Naruto: Shinobi

Shinobi, are specialized ninja whom have gained the power of Chakra, This allows them to do feats such as walking up walls, walking on water, breathing fire, among other things. These Shinobi are trained as soldiers to follow out tasks given to them by their leaders. There are multiple hidden villages that are home to Shinobi, The village hidden in the leaf, sand, mist, and rain are but a few of them. Most come from a hidden village, and will perform missions for a fee. These missions can include: doing manual labor, acting as escorts, gathering secret information, retrieving stolen items, carrying out assassinations, etc. In times of war, ninja will come together to defend their villages and land. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques known as Jutsu. Shinobi are expected to be loyal to their villages, and any defectors are considered to be missing-ninja, and will be marked for death. Jutsu are separated into three groups, ninjutsu, genjutsu, and taijutsu. Ninjutsu implies performing a supernatural or beyond normal ability, the most common of which is the elemental jutsu. These are created by the user transforming their chakra into a specific nature. The chakra types are Lightning, Earth, Fire, Wind, and Water. Other sub-types of chakra natures such as Wood Release and Ice Release also exist, created by combining two of the basic five releases. Taijutsu implies physical body techniques, which may or may not require chakra. Genjutsu manipulates the chakra in an enemy's mind and disrupts their chakra flow. Their senses get fooled which creates illusions, things that the foe believes to be real that are in fact fake.

Creating a Naruto: Shinobi

Quick Build: You can make a Naruto: Shinobi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by constitution, which affects chakra Second, choose the professional assassin background.

Class Features

As a Naruto Shinobi you gain the following class features.

Hit Points


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

    Proficiencies


  • Armor: Light
  • Weapons: Simple weapons, shortsword
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, History, Investigation, Nature, Perception and Stealth

Equipment

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

  • (a) a shortsword or (b) 2 simple weapons
  • 10 darts (any combination of shuriken and kunai)
  • 3 blank scrolls
  • a bottle of ink

    Chakra

Chakra has become a form of life energy that all individuals produce to some degree, this energy is often confused with Ki, but the two are different in form and control. The energy circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system (similar to ki used by monks, Does not stack with ki points from monk. Certain groups, such as shinobi, have learned to generate more chakra and release it outside their bodies through pressure points called tenketsu in order to perform jutsu. You roll a d20 whatever your number is, that is your affinity to a certain type of chakra. If you land on a multiple of four you have a Kekkai Genkai, which is basically saying you were born with an affinity for Two different chakra types. You cannot choose a Kekkai Genkai even if you get to choose a new chakra. Your save DC is 8+Intelligence+Proficiency, all Jutsu will state what they are either save or spell attack. To use Jutsu you must be able to move your hands, without your hands being able to move you cannot weave signs to use your Jutsu. All Jutsu are take an action to use unless otherwise stated. Jutsu can be used in and out of combat. Outside of combat they can be used at half price unless they would cause harm to a creature or cause an issue. The purpose of jutsu is to use them to the advantage of the party, not just as a weapon. Examples being, lighting a campfire with fire jutsu, or putting out a burning building with water jutsu. When you roll for your chakra affinity you gain a damage die for that chakra, at level 1 You gain a d4 of extra damage, the die increases by one at levels 4(2d4), 12(3d4), 20(4d4). This doesn't get added to any of the chakra natures you choose after rolling. In the case of rolling a kekkai Genkai only use the extra die on it, example if you roll wood style you only add the die to wood style Jutsu.

Naruto: Shinobi
Level Proficiency Bonus Features Chakra Martial Arts Unarmormed Movement
1st +2 Chakra, Jutsu, Unarmored movement, Basic Ninjutsu 4+Con 1d4 +10
2nd +2 Scrolls, Unarmored defense 1d4+con 1d4 +10
3rd +2 Ninja Path, Chakra Nature 1d4+con 1d4 +10
4th +2 Ability Score Improvement 1d4+con 2d4 +10
5th +3 Ninja Reflex, Extra Attack, Nindo 1d4+con 2d4 +10
6th +3 Shadow Clone 1d4+con 2d4 +15
7th +3 Ninja Path Enhancement 1d4+con 2d4 +15
8th +3 Ability Score Improvement 1d4+con 2d4 +15
9th +4 1d4+con 2d4 +15
10th +4 Ninja Path Enhancement, Extra Attack 1d4+con 2d4 +20
11th +4 1d4+con 2d4 +20
12th +4 Ability Score Improvement 1d4+con 3d4 +20
13th +5 Summoning Jutsu 1d4+con 3d4 +20
14th +5 Scroll upgrade 1d4+con 3d4 +25
15th +5 Ninja Path Enhancement, Chakra Nature 1d4+con 3d4 +25
16th +5 Ability Score Improvement 1d4+con 3d4 +25
17th +6 Sage Mode 2d4+con 3d4 +25
18th +6 2d4+con 3d4 +30
19th +6 Ability Score Improvement 2d4+con 3d4 +30
20th +6 Ninja Path Enhancement 2d4+con 4d4 +30
Chakra Affinity
d20 Charka Nature
1-3 Earth
5-7 Fire
9-11 Water
13-15 Lightning
17-19 Wind
4, 8, 12, 16, 20 Kekkai Genkai (See Appendix: D)

Kekai Genkai

Kekkai Genkai are special in that when you are born you have a natural affinity for two chakra types that combined to make a newer Jutsu style, example Storm is the combination of water and lightning allowing the lightning to flow like water. There will be a description of each Kekkai Genkai in there Jutsu listing. (people with a Kekkai Genkai are able to use both natures required for it as well.)

Martial Arts

At 1st level you are trained in hand to hand combat. You roll a d4 for unarmed damage, the die increases at certain levels. You can also use Dexterity instead of strength for unarmed attacks. At 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to non-magical attacks and damage.

Unarmored movement

At 1st level while not wearing armor or using a shield your movement is increased by 10. This bonus increases at certain levels.

Basic Ninjutsu

At 1st level you gain access to the basic ninjutsu Skills

Scrolls

At 2nd level you have learned how to store objects of small size or lower into scrolls. When storing an item in a scroll you must have ink to draw the seal. The scroll lasts until the item is brought back out of the scroll, or if the scroll is destroyed. This feature requires special scrolls, they can be purchased anywhere a merchant would sell paper, ink and books.

Scrolls
Scroll Type Contents Price Weight Limit
Small Holds up to 3 small items 20 gp 2 pounds 2
Medium Holds up to 7 Small items 45 gp 8 pounds 2
Large Holds up to 12 small items or 1 medium item 80 gp 15 pounds 1
Weapon Holds up to 15 Shuriken or 15 Kunai

Character can only have 1 large scroll at any given time. Scrolls, Handy haversacks and bags of holding cannot be stored with scrolls, if attempted, the player character will be teleported into the scroll and sealed indefinitely.Weapon Scroll: Holds up to 15 Shuriken or 15 Kunai these can be summoned to hand as a bonus action. This scroll can be used as a free action.

Unarmored defense

You have learned through fighting that you can dodge instead of being weighed down by an armor to take attacks. At 2nd level your AC = 10 + your Dexterity modifier + Prof. If you are not wearing armor or using a shield

Ninja Path

At 3rd level you choose what path you would like to follow. You gain a new feature for your archetype at levels 7, 10, 15, and 20

Chakra Nature

At 3rd level you also gain a new Chakra proficiency of your choice, you cannot choose a Kekkei genkai. You are granted another Chakra Nature at level 15

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th 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.

Ninja Reflexes

When being attacked by an area effect, such as fire ball lets you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.

Nindo

At 5th level you choose your Nindo, Your Ninja way, this is a feature that will reflect how your character will act in certain situations. The chart below will allow you to choose your Nindo. Your Nindo, or ninja way is a guidelines you follow, your own personal mantra. This feature will add a small buff to your ninja. It is encouraged to make your own Nindo with your DM and add it to this section for others to use.

I never go back on my word

Your character will follow through, no matter what, and people have seen this, you get advantage on +2 on persuasion checks and intimidate checks. However if you fail to follow this nindo, you lose the ability for 1d4 days.

I refuse to watch my ally die

No matter how dire the situation, you put your teammates lives above your own. Once per combat, if you are within Half movement speed of your ally that has been hit, you can push them out of the way and take the attack yourself, you negate 1d6 damage+ con from the attack, and the damage gets directed towards you instead.

Crushing my enemies is all that matters

Killing your enemy takes precedence over all else. If you kill your target, you may make a second attack on a different target if they are within range of your weapon or throwing weapon, pulling out a throwing weapon is a free action when this ability is triggered. 3/long rest

A long life is paved with wisdom

Your character is more analytical than most. Gain +2 on investigation, Insight, Perception as a passive bonus.

