind Style Dust Storm Jutsu

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Cost: 10 Chakra points

You breathe out a large storm of dust that causes the bliness condition in all creatures in a 30 foot diameter sphere in front of you. Once they leave the dust cloud, they are able to see again. If there is a creature within 10 feet in front of you when you cast this jutsu, they must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 6d6 slashing damage, half as much on a successful save.

Wind Style Sea Dragon

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A body of water, Giant Fan Ninja Tool)
  • Duration: Instantaneous
  • Cost: 8 Chakra points

With a swing of your fan, you create a tornado of water that travels towards a creature within range. This tornado is considered large. If a creature is caught in its path, it must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 5d8 force damage and lifted 20 feet into the air as long as they are no more than 1 size larger than you. They take half as much damage on a failed save.

Wind Style Vacuum Blade

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Bladed Ninja Tool)
  • Duration: Concentration, up to 1 minute
  • Cost: 6 Chakra points

You take a ninja tool like a Kunai or a Shuriken and make it more lethal with Wind Style Chakra. A Kunai deals an additional 2d6 slashing damage and it becomes as big as a long sword. If it's a Shuriken it gains an additional 2d6 slashing damage, and becomes the size of a demon wind shuriken

Wind Style Vacuum Blast

B Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Cost: 8 Chakra points

You exhale a large blast of wind that encases a 60 foot area in front of you. All creatures in the area must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 7d6 force damage and are lifted 20 feet into the air. Half as much damage on a successful save.

Demon Flute: Chains of Fantasia

B Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A flute)
  • Duration: Concentration, Up to 1 minute
  • Cost: 16 Chakra points

You play a flute that you're proficient with to administer a genjutsu that makes the person feel like they're melting. Your target creature must be able to hear for this to affect them.

The target creature in range must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, the target is restrained and they take 6d8 psychic damage.

Demonic Illusion Death Mirage

B Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute
  • Cost: 8 Chakra points

A target creature in range of your choice must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, they witness their closest companion die in front of them and grief overcomes them. They gain the Paralyzed condition for the duration. There is no repeated saving throw. The condition ends when the jutsu ends.

Demonic Illusion Shackle Stakes

B Rank Wind Style Genjusu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

A creture of your choice in range must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, they see themselves impailed with stakes. They take 4d6 psychic damage and they are restrained for the duration.

Genjutsu: Flower Petal Escape

B Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

While trapped in a Genjutsu, you may use this jutsu to escape by appearing to turn into petals of a flower. You may stay in the genjutsu to attempt to deceive the caster and cast a genjutsu of your own, or simply leave the jutsu.

Interrogation Genjutsu

B Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute
  • Cost: 10 Chakra points

You touch a creature that is restrained. The target must make a Wisdom saving throw. On a failed save, the target must tell you any information that they know about a topic of your choosing. The creature may attempt another saving throw after every question asked.

Larch Dance

B Rank Taijutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: S
  • Duration: 1 Round
  • Cost: 10 Chakra points

Requirement: Kaguya Clan Membership

When a creature hits your AC with an attack, you may use this jutsu to sprout bone in the expected impact area, this increases your Armor Class by 5.

If you were hit by a melee attack you may roll an unarmed strike in opposition to the attack.

If it meets or exceeds their attack roll, you grapple their method of attacking. (i.e. their sword, dagger, hand, or foot.) They must succeed on a strength check against your Jutsu Save DC to attempt to break it free.

If they stay there, at the start of your next turn, (End of the Jutsu), you may turn around and around to deal 6d4 + your Dexterity modifier piercing damage, and they are pushed back 10 feet.

Willow Dance

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instananeous
  • Cost: 8 Chakra points

Requirement: Kaguya Clan Membership

You may travel up to your movement speed from enemy to enemy making an attack roll per enemy that you come in range with to attack with your bones. On a hit, you deal 5d4 + your Dexterity modifier piercing damage. Creatures you move past do not get an attack of opportunity.

Eight Trigrams Palm Rotation

B Rank Taijutsu


  • Casting Time: 1 Reaction
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 10 Chakra points

Requirement: Hyuga Clan Membership

When an attack hits your AC at any angle, you spin rapidly, giving off chakra and deflecting it. This technique grants a +10 to your Armor Class.

Eight Trigrams Sixty-Four Palms

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 12 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan, "8 Tigrams: 32 Palms" learned

You take a more advanced fighting stance of the Hyuga. You choose a creature within 10 feet of you and you close in without penalty to your movement. This Jutsu has 5 stages. Each attack deals 2d4 piercing damage

  • 2 Palms: You make two attack rolls in the first round this Jutsu is active. If both attacks hit the target, the creature must make a Constitution saving throw against your Jutsu save DC. If they fail, they are stunned for 1 Round.
  • 4 Palms: You make two attack rolls in the second round of this Jutsu. Once again if both attacks hit, a Constution save must be made against your Jutsu Save DC. On a failure the creature is stunned for 1 Round.
  • 8 Palms: You make 4 attack rolls in the third round of this Jutsu. The same Constitution saving throw is made at risk of being stunned for 1 Round if all attacks hit.
  • 16 Palms:You make 8 attack rolls in the 4th round of this Jutsu. If all 8 attacks hit, the target must succeed on a Constitution saving throw or be stunned for 1 Round.
  • 32 Palms: You make 16 attack rolls in the next round of this Jutsu. If all 16 attacks hit, the Target must succeed on a Constitution saving throw against your Jutsu Save DC. On a failed save they become stunned for 2 rounds.
  • 64 Palms: You make 32 Attack rolls in the Final round of this Jutsu. If all 32 attacks hit, the target must make a Constitution saving throw against your jutsu save DC or be stunned for 4 rounds.

Eight Trigrams Air Palm Wall

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 9 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan, "8 Trigrams: Air Palm" learned

You use two hands, or 2 Hyuga clan users use one hand collaboratively to widen the range of their Eight Trigrams Air Palm. You deal 3d6 force damage in addition to your unarmed strike damage.

Gentle Fist Technique: Body Blow

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan

While you're grappled, you use this technique to automatically break free and deal 6d4 bludgeoning damage.

Gentle Step: Twin Lion Fists

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 10 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan

Your hands are enveloped in the faces of lions. Your unarmed strikes now gain a +3 bonus when you make an unarmed strike attack roll. When you hit a creature with an unarmed strike while this jutsu is active, you deal an additional 3d6 slashing damage. While this jutsu is active, your movement slows down, and you no longer have the benefits of the Hyuga Quick Strike Ability

Protective Eight Trigrams Sixty Four Palms

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Cost: 11 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan

You stay in one spot during this Jutsu. You move your hands in a slashing fashion to make a spherical net. If a creature is in range when you cast the jutsu, or enters the range while the jutsu is happening, they must succeed on a Dexterity Saving Throw against your Jutsu Save DC or take 6d8 piericing damage. Half as much on a successful save.

Fang Over Fang

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Man Beast Clone)
  • Duration: 1 Round
  • Cost: 6 Chakra points

Requirements: Inuzuka Clan Membership, Man Beast Clone Jutsu Active

You and your Dire Wolf companion spin rapidly in a straight line. Creatures in the line must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creature takes 6d8 slashing damage. Half as much on a successful save.

Heaven Kick of Pain

B rank Taijutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 6 Chakra points

Requirement: Monster Strength Ability

You jump into the air and come down on a creature within your movement speed. When you crash into the ground with your foot, the ground around the area of impact cracks and splinters. You make a Jutsu Attack Roll to hit a target in range. On a hit, the creature takes 4d6 bludgeoning damage. On a miss, creatures 10 feet around you must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are knocked prone. Hit creatures automatically fail the save.

Superhuman Leaf Hurricane

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 10 Chakra points

Requirement: You must have at least the Third Inner Gate of Life open before you cast this Jutsu

You swing your leg with great force. You make a Jutsu Attack Roll, on a hit, the creature takes 4d8 force damage in addition to your martial arts die and any other benefits granted by the Eight Inner Gates.

Hidden Lotus

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Some method of restraining a creature)
  • Duration: Instantaneous
  • Cost: 10 Chakra points

Requirement: You must have at least the Fifth Inner Gate of Closing open before you cast this Jutsu

While in the air, you wrap a target in range with your arm wrappings or other method of restraint. You pull the target up and land a devastating blow with your arm and your leg. You deal 4d10 bludgeoning damage in addition to your martial arts die and the fall damage increases by 2d6 bludgeoning damage.

Asakujaku

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

Requirement: You must have at least the Sixth Inner Gate of Joy Open

Your fists move through the air fast enough to ignite it into bursts of fire. Your target must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 4d6 Bludgeoning damage and 5d6 fire damage added to your martial arts die. On a successful save, they take half the fire damage.

Seven Heavenly Breaths: 2nd Activation

B Rank Taijutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (Oxygen that you can breathe during the full time of the Jutsu)
  • Duration: Concentration, Up to 1 minute
  • Cost: 5 Chakra points

The second activation allows you to increase your muscle mass, thus giving your unarmed strikes more power. Your Strength score becomes 24 and your unarmed strikes deal an additional 1d10 bludgeoning damage while the 2nd activation is active.

Seven Heavenly Breaths: 3rd Activation

B Rank Taijutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (Oxygen that you can breathe during the full time of the Jutsu)
  • Duration: Concentration, up to 1 minute
  • Cost: 7 Chakra points

The last activation of the Seven Heavenly Breaths. Your Strength score becomes 26 for the duration of the 3rd activation. Your unarmed strikes deal an additional 2d10 bludgeining damage.

Severe Leaf Hurricane

B Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 6 Chakra points

You may use this attack as one of your attacks if you have the Extra Attack Feature. You perform a roundhouse kick that can throw the target creature into the air. you make a Jutsu attack roll. On a hit, the target creature takes 4d8 bludgeoning damage in addition to your martial arts dice.

Flying Swallow

B Rank Ninja Tool Jutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Metal Ninja Tool, Wind Chakra Nature)
  • Duration: Concentration, Up to 1 Minute
  • Cost: 6 Chakra points

You embue a metal blade with your Wind Style Chakra. It makes the blade reach longer than normal. When you swing the ninja tool, it will have an additional 5 feet of reach.

Medical Water Style Jellyfish

B Rank Water Style Medical Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Water)
  • Duration: Concentration, up to 1 minute
  • Cost: 7 Chakra points

You form a small bubble of water with tendrils that goes across a willing creature's chest. This small jellyfish will heal the creature for 1d6 hit points at the beginning of their turn.

If this thing is hit with an attack,the Jutsu dispells immediately.

You may spend 3 additional chakra points to add an additional 1d6 per round per 3 chakra points spent. When the Cost exceeds 19 Chakra Points, The Jellyfish encases the target creature and if the creature moves while in the bubble, the Jutsu will dispell immediately.

Nervous System Rupture

B Rank Medical Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You make a Jutsu Attack Roll while you are behind a target. You strike for the base of their neck. On a hit, they must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they are put under a unique condition known as "Reversed".

During this condition, when a creature want to move a muscle, another random muscle will move instead for the duration. While Reversed, the creature may make a DC: 20 INT saving throw to move at half speed during the Jutsu.

Cellular Activation

B Rank Surgical Medical Ninjutsu


  • Casting Time: 2 Hours
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours
  • Cost: 7 Chakra points

While you are a Medical Ninja, you may need to perform surgery. To increase the probability of success, you may heal your patient while you work. While you do surgery, you may need to make a Wisdom (Medicine) check. In that case, while this jutsu is active, you have advantage on any check involving surgery.