Life over Glory

Once per combat, When you make a disengage action, you roll 1d4, gain that back in health +con, you may not engage this enemy next turn, however you may engage a different enemy,

Hot blooded Spirit

Whenever your character makes a charge gain plus 10ft to movement, +4 to hit and -2 to AC. If the attack succeeds the damage is increased by 1d4. If the attack fails your AC drops and your character with run through threatened squares, provoking and attack of opportunity. This can be done 3/long rest.

Even the strongest of enemies have a weakness

Once per combat you are able to roll Perception against the enemy’s Passive perception, if you succeed you are able to discern one of the enemies Damage Vulnerabilities. Used as a Bonus Action.

Shadow Clones

At 6th level you have learned hand signs that allow you to create clones of yourself. These clones have your AC and last until you disperse them, they expend their chakra or until they are destroyed. The clones has 5 hit points, cost 4 chakra per clone, and their chakra amount equals 4+ how much of your chakra you decide to pass on to them. The clones have one attack each and can use Jutsu at the same time as you, assuming they have the chakra for it. The clones can be ordered to do something or will act on their own accord, like the character would normally. If the clone is defeated you will regain half of the excess chakra inside of the clone, the initial 4 chakra is lost. The Duration of shadow clones is 24 hours. They are limited to 5 at any given time.

shadow Clones

Shadow clones have no range limit as to how far away they can be. A shadow clone has the same AC of the character, however if the ac of the main body was effected by a spell to increase said AC, these effects do not carry over A shadow clone carries a copy of the main bodies weapon, however it does not carry the magical effects over from it beside a base damage bonus. meaning a cloned vorpal sword = a +3 sword in the hand of a clone. When a shadow clone dissipates, the main body will receive any knowledge it has gained and remember them as if they were their own experience, as well as exhaustion levels, but not negative effects like a curse, poison or anything of the like. This is useful for knowledge gathering.


Summoning Jutsu

At level 13 you can make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. To form the contract the creature must be of a CR rating of your level or lower and be willing. For the technique to work you must form the correct seals then take some of your own blood, most commonly by biting the thumb, and place your hand on the ground. When done your summon will appear in the spot where you were. If the creature is of the size class of large or higher it appears in the spot where you were standing and you are teleported on top of it if it large enough. Example- contract a young red dragon, you summon it, you would be placed either on its back or beside it. Example 2- summon a storm giant, you would appear on its shoulder. This Jutsu costs 3x the creatures CR. Summoned Creatures are able to speak common. The creatures can very in size based on chakra output x2 price per size increase (+1hit die per size increase).

Scroll upgrade

At 14th level the player character can make a second weapon scroll and gains access to the Giant Scroll, this scroll can 2 large items that’s individual weight does not exceed 30 pounds or if need be, 1 person, however, after 10 minutes the person will suffocate due to lack of oxygen.

Sage Mode

At 17th level you have learned to harness natural energy and mix it with your own chakra, this in turn makes senjutsu chakra. With enough senjutsu chakra you can access a form called Sage Mode. In the sage mode form, you gain markings around your eyes of your design. This form is attained by meditating for 1d4 rounds of combat. In this form your attacks have advantage, you gain blindsight out to 20ft, add 1d10 to unarmed attacks, and you gain access to the Sage Arts (added at later date). This form lasts for half your intelligence + proficiency bonus rounds. When out of this form you cannot use it again until after a Long rest. In addition, this form can be taken in and out of combat, if in this form while out of combat there is no limit, however the time limit will start in next combat. These abilities are inactive outside of combat besides blindsight.

Ninja Path

Different Ninja may choose to go down a special path that unlocks unique abilities, some even affecting their eyes.

Path of Hatred

You experienced an event that sent a special chakra through your brain and into the optical nerves. This special chakra formed a dojutsu called the Sharingan.

Sharingan

This is a dojutsu that is acquired through emotions not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made. The Sharingan remains in use for 1d8+con rounds at the end of the rounds, make a constitution saving throw vs a DC 8+rounds it was used. If you fail your eyes begins to bleed and you gain an exhaustion level. The Sharingan can only be used once per short or long rest. At lvl 15 activating the Sharingan is a free action.

One Tomoe

At lvl 3 you acquire the power of the sharingan, starting with one tomoe (Eye dots).When you want to activate it you must take a bonus action to do so. The Sharingan with 1 tomoe gives a +1 to AC, it also gives advantage in perception, and dexterity saving throws. With the first tomoe gained,and gain truesight out to a range of 10ft if the Sharingan is active.

Two Tomoe

At lvl 7 you gain the second tomoe, you gain another +1 to your AC, you also gain the ability to trap someone in genjutsu, to do so you must be able to make eye contact with them while the Sharingan is active. They must make a constitution, if they fail they are trapped in a world where you control what they see. They are trapped as if hold person was cast on them. They may redo their save at the end of their turn. If they succeed they are immune to the effects of the Genjutsu for 1d4 days.

Three Tomoe

At lvl 10 you have gained the third and final tomoe. You gain another +1 to AC while it is active, you also gain access to copying others actions. With the Sharingan active you can take your reaction to copy someone else's action provide it is not a spell or unique class ability. Example, If they make a melee attack on your character, you will match their attack with your own(limited to 1 attack). (This ability is limited to 1+intel modifier uses per long rest)

3 steps ahead

One+intel mod per long rest the character can impose disadvantage on an attack targeting them as they have already seen the attack coming.


Mangekyō Sharingan

At lvl 15 You may now gain the power of the Mangekyō Sharingan. The Prerequisite to unlock this feature is to witness someone close to you die by outside means such as being poisoned or being killed. (Examples: A fellow party member, a follower, a close friend of the character, characters spouse, characters long time pet.)

This version instead of having a red background with a black circle, the circle changes into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to cast a special jutsu that is unique to each person's eyes, yours allows you to cast Amaterasu and Tsukuyomi. Amaterasu is a black flame that will never go out, when used you focus your eye on a single point in your field of vision, the flame begins there, if anything flammable is near it that will burn. The flame never stops burning unless stopped by you or magical means, and if cast on a person they must make a dex save of DC 18, if they fail they take 2d6 fire and will continue to take 1d6 per turn until stopped. Amaterasu can only affect 1 creature at a time.

Tsukuyomi is an enhanced genjutsu, if you look them in the eyes and use this they must make a intelligence save with a DC 8+Intelligence+Proficiency+ 1/3 of the class lvl. If they fail you cast hold person person and they are trapped in an infinite dream until you end it. They can remake this save 2 times, if they fail both times they are trapped in the dream until you end it. After using your ability with the Mangekyō you must make a constitution+Prof saving throw with a DC of 15 with the save increasing by one every other time, if you fail then your eye begins to bleed, you take 3d4 psychic damage and gain an exhaustion level. If you succeed you feel tired and can't use your Mangekyo until you complete a long rest.

Suanoo

At lvl 20 you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows the user to cover yourself in a set of protective aura is determined by your alignment red is evil, blue neutral, green good. When first acquired you can only use the first form of Susanoo, this form is a skeletal structure that covers a 5 ft radius around you. The skeletal structure grants an AC of +3, and has an unarmed attack of 2d10 with 10ft reach, if you hit with an unarmed attack you can take a bonus action to grapple the opponent, make a contested strength check with advantage. If grappled on your next turn you can try and crush the opponent, he makes a con save vs your DC. If they fail they take 4d8 of bludgeoning and they are considered stunned until the end of your next turn. After using Susanoo a total number of times equal to your intelligence mod x3, you acquire the final form of Susanoo, The complete body Susanoo. In complete body the form looks like an armored human body with a mask of your choosing. In this form your AC is +5 and your reach with any weapon is increased to 10ft, the form also has a special weapon that is chosen from the list at the end of this page. You are placed at the center of the Susanoo's head and cannot be pulled from it, you can pull an ally into it granting them the bonus to AC, however they cannot attack from inside of it. This feature can only be used 1 per long rest and gives 1 exhaustion level. Susanoo lasts 1d6 rounds +int mod.

Susanoo weapons Chart

  • A Green lance that has a range of 30ft. The lance deals 4d10 piercing, and can shoot a bundle of 50 needles in a line that is 15ft wide and 60ft long. The needles deal 4d6 total. The opponent must make a dex save or be hit, If the succeed they take half damage rounding down.

  • A bright orange long sword, Reach 15 ft the sword deals 2d12 slashing along with another 1d8 fire. The save for the fire is your Jutsu DC.

  • A large purple bow, the bow sits across the Susanoo's arm. When shot the bow has disadvantage at a range of 20ft or closer, the bow has a range of 50ft to 300ft. The bow deals 3d8 piercing and 2d6 fire, Ice or Lightning.

The Sharigan is highly sought after and can be stolen and implanted into a characters eye(s) done, the charater can gain up to the 10th level sharingan ability, however they can not go beyond that and can only use the sharingan for 1d4+con rounds

Path of Sight

The Byakugan is known as the all seeing white eye, those whom possess it are born with the colored portion of their eye and their pupil replaced with a white circle contained in a very thin black line. Through this path you gain access to the gentle fist style of combat. The passive abilities will give you +5 to passive perception as well as perception checks. And your character is not effected by sneak attack or surprise rounds provided you are conscious.

Byakugan

As a bonus action, you activate your Byakugan. You gain blind sight vision out to 25 feet. You can also see in 360 degree vision in a 15 foot radius, and cannot be surprised by anything coming from within that radius. You must have your Byakugan activated to perform some jutsu. After 1 hour of having your Byakugan activated, make a DC 10 Constitution saving throw, or the Byakugan deactivates and the character takes 1d6 psychic damage and must be reactivated to gain the benefits. The byakugan can be deactivated at will as well.

Gentle Fist fighting style

When you make an unarmed strike, you score a critical hit on a roll of 19 or 20.

Focused Byakugan

From 7th level onwards, as a bonus action you can spend 2 chakra points to further improve the abilities of your Byakugan, for 1 hour: You have darkvision to a range of 120 feet. You can see invisible creatures. Your sight is not hindered by obscured areas (this includes spells such as darkness)

Rotation


  • Prerequisites: Byakugan Activated, 7th Level, Gentle Fist fighting style, Unarmed
  • Chakra: 3 per turn

You rapidly spin while pulsating your chakra. You become immune to ranged attacks, and resistant to melee attacks(slashing, bludgeoning, piercing) . Rotation affects a 10 ft sphere around you. If a creature is in that area, they must make a Strength saving throw or are thrown back 10 ft and knocked prone. The creature that touches the rotation also takes 1d8+int force damage. If the byakugan is activated and the character is attacked by a ranged attack, the character may use rotation as a reaction to block the incoming object, however it will cost 9 chakra instead.

Air Palm


  • Prerequisites: Byakugan Activated, 7th Level, Gentle Fist fighting style, Unarmed
  • Chakra: 4

You send a blast of wind through your palm with a range of 60 ft that deals 2d12 bludgeoning damage on a hit and on a failed strength saving throw are pushed back 10 ft. You can use 3 more chakra to do and additional unarmed attack through the technique with advantage on the hit.

Heavy Palm


  • Prerequisites: Byakugan Activated, 10th level ,Gentle Fist fighting style, Unarmed

As a bonus action you can spend 1 chakra point to attempt to stun the creature you are attacking unarmed. The target must succeed on a Constitution saving throw or be stunned until the end of your following turn.

Eight Trigrams Sixteen Palms


  • Prerequisites: Byakugan Activated, 10th level, Gentle Fist fighting style, Unarmed
  • Chakra: 8

A flurry of pinpoint hits are inflicted on the enemy in quick succession in a pattern, 2 hits, 2 hits, 4 hits, then 8 hits, totaling to 16. This attack does 4d8 damage and the enemy makes a constitution save, on a failed save their movement is reduced by 10ft and AC is reduced by 1

Perfect sight


  • Prerequisites: Byakugan Activated, Focused Byakugan activated, 15th level

While your Focused Byakugan is active, you can see through walls. Your vision is blocked by 2 feet of stone, 6 inches of metal, or 6 feet of wood or dirt, However there is no color beside the chakra network inside of living creatures. Everything else is black and white

Eight Trigrams 64 Palms


  • Prerequisites: Byakugan Activated, 20th level, Gentle Fist fighting style
  • Chakra: 20 Flurry of 64 attacks is launched at an opponent in quick succession, hitting all of their chakra points, The attack does 8d8 damage and the opponent must make a Con save against your Jutsu DC. If failed they are stunned, and and paralzed for 1d4+wismod rounds.

The byakugan can be stolen and implanted into a characters eye(s), granting them the use of the basic byakugan at level 5 and focused at level 10 and Perfect Sight at level 17 to keep it true to lore.

Path of Youth

You have learned to harness and open chakra control points inside the body. These points in the body are called Gates. There are eight total gates inside the body, each one being more powerful, but also more detrimental as you open them. (While attacking in any of the eight gates forms you can only use unarmed attacks, the gates require a bonus action to unlock)

Notes: The buffs are the number stated on the gate, not cumulative. if you enter a gate higher than first, this still counts as entering the gates prior to it, meaning if you enter the 5th gate, that expends a use of the first and third gate for the day, however only the negative effects of the 5th gate set in. your DC for any Path of Youth technique is 8+ Dex mod + prof mod.

Taking this Path grants the ability to use (both in and out of gate forms) Dynamic Entry

Dynamic Entry:

Chakra: 4

Your Character does either a standing or running jump towards an enemy using one leg to kick them with intense speed and force, if the attack hits the opponent must make a Dex save against your DC, The initial kick deals 1d8+Dex bludgeoning + 2d4 force damage and if they fail their save, are sent 20 ft backwards or until they hit something. Range is 40ft and you end on their initial spot) If Dynamic entry is used when the opponent is unaware of you, (IE Surprise round or from stealth before combat) The character gains advantage on the attack roll and the damage is changed to 1d8+Dex bludgeoning and 2d6 force.

First Gate: Gate of Opening

At lvl 3 you can open the first gate, the gate of opening. (3 times per long rest) You gain a +1 to AC, a +10 to movement, and a +3 to attack and damage rolls. After 1d8+con turns this form expires and you are considered stunned until your next turn.

Front lotus


  • Prerequisites:The First Gate opened, Unarmed

You take an action to hit the opponent and force them to make a dexterity saving throw versus your DC. If they fail they are knocked twenty feet in the air and considered stunned. On your next turn you take your action again to move instantly behind them and grapple them. you pile drive them into the ground dealing 1d10 and 1d8 of force damage. If failed to hit, may continue their attacks as normal. Effects may only pass on the same opponent once every 24 hours.


Third Gate: Gate of Life

You have gained the ability to open up to the 3rd gate, the gate of life. Upon opening this gate, your skin turns red from the blood rushing through your body. You are healed for your ninja level+Con mod+Proficiency. You gain +2 to your AC, +5 to attack and +4 damage rolls, and 20ft movement (Twice per long rest)

Reverse lotus


  • Prerequiisistes: The Third Gate opened, Unarmed

You start by taking your action to kick the opponent into the air, needing a dex save vs your DC for the front lotus, if the opponent fails they are stunned and knocked into the air. You then take your next turns action to follow them into the air and make 3 unarmed attacks against them, then after the three attacks you make a final diving attack into them knocking you both to the ground dealing a 2d8 bludgeoning and 2d8 of force damage. After this maneuver you are knocked out of the transformation, knocked prone, and stunned for a turn. The transformation ends after 1d8+con rounds of use.effects may only be passed on to the same opponnent once every 24 hours.

Fifth Gate: Gate of Limit

At lvl 10 you gain access to the 5th gate, the gate of limit. You gain +3 to AC, and +7 to attack and +5 damage rolls +40 movement, This form lasts for 1d6+con turns You gain one level of exhaustion and the character takes 2d10+1d4 necrotic damage after the timer ends.

Great Dynamic Entry


  • Prerequiisistes:The Fifth Gate opened, Unarmed
  • Chakra: 10

Your Character does either a standing or running jump towards an enemy using both legs to kick them with intense speed and force, if the attack hits the opponent must make a Dex save against your DC, The initial kick deals 2d10 bludgeoning + 3d6 force damage and if they fail their save, are sent 50 ft backwards or until they hit something. Range 50 ft and you end movement on their initial spot

Morning Peacock


  • Prerequiisistes:The Fifth Gate opened, Unarmed
  • Chakra: 20

Character Charges forward and make 5 unarmed attacks at the opponent, each successful attack deals 1d8 bludgeoning damage and 1d4 fire damage. As the air is super-heated and flames fly out the back of the opponent, any creature behind the initial target takes 3d6 fire damage in a 20ft cone or on a successful dex save take half damage *+5 damage does not add to the fire damage, only the bludgeoning

Seventh Gate: Gate of Wonder

At lvl 15 you are a taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential, your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. At this level you gain +5 to AC, +60ft movement, and a +9 to attack and +7damage rolls. This form lasts until you use daytime tiger or after 6 rounds. You also gain access to the Daytime tiger attack, Hirudora.