Dead Soul Jutsu

B Rank Forbidden Medical Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A corpse)
  • Duration: Up to 5 days
  • Cost: 8 Chakra points

You embue a dead body with your chakra in order to make a zombie that you control during your turn. See the Zombie stat block in the Monster Manual for the stats.

Poison Extraction Jutsu

B Rank Medical Ninjutsu


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 round
  • Cost: 6 Chakra points

You are able to extract poison from a creature of your choice. You make a small incision in the creature you wish to extract the poison from if it was ingested. After the Jutsu is completed, you cure the poisoned condition.

Ninja Art Poison Fog

B Rank Medical Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round
  • Cost: 7 Chakra points

You exhale a cloud of poison fog in a 30 foot sphere in front of you. Those that are caught in the fog must make a Constitution saving throw against your Jutsu Save DC. On a failed save, creatures in the fog are poisoned and take 4d6 poison damage. Half as much on a successful save.

Ice Prison Jutsu

B Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Ice on the ground)
  • Duration: Concentration, Up to 1 minute
  • Cost: 7 Chakra points

You put your hand on a frozen ground, this makes a frozen prison appear that is 15 feet in diameter. Creatures in that range must make Dexterity saving throw against your Jutsu Save DC. On a failure, creatures are encased in ice.

You may also use this Jutsu on yourself to give yourself full cover.

The Ice prison has 25 hit points. Fire does not affect it, however bludgeoning, piercing, and slashing damage will.

Ice Stye Black Dragon Blizzard Jutsu

B Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Ice on the ground)
  • Duration: Instantaneous
  • Cost: 10 Chakra points

You create a black dragon out of the ice that shoots forward in a 10 by 60 foot range. Creatures in range make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 4d8 piercing damage and 5d6 cold damage. Half as much damage on a failed save.

Ice Style Ice Dome Jutsu

B Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Air that is not lacking moisture)
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You create a dome made of ice that has a 10 foot radius centered on you. This dome grants you and other creatures in the area full cover.

The dome has 30 hit points.

Ice Style Dragon vs. Tiger Jutsu

B Rank Ice Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: 60 feet
  • Components: V, S, M (Ice on the grouround)
  • Duration: Instantaneous
  • Cost: 10 Chakra points

When you are being targeted by a water based attack, you instantly freeze the attack, while it does keep the momentum. You reduce the damage by 4d8.

Ice Style Mangehyo

B Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You launch ice needles in a 15 foot cone. Creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save the creatures in range take 5d8 piercing damage and 3d6 cold damage. Half as much on a successful save.

Boil Style Erupting Propulsion Strike

B Rank Boil Style Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 7 Chakra points

You propel yourself forward equal to your movement speed. You make a Jutsu Attack Roll. On a hit, you deal 4d10 bludgeoning damage as well as your unarmed strike damage.

Explosion Style Landmine Fist

B Rank Explosion Style Ninjutsu


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 6 Chakra points

You have the power of an explosion in the palm and knuckles of your hand.

When you make an unarmed strike against a creature, you create an explosion in close proximity. The target creature must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creature takes 8d8 fire damage and loses a limb. If the creature is 3 sizes larger than you does not lose a limb.

You may also strike the ground to make a smoke screen.

Lava Style Ash Stone Sealing Jutsu

B Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 8 Chakra points

You fire a black cloud of ash that wraps around one target creature within range. The creature must make a Strength saving throw against your Jutsu Save DC. On a failed save they are both restrained and behind 3 quarters cover for the duration. They may repeat the saving throw as an action during their turn.

Lava Style Rubber Ball

B Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 6 Chakra points

You blow a rubber bubble up to 7 feet in height and 5 feet in width around a willing target. This ball deflects all bludgeoning, piercing, slashing, lightning, poison, thunder, and cold damage.

Magnet Style Air Gold Dust Protective Wall

B Rank Magnet Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: 30 feet
  • Components: V, S, M (Gold dust that you have on you worth 400 gp)
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You send your gold dust into the air to counter an arial attack in a 10 foot radius. This puts all creatures in a state of total cover.

Magnet Style: Iron Sand Gathering Assault

B Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Iron sand)
  • Duration: Concentration, up to 1 minute
  • Cost: 5 Chakra points

This technique condenses your iron sand into dense shapes that you can move around for the duration. When you do so, you can make any weapon shape that fights for you. Work with your DM for damage.

Alternatively you may move large metal objects or smaller.

Magnet Style: Iron Sand Wave

B Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Iron sand)
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You launch your Iron Sand in a large wave in a 10 foot by 30 foot wave. Those in the path must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 5d8 bludgeoning damage and are restrained until the end of your next turn.

On a successful save, they take half damage.

Magnet Style Iron Sand Unleash

B Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Iron Sand)
  • Duration: Instantaneous
  • Cost: 12 Chakra points

Your Iron Sand rises 30 feet into the air and then spears off in a 60 foot diamater centered around a point within range. Evry creature in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 8d6 piercing damage, then the iron sand coats the area.

Half as much damage on a successful save.

Magnet Style Iron Black Wings

B Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Iron Sand
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You gain wings made of iron sand that give you a flying speed that doubles your walking speed.

Magnet Style: Successive Shots: Iron Sand Drizzle

B Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Iron Sand)
  • Duration: 1 hour
  • Cost: 8 Chakra points

You fire Iron Sand in all directions, creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 7d6 bludgeoning damage.

Wood Style Wood Clone Jutsu

B Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 Hour
  • Cost: 7 Chakra points

You create one or more wood clones that act as your will with as many chakra points with them as you want to give to them.

The Clones use their actions on your initiative. Once the clones' hp hit 0, they revert to wooden statues.

Wood Style Hidden Jutsu Deep Forest Emergence

B Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaeous
  • Cost: 12 Chakra points

You change the very terrain in the area. Trees sprout from all over with a new intricate root system in the ground or other area around you.

Wood Style: Four-Pillar House Jutsu

B Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You create a full house made of wood. Unfurnished. This gives you a safe shelter for the night.

Wood Style: Great Forest Jutsu

B Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 8 Chakra points

You turn your arm into an extendable wooden pillar. You have a reach of 10 feet, and your unarmed strikes deal an additional 3d6 piercing damage. You can make your arm split into up to 5 pillars. Each pillar must have its own dice roll in an unarmed strike.

Wood Style: Stocks

B Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 6 Chakra Points

You place a creature in wooden restraints that leave the creature bent over with their arms and head through holes to keep them there. The target creature must make a Strength saving throw against your Jutsu Save DC. On a failed save, they are restrained. They may make another saving throw as an action during their turn.

Gale Style Laser Circus

B Rank Storm Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 10 Chakra points

You fire 8 lasers that have their own movement speed equal to your remaining movement speed. It can be precise enough to damage those who have hostages. You make a Jutsu Attack Roll for each laser beam. On a hit, 1 beam deals 2d8 radiant damage.

Shadow Stitching Jutsu

A Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: S, V, M (Light to cast a shadow)
  • Duration: Instantaeous
  • Cost: 13 Chakra points

Requirement: Nara Clan Membership

You use your shadow with pin point precision. You pierce the skin through limbs and bind them.

You create 12 shadow tendrils that attack the target creature in range.

A creature that you direct this jutsu at must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 12d4 piercing damage, and become restrained. They take half damage on a successful save and their movement is halved until the end of their turn.

Mind Destruction Jutsu

A Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Round
  • Cost: 13 Chakra points

Requirement: Yamanaka Clan Membership

You point your hands in the direction of your target, there can be nothing between you and the intended target creature.

This creaure must have an Intelligence score of at least 6 for this jutsu to work on them.

Your target makes an Intelligence saving throw against your Jutsu Save DC. On a failed save, you take control of their actions until the end of your next turn.

Mind Clone Jutsu

A Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 14 Chakra points

Requirement: Yamanaka Clan Membership

This is an enhanced version of the Mind Transfer Jutsu. This allows you to control two people at the same time. Targets must make a Wisdom saving throw against your jutsu save DC. On a failed save, they are controlled by you for the duration.

Your body goes limp while this jutsu is active.

Man Beast Tranformation: Two Headed Wolf

A Rank Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Dire Wolf Companion)
  • Duration: Concentration, up to 1 minute
  • Cost: 15 Chakra points

Requirement: Inuzuka Clan Membership

You transform yourself and your Dire Wolf companion into a huge sized 2 headed wolf that looks like your companion, only bigger and more ferocious.

You have the following stat block, for the duration of this spell.


Two Headed Wolf

Huge beast, Your alignment


  • Armor Class 18
  • Hit Points 113
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+4) 17 (+4) Yours Yours Yours

  • Senses passive Perception 20
  • Languages Any that you know

Keen Smell. You have advantage on perception checks that rely on smell.

Sticky Slober You may drool onto the ground to make a 5 foot cube of sticky slime. Creatures caught in the slobber have disadvantage on Dexterity Saving Throws

Multiattack You may attack 3 times while in this form.

Jutsu Caster. You may use Taijutsu while in this form

Actions

Claw Attack: Unarmed Strike: +10 to hit, reach 15ft., one target. Hit 15 (3d6 + 4)

Bite Attack: Unarmed Strike: +10 to hit, reach 15 feet, one target Hit 19 (3d8+6)

Rasengan

A Rank Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You condense the chakra in your body into a ball that fits into the palm of your hand. You make a Jutsu Attack roll to hit a creature of your choice.

On a hit, they are sent flying back 30 feet while spiraling, falling damage will apply when they hit in addition to 9d10 force damage.

Earth Style Ultimate Revival: Soil Bodies

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth and dead people)
  • Duration: Concentration, up to 1 minute
  • Cost: 17 Chakra points

You are able to utilize the soil to animate the dead. You may either spend the cost to make up to 6 zombies. (Stat Block in The Monster Manual)

Or you may spend 3 additional chakra points to give them their abilities and personalities back, however under your control, and you may only make up to 3. Also their hit points are 1/4 of their maximum if revived this way.

Either way, these beings roll their own initiative.

Earth Style Antlion

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth)
  • Duration: 1 Round
  • Cost: 13 Chakra points

You make a sink hole in the ground that drags all creatures in an area of your choice towards you. The size of the sink hole depends on how much chakra you put into it. For the base cost, the sink hole is 15 feet wide. You may spend an additional 2 chakra points per 5 additional feet you wish it to be.

Earth Style Bottomless Swamp

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Earth)
  • Duration: Concentration, up to 1 minute
  • Cost: 16 Chakra points

You make a 30 foot cone of marsh in front of you. Creatures in this vicinity must make a Strength saving throw against your Jutsu Save DC. On a failed save, they sink up to their necks and their movement speed becomes 0.

They must make another save as their action to escape.

Earth Style: Buta Futa

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 hour
  • Cost: 18 Chakra points

You summon a gargantuan hollow lid that can cover buildings. This will crumble after the duration.

This dome has the vissage of a boar's face on the front.

The dome has 100 hp, and cannot be broken through by non magical means. (Jutsu count)

Earth Style Iron Skin

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 15 Chakra points

You harden your skin making it noticably darker. You gain a +5 bonus to your armor class and to your CON score for the duration.