Hirudora


  • Prerequiisistes: The Seventh Gate opened, Unarmed
  • Chakra: 30

Placing one hand forward with the palm out you take your opposite hand and forming a fist tap the center of your palm, creating a massive amount of air pressure. Then punching forward you form a symbol in the form of a tiger head, sending the pocket of air outward and condensing onto a single point. The attack creates an explosion the size of 30 ft all around. This attack deals 6d12 Force damage with a dex save of your DC+Dex or half damage is they succeed, this attack knocks you out of the transformation. After the transformation your muscle fibers are torn to shreds making moving and being touched painful. When this form ends it leaves you with 3 levels of exhaustion, knocked prone, and if anyone tries to move you, you take a d6 of damage from the pain.

Leaf Guillotine


  • Prerequiisistes: The Seventh Gate opened, Unarmed
  • Chakra: 30

Character moves at high speed and appears above enemy, slamming their heel into the back on the neck at high speed, attack deals 3d12 damage and the enemy must make a DC constiution save against Characters Dex roll. If failed the opponent is paralyzed and prone for 1 round.


Eighth Gate: The Gate of Death

At lvl 20 you are a Taijutsu master and have learned all you could from the eight gates, in the process gaining the ability to unlock the final gate, the gate of Death. Upon opening this gate your body's blood flow is pushed to the max, heating you to the point that the sweat that is pouring out of your body evaporates fast enough that it becomes a red colored aura. Once opened you gain +9 AC, +15 to attack roll and +8 to damage rolls, and +90 movement, If you are knocked out of this form with 6 or more levels of exhaustion your body begins to burn from the inside out, shortly after this process begins, your character will perish. This form allows for you to go into the eight gates released formation, from this formation you can access to the techniques, the Evening Elephant and Night Guy. Opening the 8th gate requires a full action and the effects set in on your next turn. This form last 1 round, and up to 2 rounds after the first, however, each round adds 2 levels of exhaustion to PC. If a PC wishes for their character to live, they must end their gate transformation on the 3rd round before any action is made or prior to this. The downside to this, is the extreme strain it puts on the body. When you fall out of this form the character takes 8d12 necrotic damage, this can only place the character at 0hp and stabilized. If conscious after damage calculation they are paralyzed for 1d6 rounds.A Character that dies from the 8 gates formations effect can only be brought back with a wish.

Burning Youth, No holds barred, Full Power Dynamic Entry


  • Prerequiisistes: The Eighth Gate opened,Unarmed
  • Chakra:20

Your Character does either a standing or running jump towards an enemy using both legs to kick them with intense speed and force, if the attack hits the opponent must make a DC dex save against your DC, The initial kick deals 4d10+Dex bludgeoning + 5d6 force damage and if they fail their save, are sent 80 ft backwards or until they hit something. Range 90 ft and you end movement on their initial spot

Evening elephant/ Sekizo Assault


  • Prerequiisistes: The Eigth Gate opened, Unarmed
  • Chakra:30

Series of four punches that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and gains another die after each successful punch (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep, however this technique is only able to be used once per long rest.

Night Guy:


  • Prerequiisistes: The Eigth Gate opened, Unarmed
  • Chakra:45 Or Gain 6 Exhaustion Levels

The Night Guy is considered to be the most powerful move a taijutsu master can obtain, from eight gates released formation you enter a sprinters stance. In the stance your aura gathers around you forming a dragons head in a 10ft area around you. you can move a total of 75ft and you launch yourself at your target with a flying kick. The kick is hard enough that if there is a wall behind the opponent he crashes through it and continues on you and the enemy continue in a linear path for 70ft, pushing everything out of the way. . The attack deals 30d12 of damage. After this attack you are knocked out of the form.

Path of The Healer

You have learned to maximize your control over chakra to heal yourself and others. The mastery of this path will have many chasing after you, either to learn or steal your secrets. Beware, for even healers can be treacherous.

Medical Ninjutsu

At 3rd level you gain the ability to use your own chakra to revitalize yourself. Once per short rest, you can use a bonus action to spend an amount of chakra points up to or equal to twice your Shinobi level to immediately regain Hit Points equivalent to the amount of chakra points you have spent.

Healing Hands

At 7th level you have learned to focus your chakra to the point of being able to more effectively heal yourself and others. For 6 Chakra you can deal 1d8+int. This requires one action and can be repeated a number of times equal to half your Shinobi level (rounded down) per short rest.

Power Pills

At lvl 10 you learn the crafting recipe for a set of 3 pills that restore your chakra to a different degree each, but each also hurts you to use since they are taxing on your body, each pill deals damage equal to the amount of chakra regained. The pills are sorted by their color, red gives you back 1d6+Casting modifier, green restores half of your chakra points, and blue restores all of your chakra. The blue pill also taxes your body to the point of exhaustion, giving you one level of exhaustion if used. The pills must be made during a long rest with the ingredients (Up to Dm) costing 35 gold per pill.

Limit 1 complete set at any given time.


Chakra Scalpel

At lvl 15 you are a master among the medically inclined and learn how to make a Scalpel out of pure chakra, the Scalpel looks like a light blue aura covering your hand. The Scalpel has the ability to bypass armor and skin to hit muscle and organs, It was originally meant to be used in surgery, since the Scalpel could cut without leaving a scar it was highly used. The Scalpel however can deal damage, it deals 1d6, but if you hit you can cut the muscle. The opponent makes a constitution saving throw against your DC. If they fail their muscle is cut, they have disadvantage on attack rolls, saving throws or checks that involve Dexterity or strength until they successfully complete a Long Rest or are healed. The Scalpel requires 8 chakra to use and fades after 1 attack, can be used once per short or long rest.

Mitotic Regeneration Jutsu.

At lvl 20 you are a master of fine chakra control and have achieved the ultimate goal of medical ninja, The Mitotic Regeneration Jutsu. By using an action to activate this jutsu, you gain resistance to all damage, and immunity to slashing, piercing, or bludgeoning damage from non-magical weapons. Additionally, at the beginning of each of your turns, you may roll a number of hit die equal to your Constitution modifier. This jutsu lasts for 5 minutes, or until you have no remaining hit die. You may use this jutsu once per long rest.

Path of the Assassin

A Shinobi capable of silent and efficient kills whilst being able to go undetected.

Stealth Shinobi

At 3rd Level, The Assassin gains proficiency with Poisoners tools and the deception skill. In addition once per turn like the rogue, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. This increases to 2d6 at level 7, 3d6 at level 12 and caps out at 4d6 at level 18

Hidden Mist Jutsu

At 7th Level, Character gains control over water vapor and learns the hidden mist jutsu. This is a special feature that requires no chakra but can only be used 2+con mod times per long rest. This feature creates a cloud of mist 40ft by 40ft, the mist grants advantage on stealth checks, as well as disadvantage on ranged attacks going into the mist. After making a successful stealth check, the character has advantage on their next attack on target within the mist.

Seven Swords of the Bloody Mist

The character comes into possession of a scroll containing a legendary weapon from the ninja world, one of the 7 deadly swordsmans blades. Each possesses its own unique abilities. The weapon requires attunement to be used and grants proficiency in it while attuned. Blades count as a +1 magic finesse weapon.

Hiramekarei

This blade is large and flat, and resembles a flounder in its shape, it possesses two handles and has earned the name "twin sword". This weapon deals 2d6 damage and is two handed, While being wielded the character can spend 10 chakra to infuse the blade which causes one of the following. (These effects do not stack with one another.) Increase the size to grant 10ft reach to the weapon, Increase the hitting power, increasing the damage to 2d8, Increase the strength of your swing, granting the ability to hit two enemies within 5ft, however the second attack is at disadvantage.

Kabutowari

This is a two handed weapon consisting of an axe and hammer, they are connected by a metal rope at the base of each handle, known as the Helmsplitter, this weapon is particualar effective at shredding armor off an enemy. This weapon deals 1d8 slashing or 1d8 bludgeoning damage to their target normally. But when used together (Versatile, requires both hands) the weapon does 2d6 and chips away at their targets armor. The target makes a Str saving throw, if failed, they take a -2 penalty to their AC. This ability can only be used once per target.

Kiba

This legendary weapon consists of 2 short swords , they are identical in every way and have 2 protruding smallers blades near the top and base of the blade. They have gained the nickname of "the fangs" Each short sword deals 1d6 damage normally, however when you expend 8 chakra, both blades become infused with the power of lightning, granting each blade 1d4 lightning damage in addition to their base damage.