If you are hit with Lightning damage, you act as if your AC was normal

Earth Style Earth Wave Jutsu

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Cost: 15 Chakra points

You make the ground below you make waves. All creatures in a 30 foot cone must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they fall prone. The cone is considered rough terrain for the duration.

Earth Style Earth Dragon Jutsu

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 0 feet
  • Components: V, S, M (Earth)
  • Duration: Instantaneous
  • Cost: 17 Chakra points

The rocks and atone around you make up a large sized dragon that launches in a 10 by 60 line.

Those who are in the line must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take a 10d10 bludgeoning damage. Half as much on a succesful save.

Earth Style Rampart of Flowing Soil

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth)
  • Duration: Instantaneous
  • Cost: 16 Chakra points

You create a peninsula that has a rut with enough room for a river. This peninsula is 50 feet in legth and 40 feet in height.

Earth Style Iron Prison

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Indefinite
  • Cost: 20 Chakra points

You touch your hand to the ground and several metal panels come up from the ground in a large circle that is 30 feet in radius.

Earth Style Lightweight Boulder Jutsu

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M, S (Literally anything that has weight besides the planet)
  • Duration: 1 Hour
  • Cost: 15 Chakra points

You make something you touch 1/5 of its original weight.

Earth Style Mudslide

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M, V (Earth)
  • Duration: Insantaneous
  • Cost: 14 Chakra points

You touch the ground while you are on a slope of some kind. You loose the ground in a 30 foot cone and cause a mudslide. Those caught in must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are knocked prone and restrained under the loosened earth.

Earth Style Eruption

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Earth and something underneath to get from the ground)
  • Duration: Instantaneous
  • Cost: 15 Chakra points

You make the earth bundle up into a volcano esque pile, and whatever is underneath, be it soldiers, magma, or dirt will be shot into the air and poured on the sides of this pile.

If people are underneath, they make no saving throw and if they fall with no way to break their fall, they will take 7d6 falling damage.

Earth Style Earthquake Slam

A Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (Earth)
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You Cast the equivalent of the 8th level Earthquake spell from official 5e content listed below.

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.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell 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.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’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 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell 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 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Fire Style Giant Flame Bombs

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 15 Chakra points and 10 Nature Energy Points

Requirement: Sage Mode Must Be Active

You fire a 30 foot sphere of fire up to 30 feet away from you. Once the ball explodes, all creatures in the radius must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 17d6 fire damage, half as much on a successful save.

Fire Style Red Spider

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 minute
  • Cost: 18 Chakra points

You create a ring 30 feet wide. Those who try to cross this wall must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 5d10 fire damage.

You also create a large sized fire spider that has 40 hit points that shares your initiative. It has 50 hp and can explode when you wish it to.

Those within 10 feet of the blast must make a Dexterity saving throw againt your Jutsu Save DC. On a failed save, creatures take 8d10 fire damage, half as much on a succesful save.

Fire Style Dragon Flame Jutsu

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 15 Chakra points

You launch a large torrent of fire launches towards an opponent of your choice (This can flow through Ninja Tool Wire)

You make a Jutsu Attack Roll. On a hit, you deal 10d8 fire damage.

Fire Style Dragon Flame Loud Singing Jutsu

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You fire 4 bolts of dragon faced fire balls towards up to 4 creatures. You make 4 Jutsu Attack Rolls. For every hit, a creature takes 4d8 fire damage.

Fire Style Dragon Flame Bombs

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 17 Chakra points

You fire three blasts of fire at up to 3 targets. These targets must make Dexterity saving throws against your Jutsu Save DC. On a failed save, targets take 8d6 fire damage. Half as much on a successful save.

Fire Style Flame Hurricane

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 17 Chakra points

A large torrent of flames surround you. Those within 10 feet of you must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 8d10 fire damage. Half as much on a successful save.

You may launch this at a target within your movement speed. You must make a Jutsu Attack Roll. On a successful hit, you deal 8d10 fire damage.

Fire Style Celestial Prison

A Rank Fire Style Sealing Jutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until Dispelled
  • Cost: 18 Chakra points

This Jutsu Cannot be taken without being given a jutsu scroll from a specific location that contains this technique

You make a Jutsu Attack Roll. On a hit, you seal away a person's chakra. When they try to use their chakra they take 2d10 fire damage per chakra point used.

Fire Style Hiding in Ash Jutsu

A Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 13 Chakra points

You unleash a large smoke screen of ash that harms hostile creatures. Hostile creatures in this range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 9d6 fire damage, half as much on a successful save.

The ash also acts as a smoke screen. Hostile creatures in the fog can only see 5 feet in front of them.

Demon Illusion Fire Jutsu

A Rank Fire Style Genjutsu


  • Casting Time: 1 action
  • Range: 300 Feet
  • Components: V, S
  • Duration: Concentration, Up to 10 minutes
  • Cost: 15 Chakra points

You cast this jutsu on up to 20 people that you can see within range. They must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, they see a huge fireball coming their way. This is such a potent genjutsu that they can even feel the heat of the fire ball. Creatures under the influence of this genjutsu are Frightened and must do everything in their power to flee from a point of your choosing.

Lightning Funeral: Feast of Lightning

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A sword)
  • Duration: Instantaneous
  • Cost: 14 Chakra points

You thrust your sword into the ground and a bolt of lightning launches at at target creature in range. Make a Jutsu Attack Roll. On a hit, you deal 11d6 lightning damage.

Lightning Style Bullet: Ibuki

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 16 Chakra points

Your fist get engulfed in lightning. You thrust them forward, which makes a bolt of lightning shoot from your fist.

You make a Jutsu Attack Roll. On a hit you deal 10d8 lightning damage.

Lightning Style Depth Charge

A Rank Lightning Style Taijutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 Minutes
  • Cost: 18 Chakra points

You envelope yourself in lightning style chakra that rages out of control. When you make a melee attack roll, you can treat it as a Jutsu Attack Roll for the duration of this Jutsu.

The next time you hit a creature with an unarmed strike or are hit with a melee attack while this is active, you deal an additional 12d4 lightning damage.

Lightning Style Four Pillar Trap

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 17 Chakra points

Requirement: Earth Style Chakra Nature

Despite this Jutsu being classified as a Lightning style jutsu, there are Earth style elements.

You make 4 pillars of rock appear in 4 spots that you can see. They can be no more than 10 feet apart from one another.

All creatures caught in this barrier must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are stunned for the duration. If a creature ends their turn in the barrier, they take 9d10 lightning damage, and must make the saving throw again.

Lightning Style Overdrive

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration up to 1 Minute
  • Cost: 18 Chakra points

You embue your body with the speed of lightning.

For the duration, your speed is doubled and you have an additional action that can be used during your turn.

Lightning Style Purple Lightning

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 16 Chakra points

Your hand gets enveloped in purple lightning. You make a Jutsu Attack Roll. On a hit, you deal 10d8 lightning damage. This is a lesser version of the Jutsu Chidori

Chidori

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You start to have tunnel vision as your movement speed is doubled. You must use it to strike someone with this technique.

You make a Jutsu Attack Roll, on a hit, you deal 12d8 lightning damage and 2d6 piercing damage.

While you are charging, it is difficult to see where you're going unless you have an active Sharingan or Byakugan.

Lightning Cable

A Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (A clone of some kind)
  • Duration: Instantaneous
  • Cost: 22 Chakra points

Requirement: You must have a physical clone Jutsu active and be able to use Chidori

You and your clone both use Chidori and run 10 feet apart connecting them together with a lightning cable. You use your movement speed to take as many creatures in the cable as possible.

Creatures in range of the cable must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 9d10 lightning damage and are stunned until the end of their next turn.

Crismon Mist Barrier Jutsu: Red Mist Barrier

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Cost: 15 Chakra points

You create a 30 foot wide area of mist that robs the creatures within of their sight and hearing. If they get to the end of the barrier, only a Jutsu that requires more chakra than this jutsu can break the barrier. This is cumulative. For example, if two Shinobi cast two different jutsu both requiring 8 Chakra Points, that will break the jutsu.

Water Style Rainmaker Jutsu

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Up to 10 Miles
  • Components: V, S, M (rain)
  • Duration: Concentration, up to 8 hours
  • Cost: 20 Chakra points

While it's raining, you can extend your chakra into the rain to extend your perception over the range. You must succeed on an Intelligence check DC = your Jutsu Save DC to discern between the different entities that are being rained upon.

Water Style Water Prison Jutsu

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute
  • Cost: 16 Chakra points

You attempt to trap a creature in a spherical water prison. You make a Jutsu Attack Roll. On a hit, you successfully have them restrained in a water prison. For an additional 10 chakra points, you make it to where the creature trapped inside won't be able to breathe.

In order for the creature to break free, they must cast a jutsu that can cut through the water that is A rank or higher.

Water Style Explosive Water Shockwave

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 22 Chakra points

You spit out water in front of you that turns into a large tsunami that is 40 feet tall and 60 feet wide. It travels 120 feet forward, changing the terrain of even a dryland into a small ocean.

The water is 8 feet deep when the Jutsu Runs its course.

Those who are about to get hit with the water must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 12d8 force damage and are swept away by the waves. Then must make saves against drowning.

On a successful save, they take half the damage and are able to slide 30 feet back before coming to a stop and able to swim to the surface. If they have the water walk ability they may use it immediately.

Water Style Giant Vortex Jutsu

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 Feet
  • Components: V, S, M (A body of water that you are standing on.)
  • Duration: Instantaneous
  • Cost: 19 Chakra points

You gather a circle of water from the body of water you're standing in which gathers water to shoot out at high speeds.

The water is a cylinder that fires forward in a 10 ft width and at 120 ft long.

Creatures in the range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are swept up by the vortex and take 10d6 force damage.

On a successful save, they slide back 10 feet and take half damage.

Water Style Aqua Mirror

A Rank Water Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Round
  • Cost: 22 Chakra points

When you are hit with an attack, you can cast this jutsu to reflect an identical attack back at the attacker to cancel it out. This mirror can only copy 1 being and disappeares at the start of your next turn.

Water Style Water Spikes

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Water in the area)
  • Duration: Instantaneous
  • Cost: 15 Chakra points

You make the water on the ground shape into spikes that can attack a creature within range.

The target creature must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 12d4 piercing damage.

Water Style Liquid Memory

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Water in the area)
  • Duration: Concentration, up to 1 minute
  • Cost: 18 Chakra points

You control water around you to act as like a malleable and instant shield. Little bulbs of water appear around you when you cast the jutsu.

While this Jutsu is active, your armor class gets a +10 boost and your unarmed strikes have a 10 foot reach and deal an additional 4d6 slashing damage.

-

Super Water Shark Bomb Jutsu

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Water to make the shark)
  • Duration: Instantaneous
  • Cost: 20 Chakra points

Requirement: Hoshigaki Clan Membership

You gather all the water in the area to form a huge sized shark made of water. If a jutsu that is made of water, fire, lightning, wind, or kekkei genkai involving them, hits this jutsu, the shark will absorb the chakra from it. For every 2 points taken, an additional 1d4 of damage is added to the damage.

The shark is 20 feet wide and travels 60 feet forward.

Creatures in its path must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures hit take 10d10 force damage in addition to any other damage absorbed by this jutsu.

Water Style Water Shark Prison Dance Jutsu

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Legendary Item: Samehada)
  • Duration: Concentration up to 1 minute
  • Cost: 22 Chakra points

Requirement: Hoshigaki Clan Membership and ownership of the Legendary Sword, Samehada

You fuse with Samehada to resemble much more like a shark. You secrete a huge orb of water 60 feet tall and 30 feet high. You gain the amphibious trait for the duration.

The water orb follows you. You are always at its center. People who end their turn in this orb must succeed on a Constitution saving throw against your Jutsu Save DC to avoid drowning if they are not Amphibious.

Your speed increases to 60 feet for the duration of the jutsu.

Water Style Four Shark Shower

A Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Falling water)
  • Duration: Instantaneous
  • Cost: 15 Chakra points

Requirement: Hoshigaki Clan Membership

You turn the falling water into small sharks to slash at anyone in range. Those in range must make a Dexterity Saving throw against your Jutsu Save DC. On a failed save, targets take 10d8 slashing damage. Half as much of a suiccessful save.

Wind Style Thunder Dragon Tornado

A Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Rain)
  • Duration: Instantaneous
  • Cost: 18 Chakra points

Requirement: Lightning Style Chakra Nature in addition to Wind Style

You create a spiraling wind dragon that is embued with lightnig. The rain mixes with the tornao dragon to conduct the electricity.

You send the dragon forward in a 10 foot by 60 foot cylinder in a direction of your choosing. Creatures in range must make a Dexterity saving throw against your Jutsu Save DC.

On a failed save, they take 6d10 force damge and 7d8 Lightning damage.

Wind Style Scattering Flower Dance

A Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 16 Chakra points

You make a tunnel of flower petals launch at a creature of your choice. This tunnel is 10 feet by 60 feet, not necessarily in a straight line.

Creatures that are in the range that you dictate, they ymust make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 8d10 force damage, and they are caught up in the tunnel and are forced to the end of it. If the end of the tunnel is at a wall, they take the equivalent of falling damage depending on how far they traveled.

Half as much force damage is taken on a successful save.

Wind Style Infinite Sandstorm Devestation

A Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 16 Chakra points

You breathe out cone of air in a 30 foot cone. This air is full of sand that stings the eyes and skin.

Creatures in the cone must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures in range take 10d8 slashing damage and are blinded for the duration.

On a successful save, creatures take half damage and are not blinded. Creatures that end their turn in the sandstorm, must make a saving throw.

Wind Style Supreme Typhoon

A Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You control a giant gust of wind that blows away any weather condition to make the skies clear of any clouds. This Jutsu may even work on other weather changing ninjutsu

Wind Style Pressure Damage

A Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 22 Chakra points

You send out a huge 60 foot dome of wind at a break neck pace that is capable of demolishing dead trees and ripping up and turning them to splinters from the force.

Creatures in the dome must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 10d12 force damage and are thrown into the air by 20 feet.

Wind Style Sandstorm Hurricane

A Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, Up to 1 minute
  • Cost: 17 Chakra points

You create a 10 foot wide by 10 foot tall dome that is surrounded by a sandstorm.

Creatures in the dome must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, they are placed in an illusion that several enemies are attacking them.

The enemies' appearance is up to you, but if it hits the target, they take 8d8 psychic damage if the creature is small and 10 d8 psychic damage if the creature is medium.

The creatures have a +6 bonus to attacks while the Genjutsu is active.

Wind Style Vacuum Blast Barrage

A Rank Wind Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You breathe out two huge slashes of wind that are Large in size. Creatures that are targeted must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creatures hit take 9d10 force damage. Half as much on a successful save.

Infinite Darkness Jutsu

A Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute
  • Cost: 16 Chakra points

You make a target in range see nothing, but black. The creature must make Wisdom saving throw against your Jutsu Save DC. On a failed save, they are blinded.

Genjutsu: Double Optic Illusion

A Rank Wind Style Genjutsu


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S
  • Duration: Up to 1 hour
  • Cost: 18 Chakra points

You create a false escape in your Genjutsu. When they believe they have released it, they are in another illusion of your choice. You may cast this jutsu on a genjutsu that you or an ally have created. The affected creature makes an Wisdom (Insight) Check against your Jutsu Save DC to see if their reality is real if something is off about their new reality.

If they find something they may make a Wisdom Saving Throw against your Jutsu Save DC as an action. They break through this genjutsu on a success.

Mirage Crow

A Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Up to 1 minute
  • Cost: 16 Chakra points

You point at a target that can see you, or that makes eye contact with you. The target must make a Wisdom saving throw against your Jutsu Save DC. On a failed save they see your body break apart into multiple crows that trap them in an illusion. They are stunned for the duration. During their turn, they may use their action to make another saving throw.

Mirror Heaven and Earth Change

A Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instantaneous
  • Cost: 16 Chakra points

Requirement: Uchiha Clan Membership, 3rd Stage Sharingan active

When you get trapped in a genjutsu, you make a Jutsu Attack Roll contested against the casters Jutsu Save DC. If it meets or exceeds the DC, the Genjutsu gets reversed onto that target, and you copy that genjutsu.

Lariat

A Rank Lightning Style Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You run towards a target using the rest of your movement, trying to clothesline one creature of your choice.

Make a Jutsu Attack Roll, on a hit, you deal 9d10 bludgeoning damage, and the creature is knocked prone.

Hirudora

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 hour
  • Cost: 20 Chakra points

Requirement: Seventh Gate of Shock Active

You use your sweat that has evaporated from your body and the wind around you to form a huge sized Tiger that bites up to a huge creature.

A target creature(s) must make a DEX saving throw against your Jutsu Save DC. On a failed save, they take 12d6 bludgeoning damage and 3d8 force damage. Half as much on a successful save.

Clematis Dance: Flower

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Up to 10 Minutes
  • Cost: 18 Chakra points

Requirement: Kaguya Clan Membership

You form your bones in a Medium cast around your forearm, when you strike, you may use your Jutsu Attack bonus.

On a hit, you deal 6d6 piercing damage alongside your unarmed strike attack bonus.

Eight Trigrams Mountain Crusher

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 19 Chakra points

Requirement: Hyuga Clan Membership, Active Byakugan

This taijutsu is a more powerful version of the Eight Trigrams Air Palm.

You make a Jutsu Attack Roll, on a hit, you deal 4d10 force damage, which forces the target back 40 feet. If the target hits a wall, they take the typical fall damage as if they were in the air.

Eight Trigrams 128 Palms

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: 25 feet
  • Components: V, S
  • Duration: 7 Rounds
  • Cost: 18 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan, "8 Trigrams: 64 Palms" learned

You take a modified advanced fighting stance of the Hyuga. You choose a creature within 25 feet of you and you close in without penalty to your movement. This Jutsu has 7 stages. Each attack deals 2d4 piercing damage

  • 2 Palms: You make two attack rolls in the first round this Jutsu is active. If both attacks hit the target, the creature must make a Constitution saving throw against your Jutsu save DC. If they fail, they are stunned for 1 Round.
  • 4 Palms: You make two attack rolls in the second round of this Jutsu. Once again if both attacks hit, a Constitution save must be made. On a failure the creature is stunned for 1 Round.
  • 8 Palms: You make 4 attack rolls in the third round of this Jutsu. The same Constitution save is made at risk of being stunned for 1 Round if all attacks hit.
  • 16 Palms:You make 8 attack rolls in the 4th round of this Jutsu. If all 8 attacks hit, the target must make a Constitution saving throw or be stunned for 1 Round.
  • 32 Palms: You make 16 attack rolls in the next round of this Jutsu. If all 16 attacks hit, the Target must make a Constitution saving throw against your Jutsu Save DC on a failed save, the creature is stunned for 2 rounds.
  • 64 Palms: You make 32 Attack rolls in the next round of this Jutsu. If all 32 attacks hit, the target must make a Constitution saving throw against your jutsu save DC or be stunned for 4 rounds.
  • 128 Palms: You make 64 Attack rolls in the Final Round of this Jutsu. If (By some miracle) all 64 attack rolls hit, and the target drops below 0 hit points, the target takes 5 points of exhaustion from the lack of chakra.

This Jutsu may also be used to deflect multiple attacks incoming for the duration, but you must hold your strikes as a reaction, and if they are not used in that reaction, they are wasted and cannot be used.

Tail Chasing Rotating Fang

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

Requirement: Inuzuka Clan Membership, Two or Three Headed Wolf Transformation

You rotate in a forwards direction towards targets of your choice.

Those targets in the path of your movement must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the targets take 10d8 slashing damage, half as much on a successful save.

Cross Block Jutsu

A Rank Taijutsu


  • Casting Time: 1 Reaction
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 15 Chakra points

When you are hit with a melee attack role, as a reaction you may use this technique to make a counter attack that allows you to use your elbow and your knee to break whatever bone is used in the unarmed strike.

The creature must make a Constitution saving throw against your Jutsu Save DC, on a failed save, the bone is broken. The after effects are solely up to your DM.

Wolf Fang Over Fang

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

Requirements: Inuzuka Clan Membership, Two or Three Headed Wolf

In your huge wolf form, you spin in a circular motion that can deal devestating damage.

A creature that is in the path of this Jutsu must make a Dexterity saving throw. On a failed save, the target takes 10d8 piercing damage. Half as much on a successful save.

If they are hit, they must take a Constitution saving throw against your Jutsu Save DC. On a failed save, the target loses a limb based on a d4 roll from the DM.

  • 1- Left Leg
  • 2-Right Leg
  • 3- Left Arm
  • 4- Right Arm

Super Slap

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 16 Chakra points

Requirements: Akimichi Clan Membership, Super Expansion Jutsu Active

In your Large or Huge form, you may forcefully slam your hands on the ground, sending a shockwave of rock 20 feet out in your large form and 30 feet out in your huge form.

Creatures caught in the range must make a Dexterity saving throw against your Jutsu Save DC. On a failed Save, they take 8d10 bludgeoning damage. Half as much on a successful save.

Digital Shrapnel

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

Requirements: Kaguya Clan Membership

You fire the bones at the tips of your fingers at a fast speed, like bullets.

You make 10 Jutsu Attack Rolls. On every hit, the target takes 2d6 piercing damage.

Eight Trigrams Last Resort: Eight Gates Assault

A Rank Taijutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 2 Rounds
  • Cost: 17 Chakra points

Requirements: Hyuga Clan Membership, Active Byakugan

You spend two rounds assaulting the Eight Inner Gates of a person that is within melee range of you. If they move outside of your range, you may continue the jutsu as a reaction.

  • 1st round- You make 4 melee attacks against the last four inner gates, in order from Death to Shock to Joy to Closing.

  • 2nd round- You make 4 melee attacks against the first four inner gates, in order from Pain to Life to Rest to Opening.

If an attack hits an inner gate, then that gate may not be openend by that user until they have taken a Long Rest. Creatures take 4d6 piercing damage per gate that is hit. If the user is already using one of the 8 inner gates and is struck at that gate, they are immediately taken out of that gate and forced to the one that is immediately below it.

Shuriken Shadow Clone Jutsu

A Rank Ninja Tool Jutsu


  • Casting Time: 1 Reaction
  • Range: 120 feet
  • Components: V, S, M (A thrown Shuriken/ Demon Wind Shuriken)
  • Duration: Concentration, up to 1 minute
  • Cost: 16 Chakra points

When you throw a shuriken and it hits, you may use your reaction to make the one shuriken clone itself up to 20 times all hitting the same target.