Kubikiribōchō

A large blade in the shape of a butchers knife, this weapon has a hole toward the top of the weapon which has a bladed interior,and is usable to decapitate the wielders foe, which is how in earned the nickname "The Executioners blade." This weapon is two handed and deals 2d8 damage. Due to its shear size, the weapon can be used as if it was a shield and grants +2 to AC while being used(to get this bonus, it spends the rounds reaction). Unlike the other weapons, this sword is breakable due to its use as a shield. While defending, the player and target make opposed str saves. If the target beats the player, the blade is broken. When the blade is broken the target who broke the sword takes 1d8 damage as iron shrapnel flies back at them, the sword then becomes a 1d8 one handed slashing weapon. The unique part of this blade is that it repairs itself using the iron in blood of the wielders targets. Slaying a target completely rebuilds the blade while damaging a target 3 times will do the same.


Nuibari

Is a needle like long sword which is versatile. 1d8 one handed, 1d10 two handed, The unique part of this blade is the strand of wire that is contained inside it, when an attack hits its target, you may choose one of the following options as long as the target is within one size catagory Make the "Shove a creature" Special attack, if successful, the target is knocked prone The target has been pierced through, on your next action you may hit a different target, if successful, you can "sew" them together, giving them disadvantage on attack rolls. Spend 10 chakra and throw the blade forward for 30 ft in a straight line, all targets within that line will be peirced for 1d8 on a successful hit. Character may spend next action to "sew them together" by making a str save with advantage against 1 target. Attempting to this will return the weapon to the characters hand.

Samehada

This blade is covered in metal scales that instead of slashing, shred at their enemy. This weapon fuctions as a 1d12 2 handed sword and does slashing damage. Each slash does an additional 1d4 necrotic damage as it sucks the life force from its target. The wielder may heal the d4 results+con up to twice per short rest.

Shibuki

More like a club than a blade, this weapon is covered in explosive tags. This weapon is a two handed club that deals 2d6. The explosive tags packed inside the weapon have the following options On successful hit deal 1d6 thundering or fire damage (stackable up to 2 times, 1 charge each) On a successful hit, instead of normal damage, deal 1d8 and roll as if you had used the spell colorspray as a 5th level spell slot on the target.)

Seven Swords Proficiency

At 15th level, your summoned weapon can be switched out once per long rest and attuned to automatically. Each weapon becomes a +2 magic weapon.

Water Clone Jutsu

At 20th level, once per long rest you may summon water clones up to two (like shadow clones) however they possess 30 hitpoints and have 10+con chakra. When a water clone is defeated, if chosen, they may explode in a 10ft circle around them, dealing 10d6 force damage. The duration of the clones are 6 hours.

Appendix A: Jutsu

Basic Ninjutsu

Passive Basic Ninjutsu Ability

As a narrative tool your character is allowed to walk/stand/run on non-dangerous terrain surfaces and water at a cost of 2 chakra per 30 minutes when out of combat and not in Danger. Character can spend 2 chakra for 1d4+int rounds to have the above ability in combat. Character can fight as if on stable ground.

Shuriken Jutsu

Unlocks at 1st level

Chakra: 1-3

Range: 60 ft

PC Throws multiple shuriken at target(s) 1+1 per chakra. Only the first Shuriken that lands receieves the dex bonus to damage, additional shuriken deal 1d4+1

Transform

Unlocks at 3rd level

Chakra: 1

Duration: 1 hour per chakra point spent

PC transforms into a person, creature or non-magical object they have seen before or have a basic idea of and is identical to that image unless they choose not to be. People or creatures must make a perception of DC17 to know the character is not what they seem to be. If seen before performing the jutsu, the observer will not require a check.

Transformation allows the PC to take the outward appearance of any character or creature, including size and shape, but the ability scores, hp and ac remain the same. Player character that transforms into an object takes on the characteristics of said object, this does not allow them to function as a vehicle, armor, any type of artisan tool, trap, rope or light source. Example they can be: Chair, Table, pillow, blanket(would still be effected by cold)PC may transform into a weapon, however they have none of the magical properties of that weapon, their body can deal the base damage of a normal mundane weapon, they must spend 1 chakra per attack to hold form.

At 6th level if the transformation is creature with a swim or fly speed, the transformation can do so at the normal movement speed of the player character, however they do not gain any of the other characteristics of the creature, they keep their ability scores. Example: If they become a fish, they do not have water breathing.

Substitution

Unlocks at 6th level

Chakra: 6, reaction

Once per combat this Jutsu can be used. At any point during the day you may use this Jutsu. When you are hit and would take damage, you teleport up to 15ft in any direction. A log or generic object is left in your place, only to disappear moments later, all damage is negated from that singular attack.

Lesser Substitution

Unlocks at 6th level

Chakra: 3

Outside of combat use, as if the character were still there, they can use the clone jutsu to make a projection of themselves doing exactly the same as they were doing while disappearing 60ft away from where they were at, used mainly to confuse would be assailants. The clone disappears within 15 minutes of the jutsus use.

Rasengan

Unlocks at 8th level

Chakra: 10

Range: 5ft

The Rasengan is a spinning ball of chakra formed and held in the palm of the user's hand. The user thrusts their hand into an opponents body to attack with it. The ball deals 3d6 bludgeoning and 1d8 slashing. The opponent must make a strength save or be thrown back 20 feet. After this is used the opponent will have a mark known their body in the shape of multiple swirls scratching their skin.

Fire Style

Passive Fire style ability

Unlocks at 1st level

Chakra: 0

Character has basic ability to manifest fire, for such uses as lighting a torch, lamp or campfire as a free action. Flames can be produced and used in any way scene fit that does not cause direct harm to an object or npc. This includes the ability to keep warm in a cold environment.

Flame Whirlwind

Unlocks at 1st level

Chakra: 1

Range: 25ft radius

Fire erupts around the user's body in a spiraling manner which is then launched towards the target, deals 1d8 fire damage. Spell attack

Exploding Flame Shot

Unlocks at 3rd level

Chakra: 4

Range: 75ft

By creating a spark from their hands, this technique allows the user to throw 3 balls of flames, which are able to either cause fiery explosions on impact or set the target on fire, this attack deals 2d6 fire, and another 1d6 every turn. The user can target a person with all three or one person with each. Spell attack

Great Fireball

Unlocks at 6th level

Chakra: 9, can be used with more chakra for more damage

Range- 150ft single target

A technique where chakra kneaded inside the body is converted into fire and expelled from the mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The scope of the attack is altered by controlling the volume of chakra that is mustered. The released flames will engulf their target, and leave a crater in the ground's surface. The attack deals 12d6 fire damage, add another d6 for every other chakra point used after the original 8. Dex save take half on success If the PC uses 4 additional chakra the attack will hit a 10x10ft area, this chakra addition does not count towards the additional damage dice. If the PC uses double the original chakra cost the attack will hit a 15x15ft area, this chakra addition does not count towards the additional damage dice

Great fire Annihilation

Unlocks at 12th level

Chakra: 14

Range: 75ft long 30ft wide

Chakra kneaded inside the body is converted into fire, and then expelled from the mouth and shaped into a massive fireball, which covers a wide range as well. This makes the technique extremely difficult to either avoid or contain. This attack deals 12d6 to every person in its range allies included, it also deals a continuous 2d6 for every turn they are in it. Dex save for first amount of damage, take half for success.

Fire Dragon Flame Bullet

Unlocks at 16th level

Chakra 22

Range 150ft line

The user kneads their chakra into flames, which are then manipulated into a genuine-looking dragon. Since the art of having the flames obey the user's will is outrageously difficult, its mastery is restricted to a limited number of skilful shinobi. Deals 15d6 fire to all enemies in its path and continues to burn for 1d8 rounds after for 2d10 Fire. Spell attack, con save for burn

Wind Style

Passive Wind Style Ability

Chakra: 0

Player character is able to control small amounts of wind freely, examples this can be used for it to keep a flame going without fanning it. Keeping a ball of air around ones head to prevent suffocation for up to 10 minutes or pushing tiny and smaller objects.

Violent Whirlind

Unlocks at 1st level

Chakra: 1

Range: 25ft

The user produces a powerful stream of wind from their mouth, enemies must make a strength or Dexterity save to stay put, if they fail they take a d8 of bludgeoning and are thrown back 15 feet. Spell attack

Wind Wall

Unlocks at 3rd level

Chakra: 3

Range: 10ft radius around user

The user summons a swirling stream of wind, encasing the user and repelling incoming attacks. It can also be expanded to protect others near the user. This gives the user and their allies a +2 bonus to AC and attackers have disadvantage

Air Bullet

Unlocks at level 6

Chakra: 8

Range: 15ft

The PC takes in a deep breath and forcefully exhales, resulting in a large ball of air flying at the enemy, they take 3d8 bludgeoning and must make a constitution save, if failed, they are launched 40ft back, if they collide with a person, both take an additional d8, if colliding with an object, take 1 additional d8

Great task of the Dragon

Unlocks at level 12

Chakra: 13

Range: 40ft

This technique can be set up as a feint as it has a delayed activation. The technique alters weather conditions temporarily and attacks from the sky rather than from the person. The storm clouds that create the attack dissipate immediately after the tornado begins while the tornado continues in a highly concentrated state. It takes 2 rounds to activate, when it does the tornado drops on the designated point. All enemies in a 10 foot radius must make a Dexterity save or take 10d6 slashing damage from the current and be swept into the tornado with another d6 every turn. They take half as much on a success and don't get swept up.