Twin Rising Dragons

A Rank Ninja Tool Jutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M, S, V (Two ninja tool scrolls with at least 300 gp worth of ninja tools in each)
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You place the two ninja scrolls on either side of you, the scrolls burst upwards as you jump up with the paper of the scrolls.

You float in midair while you throw all of the ninja tools in the scrolls at a target of your choice.

The target creature must make a DEX saving throw against your Jutsu Save DC. On a failed save, they take 15d6 piercing and slashing damage. Half as much on a successful save.

Weapon Control: Tensasai

A Rank Ninja Tool Jutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (One large Ninja Tool Scroll with at least 800 gp worth of Ninja Tools in it)
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You toss your scrool in the air 60 feet away from you, and every target below in in a 5 by 60 foot rectangle must make a DEX save against your Jutsu Save DC. On a failed save, each target takes 15d6 slashing and piercing damage. Half as much on a successful save.

Ninja Tool Summoning Jutsu

A Rank Ninja Tool Jutsu


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (Your blood)
  • Duration: Instantaneous
  • Cost: 15 Chakra points

Once you have attuned to a magic weapon of your choice, you may summon it from wherever it is on the same plane of existence.

Regenerative Healing Jutsu

A Rank Medical Jutsu


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (Ink worth 10 gp)
  • Duration: Concentration, up to 3 hours
  • Cost: 20 Chakra points per hour

You draw a 20 foot by 20 foot square and place someone that is on the brink of death within it. If they have shattered bones, gaping wounds, or other crippling conditions (At your DMs Discretion), they may be healed by this jutsu.

Four Medical Ninja must be on each side of the circle while this Jutsu is being cast. Shifts may need to be put in place if Chakra gets too low. If 3 people are used, the duration is extended by 1 hour. If 2 people are used, the duration is extended by 2 hours. If only one person is used, the duration is exteded by 4 hours.

At the end of the Duration, the bones should be mended and all wounds closed, and the creature will be at 1 hp.

Anaesthetic jutsu

A Rank Medical Jutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Cost: 17 Chakra points

You create a powerful sedative that may either be used for surgery or for an attack.

When a willing creature takes the anaesthetic, they can be out for 8 hours with no pain being felt during a surgery.

When a nonwilling creature is hit with this coated on a blade or in a bite, they must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they are paralyzed for the duration and can continue to make saving throws at the end of each of their turns to attempt to break free.

If they succeed on any saving throw, they are slowed for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

Ice Style Crystal Ice Mirrors

A Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M
  • Duration: Concentration, up to 10 minutes
  • Cost: 19 Chakra points

You create a 15 foot wid dome of mirrors made of ice. You climb into one and reflect your visage on every mirror. You may throw a ranged weapons out of a mirror with advantage on attack rolls. They must make an unarmed strike attack roll that exceeds your Jutsu Save DC to break any mirrors with Taijutsu. The mirrors are resistant to Fire Style Ninjutsu.

When a creature tries to leave, you may make an attack of opportunity to keep the creature in. They must succeed on a Dexterity saving throw against your Jutsu Save DC or be forced back into the dome and take 4d8 slashing damage.

You may appear in a mirror of your choosing as a bonus action

Ice Style White Whale Jutsu

A Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Tundra Landscape)
  • Duration: 1 round
  • Cost: 20 Chakra points

You cause the ice in the area to form a huge whale that falls on an area of your choosing. This whale is 40 feet long and 20 feet wide.

It takes the full duration for the whale to fall down. When it does, those who are under them must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 14d6 bludgeoning damage, half as much on a successful save.

Ice Style Tsubame Blizzard

A Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentraion, up to 1 minute
  • Cost: 16 Chakra points

You conjure small birds that fly around and strike an area of 10 feet. Those who start their turn in the swarm must make a Dexterity saving throws against your Jutsu Save DC. On a failed save, they take 20d4 cold damage. Half as much on a successful save.

Ice Style Twin Dragon Blizzard

A Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Tundra Setting)
  • Duration: Instantaneous
  • Cost: 19 Chakra points

You create two black dragons of ice from the ice below you to create a tornado within range. People within 20 feet of the Tornado must make a Dexterity saving throw against your Jutsu Save DC, on a failed save, creatures fly 50 feet into the air and take 8d8 cold damage, then take falling damage if their fall is not broken. On a successful save, they take half the cold damage.

Ice Style Wolf Fang Avalanche

A Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (A slope covered in ice)
  • Duration: Concentration, up to 10 minutes
  • Cost: 19 Chakra points

You stand at the top or bottom of a hill covered with snow and ice and conjure 10 wolves that descend to the bottom of the slope. If any creatures are at the bottom, they are subject to attack. You may make one bite attack per wolf, using your Jutsu Attack Bonus. On a hit, each wolf deals 1d8 cold damage and 1d6 piercing damage.

Boil Style Acid Rain Jutsu

A Rank Boil Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 hour
  • Cost: 20 Chakra points

You create a 20 foot radius cloud that starts to spew acidic rain. Creatures that are being rained upon must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creatures take 10d8 acid damage. On a successful save, they take half damage.

Lava Style Lava Monster Jutsu

A Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You secrete a 10 foot circle of lava that will fall on those who are below the lava blanket. Creatures beneath it must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are covered in lava. Those who fail the save take 18d6 fire damage and are burned heavily. The lava cools and covers the creatures in rock. As their action during their turn, they may make a Strength saving throw against your Jutsu Save DC. If they fail that save, they begin to suffocate as their face is covered with rock. They also take another 5d6 fire damage.

On a successful save, they take no damage.

Lava Style Rubber Wall

A Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 19 Chakra points

You make the magma beneath the earth rise to the surface as a rubbery white consistency to to form a wall that is 20 feet wide and 10 feet tall. Creatures behind this wall have full cover for the duration.

When a ranged physical attack hits this wall, it launches back at the sender and they must make a Dexterity saving throw against their own attack roll.

Lava Style Scorching Rocks Jutsu

A Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You launch 5 balls of lava covered in rock from your mouth at up to 5 creatures. You make 5 Jutsu Attack Rolls. On each hit, you deal 4d6 fire damage and 4d10 bludgeoning damage.

Scorch Style Great Steaming Explosive Blast

A Rank Scorch Style Ninjutsu


  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 20 Chakra points

You create a huge ball of chakra based inferno that turns the surrounding area to ash. After the Jutsu is complete, trees, buildings and anything that can be burned within 120 feet are incinerated instantly. If any non allied creatures are in this range, you may cause them to take 10d10 fire damage. They must make a Dexterity saving throw against your Jutsu Save DC, on a successful save they take half damage.

Magnet Style Black Iron Fist

A Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Iron sand worth at least 600 gp)
  • Duration: Concentration, Up to 1 minute
  • Cost: 16 Chakra points

You make two size large fists that you can control. You may move these fists as if they were your own equal to your full movement. As an action you may attack with both fists simultaneously using your Jutsu Attack Bonus.

On a hit, each fist deals 5d10 bludgeoning damage.

Secret Black Move Black Iron

A Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Iron Sand, 1 puppet head with a sealing Jutsu or paralysis poison prepared)
  • Duration: Concentration, up to 1 minute
  • Cost: 20 Chakra points

Requirement: Puppet Master Shinobi Specialty

You launch Iron Sand at a creature of your choice within range, you make a Jutsu Attack Roll against the target creature, on a hit, the creature is hit by a puppet you control surrounded by Iron sand.

The puppet bites the creature, dealing 1d4 piercing damage, and they release a sealing jutsu that impedes movement. They must make a Constitution saving throw against the DC of the poison.

The Iron sand wraps around them in a coffin like manner that impedes breathing.

To escape this, during their turn, they must make a Constitution saving throw as an action to fight the paralysis effect. At the end of their turn, if they're not paralyzed, they make a Strength saving throw against your Jutsu Save DC.

On a successful save, they break free. On a failed save, they begin to suffocate

Iron Sand Clone

A Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Iron Sand)
  • Duration: Instantaneous
  • Cost: 16 Chakra points

You create a clone of yourself made entirely of Iron Sand. The clone may look and sound like you. It has an AC of 20 with 25 hp. When it hits 0 hp, the jutsu is dispelled.

Iron Sand Wall

A Rank Magnet Style Ninjutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (Iron sand)
  • Duration: Concentration, up to 1 minute
  • Cost: 18 Chakra points

You have your Iron sand cling to you like armor. This technique adds a +5 bonus to your AC for the duration.

Wood Style Row of Houses

A Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Intantaneous
  • Cost: 20 Chakra points

You create 2 rows of 10 houses that are 30 x 60 feet in area. Other specifications are up to you.

Wood Style Wood Sprigs Jutsu

A Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 24 Chakra points

You create a branch that is thrown from your arm or used as a melee attack. Make a Jutsu Attack Roll either way. On a hit, the branch grows several other branches inside the target dealing massive amounts of damage. A creature takes 13d12 piercing damage on a successful hit.

Wood Style Great Tree Spear

A Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 22 Chakra points

You cause a large system of roots to appear in a circle around you ten feet away from you in every direction. All creatures in this radius must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, the creatures take 18d6 piercing damage and are hoisted into the air.

Half as much damage on a successful save.

Wood Style Wood Expulsion Technique

A Rank Wood Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 22 Chakra points

You create a wooden shield made of two halves in the shape of a dragon face. This shield is 20 feet long and 30 feet tall and encompasses the area in a dome like fashion. This shield is resistant to fire, acid, lightning, bludgeoning, piercing, slashing, force, cold, necrotic, radiant, and thunder damage. Creatures in the dome are under full cover.

This dome has 100 hp, when it reaches 0, the jutsu is dispelled.

Wood Style Wooden Dragon Jutsu

A Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You create a huge sized wooden dragon that attacks your enemies. Creatures in the dragons path must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 13d10 piercing damage and are taken into the dragons mouth. Half as much damage on a failed save. When dispelled, the creatures fall 20 feet for additional damage.

Wood Style Silent Strangle Jutsu

A Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, Up to 1 minute
  • Cost: 22 Chakra points

Your arm turns into a branch that sprouts other branches that serves to restrain a creature of your choice in range. This creature can be of any size. The creature must make a Strength saving throw against your Jutsu Save DC. On a failed save they are grappled. You may make your DC increase by 2 by spending an additional 4 chakra points.

The creature may try to escape this binding as an action.

Wood Style Tree Bind Eternal Burial

A Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Cost: 20 Chakra points

You attempt to bind, then bury a creature within range. A tree comes up below a target creature in range, and the creature must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they are grappled and slowly sink into the earth below. They sink 1 foot every round.

Gale Style Black Hunting

A Rank Storm Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 18 Chakra points

You conjure a huge sized black panther made of black lightning. This panther attacks an area and each creature within 10 feet of the area attacked must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 14d8 lightning damage. Half as much on a successful save.0

Izanagi

S Rank Doujutsu


  • Casting Time: 1 Action or Reaction
  • Range: Self
  • Components: None
  • Duration: Instantaneous
  • Cost: The sight in an eye of your choice

Requirement: Mangekyo Sharingan active

You are able to manipulate reality as you see fit. When you are hit with an attack, you may use your reaction to undo that outcome and appear within 10 feet of where you were hit. This occurs even if you are killed. The use of this Jutsu causes one of your eyes to lose its sight forever. This may be remedied by acquiring another sharingan eye for implantation, however your original mangekyo sharingan will not be active in that eye.