Rasenshuriken

Unlocks at level 16

Chakra: 20

Range: 5ft

A large Shuriken Shaped ball of wind. This attack is the pinnacle of wind style attacks with very few other being able to master it. The technique requires you to make a melee attack and on a hit the attack explodes, both you and the enemy take 30d4 piercing damage from the wind splintering into sharp needles that pierce your body. You and the opponent must make constitution saving throws vs your DC. On a fail you take another 2d8 piercing damage and can't cast anything until you are healed by a cleric, the same goes for the enemy if he doesn't die. If used while in Sage Mode, this jutsu can be thrown with a range of 60ft, provided the enemy is not behind any cover.

Lightning Style

Passive Lightning style ability

Chakra: 0

Player character has built in +5ft Movement and can produce small amounts of lightning. This Lightning can be focused to a weapon to give off 10 foot light as well as electrify.

(Electrify allows you to make a flat dc intimidate against creatures with less the 4 intelligence against their will power. If failed they will disengage and engage the player characters nearest ally instead)

Thunder

Unlocks at level 1

Chakra: 1

Range: 25 ft cone

With the flick of their wrist the user is capable of firing countless small sparks of lightning towards a target. Anyone in the cone makes a Dexterity save to dodge the attack, if the fail they take full damage, half as much on a success. This attack deals 1d6 lightning to all opponents in the cone.

Lightning Rod

Unlocks at level 3

Chakra: 4

Range: 5ft

After making an attack with either a metal weapon or an unarmed strike the user raises their arm into the air, generating a powerful bolt of electricity which travels through their body transferring the electricity to the body of the opponent, dealing 3d6 lightning damage to the oppontent, they then make a con save against your DC or they are stunned for one round.

Chidori

Unlocks at level 6

Chakra: 8, can stack up to 8 extra onto it

Range: 15 ft lunge

To perform, the user first gathers lightning to their hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. The user rushes their opponent, then the user shoves their hand into the enemy's chest dealing 1d6 piercing and 4d8 lightning. You can continue stacking chakra into the Chidori, if you do so you add an extra d8 of lightning to the attack, the more stacked into it the louder the chirping becomes. Spell attack

Lightning Cloak

Unlocks at level 12

Chakra: 18

The user wraps their body in a layer of lightning chakra which, instead of being used offensively, is used to electrically stimulate their nervous system. This technique gives the user a +3 bonus to AC while active along with dealing a d6 of lightning to anyone that tries to attack the user. This requires 2 chakra to maintain every turn.


Black Panther

Unlocks at level 16

Chakra: 25

Range: 50 ft

After generating black lightning from their body which takes the form of a panther, the user can manipulate it to affect multiple victims at once by electrocuting them. The enemy makes a Dexterity saving throw and on a fail has the attack hit him then jump between him and any other enemies in a 20 foot radius. This attack deals 25d6 lightning and another 3d6 to the enemies it arcs to. Spell attack and Dexterity save

Earth Style

Passive Earth Style ability

Chakra: 0

Player Character can shift/shape up to 10ft of earth, including stone at a time(Excluding Dungeon walls and floors of any kind.) Examples, while at a campfire you could craft a stone hotplate over it to cook off of, or make a chair to sit in. Any stone item made is of 0 value and is connected to the earth.

Lightweight Boulder

Unlocks at level 1

Chakra: 2

Range: 5 ft

The user can reduce the weight of an object so that they may carry it or be able to move it (Bonus Action). An example would be if there is a boulder in your path, you can reduce its weight to be able to push it. The weight able to be reduced is equal to the amount of chakra you put in, you divide the weight of an object by the chakra put in. Example would be a 300 pound tree, you put 2 Chakra points in the least amount it can cost, the tree now weighs 150 pounds instead.

Fissure

Unlocks at level 3

Chakra: 3

Range: 35 ft Long

After the hand seals are formed, a large fissure, spanning a considerable distance is formed. Unsuspecting victims will then fall deep into the earth. Anyone in the line of this attack must make a Dexterity check, if they fail they fall into the fissure, on a success they manage to stay on one side of it. Those in the fissure can try to climb out by making a strength athletics or a Dexterity acrobatics check, the fissure is 50 ft deep. The fissure closes after 4 rounds those still in the fissure start by taking 3d6 bludgeoning damage, if they fail to make it out within 2 rounds of this, they are crushed to death.

Stone pillar spears

Unlocks at level 6

Chakra: 8

Range: 20ft

This technique lets the user create 5 stone pillars that will protrude from the ground to skewer the target. The rock pillars will even pass through obstacles to reach their target. These pillars deal 2d6 each per successful hit, the user makes a spell attack at a target for each pillar.

Rock Shelter

Unlocks at level 12

Chakra: 15

Range: 15ft area around user

The user surrounds themselves with earth, taken from the immediate vicinity and creates a formation of rock that is capable of protecting both the user and others in close proximity, if desired. The wall provides full cover from all ranged attacks, the wall can however be broken if enough force is applied. If the wall takes more than 100 damage, it shatters dealing 2d6 bludgeoning to those inside of it from the falling rocks.

Bedrock Coffin

Unlocks at level 16

Chakra: 25

Range 80 ft

This technique allows the user to control multiple sections of rock and move them around their opponent. The user then forms a shell around the them that crushes the opponent with immense force. This attack deals 20d8 bludgeoning, and leaves the opponent restrained from the rocks on top of them.

Water Style

Passive Water Style Ability

Chakra: 0

Player character gains control over up to 5 gallons of water, This water can be shaped and moved as they see fit, However it cannot be used to harm others, this includes suffocation. Water jutsu users have a secondary ability, They may spend 2 Chakra to produce a gallon of water. Water users have no power over ice.

Water Gun

Unlocks at level 1

Chakra: 1

Range: 20ft

The users hand mimics a gun shape, in the process compressing water onto the tip of their index finger. When finished they fire the water bullet at an opponent, make a spell attack and on a hit the enemy takes 1d6 piercing damage.


Water Prison

Unlocks at level 3

Chakra: 4

Range: 5ft

This technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. The user is also required to use chakra to maintain the sphere, it takes one chakra every turn to maintain. This also effectively immobilizes an enemy, requires a spell attack, with a dex save.

Water Shark Bomb

Unlocks at level 6

Chakra: 10

Range: 45 ft

The user shapes water into the form of a large shark and thrusting their hand forward, sends it hurtling towards the opponent at high-speeds.This attack deals 3d8 bludgeoning and 2d6 cold, and knocks the opponent back 10ft. Spell attack

Water Gun: Two Gun Style

Unlocks at level 12

Chakra: 12

Range: 30ft

A more lethal version of the Water Gun Technique, where, instead of one, the user uses both hands and fires four powerful shots of water simultaneously. This functions the same as the original water gun technique, except it deals more damage and fires twice. It now deals 2d6 piercing and 1d12 cold per shot. Spell attack

Super Shark Bomb

Unlocks at level 16

Chakra: 28

Range: 150ft line

The user creates a gigantic shark out of water and, by thrusting both hands forward, sends it to attack the opponent. In a straight line it engulfs each opponent in rapidly moving and heavily pressurized water before rising up and slamming itself aswell as them into a solid object, this attack deals 6d8 cold damage as well as 20d6 force damage.

Appendix B: Kekkai Genkai Jutsu

Storm Style

Passive Storm Style ability

Chakra: 0

Player has minor control over storm clouds, in the situation of a lightning storm, they can redirect the lighting away, up to 200ft from them and their belonging. Redirected lighting can be used to damage enemies for 3d8. (This only applies to naturally occurring lightning) They also have the ability to produce a small rain storm or overcast up to a 500ft radius around them.

Light Fang

Unlocks at level 1

Chakra: 1

Range: 10ft

the user generates a sharp thin stream of light from their mouth, that is said to be hard to dodge as it runs at the speed of light. This beam is a Dexterity save and if they fail the opponent takes 1d10 piercing damage or radiant damage.

Light Pillar

Unlocks at level 3

Chakra: 4

*Range:* 15ft radius around you

This technique blinds the target with an extremely bright light that appears to emanate from the user's body. Anyone in a 15 foot radius around you must make a constitution saving throw, or be stunned untill the end of your next turn. This attack hits both friends and enemies.