You may program one of your eyes to cast this Jutsu well into your death, provided your eye that it was programmed into was not destroyed. You will not lose sight until the Jutsu is completed.

Izanami

S Rank Genjutsu


  • Casting Time: 3 Rounds
  • Range: 60 feet
  • Components: None
  • Duration: Instantaneous
  • Cost: The sight in an eye of your choice

Requirement: Mangekyo Sharingan Active

During a fight, you may record up to 5 instances over the course of the casting time. Your opponent need not see you, as this genjutsu focuses on the physical sensations shared by the caster and the target creature.

These insatnces that you record are repeated over and over again in the head of the user with an excape condition of your choice. It may be something as deep as discovering that person's true personality, or as shallow as accepting the help of an enemy. Once that escape condition is met, they may escape the jutsu, however it must be a feasible way to escape yet deep enough to where it has an impact on the person it was cast on.

Kotoamatsukami

S Rank Genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: None
  • Duration: Indefinitely
  • Cost: 25 Chakra points (This may only be used once a year)

Requirement: Mangekyo Sharingan Active

This is the ultimate genjutsu with no way to counteract it. You implant a command in a target such as "protect the village hidden in the leaves" and no matter their control or circumstance, they rationalize it with false experiences until they have that goal as if of their own free will.

Amaterasu

S Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: None
  • Duration: Until dispelled
  • Cost: 26 Chakra points

Requirement: Mangekyo Sharingan Active

You now have access to the ultimate Ninjutsu. You look at a target creature of your choice, and they are immediately set ablaze with black flames that cannot be extinguished unless you dismiss it as an action. Your dominant eye begins to bleed first. This is a very telling sign of this jutsu if the creature you are using it on has knowledge of this jutsu. A reaction is possible, but not likely. That target takes 15d6 fire damage every round until they are reduced to ash. Unless you are in posession of the Eternal Mangekyo Sharingan, you take 6d8 force damage for using this jutsu.

Kamui

S Rank Doujutsu


  • Casting Time: 1 action or reaction
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous
  • Cost: 23 Chakra points

Requirement: Mangekyo Sharingan Active

You use your ocular abilities to store objects or people, including yourself in an alternate dimention. If you take this Ocular jutsu with the Mangekyo Sharingan, your left eye will be to transport others in range, and your right will be to transfer yourself and things within 10 feet of you.

When ejecting objects or people, you may do this with as much velocity as you see fit, up to 2d6 falling damage equivalent.

Tsukuyomi

S Rank Genjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: None
  • Duration: Concentration, up to 1 minute
  • Cost: 24 Chakra points

Requirement: Mangekyo Sharingan Active

When you make eye contact with someone, you may activate this genjutsu. If they have sharingan, they must make a Wisdom saving throw against your Jutsu Save DC with a -3 penalty. a -5 penalty with a Eternal Mangekyo Sharingan. A natural 20 will not autmatically save. If they do not have Sharingan, they have no defense against this genjutsu.

While the round is happening you may manipulate time to happen as if several days are happening in the span of a few seconds. If used for attack, you deal 19d6 psychic damage to a target under this genjutsu.

If used for talking purposes, you may have time grind to a halt to simply tell a story with your memories.

Kamui Shuriken

S Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 22 Chakra points

Requirements: Mangekyo Sharingan Active, Kamui learned

You conjure 8 small shuriken in the shape of your Sharingan's Mangekyo shape to throw at creatures of your choice.

You make 8 Jutsu Attack Rolls, if a shuriken hits, that object is warped into the kamui dimension. If the creature is huge size or greater, parts of their body get transfered instead. If you wish for the whole body to be transfered, 3 must hit a huge, and 5 must hit a gargantuan creature.

Man Beast Transformation: 3 Headed Wold

S Rank Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Full grown Dire Wolf and a clone/Inuzuka member)
  • Duration: Concentration, Up to 1 minute
  • Cost: 23 Chakra points

Requirement: Inuzuka Clan Membership, Cloning Jutsu Ability or having an ally from the Inuzuka Clan

You and your Dire Wolf have already bonded as a Two Headed Wolf before, but now you may have a clone or other member of your clan transform with you to form a 3 headed wolf, helping to deal more damage.

While in this form, Jutsu that have some resemblence to Fang Over Fang gain an additional 7d10 piercing damage, and increase any saving throw DCs by 3.

If another Inuzuka member is involved in the transformation, the wolf may move two times in initiative, using individual chakra for Jutsu used while in this form, however if you do not agree to an action and actively work against one another, you both must succeed on a DC 15 Wisdom saving throw or the jutsu is dispelled then you both take 5d6 psychic damage. Stats for this wolf are equal to the 2 headed wolf. See above.

Shadow Clone Jutsu

S Rank Ninjutsu


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: Your Chakra points divided evenly

You may make clones using this Jutsu. These clones have to go during your turn in initiative, and may cast Jutsu as the original does. Your chakra is divided evenly between the clones, if the clones take any damage or has a condition inflicted upon it, the clones will dispel. If a clone is dispelled away from the original, the original retains all information and experiences from the clone. Unused chakra by the clones returns to you when that clone is dispelled.

Earth Style Devouring Earth

S Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (Earth)
  • Duration: Instantaneous
  • Cost: 35 Chakra points

You cause two gargantuan slabs of Earth to rise up and swallow the enemies in an area of your choosing. The gargantuan slaps of earth follow official 5e sizing. Creatures in range must make a Dexterity saving throw against your Jutsu Save DC. Those caught under the slabs take 20d6 bludgeoning damage, half as much on a successful save.

Earth Style Planet Splitter

S Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a peninsula or other piece on land)
  • Duration: Instantaneous
  • Cost: 30 Chakra points

You cause a peninsula or other piece of land that sticks above water to split down the middle to make a path for a ship or something to scale. You are essentially terraforming with this jutsu.

Earth Style Fissure

S Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 100 Feet
  • Components: V, S, M (Earth to break)
  • Duration: Instantaneous
  • Cost: 28 Chakra points

You cause an area within 100 feet of you to crumble into a huge fissure 30 feet in width 50 feet in depth and 100 feet in length. Creatures in this area must make a DC 20 Dexterity saving throw. On a failed save, they fall into the revine.

Earh Style Multi Mud Wall

S Rank Earth Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Earth)
  • Duration: Until Dispelled
  • Cost: 27 Chakra points

You create 6 thick walls of earth and rock to fortify the defenses of a given area. These walls are 50 feet long, 40 feet tall, and 5 feet thick.

Earth Style Super Weighted Boulder Jutsu

S Rank Earth Style Ninjustu


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 24 Chakra points

You touch one thing or cause your own fist to increase in weight exponentially. You raise the weight of whatever you wish to touch to the 3rd power. For example if a sword weighed 15 pounds, it then weighs 3375 pounds. If a boulder weighs 100 pounds, then it weighs 1,000 tons. Whatever damage that would be done by a weapon or object is rolled normally, then raised to the third power.

Earth Style Super Lightweight Boulder Jutsu

S Rank Earth Style Ninjutsu


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 1 minute
  • Cost: 24 Chakra points

The opposite effect of the Super Heavy Boulder Jutsu is created here. You touch an object and it weighs a cubed root of what it once did, rounded down. For example, if a sword weighs 15 pounds, it then weighs 2 pounds. If a boulder weighs 1000 pounds, it then weighs 10 pounds. Depending on weight, damage is reduced to 0 in most cases.

Fire Style Demon Lantern

S Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration Up to 1 minute
  • Cost: 25 Chakra points

You create several demon heads made of fire in a range of 30 feet spanning from you. All creatures in range must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 19d6 fire damage. Half as much on a successful save.

Fire Style Majestic Demolisher Flame

S Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 26 Chakra points

You unleash a large flame from above, the flame fills a 15ft x 15 ft square. creatures in that area must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 20d8 fire damage. Half as much on a successful save.

Fire Style Celestial Prison

S Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled
  • Cost: 30 Chakra points

Requirement: You must have the A Rank version of this Jutsu Learned

You make a Jutsu Attack roll against a target. On a hit, you create a mark that is red and segmented in the shape of an "X" across thier torso. Any time the marked creature tries to use Chakra Points, they burn from the mark. For every Chakra Point used, the marked creature takes 1d12 fire damage.

Fire Style Flame Flower

S Rank Fire Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 26 Chakra points

You launch 5 balls of fire that are equivalent to the Dragon Flame Jutsu. You choose 5 10 foot wide spots to place each ball. Creatures in these areas must make a Dexterity saving throw against your Jutsu Save DC, on a failed save each ball deals 10d8 fire damage.

Kirin

S Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 10 Chakra points

This Jutsu is one of devastating power that doesn't need a lot of chakra to use. While it is raining, you can send your chakra into the air. You morph the lightning in the sky into a Huge creature that roars at the ground. You choose a 5 foott area to channel all this lightning to.

A creature in this area must make a Dexterity saving throw DC: 27. On a failed save, the creature takes 17d8 lightning damage. Half as much on a successful save.

The reason that the DC is so high is because the caster is using natural lightning which is very difficult to dodge.

Lightning Style Limelight

S Rank Lightning Style Ninjutsu


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 28 Chakra points

You and 3 other casters of this Jutsu must position yourself at 4 corners of an area, then hold your action to cast this jutsu. When all 4 of you cast the Jutsu a lightning bolt fires from the 4 of you and meets in a central point. When that happens everything in the area that you cover gets obliterated

All creatures in the area must make a Dexterity saving throw against the highest Jutsu Save DC in the group. On a failed save, the creatures take 10d6 lightning damage from each of you. 40d6 total.

Water Style Water Shockwave

S Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 25 Chakra points

You create a huge torrent of water that appears from your body and it engulfs the area. You may control the water and where it goes for your turn. If you may a wave, it is up to 30 feet in length and height. Creatures cught in your wave must make a Dexterity saving hrow against your Jutsu Save DC. On a failed save, they are pinned underwater for 1 minute and take 10d8 force damage.

On a successful save, they take half damage, and are able to swim to the surface.

Water Style Water Pillar

S Rank Water Style Ninjutsu


  • Casting Time: 1 Reaction
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 25 Chakra points

You create a huge pillar of water that is able to block any fire style ability. If it is an S ranked Fire Style Ninjutsu, then you may roll 15d10 to reduce the damage dealt by the fire style jutsu by that amount.

Any other attacks are at the discretion of the DM.

Water Style Severing Wave

S Rank Water Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 30 Chakra points

You spew a highly condensed stream of water in a sweping like function cutting even the thickest trees down with ease. Creatures in a 15 foot cone which is 120 feet in length must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, creatures take 20d6 slashing damage.

Enhanced Flattery

S Rank Wind Style Genjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Cost: 24 Chakra points

Unlike most genjutsu, this can be cast on a creature with spoken word alone. You choose a target that you're aware of that can hear you when you're speaking calmly, they must make a Constitution saving throw against your Jutsu Save DC. On a failed save, they are plunged into a deep darkness and they are charmed by you for the duration.

Genjutsu: Sharingan

S Rank Genjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 hour
  • Cost: 28 Chakra points

Requirement: Sharingan Active

When you make eye contact with a creature, they must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, you may choose one of the following effects to take place.

  • The target is rendered unconscious
  • If the target is restrained, forceful extraction of information can be done at the same time
  • The target is paralyzed
  • Removing a genjutsu placed on by another

Sekizo

S Rank Taijutsu


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 0 Chakra points

Requirement: The Eighth Inner Gate of Death must be active

You strike the air in order to launch an air cannon that can hold a creature in place. You fire two with one bonus action. You make a Jutsu Attack Roll with a +3 bonus. On a hit, you attack again. You may do this again with your second bonus action. If all four hit, you make one last strike. The air canons deal 7d8 bludgeoning damage each. The fifth strike deals 10d8 bludgoning damage.

Night Guy

S Rank Taijutsu


  • Casting Time: 2 actions
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 0 Chakra points

Requirement: Eighth Inner Gate of Death Active

This ultimate Taijutsu has two phases. Each cost an action, which you are granted two under the Eighth Gate of Death.

  • Build up: you make your blood boil to the point of an aura surrounding you that brings a dragon like visage behind you. This stance is the launching point for the final step in the Eighth Gate

  • Flow: You run taking this as a dash action automatically. Anything physical or magical in your way is bent out of the way as you Roll a Jutsu Attack Roll with advantage. Natural 1s do not result in an automatic failure. If and when you hit, you deal 25d6 bludgeoning damage with a devestating kick, which shatters your leg bones.

Super Wolf Fang Over Fang

S Rank Taijutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 30 Chakra points

Requirements: Inuzuka Clan Membership, 2 or 3 headed wolf transformation active, Wolf Fang Over Fang learned

This is a form of Wolf Fang Over Fang that is twice as destructive, however, because of this, the use of Dynamic Marking will not be effective in this jutsu. The spins are too fast. You spin in this form with enough force to rip Rushamon apart. Any creature in your path must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 20d8 piercing damage, half as much on a successful save.

If they fail the save, the DM rolls a Percentile Dice. If the result is 30% or below, the target is automatically ripped in half. Whether or not this kills the target is up to the DMs discretion. If above 30%, the DM rolls 1d4 to determine which limb will be severed by this technique.

Body Activation

S Rank Medical Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 2 minutes
  • Cost: 55 Chakra points

You touch one willing creature to trigger the body's natural healing processes to an extreme amount. The body's muscles destroy themselves and heal themselves to increase the physical aspects of the creature. For the duration, the creature heals all damage dealt to it at the beginning of their turn. That includes any conditions, and exhaustion points. Those who undergo the Eight Inner Gate transformations will receive no drawbacks. This includes the Eighth Inner Gate of Death.

The creatures Strength, Dexterity, and Constitution Score increases to 30 for the duration. At the end of the Jutsu, the creature affected by this techniques takes 5 points of exhaustion and is reduced to one hit point as their body deflates and returns to normal.

Mitotic Regeneration

S Rank Medical Jutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Cost: 25 Chakra points

Over the course of your Medical Ninja career you've healed many and stored those healing energies in a point at the forehead. When you release it, you have a pool of 250 hit points that you may use to heal yourself as a free action. This technique may also be used to look younger than the caster really is. However this aging ability cannot make someone look as if they have not reached their mid 20s to 30s (Or the equivalent for other races)

Chakra Infusion

S Rank Medical Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 28 Chakra points

You may touch up to two willing creatures and infuse them with Chakra to make them cast a Jutsu in their arsenal that is equal to or less than the cost of this Jutsu, divided however you wish if there are two creatures.

Ice Style Shattering Ice Spear

S Rank Ice Style Ninjutsu


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 25 Chakra points

You instantly create 10 large spears of ice all around you. Every creature within 10 feet of you must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, they take 10d6 piercing damage and 13d8 cold damage. If this occurs in a closed space like a house or cottage, the creatures have a -5 penalty to their saving throw, negating natural 20s. It would also freeze the interior and exterior of the house.

On a successful save, the creatures take half the cold damage.

Boil Style Solid Fog

S Rank Boil Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 28 Chakra points

You fill an enclosed area with a dense fog that is easily seen through that has acidic properties. You may choose to make it harmless, harmful, or lethal. If harmless, no creatures take damage. If harmful, during your turn, every creature in the fog takes 10d8 acid damage. If lethal, every creature in the fog takes 20d8 acid damage.

If you and your allies are in the fog, you also take the damage.

Lava Style Floral Mountain

S Rank Lava Style Ninjutsu


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: 1 Hour
  • Cost: 30 Chakra points

You create a volcano at a point of your choosing in range that is 30 feet in diameter and 50 feet high that erupts as it appears. The lava spews out like a flower that is 40 feet wide. All creatures that are within 20 feet of the chosen point must make a Dexterity saving throw against your Jutsu Save DC with disadvantage due to the ground becoming slanted around them. On a failed save, the creatures take 20d10 fire damage and are encased in lava. As such, they must take one turn top get the lava off of them or take an additional 6d10 fire damage at the end of their turn as long as lava is on them.

On a successful save, the creatures take half damage.

Scorch Style Super Steam Kill

S Rank Scorch Style Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute
  • Cost: 70 Chakra points

You conjure 3 orbs of orange and red chakra that orbit you. These orbs are incredibly deadly. You may use your movement to move within 5 feet of a creature(s). Creatures within 5 feet of you during the duration of this Jutsu must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, one of the orbs passes through them, evaporating all moisture within their body, causing an instant kill and mummification for creatures large and smaller.

For Huge and gargantuan creatures, one of their limbs is deprived of moisture and are knocked prone taking 10d8 fire damage. When you kill a creature this way, the duration of this jutsu extends by 1 minute.

On a successful save, creatures move 10 feet out of the way.

Iron Sand Scattered Showers

S Rank Magnet Style Ninjutsu


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (Iron Sand)
  • Duration: Instantaneous
  • Cost: 28 Chakra points

You scatter your Iron sand in a 30 foot line and control it to form several bullet shaped darts. They fire in a firing line sort of way. Any creature in front of that line must make a Dexterity saving throw against your Jutsu Save DC, for this jutsu your DC has a +5 bonus. On a failed save creatures take 20d10 piercing damage.

Sage Art: Wood Style Shinsu Senju Veritable Thousand Armed Kan'on

S Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 58 Chakra points

Requirement: Sage Mode Active

You conjure a Gargantuan buddha looking statue with 1000 arms behind it that can be used at breakneck speeds. You may strike at area with these arms that is 20 feet wide with these fists as an action. Creatures in this area must make a Dexterity saving throw against your Jutsu Save DC, on a failed save, they take 20d12 bludgeoning damage. Half as much damage on a successful save. You cannot move this statue for the duration.

Wood Style Laughing Buddha Jutsu

S Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 28 Chakra points

You conjure 2 gargantuan sized wooden hands from the ground capable of restraining a gargantuan creature like a tailed beast. Any creature caught within the grasp of these hands must make a grapple check against your Jutsu Attack Roll. If they succeed, they slip out of the grip, if they fail, they are grappled.

During your turns, you may grip the targets in these hands to deal 10d6 bludgeoning damage.

Once per turn during the grappled creatures turn using the creatures strength and your Jutsu Attack Roll.

Wood Style Wood Golem Jutsu

S Rank Wood Style Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 38 Chakra points

You conjure a huge sized bipedal wooden golem that has a wooden dragon wrapped around it. It has its own turn in initiative, and may use the following stat block


Wood Golem

Huge Construct, Your alignent


  • Armor Class 22
  • Hit Points 140
  • Speed 70ft.

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 28 (+9) YOURS YOURS YOURS

  • Condition Immunities Paralyzed, Poisoned, Blinded, Charmed, Deafened, Frightened,
  • Damage Immunities Poison, Psychic, Bludgeoning, Piercing, and Slashing Damage from non magical weapons
  • Languages Any languages speak

Actions

Pummel Melee Weapon Attack: Jutsu Attack Bonus to hit, reach 10ft., one target. Hit 10d8 bludgeoning damage on a hit.

Leaping Pummel Melee Weapon Attack: Jutsu Attack Bonus to hit, reach 70ft., one target. Hit 15d8 bludgeoning damage on a hit.

Wooden Dragon Jutsu See Wooden Dragon Jutsu (5-6) to recharge at the top of the turn on a d6 roll.

Sage Art: Gale Style Fang of Light

S Rank Storm Style Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 38 Chakra points

Requirement: Sage Mode Active

You shoot out a beam of light capable of slicing through anything. This is an automatic hit, as it is light. A target creature take 10d8 piercing damage and 12d10 fire damage.

Flying Raijin Jutsu

A Rank Specialty Ninjutsu


  • Casting Time: 1 bonus action
  • Range: No limit
  • Components: V, S, M (A unique chakra formula)
  • Duration: Instantaneous
  • Cost: 16 Chakra points

You gain the abilty to teleport. You also gain the ability to place your unique chakra formula on any animate or inanimate object to be able to teleport to it as long as you are within the same Realm of existence.

These formulas never fade, even after the casters death.

After a Mark is placed, it takes 5 Chakra points to teleport to that marker.

Reciprocal Round-Robin Flying Raijin Jutsu

S Rank Specialty Ninjutsu


  • Casting Time: 1 Reaction
  • Range: No limit
  • Components: V, S, M (A unique chakra formula)
  • Duration: Instantaneous
  • Cost: 23 Chakra points

Requirements: Flying Raijin Jutsu learned, A clone must be active or an ally that also has the Flying Raijin Jutsu is helping you

When you are struck with an ally's technique and use your reaction to switch places with your clone or ally that has the Flying Raijin Jutsu.

Flying Raijin Slash

A Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: No Limit
  • Components: V, S, M (A unique chakra mark)
  • Duration: Instantaneous
  • Cost: 18 Chakra points

Requirement: Flying Raijin Jutsu Learned, Chakra Formula must be on the target creature

You may make a melee attack roll with a weapon or unarmed strike and teleport to a creature with your chakra formula's position. When you do so, your attack will have advantage.

Flying Raijin Level 2

S Rank Specialty Ninjutsu


  • Casting Time: 1 Action
  • Range: No Limit
  • Components: V, S, M (A thrown weapon with your chakra formula on it)
  • Duration: Instantaneous
  • Cost: 24 Chakra points

When you throw a weapon, you may use a held action to use another Jutsu at the ready. Whether or not the Marked thrown weapon hits, you teleport to the marked place and release your held jutsu on the target creature within 5 feet of the place you teleported to.

Teleportation Barrier

S Rank Specialty Ninjutsu


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S, M (Unique Chakra Formula)
  • Duration: Instantaneous
  • Cost: 28 Chakra points

Requirement: Flying Raijin Jutsu Learned

When you see a Jutsu or other magical destructive effect flying towards you, you may use your reaction to encase the attack in your chakra formula and send it to one of your marks that you have placed in the world.

Forbidden Jutsu: Summoning: Reanimation

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A piece of flesh or item that belonged to the deceased, A living person)
  • Duration: Instantaneous
  • Cost: 28 Chakra points

This jutsu is one of exchanging of life. You have a creature that is restrained, willing or not, that is being sacrificed in order to bring a soul back from the afterlife.

This being that is brought back is completely under your control. You can choose whether or not that person is conscious. The reanimated being has unlimited chakra and cannot be damaged enought to dispell the Jutsu. The reanimated being must be sealed away or the caster must be killed to forcefully end the jutsu. Alternatively, the reanimated being must be content enough to return to the afterlife.