Thunder Cloud Inner Wave

Unlocks at level 6

Chakra: 10

Range: 10ft radius

You generate a thunder cloud in a 15ft radius around you and follows your movements. This cloud shocks anyone that comes into proximity of it, Functions as the darkness spell to anyone besides the user, and stays for 1d6 rounds. The shocking effect deals 2d6 lightning damage to the person that cam in contact with it.

Note: the damage effect can only be triggered once per round; The user can see clearly despite being in the cloud.


Demon lightning Storm

Unlocks at level 12

Chakra: 16

Range: 40ft radius in the sky

You create a large thunder cloud in the air 40ft in the air covering a 40ft area. The cloud can be used to enhance lighting based attacks giving them an extra 2d6 damage. You can also use the cloud to generate a single attack where you call down all of the electricity in the cloud onto a single opponent in eyesight. This attack deals 10d6 lightning damage to the opponent and is a Dexterity save at disadvantage.

Laser Circus

Unlocks at level 16

Chakra: 26

Range: 60ft line of sight

This technique creates 8 beams and shoots them at the enemy. First, a halo of bright energy spreads around the user's hands as this technique is activated, then it encircles the user's hand and from that, the beams are shot out towards the enemy. The user is able to alter the beam's direction after being shot, making it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The enemy takes 5d8 lightning or radiant damage per beam. You can direct the beams at individual targets or have them all stack onto an enemy the can go a max range of 45ft from you before disappearing.

Note: Each beam has the ability to change direction and hit up to 2 opponents, however each rays max range is 60ft.

Lava Style

Passive Lava Style Ability

Chakra: 0

Player Character gains the ability to walk on lava, as if they were walking on water and take no damage. They gain a natural defense to fire damage, reducing all fire damage by 1d6.

Melting Apparation

Unlocks at level 1

Chakra: 1

Range: 10ft

The user manipulates a strong acidic mud flow, even capable of corroding flesh. This Jutsu can be used to melt locks or doors if someone needs to. It also deals 1d6 fire damage if you hit an enemy with it. Spell attack

Quicklime Congealing

Unlocks at level 3

Chakra: 4

Range: 25ft

The user expels a large quantity of quicklime from their mouth, capable of inflicting damage to an opponent. This ability can also be manipulated in order to restrict the intended target's movements, as after the initial blast the remnants of the substance can act in a similar manner to quick-drying cement. If used on an opponent it deals 2d4 bludgeoning and can be used as a restraining device. The enemy makes a contested grapple check vs your DC on a failed save they are restrained and can remake the save at the end of their turn repeatedly.

Rubber Defense

Unlocks at level 6

Chakra: 8

Range: 5ft

The user creates a short tube with lava converted into a rubber-like material which can be used to guard against enemy's attacks. This tube can be placed on an ally or yourself. It grants full cover and a +5 AC, but you cannot attack from it.

Scorching Rocks

Unlocks at level 12

Chakra: 18

Range: 45ft

The user expels a large amount of lava from their mouth, which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. The user fires 4 boulders that deal 4d6 fire and 2d4 bludgeoning, this attack is a Dexterity save to take half damage.

Crimson Flame

Unlocks at level 16

Chakra: 30

Range: 60ft

The user accumulates lava chakra in their hand and triggers a series of fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish an entire area. This attack is a Dexterity and on a failed save they take 8d10 fire damage and 7d8 force damage, and are thrown back 25ft. On a success they take half damage and aren't thrown back.

Wood Style

Passive Wood Style Ability

Chakra: 0

Wood style Users are able to summon small trees and poles of would out of the earth as well as their body. This wood can be used as timber and firewood if chosen as they used is not required to remove it from existence, however it can not be sold to make a profit. Wood users can return any wood they create back into the earth. This wood cannot be used to cause harm to enemies, however it can be used to block paths and bar off areas. Wood possesses 10 ac and 12 hp

Active: Four-Pillar House

Chakra: 0-5

You use your wood style to create a 2-story house that is up to 40ft long, 40ft wide and 80 ft high (up to 2 floors). The house has an AC of 14 and 40 HP. The house can be empty or furnished(strictly wood and earth) and provide cover from the elements. (see chart below) . Each floor is 1 big room, and a balcony surrounds the second floor.If the house is destroyed anyone inside takes 2d10 bludgeoning damage.

Wood Style House
Size Floors Furninture Chakra Bonus
20ft x 20ft x 30ft One Empty 0 Can hold 4 medium creatures comfortably
20ft x 20ft x 30ft One Furnished 2 .Creatures whom slept inside may gain a +1 Morale bonus on their next saving roll. Can Hold 4 medium creatures Comfortably
30ft x 30ft x 60ft Two Empty 2 Can hold 8 medium creatures Comfortably
30ft x 30ft x 60ft Two Furnished 3 Can hold 8 medium creatures Comfortably Gain +2 morale bonus on next Saving roll or Gain + 1d6+con Temporary Health.
40ft x 40ft x 80ft Two Empty 4 Can hold 12 medium creatures Comfortably.
40ft x 40ft x 80ft Two Furnished 5 Can hold 12 medium creatures Comfortably. Gain +3 Morale bonu on next Saving roll or Gain 2d4+con Temporary Health or + 5ft movement in next combat.

Stocks

Unlocks at level 1

Chakra: 1

Range: 5ft

The user makes a set of stocks that automatically form around the desired target. The target makes a grapple check against your DC, on a fail they are immobilized, on a success they break the stocks.

Wood Dome

Unlocks at level 3

Chakra: 5

Range: 10ft radius in front of user

An extremely versatile move, this technique uses chakra to activate the roots in the ground and, using the user of the technique as a reference point, makes wooden pillars appear from left and right. This dome provides full cover from the front and is near indestructible unless the user cancels it.

Wood Dragon

Unlocks at level 6

Chakra: 10

Range: 30 ft

The user creates a gigantic wooden dragon which can be used many ways. The dragon persists for 3 rounds after creation and can reform if broken, however the user must spend their turn to reform the handsign. The dragon has 60 hit points and can be used to shield the user as a reaction, Attack at the same time as the user, grapple an opponent and be used as quick transportation in combat.

Deep Forest Emergence

Unlocks at level 12

Chakra: 20

Range: 40ft radius around the user, 20ft in the air

The user forces trees to grow on any surface, easily creating a dense forest anywhere they choose. A small plant can grow into a forest in an instant. The trees erupt around the user hitting anyone in the 40ft radius, the user along with designated people are lifted by a root into the air. The trees deal 5d12 bludgeoning anyone in the area must make a Dexterity save or be hit, they take half as much on a failed save. The terrain counts as difficult to everyone, but the user.

As a bonus action the user may spend 4 chakra to send large branches from within the forest to assault enemies, dealing 3d12 piercing or bludgeoning damage per successful hit.


Great Spear Tree

Unlocks at level 16

Chakra: 32

Range: 50ft area around the user, 60ft in the air

Duration: 10 rounds

The user brings out massive roots over a larger area that tangle around each other with such force that any one caught in-between is violently crushed. These roots erupt in to form a spiral dome around the user 20ft into the air. These roots require a Dexterity save to avoid and on a fail the enemy takes 20d8 bludgeoning, success the take half and are not trapped. If the enemy is knocked unconscious they are automatically killed by the roots, their bodies' are crushed and their blood seeps into the roots giving them a red tinge. Afterwards the blood seeps back out through the bottom of the roots into the dome giving off a rain effect inside the dome. Within the dome any enemy can be targeted by the user and assaulted by a variety of foliage Vine: on succeful hit the enemy is knocked prone and take 2d8 bludgeoning damage Branch: On successful hit the enemy takes 4d8 piercing damage Log: the enemy makes a dex save if failed makes 8d8 bludgeoning damage

Scorch Style

Passive Scorch Style ability

Chakra: 0

Scorch is unique in its own way to fire, as a result when mixed with water it can produce a mist that obscures a 15 ft radius. Creatures within the mist gain +2 AC to ranged attacks.

Active: 5 Chakra.

A Scorch user hit from a non-magical metal weapon and on a int based dc 15 grab onto the weapon and superheat it dealing 1d10 fire damage and disarming the enemy. The heat does not affect the Scorch user.

Demon Lantern

Unlocks at level 1

Chakra: 1

Range: 10ft

The user summons an orb of fire that takes the shape of a skull. The orb deals 1d10 and is a spell attack

Bomb Blast Dance

Unlocks at level 3

Chakra: 5

Range: 25ft cone in front of user

The user kneads chakra inside their body and convert it into fire, which is then expelled from the mouth in a large stream. This attack deals 2d6 fire damage and is a Dexterity save.