Spirit Form Jutsu

A Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Cost: 18 Chakra points

Your living spirit leaves the body and travels at the speed of light to a destination that you know the way to without use of a map. When you get there you may interact with creatures there with your voice as if you were there.

Giant Rasengan

A Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 22 Chakra points

Requirement: Rasengan Learned

You make a larger version of the Rasengan

You make a Jutsu Attack Roll, on a hit, you deal 12d10 force damage. They are sent back 50 feet and falling damage is dealt if a wall or other hard object is hit.

Wind Style Rasenshuriken

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 25 Chakra points

Requirements: Rasengan learned

You have a rasengan ball with a large shuriken stream around it. You run at the target creature and make a Jutsu Attack Roll to hit. On a hit, you launch them 30 feet away and it explodes into a dome of energy 10 feet wide that strikes every part of their body individually.

This technique deals 30d6 force damage, and impedes the use of chakra for the rolls amount of minutes. If the roll is 30 points of damage, they may not use chakra for 30 minutes.

You take one third of the rolled damage, and the chakra restriction time.

If you wish to avoid the damage, you need Sage Mode to throw this. Then you will make a Jutsu attack roll (30/120).

Giant Rasenshuriken

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 35 Chakra points

Requirements: Rasenshuriken Learned

The same effects of Rasenshuriken apply in this jutsu, but the jutsu can effect up to 4 creatures within 20 feet of each other.

Mini Rasenshuriken

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Instantaneous
  • Cost: 28 Chakra points

Requirement: Rasenshuriken Learned

You create a miniature version of Rasenshuriken that you balance on your finger. You throw this at a creature within range. You make a Jutsu Attack Roll, on a hit, you deal 20d6 slashing damage and the target must make a DC 15 Dexterity saving throw. On a failed save, that limb is cut off.

Chidori Stream

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Cost: 24 Chakra points

Requirement: Chidori Learned

You may use this to deal 12d8 lightning damage to creatures within 30 feet of you, and while they stay within 10 feet of you, they will take the same damage at the beginning of their turn. Creatures must make a Dexterity saving throw against your Jutsu Save DC. On a successful save, they take half the damage.

Chidori Senbon

A Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 23 Chakra points

Requirement: Chidori Must be Learned

You swipe your hand and several senbon made of lighning fire from your hand. Every creature in front of you in a 30 foot cone must make a Dexterity saving throw against your Jutsu Save DC. On a failed Save, creatures take 19d4 lightning damage.

Chidori Sharp Spear

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled
  • Cost: 29 Chakra points

Requirement: Chidori Learned

You extend your Chidori out to a max of 60 feet. Youmake a Jutsu attack roll. On a hit, you deal 14d8 lightning damage and 4d6 piercing damage.

Forbidden Jutsu: Gedo Mark: Seal

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until dispelled
  • Cost: 80 Chakra points

When a target has a kekkei genkai that you are aware of, you may share the burden of the chakra drain with one other person to cast this jutsu. After the Jutsu is cast, the kekkei genkai that you are aware of is sealed. They are unable to use it. This includes clan abilities.

The only way to undo this Jutsu is with the Forbidden Jutsu: Gedo Mark: Release

Forbidden Jutsu: Gedo Mark: Confusion

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Cost: 80 Chakra points

You may share the burden of the chakra use with one other willing person. You choose one creature in range and that creature must make a Wisdom saving throw against your Jutsu Save DC. On a failed save, they are considered Charmed, but to a higher extent. The target must obey any command given by the caster of this Jutsu. They may make another save 1/dawn

Forbidden Jutsu: Gedo Mark: Release

S Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 80 Chakra points

You use this Jutsu to undo the effects of the Gedo Mark: Seal and Gedo Mark: Confusion Jutsu within range. You may share the burden of chakra consumption with other willing creatures.

Induce Curse Mark

A Rank Specialty Ninjutsu


  • Casting Time: 1 action
  • Range: Touch feet
  • Components: V, S, M (Curse Mark Serum)
  • Duration: Until Dispelled
  • Cost: 20 Chakra points

You find a way to induce either a disabling curse mark or a great power. You make a serum derived from a being that transforms into a crazed monster with Sage Jutsu that has run out of control.

You may choose one of 6 Curse Marks to prepare and induce. Once induced, the DM rolls a percentil die. On a 50% or higher, the target receives the abilities. If not, the target is cursed depending on he mark.

  • Jirobo's Curse Mark: Appearance: 3 triangles on top of one another.

This curse mark grants enhanced strength. During the First stage activation which is done by the creatue as a bonus action, the creature gains a +5 to their strength score and a steady stream of chakra equal to 10 chakra points at the start of every turn. During second stage, the target changes drastically in appearance, looking more monstrous. They gain a +10 to their original strength score to a maximum of 30. They gain 15 chakra poins at the beginning of each of their turns.

If this curse mark is active for more than 1 minute in one day, the target begins to take damage. 1d8 necrotic damage for every minute active.

Curse: If the curse mark does not take, they have disadvantage on every strength based check and their chakra supply has a 50% chance of dropping to 0 every time they use a Jutsu, causing intense pain.

  • Kidomaru's Curse Mark: Appearance: a Swirl

This Curse mark grants enhanced Jutsu usage if it comes from the mouth. During the first stage activation, the target gets a +5 bonus to their Jutsu Attack Rolls involving their mouth. They also receive 10 chakra points at the beginning of each of their turns. During the second stage, the target changes drastically in appearance becoming more montrous. They gain a +10 bonus to their Jutsu Attack Rolls and damge rolls involving the mouth. They gain 15 chakra points at the start of each of their turn.

If this curse mark is active for more than 1 minute in one day, the target begins to take damage. 1d8 necrotic damage per minute active.

Curse: If the Curse mark doesn't take, the target has disadvantage on Jutsu Attack Rolls that involve the mouth, and when they use a Jutsu, they have a 50% chance of their Chakra dropping to 0 as a result, causing immense pain.

  • Tayuya's Curse Mark: Appearance, three 90 degree angles at a 33 degree angle away from on another.

This Curse mark increases the target's Wisdom. When in the first stage, the target's Jutsu Save DC to fight against their Genjutsu increases by 5, while gaining 10 chakra points at the start of their turns. When in the second state, the Jutsu Save DC increases by 10 when casting Genjutsu, while gaining 15 chakra points at the start of their turns.

If this curse mark is active for more than 1 minute in a day, the target begins to take damage. 1d8 necrotic damage per minute active.

Curse: If the curse mark does not take, when this creature tries to cast a genjutsu, saves against them have advantage. They have a 50% change of their chakra dropping to 0 on an attempt, causing immense pain

  • Sakon and Ukon's Curse mark: Appearance: a cloud of black.

This Curse Mark increases the target's Kekkei Genkai. When using a kekkei genkai while in stage 1, the cost of chakra is halved, while gaining 10 chakra points at the beginning of their turns. During stage 2, the kekkei genkai mutates in a way that is unique to the caster (work with the DM to see how). The target also gains 15 chakra points at the beginning of their turns.

If this curse mark is active for more than 1 minute in a day, the target begins to take damage. 1d8 necrotic damage per minute active.

Curse: If the Curse mark doesn't take, the target will suffer a -5 penalty to attack rolls and save DCs involving the target's kekkei genkai. They have a 50% chance of their Chakra dropping to 0 when they use their Kekkei genkai, causing immense pain.

  • Kimimaro's Earth Curse Mark: Apperance, three slits at 33 degree angles away from each other.

This Curse Mark increases the target's Clan ability. When using a clan ability, it is increased in some way, dictated by the DM while in stage one. The target also gets the normal 10 chakra points per turn. While in stage 2, the curse mark alters their appearance and grants them additional damage to the use of their Clan ability equal to half the damage dice of the total dice rolled. (if 2d6, increased to 3d6. If 10d6, increased to 15d6) They also gain 15 chakra points every round.

If this curse mark is active for more than 1 minutes in a day, the target begins to take damage. 1d8 necrotic damage per minute active.

Curse: If the curse mark doesn't take, the target will suffer a -5 penalty to attack rolls and Save DCs that involve their clan ability. They have a 50% chance of their chakra dropping to 0 when using a clan trait, causing immense pain.

  • Curse Mark of Heaven

This Curse Mark increases the target's use of all Ninjutsu. When using any Ninjutsu the Jutsu Atatack Roll bonus and the Save DC have a +5 bonus during stage one in addition to the +10 chakra points at the beginning of their turns.

During Stage 2, the target has a +10 bonus to jutsu attack rolls and save DCs for any Ninjutsu used as well as 15 chakra points at the beginning of their turn.

If this curse mark is active for more than 1 minute in a day, the target begins to take damage. 1d8 necrotic damage per minute active.

Curse If the curse mark doesn't take, the target will suffer a -5 penalty to Jutsu Save DCs and Jutsu Attack Rolls involving all Ninjutsu. When a Ninjutsu is used, there's a 50% chance that their chakra will be reduced to 0, causing immense pain.

Fire Style Great Fire Annihilation

S Rank Fire Style Legendary Ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 30 Chakra points

You launch enough fire from your mouth to burn a small army. When you lanch this Jutsu is encases a 30 foot by a 20 foot rectangle. All creatures in this rectangle must make a Dexterity saving throw against your Jutsu Save DC. On a failed save, each creature takes 25d8 fire damage. Half as much on a successful save.

Water Style Great Waterfall

S Rank Water Style Legendary Ninjustu


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, (Optional) M (Water source)
  • Duration: 1 Round
  • Cost: 30 Chakra points

There are two ways to use this jutsu. Standing on water or away from water.

While on water, you may cause a massive vortex to lauch, leaving a small lake completely dry. A target must make a Dexterity saving throw against your Jutsu Save DC. On a failed save they take 23d10 force damage from the water, must make saving throws against drowning while the Jutsu is Active, and if it hits a wall or something solid, they will break through and take an additional 2d8 bludgeoning damage per wall or solid natural structure hit.

Away from water, you create a huge ball of water that launches at a 30 foot circle of your choosing within range. All creatures within the circle must make a Dexterity saving throw against your Jutsu Save DC, on a failed save they take 25d6 force damage and must make saving throws against drowning.

Half of the damage is taken in both scenarios on a successful save.

Wind Style Air Bullet

S Rank Wind Style Legendary Ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 30 Chakra points

You launch a Gargantuan tunnel of air that is capable of demolishing entire neighborhoods. You choose an area that is 60 feet wide. Any creature in that area must make a Dexterity saving throw agaisnt your Jutsu Save DC. On a failed save, they each take 23d10 force damage and are lifted 30 feet into the air. Half as much damage on a failed save and launched 15 feet into the air.

If the creature is larger than a Large creature, they they are not lifted into the air, however they still take the full damage.

Earth Style Mountain Jutsu

S Rank Earth Style Legendary Ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (Earth, A lot of it)
  • Duration: 1 hour
  • Cost: 70 Chakra points

You make two garganutan slabs of Earth concerge in one spot with enough force to pin even the Ten Tails.

Any creature caught in between must make a Strength saving throw against your Jutsu Save DC. On a failed save, they are crushed and grappled, taking 30d8 bludgeoning damage. Half as much damage on a successful save, however they are still considered restrained

Lightning Style Armor

S Rank Lightning Style Legendary Ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute
  • Cost: 30 Chakra pointa

You create a thick layer of Lightning chakra around your body. This increases your Armor Class to 26, and triples your speed for the duration.