Incinerating Flare

Unlocks at level 6

Chakra: 12

Range: 35ft

The user forms a large ball of heat that looks like a sun. The user then throws it at the enemy which then violently explodes with enough force and power to incinerate a large area around it. When this happens, steam can be seen emitting from the area. This attack is a Constitution save, on a failed save the opponent takes 5d8 fire damage and gains a level of exhaustion, they take half as much on a success and don't gain the level.

Great Blaze Ball

Unlocks at level 12

Chakra: 20

Range: 100ft

The user exhales a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. This attack is a Spell attack, the enemy takes 15d10 fire damage and they make a constitution save, on a fail are considered immobilized for a turn from most of the moisture in their body evaporating, save they aren't immobilized.

Extremely Steaming Murder

Unlocks at level 16

Chakra: 32

Range: 100ft eyesight

The user creates three flaming orbs that resemble small suns. These orbs rotate around the user and can be freely controlled to attack enemies. When an orb touches an opponent, it apparently evaporates all the water inside their body, leaving them in a mummified state. When this happens, steam can be seen emitting from the opponent's body. These orbs do not go away upon touching an enemy, they deal 10d10 if they hit an enemy and give the enemy two exhaustion levels. These orbs are Dexterity and Constitution saves for dodging, and the exhaustion levels. If they are killed by the orbs they turn into mummified corpse and their gear is disintegrated unless magical. The orbs last for 8 rounds or until dismissed.

Magnet Style

Passive Magnet Style ability

Chakra: 0

Any magnetic object can be pulled towards you as a movement speed of 10ft per round, this requires no handsign. Small sacks of gold included (less than 8gp) However theft still counts as theft. The user can also manifest dust and create small jewelry(cannot be sold) While wearing it they gain + 3 bonus to Persuasion with nobles and traders but may be target of petty theft.


Gold Spear

Unlocks at level 1

Chakra: 2

Range: 10ft

The user creates a spear of gold and stabs an enemy. The spear deals 1d8 piercing damage, and 1d4 bludgeoning. Spell attack

Iron Needle Bomb

Unlocks at level 3

Chakra: 4

Range: 25ft

The user creates an orb of iron sand and then forcefully disperses it into needles in a circle around them. These needles deal 2d8 piercing damage and require a Dexterity save to avoid.

Iron Sand Drizzle

Unlocks at level 6

Chakra: 8

Range: 40ft line

It is a gunshot-like attack which uses Iron Sand hardened into minuscule grains to attack simultaneously across a vast range. The bullets are so fast that they are difficult to see. These bullets deal 5d8 piercing and 2d4 force, this attack passes through enemies.

Magnet Rise

Unlocks at level 12

Chakra: 22

Range: 50ft line of sight

Through the Magnet Release kekkei genkai, the user is able to magnetise anything they touch, and then subsequently anything that touches something they have already magnetised, and so on. However, the magnetic force weakens from object to object. Once a person has been magnetised, the user can manipulate the magnetic field in such a manner as to make any subsequent attack using a metallic weapon impossible to evade. Anyone or anything magnetized can be controlled by the user, the affected can make a constitution save to avoid being controlled, if they fail they can remake the save at the end of their turn.

Creation

Unlocks at level 12 Chakra: 4 Range: touch

This technique is used to form weapons out of iron and gold dust, the weapons are not structurally sound and will shatter back into dust after two strikes, this technique is key when usingmagnet rise. Any weapon can be made uses the base damage of the weapon, it will have no value. Darts/kunai/senbon/shuriken x6, dagger x3, shortsword x2, longword, greatsword, etc: x1

Gold Dust Imperial Funeral

Unlocks at level 16

Chakra: 32

Range: 100ft radius around user

The ground around the user overflows with gold dust covering anyone up in dust, while the user is lifted into the air by a nimbus like cloud of gold dust. The user than places his palms on the ground sending out a shockwave through the dust crushing anyone underneath it. The dust is unavoidable unless you can fly, however when the shockwave is sent through then the enemy can make a constitution saving throw on a success they take half damage and don't suffer the side effects. If they fail they take 20d10 bludgeoning damage, are considered stunned, and are immobilized. This attack may only be used once per long rest

Ice Style

Passive Ice Style ability

Chakra: 0

Resistance to cold damage, cold weather has no effect on the character, they have the option to cool the area 30ft around them by up to 30 degrees Fahrenheit as a free action. Player character can shape up to 10ft of ice and create it from thin air, however anything made can not be sold, will melt over time, and cannot be used to harm any creature or object.

Winterized weaponry

Unlocks at level 1

Chakra: 3

Range: Self

The user creates a weapon from ice solid enough to strike their opponent, each weapon can last up to 3 rounds before breaking and can only be the following weapons Spear, Longsword, dagger, dartx 3 (shuriken/kunai/Needles) or club. Each weapon deals an addition 1d4 cold damage

A Thousand Needles of Death

Unlocks at level 3

Chakra: 6

Range: 30ft

A large number of needle like shards of ice surround the enemy, then fly at them dealing 3d4 piercing damage and 1d6 cold damage, they reduce their movement speed by 10ft until your next turn.

Ten Thousand Ice Petals

Unlocks at level 6

Chakra: 12

Range: 30ft cone From the users mouth a frigid cold pours forth engulfing everyone within a 30ft cone, dealing 4d6 cold damage and halving movement speed on a failed dex save, on a passed save they take half damage and are not slowed


Crystal Ice Mirrors

Unlocks at level 12

Chakra: 24

Range: 30-40ft dome around opponent

Mirrors of ice form around the opponent, while inside all creatures take 1d8 cold damage per turn, the user of the jutsu can step into a mirror and throw themselves between them at high velocity, allowing them to attack while within the mirrors. Each round the user may make 1 melee attack with a +5 bonus to the hit roll on top of their normal bonuses, then spend their bonus action to return inside a mirror. Creatures may enter on their own free will but when trying to leave the mirrors they must either break one of them (DC22 strength) or dive between them (DC22 Dex) if failed, they provoke an attack of opportunity as a free action from the Jutsu user. Other jutsu can’t be used while using this one.

Wolf Fang Avalanche

Unlocks at level 16

Chakra: 32

Range 40ft(length) by 30ft(width) line An Avalanche of snow pours out from the users feet and reaches high into the air before falling onto the enemies in said space. On the downwards crash they form into wolf like appartitions and tear into the enemy, causing them to make a dc 18 con save, if failed they take 20d8 cold damage and are immobilized for 1 turn if passed they take have damage. May only be used once per long rest.

Appendix C: Ninja Feats

These feats can be taken instead of an ability score bonus, instead of a normal feat or as the variant human free feat.

Hidden talent

+1 to Dexterity or Intellegance Able to weave handsigns with one hand, this does not grant the ability to use 2 jutsu PC gains the use of 2 more skills.

Appendix D: Kekkai Genkai

Kekkai Genkai

Table 1.1
Kekkai Genkai Basic Chakra Natures Discription
Storm Style Water Style, Lightning Style This Kekkai Genkai is a natural combination of water and lightning. These two combine to make a lightning that flows with fluidity like water.
Lava Style Earth Style, Fire Style A combination of earth and fire chakra to form volcanic materials, like rubber or lava.
Wood Style Earth Style, Water Style It is made up of techniques that mix earth-based chakra in one hand and water-based chakra in the other to create wood as well as various plants, from simple seeds to even flowering trees.
Scorch Style Fire Style, Wind Style This Kekkai Genkai can be seen as normal Fire, but it's on a completely different level. The flame from this Kekkai Genkai is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make attacks miss. It can also melt most wooden objects on impact.
Magnet Style Earth Style, Lightning Style This Kekkai Genkai allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.
Ice Style Wind Style, Water Style This Kekkai Genkai allows the user to manipulate water particles to form ice in different shapes and forms.

Appendix E: Unique Jutsu

Unique jutsu can be found in "Forbidden" scrolls throughout the world, bought at seedy locations and stolen off of other ninja. These scrolls contain knowledge of techniques not commonly used or meant to be protected by a certain village.

Shadow Possession Jutsu

Chakra: 8 then 1 per round

Range: 30ft bright light, add 15ft per shadow. 200 feet in the dark.

Users shadow attaches to anothers, freezing them in place and causing them to mimic the actions of the user. Enemy is considered as Restrained and can only break this technique with a DC30 strength test.

Shadow Strangle Jutsu

Prerequisite: Must know shadow possession jutsu

Chakra: 2 then 1 per round

While an opponnent is under the effect of Shadow possession, the use can create an additional shadow that forms into a hand and creeps up to the enemies neck and begins to strangle them during each round the opponent takes 1d10 force damage as they are being strangle, technique ends if shadow possession ends.